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When We Left kerbin - Chapter Twenty: Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Teaser image for the next Prologue chapter: What's this? It's inspired by this: -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@Lisias Congrats on getting your airship airborne! -
Pink slime? Ew! But if the pilots also have missing time, then you know something is really wrong, and it could be.. It also looks like the temporary Senior Consul has the hots for Kerny! I wonder if he'll find that more difficult to navigate than his upgraded ship...
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When We Left kerbin - Chapter Twenty: Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Prologue Part 2 Captain James scoffed at the results. Negative productivity. Negative. He shook his head. “Well, did you read the manual, I hope,” Taniwa, Chief Designer at Kairyuu Shipping asked over the wireless. There was a slight delay due to the distance from Kerbin to Minmus. “I put a lot of work into that manual, you know, you really should read it. It would save my company a lot of support requests…” “Of course we did,” Captain James fired back. “Then you should know that the more courageous and dumber your team is, the less productive they are.” “Look, my team is-” “Rightfully evaluated as having negative productivity,” Taniwha pointed out. “The tests don’t lie. Your team has too many members who are too courageous, too dumb, or both. So I contend that if all else fails, read the directions. And if that still doesn’t work, follow them.” “Ok, I get it,” Captain James said, admitting defeat. “We need smarter kerbals that are easily frightened. What about… What about experience, does that count?” “Page 9 of the manual,” Taniwa smiled and responded. The MEX 2 Mission Commander thought for a few moments. “Right. Ok, so we just need to train up.” Taniwa nodded and smiled. “Is there anything else you need today, Captain?” “Uh, no, I think that’s it.” “Excellent. Thank you for calling Kairyuu Shipping’s help line. Have a great day.” Captain James hung up the video caller. “So I guess we have to head back home,” Marnica said, “to debrief, train up, and then fly out here again.” “The whole point of MEX 2 is to develop ISRU and extraplanetary launchpad capability, then build a base capable of refueling spacecraft and building new ones. Going home is admitting defeat. What are we going to do when we go home to train,” James asked. Marnica gave him a puzzled look. He continued. “All we’ll do is sit in a room somewhere and debrief. Then we’ll sit in a classroom to get yelled at- I mean lectured- and take a bunch of tests. Then we’ll go fly again unless some other crew gets the job. “Why do we have to go all the way back to Kerbin just to sit in a classroom,” James asked. “Well, that is the procedure for-“ James interrupted her and pointed at the room’s monitors. “We just had a video conference. And where were we?” “Uh, sitting in the Pathfinder lab’s hab floor,” Marnica answered. “Exactly.” Marnica gave him a blank stare. James sighed and continued. “All we need to do is print up a classroom of our own, and telecommute to Kerbin to train.” “Ohhhh,” Marnica said, finally understanding. “Old age and treachery overcomes youth and skill,” James said triumphantly. He was the oldest astronaut in the Corps. The next oldest kerbal was fifteen years his junior. Stelissa, Jane, and James got to work printing up a new Casa as well as the equipment needed to assemble it. A few days later, the printer finished the job. Jane installed the new module, assembled it, and configured it as a Ponderosa. The expedition crew spent time in the new module in shifts to train up. That did the trick, the team’s re-evaluation put their construction productivity into the positive. They got right to work building their first vessel on another world, and KSC added the Ponderosa to its growing list of must-haves for any long-term offworld mission. A day later, MEX 2 finished assembling their craft, a vessel designed by KSP to deliver resources back to Kerbin. If successful, it would deliver the first load of Gemstones mined offworld. The team fueled and loaded the fledgling craft and watched it lift into the sky. Seven and a half days later, the delivery vehicle entered Kerbin’s atmosphere. Its new heat shield design deployed right at atmospheric entry while the craft jettisoned its propulsion stage. It performed an aerobraking maneuver successfully, lowering its apoapsis height to 485km. On its next pass, the delivery vehicle re-entered the atmosphere, this time landing successfully. *** Meanwhile, at Munbase Enterprise, Team Jeb was still struggling to establish a self-sustaining presence on the Mun. It was by choice, however. When Bill deliberately crash-landed Enterprise, the first Deep Space Exploration Vessel, onto the Mun to save the lives of Bob and Jeb, KSC was pretty angry with Bill disobeying orders, but they saw an opportunity as well. After discussing it with the crew, Team Jeb agreed to become test subjects for deep space isolation training, making do with only the resources they have on hand. If successful, all flight crews heading to deep space would spend time at the Munbase for similar isolation training. To simulate a trip to Duna, communications with Mission Control would become increasingly delayed. KSC subsequently sent some emergency supplies and Kapollo 4 as a replacement return vehicle, but barring an emergency, Munbase Enterprise was on their own. Part of their trouble centered on gathering resources- the Gold Digger drills just couldn’t dig up resources fast enough. Bill worked the problem and created the Claimjumper strip miner, and the team printed up a Hacienda to house it. Several weeks later, they scrounged up enough Equipment to assemble the strip miner. That worked, and Munbase Enterprise began building up their resource reserves. They also printed up some more components to prepare for their own extraplanetary launchpad. And once again, KSC had a new tool for their deep space missions toolbox. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
After selection did you restart the game? -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Try the link again.- 3,523 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
BARIS 1.6 is now available: - You can now mothball vessels that are landed or splashed. Mothballing a vessel means that it'll be drained of all resources (and will dump any resources transfered to it) and all its breakable part modules will disable functionality as if broken. However, the vessel will retain its quality and MTBF ratings, and it won't be checked for quality updates. When you mothball a vessel, it can be reactivated, but it takes one day per metric ton of vessel. A highly skilled kerbal with the RepairSkill can reactivate a mothballed vessel immediately. You can mothball a vessel from BARIS's in-flight screen. - Fixed thumbnail images not showing up in the editor. - Renamed file snapshots so that the save folder doesn't get clogged with vessel snapshots. - Made sure that the vessel snapshots are cleared when the editor bay is cleared. - Fixed issues with Rush job when Kerbal Alarm Clock is installed. - Fixed divide by zero error when adding a new vessel to integrate into an editor bay, and the bay has no workers. - Fixed issue with the problem report GUI where it kept showing up repeatedly even after dismissing it. - Fixed initial quality issue when vehicle required integration but launch failures aren't enabled. - Improved GUI rendering in the Tracking Station view. - Reduced funding and science costs of tiger teams attempting to repair a vessel in flight from the Tracking Station. - Recompiled for KSP 1.4.3- 571 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
No, there's no automated way that I know of. If you're not using Classic Stock then it won't affect you though. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfider 1.26 is now available: Omni Converters For Classic Stock only, Pathfinder's base components (Casa, Ponderosa, and Hacienda) can now use the new omni converters. Instead of templates like Watney, OPAL, and Nukeworks that have fixed converters, omni converters let you configure your base components however you like. Need 3 Haber processors? No problem. Need the complete resource chain to go from Ore to MaterialKits to Equipment and finally RocketParts? You can do that to. While traditional templates are still around, omni converters offer much more versatility. In addition to the Omni Converters, the new Omni Storage template lets you store any number of resources desired up to the maximum available storage volume. Omni Storage is even smart enough to handle resource ratios like LFO; no need to fiddle with the storage capacity sliders to get just the right ratio of LiquidFuel/Oxidizer in the tank. As with Omni Converters, the traditional storage templates are still around, but Omni Storage offers much more versatility. Bug Fixes & Enhancements - Recompiled for KSP 1.4.3 - Fixed NRE issues with the WBIProspector. - Classic Stock's Hot Springs has a resource scanner to help locate GeoEnergy. - Improved resource summary in the geology lab. - Fixed missing resources in the Classic Stock's GeologyLab. - Fixed a situation where resource distribution wouldn't distribute resources. - Added new templates to Classic Stock Play Mode: OmniShop (Casa/Ponderosa), OmniLab (Doc), and OmniWorks (Hacienda). YOUR EXISTING CLASSIC STOCK TEMPLATES ARE SAFE! These are new templates that offer more versatile configurations, but they take more work on your part to set up. - Added new Omni Storage template to the Classic Stock Play Mode. - Moved the Recycler Arm to Buffalo. The existing arm has been deprecated. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged.- 3,523 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heisenberg 2.12 is now available: New Part - Bison Hub (Advanced Exploration: This 4-way hub lets you connect four gondola modules together to form a ground base. Bug Fixes & Enhancements - Recompiled for KSP 1.4.3 - Improved resource summary in the geology lab. - Fixed a situation where resource distribution that wouldn't distribute resources. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged. -
DSEV 3.1.1 is now available: - Recompiled for KSP 1.4.3 - Improved resource summary in the geology lab. - Fixed a situation where resource distribution that wouldn't distribute resources. - Added Cruise Control to the stock ion engine and stock NERV. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged.
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MOLE 1.15.1 is now available: - Recompiled for KSP 1.4.3. - Improved resource summary in the geology lab. - Fixed a situation where resource distribution that wouldn't distribute resources. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged.
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Buffalo 2.5.0 is now available: New Part - Buffalo Recycler Arm: Available if Pathfinder is installed. This arm has been redesigned to be fully articulated and combines the part recycling capabilities of the original with a magnet that can pick up other objects. Bug Fixes & Enhancements - Recompiled for KSP 1.4.3 - Adjusted the tilt-rotor power and atmosphere curves. Thanks JadeOfMaar! - Improved resource summary in the geology lab. - Fixed a situation where resource distribution that wouldn't distribute resources. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged.
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Awesome, I will do some digging then. Thanks for the info.
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... and now I have a quality of life improvement: If you have resource combos like LiquidFuel & Oxidizer that are consumed in specific ratios, then the Omni Storage will adjust the amounts of the combos at the same time, and fix the units stored based on their consumption ratios. No need to fuss with the sliders manually.
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At last, the Omni Storage is done! With both the Omni Storage and Omni Converter part modules done, I have what I need for the mothership's Omni Lab- and my other mods will benefit too. Now I can focus more on the IVAs- which are going to take awhile due to their complexity- and making a replacement for the stock shielded docking port that's more low profile. I might redo the hover jet engine too.
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Thanks guys! It was totally unexpected. I'm just about done with the omni storage part module- fixing bugs at the moment- and last night I finished the last of the cockpit unwrapping: I'm looking to make some modern IVA displays too. Something like this: Combine that with an interior inspired by Mass Effect and it'll look really good.
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@MOARdV I'm investigating IVA props for my Flying Saucers IVAs, and I definitely want to use MAS instead of RPM. Given the nature of the flying saucers, would I'd like to do is something like this: I imagine multifunction displays with control sets and readouts. Say, one touchscreen has resource readouts, another has the digital 8-ball, another has action group buttons, and so on. Is something like that possible with MAS? I could imagine some kind of panel with props on it to simulate the touchscreen, and then some kind of controls to switch between the panels. I'm not sure that's doable with MAS as I've not made props that interface with the game controls before...
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