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Angelo Kerman

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Everything posted by Angelo Kerman

  1. The trick is to lighten it up as much as possible... crank up the lift force to max. I can do it but barely..
  2. Bringing MOLE's tanks up to DSEV standards... The plan is to keep the basic patterns but update the detailing and add specular maps- back then I didn't know what specular maps were...
  3. Take a look at the Skydancer in the sample craft folder...
  4. Not in this release, and not in 1.3.1. Next update will be MOLE's Feature Complete update, and will have the arm. Still 1.3.1 though. The 1.4.1 plugins might work in 1.3.1, but warranty void if you try.
  5. No, there are no weldable size 2 ports. DSEV 3.1 is now available: - Recompiled for KSP 1.4.1 - Removed deprecated parts.
  6. Snacks 1.9.0 is now available: - Recompiled for KSP 1.4.1
  7. Thanks! I'd rather not change the stock Mk1 pod, but I'll look at making a version of the Korona for next release. Meanwhile, MOLE 1.12 is now available: Bug Fixes & Enhancements - Recompiled for KSP 1.4.1 - Optimized several meshes to help improve rendering rates. - Lightened the Brumby capsule's dry mass to make it comparable to the DLC mk2. - The Brumby can now carry two science experiments. - The Bigby Crew Module can now carry four science experiments. - Removed helmet requirements in the Appaloosa, Brumby, and Bigby Crew Module to remain consistent with stock command pods. - Fixed MOBL crew spaces. - Fixed several part descriptions. Experiments - Added new Breakthrough Research experiment. It has a small chance of creating an experimental version of a part that's located in an unresearched tech node. The experimental part is fully functional, just like those that you get with part test contracts. You have a chance to create an experimental part even after the Breakthrough Research experiment stops producing Science.
  8. Sandcastle is intended to add more Hogan-like buildings. I have a science observatory planned as well as an industrial building and an oil derrick-like mega drill. These parts are built on site and printed with a 3D printer, but they can also start as a packing crate to allow initial placement by a kerbal. I'm hoping to get to Sandcastle by summer (modding takes a long time and I have other projects to work on). As for the top secret project, I can't talk about it right now, but it's my next mod for KSP. Meanwhile Pathfinder 1.25 is now available: - Recompiled for KSP 1.4.1
  9. Kerbal Komets 0.6.0 is now available: - Recompiled for KSP 1.4.1.
  10. BARIS 1.5 is now available: - Recompiled for KSP 1.4.1
  11. The hangar deck does have a ModuleCargoBay on it. If you open the bay and stick a flight deck on it then it won't shield parts. Heisenberg 2.10 is now available: - Recompiled for KSP 1.4.1 - Removed deprecated parts.
  12. Look in Manage Operations for that, there might be something there. No guarantees though.
  13. The Jumble Of Parts seems less jumbled somehow...
  14. MOLE's 1.4.1 update is coming along nicely. I'm going to hold off adding new parts and instead am concentrating on optimizing some meshes to improve rendering performance. I had personal stuff to do this weekend so I'm not done yet but I should have things ready to go later next week.
  15. Very nice! I'll think about the capsule, but for now you might consider using the Korona capsule mesh as the external mesh for the Mk1 capsule. The Mk1 pod's IVA won't line up right but it does have a 0.625m top.
  16. The Conestoga part was built without the need for KAS in mind. Just attach the flat-packed modules to its sides, add some Mountain Goat wheels to the lower attachment points, and atttach some Spark engines for landing. Then just drive to the desired spot, detonate the wheels, and settle the base down. The name Pathfinder was indeed chosen to evoke the image of wandering the planet to find a nice place to settle. Names in the mods come from the old west to help reinforce that notion. I choose modules that you assemble in the field, and that can be broken down again, to give that feeling of "space camping" where you go prospecting for resources and pull up the tent stakes when things run dry. Same goes for the GoldStrike mini-game. Once you finally do find a really good spot, then you start pouring the konkrete to make the bigger stuff, like the Pipeline mass driver, Hogan, and other permanent base buildings that I hope to get to later this year. There's still a lot on my plate- I'm trying to reach feature complete on several mods and am working on a top secret mod as well- so it'll be awhile before the rest of the end-game permanent base parts arrive.
  17. I should have Wild Blue mods updated this weekend. I’ve been a bit busy with personal stuff.
  18. Yup! This was originally a collaborative project with Pak. I'd make the plugin and he'd make jaw dropping artwork. Unfortunately, I could not make the plugin work. But sirkut was kind enough to provide the missing link- literally! Now we're both unstuck.
  19. About a year ago, I worked on a feature for KerbalActuators (the thingy that lets Buffalo's tilt-rotors rotate) that has remained hidden due to a key component not working properly. Thanks to @sirkut's generous support, I can finally add a part into MOLE that I've wanted for awhile. Here's the demo video of what I worked on: MOLE is finally getting a programmable robotic arm! Much appreciated, @sirkut! The next MOLE update is going to be a bit as I'm optimizing meshes to improve render performance, bringing the Titan tank texturing up to DSEV standards, and adding a parafoil part for the Brumby to glide home with. I might just do a 1.4.1 compatibility update with some of that before making the parts. Anyway, the next set of parts will finally make MOLE feature complete!
  20. None of my mods are updated for 1.4.1 yet. Expect to see problems until I do. Work is in progress but I have a lot on my plate.
  21. Looks cool. Part switching PJ’s models is possible, but you need plugins to do it and some finagling in Unity..
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