-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
DSEV 3.0.0.2 is now available: - Cruise Control fix for single-mode engines. They still need ModuleEnginesFX though. - Exhaust plume effect fix for Hypernova in Torch Mode. - Fix for deprecated parts. - MM path fixes. Thanks Li0n!
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.20 is now available: - WBT update - Module Manager update- 3,523 replies
-
- 3
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
@Li0n @Aelfhe1m Thanks for the pull request, I've incorporated the changes. I have some more testing to do but should have a patch later today.
-
It occurs to me how Kerbfleet can stop the Kerbulans: Fully occupy any crewed module they're trying to get into!
- 6,461 replies
-
- 5
-
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
Yeah it seems that the old method of deprecating parts isn't working anymore. I'm working on a new way but need to do some testing before I can release a patch.
-
There's a bug that'll get fixed in the next few days. I want to give time for things to settle down first. It'll work just fine for engines with multiple engine modes.
-
Thanks! When I started DSEV two years ago, @DasValdez was doing streams to replicate the NASA Discovery II mission and I built a bunch of parts to help. Originally the mod had like four parts including the Supernova. Then I expanded it to make the Copernicus and Nautilus, and finally made that vision a reality.
-
I bought Stellaris...
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup!- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Deep Space Exploration Vessels 3.0.0.1 The Final Odyssey is now available: The last major release to Deep Space Exploration Vessels completes the original vision for the mod by introducing new parts to make the Nautilus, a kerbalized version of NASA's NAUTILUS-X along with new cargo bays, a revised hex truss system, a new 2.5m cryopod, non-cylindrical fuel tanks, a new radiator, and a powerful new fusion engine. At this point, future updates to DSEV will focus on bug fixes and minor tweaks. I'm happy to say that DSEV is now feature complete! New parts - D2 Cargo Bay (Advanced Metalworks): Styled like the D2 crewed parts, the cargo bay is a nice Size 3 alternative to the stock Mk3 cargo bay. It comes in 3 lengths. - Hex Hangar (Composites): This large hangar can snugly fit Size 3 parts. It comes in 3 lengths. - Hangar Adapter (Composites): Use this adapter to attach the Hex Hangar to Size 3, Size 2, or Size 1 parts. - Automated Construction Hangar (Composites): This specialized hangar lets you make individual parts without the need for kerbals- albiet slowly- if you have OSE Workshop installed. - Nautilus Airlock (Composites): This radially attached hexagonal airlock seats 2 and has an extendable porch for conveniently attaching EVA items. - S-2 Nautilus O.C.P. (Composites): This radially attached orbital command pod provides guidance for your vessels and good views. It even has a small built-in greenhouse! - Nautilus Centrifuge (Composites): The Nautilus Centrifuge is a spinning habitat ring with living quarters for up to 16 kerbals. With Pathfinder installed, the centrifuge slowly generates data for use in labs, and provides production bonuses to the vessel's Pathfinder templates. The Jukebox actually works! Sadly, licensing doesn't let me distribute songs from Saturday Night Fever (not even MIDI versions). But you can place custom music under 000WildBlueTools/Music. Just look around for a free converter that can make .ogg files (Audacity comes to mind) and you're good to go! - Nautilus Tank Cluster (Composites): This cluster of fuel tanks has built-in radiators as well as built-in adapters for Size 3 and Size 2 parts. it also has engine mounts for up to 7 Size 7 engines. - Daedalus Storage Tank (Large Volume Containment): This 10-meter spherical fuel tank holds a variety of resources. A lot of resources. - Meat Locker CryoShelter (Station Modules): Essentially a smaller version of the D2 Cryo Shelter, the Meat Locker is the size of a Hitchhiker and can hold 4 kerbals in cold storage. - D2HT-2 Adapter (Advanced Metalworks): This is a longer version of the D2 to Hex truss adapter. - D2 Quarter Truss (Advanced Metalworks): This part is the D2 equivalent of the Quarter Hex Truss. - D2 Hex Node (Advanced metalworks): This part is the D2 equivalent to the Hex Node. - Multi Truss: What this truss lacks in amenities it makes up for in its multi-length options. There's also a D2 equivalent. - WB-9 "Hypernova" Fusion Torch (Torch Drives): This advanced fusion engine has two modes; a high thrust, high specific impulse, high heat "Torch Mode" and a lower thrust and insane ISP "Cruise Mode." If you activate Cruise Control, you can perform engine burns during timewarp. And yes, the transmitter functionality is intended; Project Daedalus's second stage motor doubled as an antenna... - Avatar Radiator (Large Electrics): This non-rotating radiator is cheaper and lighter than the Graphene Radiator. But it doesn't rotate. - Storage Shield (Nanolathing): This massive heat shield is 22.5m in diameter when fully assembled, and can hold an enormous amount of resources. It has a hollow center for attaching other parts like engines (You'll need to toggle the built-in cap first). Once assembled, it cannot be disassembled. - Storage Shield Cap (Nanolathing): This specialized part caps the hole in the Storage Shield when you remove its built-in shield cap. It has the ability to open and close to expose parts stored inside the hollow section of the Storage Shield. New Contract - Touring: This contract requires you to send 1 or more tourists to a specific vessel and return them home safely after a few days stay. Cruise Control This is a new feature added to all DSEV engines. Cruise Control lets you perform engine burns during timewarp. There are some caveats which will be explained below. To use Cruise Control, right-click on the part to set the desire cruise throttle level and fuel reserve percent, then click the Cruise Control button. Symmetry parts will automatically be updated. ---Controls--- Cruise Control Button: On/Off, this button enables/disables cruise control. If enabled, then the engine will perform a burn when you timewarp. Cruise Throttle: Controls the throttle level during cruise control. The throttle affects how much propellant to expend and thus your delta-v during timewarp. Fuel Reserve: During timewarp you can expend fuel pretty quickly. This slider prevents you from using up all your fuel. When your fuel supply drops below the setting, you'll drop out of cruise control and timewarp. ---Caveats--- The game's heat mechanics don't work in timewarp. You cannot change the context menu controls during timewarp. You cannot change the ship's course during timewarp. Bug Fixes & Enhancements - The D2 Habitat, Lab, Office, CryoShelter, and Greenhouse now have an optional MMOD shield that you can toggle. It is conveniently the same dimensions and shape as the small Hex Hangar. - Revised the Hex Truss parts to improve rendering performance. - Revised the K2 frames to improve rendering performance. - The D2 hex truss crew tubes are now the same size as the regular hex trusses. - The D2 Adapter has a new End Cap option. - Increased thrust on the Supernova's Pulsed Plasma mode. - Hex nodes now support stack symmetry. - Cruise Control added to the Supernova, Viper, Tesla, and Trinity. - Deprecated the older versions of the hex trusses. Craft in the field are unaffected. To fix your craft files in the VAB/SPH, you'll need to rename some parts in the craft file. Here's the conversion guide: Old Name -> New Name WBI.HexTrussHalf -> wbiHalfHexTruss WBI.HexTrussQuarter -> wbiQuarterHexTruss WBI.HexTruss2 -> wbiHexTruss WBI.HexTrussDouble -> wbiDoubleHexTruss WBI.HexAdapter2 -> wbiHexAdapter WBI.HexNode2 -> wbiHexNode WBI.D2Truss -> wbiD2HexTruss WBI.D2DoubleTruss -> wbiD2DoubleHexTruss WBI.D2HalfTruss -> wbiD2HalfHexTruss Reference Designs - Nautilus: Inspired by NASA's NAUTILUS-X, this nuclear-powered variant has the fuel to move from low Kerbin orbit to low Duna orbit with fuel to spare. It already comes equipped with two Estonian Duna Landers, each configured deliver a small Pathfinder outpost for extended exploration. NOTE: Nautilus requires Pathfinder as well as Snacks, KIS/KAS, and CRP. Acknowledgements Near Future Props by Nertea, licensed under CC-BY-NC-SA-4.0 Alternate Resource Panel icons courtesy of JadeOfMaar. These look great!
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.19 is now available: Hogan - The Ranch House has been renamed to the Hogan. - Adjusted the resource requirements to build the Hogan. - Retextured the sides to reflect the Konkrete portion of its construction. - You can configure the Hogan into one of three configurations, all of which retain their greenhouse functionality: Community Center: This is the default configuration. It has the same functionality as the original design. At least for now... Dormatory: This configuration has life support recyclers, and it attracts Tourists who want to experience life as a colonist for a few days. Study Hall: Like the stock MPL, you can train kerbals and increase their ranks. You can also train promising Tourists to become Pilots, Engineers, and Scientists. With the ever-increasing cost to hire new astronauts, the Study Hall gives you an alternative to acquiring new astronauts through rescue contracts. New Contracts - Touring: This contract requires you to send 1 or more tourists to a specific vessel and return them home safely after a few days stay. - Colonial Aspirations: This contract requires you to send 1 or more tourists to a specific vessel equipped with a Hogan configured as a Dormatory, and let them stay there for a few days. The tourists are potential colonists; you get paid to deliver the tourists to the vessel but not to return them home. It's a great way to send tourists to a Hogan configured as a Study Hall to train them into a Pilot, Scientist, or Engineer. ARP Icons Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great! Bug Fixes & Enhancements - Re-exported the models for the Hogan, Pipeline, and Rangeland. - The Orbital Pipeline will now send payloads from orbit to ground- my girlfriend had a good argument for it.- 3,523 replies
-
- 4
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
MOLE 1.10.1 is now available: IA-25: Leveled the central attachment node with the rest of the engines. MOLE: Reworked the IVA to be horizontal like the the MOH and MOBL. New Contract - Touring: This contract requires you to send 1 or more tourists to a specific vessel and return them home safely after a few days stay. ARP Icons Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great!
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heisenberg 2.9.1 is now available: - WBT Update ARP Icons Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great! -
If you wait long enough, the DLC will have 1.875m tanks. Otherwise you can delete everything but the Titan folder and the plugins. Meanwhile, I've been hip deep in DSEV for the past couple of months, but I managed to do something I've wanted to do for awhile now: reorient the MOLE module's IVA to be horizontal like the Botany Lab and Mark One Habitat:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup. I dislike how hiring new astronauts becomes increasingly cost prohibitive and how the rescue contracts taper off, so I added the alternative. The only cost is to send the tourists to your destination.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
And now you can retrain tourists: And yes, you can change it so that you can retrain any kerbal. You'll just have to remove WBIClassConverter's traitsAllowedToConvert property from the configuration setting. You'll find it in the WildBlueIndustries/Pathfinder/Templates/Common/Hogan.cfg file. With the new contract, as mentioned, you have an alternative to rescuing kerbals or hiring new ones at increasing rates.- 3,523 replies
-
- 3
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
I'm aiming for this weekend.
-
Yeah, they probably don’t like having their wrestlers stuck in a heat shield unless it’s a steel cage match.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Now that I'm down to bug fixes in DSEV, I can turn my attention to the revisions to the Hogan. Now it has more of a 3D printed konkrete look: The idea being that the upcoming Sandcastle 3D printer will make the structure out of konkrete. You'll of course build your assembled base in the VAB/SPH and then print the whole thing in one shot on site. Or if you prefer, you can still haul the packing box on site and manually assemble it there with kerbals.- 3,523 replies
-
- 4
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
The problem is that any folding shield cap for the Estonian would interfere with the landing legs.
-
Not enough room to do that I'm afraid..