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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Not sure I'm understanding. You created a new boat, set its storage units to share resources, and the base to consume them? Any screenshots?
  2. What other part switching mods or fuel switching mods do you have installed?
  3. Thanks. Just like the Clydesdale and Danube Delta, the Nautilus OCP is designed for zero gee. The location not shown is a small observation/ meeting area. i’ Show that when I getmore done. Trying to finish the cockpit and move onto the centrifuge early in the month due to the holidays.
  4. All parts can improve their reliability up to max. All it takes is flight experience and/or test bench testing.
  5. BARIS is designed to let rockets become more reliable as time wears on and missions progress- strangely, the amount of complaints I got regarding reliability when I released BARIS in September was nearly enough for me to kill the mod altogether. People wanted a failure mod that didn't fail. Anyway, even when maxing out reliability, there's still a small chance that things could fail, and of course parts are designed to wear out eventually just from normal use. So your converters and drills will break down and fail, but they can be fixed almost as good as new again. Of course, there's only so many times that you can repair a part before it becomes untenable...
  6. I think the astronaut was supposed to return, but I haven't look at that code in awhile. Regarding what happened to him, I believe it's "all of the above."
  7. After watching your latest video, The Final Odyssey will add a small amount of SAS to the probe..
  8. Can you reproduce the resourse distribution issue and post logs? I am nit having any issues with it. Also, not being able to transfer EnrichedUranium is an issue with CRP. Also, part scrapping has a max range of 50 meters. If you’re beyond that range then scrapping won’t work.
  9. It isn't intended to be a sophisticated probe. Just get from point A to point B and land.
  10. Seems to be working properly on my end, but I'll wait a few weeks until more issues crop up; I'm a little tired of creating release after release.
  11. I don't use CLS, so I'm sure there are a bunch of parts that don't have CLS support. I do take pull requests though.
  12. If you're using ModuleManager 3.0, drop back to 2.8.1. MM 3.0 changed things and is now reporting a bunch of syntax errors that used to be silent. You also have a bunch of errors from Far Future Technologies: [LOG 19:09:51.114] [Far Future Tech]: Tech is available [LOG 19:09:51.116] Power production too low, clearing buffer [LOG 19:09:51.123] [Far Future Tech]: Tech is available [LOG 19:09:51.125] Power production too low, clearing buffer [ERR 19:09:51.134] Module ModuleFusionReactor threw during OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object at FarFutureTechnologies.ModuleFusionReactor.OnUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnUpdate () [0x00000] in <filename unknown>:0 ... And Extraplanetary Launchpads... [EXC 19:38:58.099] NullReferenceException: Object reference not set to an instance of an object ExtraplanetaryLaunchpads.SurveySite+<GetEnumerator>c__Iterator0.MoveNext () ExtraplanetaryLaunchpads.ExSurveyStation.Highlight (Boolean on) ExtraplanetaryLaunchpads.ExBuildWindow.UpdateGUIState () ExtraplanetaryLaunchpads.ExBuildWindow.Select_Pad (ExtraplanetaryLaunchpads.ExBuildControl selected_pad) ExtraplanetaryLaunchpads.ExBuildWindow.SelectPad () ExtraplanetaryLaunchpads.ExBuildWindow.WindowGUI (Int32 windowID) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style)
  13. Congrats on two years! It's been a fun ride. And maybe that probe is V'Ger's younger sibling...
  14. Pathfinder 1.18 is now available: - Fixed NRE experienced when setting resource distribution in the VAB/SPH - Thermal updates to the Rangeland launch pad.
  15. It'll be fixed in the next release. Glad you got it working. You can transfer KIS items too, so if you forget a wrench you can shoot one up to orbit.
  16. Thanks, I'll take a look. The mass driver is designed to impart a maximum amount of kinetic energy into a projectile. The system is calibrated to deliver up to 10 tonnes from the munar surface into munar orbit. It can send about a tonne from the surface of Kerbin into low Kerbin orbit. From the Pipeline config: //Maximum amount of kinetic energy that the mass driver can generate //K.E. = (0.5 * projectile mass) * (velocity^2) //Calibrated for a 14 metric ton projectile accelerated to 650 m/sec (~Mun orbital velocity) //Factor in fuel and container mass, and you can put 10 metric tonnes into munar orbit. maxKineticEnergy = 2958978750 If you know the orbital velocity of the planet you're on, you can calculate the max payload allowed. The Orbital Pipeline is designed to transfer resources and KIS items between orbiting vessels, and receive payloads from the ground-based Pipeline. As configured, you cannot transfer items from orbit to ground; I decided that that would be a bit too tricky. However, I anticipated that somebody would want to do this, so if you go to the WildBlueIndustries/Pathfinder/Parts/BoxedParts/Pipeline/OrbitalPipeline.cfg file, look for the WBIPipeEndpoint entry and set the following to true: //Can the pipeline send payloads from orbit to ground? Normally this isn't allowed. allowOrbitToGround = false I will not change the default behavior for anyone who thinks it should be allowed. Instead, simply change the config file in your game.
  17. I know nuzzing! I'll make some modifications to the ground-based Pipeline so that you can make it an integrated part of a 3D-printed base. Other parts I have planned are: Spirit Lodge: This part is like the Doc Science Lab, but on a larger scale. Instead of the greenhouse dome, it has a working telescope (if you have, like Tarsier installed). Wigwam: This part is the Hacienda on a larger scale. It might have hangar-like extensions. Crew Tubes: Basically just go-betweens for the various modules. Buffalo Docking Port: Enough said. Tycoon: Think of an oil derrick, but it is a drill with a lot of capacity. Windmill: Not sure if I'll make this given that we have geothermal plants and fusion reactors already, but it could generate power on worlds with an atmosphere. The basic idea is that the boxed parts can either be hauled to the site and built, or pre-expanded in the VAB/SPH and assembled into a complete base, then printed onsite using a staffed EL workshop or the Sandcastle 3D printer (once EL is released with automated workshop capability). Makes things really versatile that way.
  18. I've been playing Planetbase for a bit, and it's given me some ideas for Pathfinder's end-game parts. Now that I've done some planning for the Buffalo's last major parts update (I'll work on that after finishing up DSEV), I'm looking at some tweaks for Pathfinder as well. One thing that I realized is that you can assemble the boxed parts (Ranch House, Rangeland, Pipeline) in the VAB/SPH and print the whole base on site. That means I don't need to make separate parts just for the Sandcastle 3D printer, which saves me some time. So, the Ranch House will be getting some upgrades: - Renamed to Hogan, it rolls off the tongue better then Ranch House. - New configurations: Community Center (the existing functionality), Dormatory, and Study Hall. All three configurations retain the greenhouse. - Dormatory: Combines Pigpen and OPAL functionality. It also generates contracts to send Tourists to the base for fun and profit. - Study Hall: Just like the stock MPL, you can train up your kerbals here to improve their ratings. Additionally, you can train a Tourist into a Pilot, Engineer, or Scientist with enough time (and possibly Funds).
  19. @smotheredrun I haven't looked at KSO in a long time, I understand that there are some issues with it in KSP 1.3? Was the landing gear issue ever sorted? Regarding COM issues on the Super 25, could you do something like: CoMOffset = 0,-.6,0 CoPOffset = 0.0, -0.4, 0.0 //drag force offset, should be ahead of center of mass to offset the center of mass on the affected parts? Those numbers are from the Brumby command pod in MOLE, and you'd probably need to tweak them for the shuttle. Just wondering if that would alleviate the problems you're seeing.
  20. Pathfinder 1.17 is now available: - Fix for resource distribution not working after you change the distribution settings. Finally tracked down this elusive bug!
  21. No worries, I think I know what's going on with resource distribution and should have a fix in a day or two. Meanwhile, although I'm hip deep in finishing up DSEV right now, I'm still planning for Buffalo's final parts update. One thing I've wanted to do for awhile now is a kerbalized version of this: The RABBIT was my version of the iconic Space: 1999 Eagle. Now that I've been playing KSP awhile, I realized that the design wouldn't fly right. So, back to the drawing board: This is a mockup of the RABBIT Mk2. It's powered by four "Firebird" Nuclear Tilt Jet engines. The engines run on Atmosphere/CoreHeat or LiquidFuel/CoreHeat and generate 30kn of thrust apiece. The smallest versions won't be powerful enough to launch the craft into the sky on Kerbin, but they'll be fine for the Mun.
  22. I think I know where the issue is with resource distribution. It's affecting my saves as well. Should have a fix in a day or two... Nice to see the Estonian getting some use.
  23. Resource distribution doesn't require anybody to be aboard. You simply go to each part, turn on resource distribution, and select the desired distribution method for each resource. Both craft need to have storage containers with resource distribution turned on. If you've turned on resource distribution and nothing happens, try doing a quick save and reload; there might be a bug in the system that doesn't immediately recognize a change in distribution status. For individual resources you can: Ignore: don't do anything with the resource. Share: Offers up the resource to be distributed evenly among any craft that also shares its resource. There's an exception though.. Consume: This is the exception. A resource set to Consume will be filled to capacity by any resource container that's set to Share. After said resource is filled to capacity, the remainder is divided up evenly among all resource containers that are sharing the resource.
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