-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
One more for tonight: I think a reasonable compromise will be to add the one tree, some park benches, and grass to get the idea across. Also, you can see that the chairperson gets the conference phone that lets you set secure communications.- 3,523 replies
-
- 3
-
-
- 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
Not really sure. Might try a couple of concepts. Meanwhile, this:- 3,523 replies
-
- 1
-
-
- 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
More progress: In the interest of not killing frame rates, I'm seriously considering not adding the upper floor garden. Because it will kill your frame rate to make something that looks reasonable...- 3,523 replies
-
- 2
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
For the twin-arm centrifuge, I can make that pretty simply by using the existing triple-arm centrifuge. For the truss, I already have an idea in mind that works something like the stock trusses that you find on the payload fairings. I'm thinking the 2.5m double-hex truss uses that procedural format. And those triangular cargo containers are doable; I could see the Kerbal Resource Utilization Department (KRUD) making them.
-
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Haven't gotten around to Kerbal Komets yet, I'm busy with personal stuff. If you can't wait, feel free to recompile the dll. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@panarchist Looks pretty cool! Nice to see your airship operations working out. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today was a much deserved gaming day in KSP. Got a lot done on my save, but I did take some time to fiddle with the Ranch House IVA: Here you can see the start of the "board room" with its 24 seats as well as the shell for the garden.- 3,523 replies
-
- 3
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Kerbin Elcano Exploration Project - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
K.E.E.P. doesn't have BARIS enabled. The save began before I made the mod. Plus, the game crashes on me when I enable it, and I haven't figured out why. But once I do, I'll have BARIS enabled but not for launch failures until I do a lot of static testing to catch up to where it should be. -
Awesome video! Also, the SpyGlass can also be used as an EL survey station.
-
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Angelo Kerman replied to Nils277's topic in KSP1 Mod Releases
That might also explain the problems @SpaceKadet has with DSEV's Homestead inflatable part.. Thanks for the analysis, @Nils277! -
Kerbin Elcano Exploration Project - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Chapter 13: Lucky You... “I was the lead scientist for Project Star,” Oskar vonKerman argued in his thick accent. “I know every centimeter of this facility! We have no weapons here. Nein!” “This is a missile complex,” Captain James insisted. “You’ve got weapons grade blutonium stored on sight!” “Nein! We had rockets, not missiles! We had instruments of science, not explosives! We wanted to use them for peace! Exploration! But the military wanted to rain atomic rockets down upon your country, so we destroyed them! We have capsules carrying kosmonauts, not atomic warheads! No warheads. Nein!” Captain James shook his head. “And you ended up losing scores of bombers instead, like we did.” “Yes,” Oskar admitted, calming down. “We… miscalculated the military’s response…” “That, Sir, is an understatement,” Captain James said icily. “But what about the missing blutonium?” “That… that is a problem, ja. But under the Total Disarmament Treaty, I swear we will account for it!” “That’s not good enough. My government wants full accountability,” Captain James said. “We account for every gram of blutonium. Every gram!” "Then why was the crate busted open? The vault door ajar?" "Kaptin," Oskar said calmly. "Nothing is out of place. Nothing. You probably startled one of the workers here with your entry into the facility." Captain James wasn't buying it. "Probably...? There's no telling what some crazed individual will do with that missing stuff..." Oskar paused and sighed and walked over to a crate, pried it open, and gave the contents to the captain. Captain James gave the scientist a quizzical look. “It’s a radioisotope thermal electric generator,” Oskar said proudly. “A what? Is this a bribe?” “Nein! It is a gift. Proof that we used blutonium for electrical power, not bombs. Blutonium gives the best electrical yield as it decays and heats the thermalcoupler. The amount missing exactly matches the amount used in the generator. I will add that one of the RTG housings is also missing. We track everything. This is nothing more than misplaced paperwork and a frightened worker. We will find the missing blutonium, I swear it! We simply need time. You are an official atomic inspector, ja? So I can give you this proof. My government will cry, but Treaty allows it as long as we have an observer to verify its destruction. But again, this is for electrical power, not weapons. Give me two hours, and you will have account of the missing blutonium.” Captain James rather enjoyed watching Oskar nervously squirm as he thought it over, then silently nodded. *** Moha 1, 1967 “But Gene, MOLE-3- Gateway Station- is supposed to be our first permanent station in orbit and our transport hub to the Mun,” Bill pleaded loudly. Gene was still hung over from last night’s Turning of the Year party, and he didn’t need this argument. Year Two of the Kerbal Space Program wasn’t off to a good start. “I know, Bill, but with the discovery of the vonKerman’s old launch complex and their tracking stations…“ Bill gave Gene a dirty look. He didn't believe the official explanation of the anomalous tracking stations. Gene continued anyway. “The president pulled strings to re-purpose the station to keep an eye on them.” The program's lead engineer was furious, MOLE-3 was his pride and joy, though Wernher vonKerman, the Chief Technical Officer, might disagree. “We are a private company, how can he ‘pull strings?’” “Technically, we are a government agency that is commercially funded,” Gene reminded Bill, “like the post office. Without government backing, we couldn't fly so much as a model rocket.” “Gene, Gateway is set up for research, not spying...” “And we'll get a chance to do that research...” “In polar mulching useless orbit...” “... Which is better than nothing at all,” Gene continued. “And that was a hard-enough concession to get. The KAF wanted the whole thing. This way, it's a joint effort.” Bill scoffed at the idea. “Look, Bill, the President is concerned about the abandoned vonKerman space program, and he believes they might have secret missile complexes hidden somewhere. He wants a network of DenEye satellites to keep track of the vonKermans, and they're prone to breaking down. The Kerman Air Force, needs a station to keep them running. That means handing over Gateway and training their astronauts and staffing the station until they're ready. And that means we’re working for Project Dolores for the time being.” “Dolores? That's what they're calling my station now? ... This is going to put Munshot way behind schedule,” Bill pointed out, throwing his hands up in frustration. “I know, Bill, and I'm just as furious as you. But we need the government's blessing to fly, and we all knew when we started Kerbal Space Program that in exchange for leasing us this old military base for dirt cheap and letting us launch rockets, they could call on us to help with national security at any time. And they called. At least they're paying the bill, and we get to send our astronauts to it, and we can use part of the station to continue our research.” “Great, that’s just great, Gene,” Bill said icily. “But now all our pilots are tied up. And what are we going to do for our LKO hub?” “We accelerate development of Enterprise, temporarily using its modules as a space station, and up the timetable on Skybase too.” “The Enterprise? From Scripture? I thought the public wanted to call it the Protector. JJ Kerman even offered to get the cast of Galaxy Trek together for the ship’s unveiling if we named it the Protector…” Gene shrugged. “The Lattice polls are still open. Protector is losing out to Shippy McShipface. I am not calling DSEV-1 Shippy McShipface. Giving the public a chance to name our first deep space exploration vessel is turning out to be a bad idea…” Author's note: Yup, MOLE's space station parts were not only inspired by the Manned Orbiting Laboratory, but by Project Dorian as well. -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Angelo Kerman replied to Nils277's topic in KSP1 Mod Releases
Here's the MM patch in question, it comes from MM_Skills: @PART[*]:NEEDS[Pathfinder]:HAS[!MODULE[KerbalEVA],!MODULE[ModuleAsteroid]] { MODULE { name = WBIPartScrapper //Skill required to scrap parts scrapSkill = RepairSkill //Minimum skill level required to recycle an individual part minimumPartRecycleSkill = 2 //Minimum skill level required to recycle an entire vessel minimumVesselRecycleSkill = 4 //What resource to give back when scrapping the part recycleResource = Equipment //How much per crew skill to give back recyclePercentPerSkill = 10 } } -
[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Angelo Kerman replied to Nils277's topic in KSP1 Mod Releases
WBI PartScrapper comes from Pathfinder. I’ll make sure that the MM patch isn’t doing something dumb. Please hollar if you need some help as well. -
Got Pathfinder's Ranch House's exterior done:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Got the Ranch House's exterior done:- 3,523 replies
-
- 2
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
That's not sounding right, I've tested it in KSP 1.3.1 without issues. Sounds like there might be an install issue. Do you have CRP installed?
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The preferred method of improving part quality is flight/static fire testing, so the test bench is working as intended. As for the craft failure, that's correct. Sometimes you just have a bad day and everything falls apart. BARIS 1.4 isn't compatible with KSP 1.3.0. There were significant changes.- 571 replies
-
- 2
-
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You can use the Test Bench to improve individual parts. Big Angry Ravenous Ingestor of Spacecraft (BARIS) 1.4 is now available. Alternate nomenclature by @Geschosskopf - Max workers increased to 200. - You can adjust worker productivity in the configuration file. See IntegrationPerWorker. - Reputation now affects worker productivity during vehicle integration. - Facility level now affects worker productivity. See FacilityIntegrationMultiplier in the constants file. - Fix for images not matching up properly with vehicle in the bay. - Fix for error message requiring equipment when material requirements are disabled. - Removed quality checks that happened when a fuel tank was emptied or filled to capacity- it was causing spam upon vehicle load. - Timers are now reset when you activate or deactivate BARIS to prevent reliability check spamming when you leave BARIS off in your save for long periods of in-game time. - In the options screen, clarified that any part that stores resources, not just fuel tanks, can spring leaks and fail. - Add ability to customize the ModuleBreakableFuelTank leak messages. - Parts with the Ablator resource now have more appropriate resource leak messages. - Added option to allow command pods, cockpits, and probe cores to fail. If unchecked, they will never fail. - Added option to allow parts to fail if they have crew capacity. If unchecked, a part with crew capacity will never fail. - Command pods, cockpits, and probe cores are no longer excluded from part failures- unless they're not allowed to fail. - Parts with ElectricCharge can now fail. - Removed overall vessel reliability check that was set up during launch; it wasn't doing much except causing people to complain that their launches failed near the end of their flight to orbit. - Fixed vessel modified spam that occurs when you attempt to modify a vessel after it has been integrated. - Vessel integration completed dialog no longer shows integration bays that are empty. - Edited vehicle integration status messages to improve clarity. - Fixed missing title in "Has suffered another component failure" message. - Fix for KCT vehicle integration. - KSP 1.3.1 Update- 571 replies
-
- 5
-
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
I updated all my mods except BARIS to KSP 1.3.1. BARIS is still getting some bug fixes... I added a bunch of new parts to DSEV in its Odyssey Two release:
-
Snacks 1.8.5 is now available: - Fixed background processing of snacks and soil issues with WBI mods (Pathfinder, Buffalo, etc.). NOTE: Be sure to visit your spacecraft at least once to ensure that the changes take effect. - Updated to KSP 1.3.1.
- 933 replies
-
- 1
-
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.12: Classic Stock, is now available: Module Reconfigurations - To improve playability, all the inflatable parts now require an Engineer to reconfigure or assemble/disassemble (it was a mix of Engineer and Scientist before). Play Modes - Play Mode moved to Wild Blue Tools. Look for the "WBT" button on the Space Center screen. - Play Modes now apply to all Wild Blue mods. - Added support for Classic Stock play mode. This is a new mode that uses resources inspired by a system proposed by NovaSilisko and HarvestR back in KSP 0.19. YOUR CURRENT GAMES THAT USE CRP ARE SAFE! For the complete list of resources in Classic Stock and to see how the various converters use them, follow this link: https://github.com/Angel-125/Pathfinder/wiki/Classic-Stock-Play-Mode Multipurpose Colony Modules - Deprecated the Multipurpose Colony Modules parts found in the extras folder; they're now obsolete and replaced with equivalents in DSEV: Multipurpose Base Unit -> Mk2 Ground Hub Multipurpose Colony Module -> Tranquility Mk2 Habitat Homestead Mk2 -> Homestead Mk3 Stagecoach -> Junction Storage Hub Bug Fixes & Enhancements - Various bug fixes. - CRP is now a separate download. - Updated to KSP 1.3.1. - Skill required to recycle parts reduced to level 2. - Skill required to recycle whole vessels reduce to level 4.- 3,523 replies
-
- 1
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with: