-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
I sorted through some nasty issues and finally got my K.E.E.P. save back and running:
-
For existing saves, Snacks won't be consumed until you visit the vessel.
- 933 replies
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
As I've mentioned before, loading and launching from anywhere except the VAB/SPH would prevent the ability to fill your vessels with crew. I currently don't have a solution for this. KCT has its own way of getting around this problem, but it's extensive and will take time to do something similar in BARIS. 1.3.9.2 PRE-RELEASE is now available: - 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.- 571 replies
-
- 3
-
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
Me too! Looking forward to finishing it and using it in game. Meanwhile, you could check out @TiktaalikDreaming's North American Rockwell Mars Excursion Module mod: Sooo looking forward to that one too. Lets me at long last recreate the ship from the Mars One Crew Manual.
-
I was going to play today, but my save got corrupted on this PC. Fortunately my other PC has a backup. So instead, I continued working on my station parts for DSEV. Here is the Deep Space Habitat reference design: The upper section is comprised of a couple of modules, the Junction Logistics Node and Tranquility Mk2 Habitat, while the bottom section has a Short Logistics Module and another Tranquility. The Tranquility needs some work, and all the modules need some Pork-alike scratches and a bit of grunge. DSEV's Odyssey Two release is coming along nicely. I also dusted off a crew lander: Here's the wireframe for the Estonian (Wild Blue command pods are named after horses). It's a Size 3 pod like the existing Clydesdale and Danube Delta, but while the Clyde and Danube are orbital command pods not intended for surface launches, the Estonian is definitely built to blast off from the surface. It has a couple of extension parts to turn the pod into a lander- the shape is similar to the iconic Mars Excursion Module. Here is a look at the prototype parts in the game: Its legs will be integrated into the EDL Frame- the stock legs are there for mass calculations. And of course the aerospike will be tucked into the EDL Frame as well. It has plenty of delta-v to get to and from Duna orbit, and with Pathfinder installed, its storage tanks will have templates to help create a starter base.
-
Yup! The Estonian is Orion-like, in that it has a large crew capacity for launching into orbit. You already have the Clydesdale and Danube Delta Orbital Command Pods, which are 3.75m in diameter and built for space. I've seen them used for orbital launches, but some of the crew would be in really odd positions for that, so I cooked up the Estonian. Plus, the original vision for DSEV was to have a Mars Excursion Module, and the Estonian finally fits that bill. Are you sure you've got things installed correctly? "Prev variant" usually indicates that something is definitely wrong. I installed from GitHub and had no problems.
-
Definitely not seeing that issue. I just loaded up the sample craft that come with DSEV and see no issues with the fuel tanks.
-
Most likely it would dock at the top where the 5 ports are, and avoid knocking into the solar arrays, but yeah, Buffalo was designed for space and ground. Yup! They're a spiritual successor to Multipurpose Colony Modules. Things are moving along quickly, so I'm dusting off another design that I haven't forgotten about: I already have the prototype parts working in game. The basic configuration is a nice SSTO craft that can get to and from Duna orbit. You can slip a 3.75m tank or two between the command pod and the EDL Tank for extra capacity. I'm also planning a storage tank that can go in place of the command pod for cargo transport. And with Pathfinder installed, the EDL Tank and EDL Frame (and Duna-18) have configuration options to help create a starter base.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The only thing that the Play Mode button does is rename a couple of files in the Pathfinder/PlayModes folder. If you rename Simplified Mode.txt to Simplified Mode.cfg, then you'll be running in Simplified Mode despite what the game says.- 3,523 replies
-
- 1
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
I'll take a look. Meanwhile, I started the next reference design: It's based on this: https://www.nasa.gov/exploration/technology/deep_space_habitat/constructing-demonstrators.html
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, I can look into this and see what can be done. Vehicle Integration is pretty tricky... Meanwhile, I have a pre-release that reworks the MM patches. I cleaned up all the patches for parts with individual resources- that's not practical for all possible resources- and replaced them with a generic one. I've also excluded parts that have ModuleCommand, so probe cores, command pods, and cockpits won't develop failures. I have to figure out how to set things up so that command pods/cores/cockpits can optionally fail, but for now, they're safe. You can download the pre-release here.- 571 replies
-
- 3
-
-
- 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
@Geschosskopf Currently the mod checks for failures after each staging event and once per launch. So the first stage fires, the second stage fires, and one final check for the overall launch. I don't think the overall launch check is doing much for game play, and is leading to failures at the end of launch, so I will probably remove that check and stretch out the max time at which a staging check will occur. So what you see in the log is accurate, a failure check can occur a few seconds after the staging event and much later in the mission. With the new changes, it will be possible to complete a stage burn before the timer goes off, such as a separatron burn, but I think that's ok, because that check will roll into the current stage. It will look like the next staging event does a check sooner rather than later. 2 and 3 are bugs, but I also want to ensure that players don't mess with the design that they loaded from the bay. The intent is to just load the craft, stuff some victims into it, and launch. If you try to mess with the craft after integration it should warn you, though once should be sufficient. 1. Not sure what you're getting at, BARIS makes a separate file of the craft and works from that file when loading from the bay. You could then load a craft from the gam's load button and make further changes. Can you clarify?- 571 replies
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
Released the latest DSEV update: Started planning a revamp of my old Multipurpose Colony Modules (probably doing a spiritual successor) and tested a prototype skycrane that will be assembled on orbit and use KAS struts (not shown)
-
Yeah, I'm thinking that the D2 module would somehow fit into the frame, and you'd stick some smaller junction piece on the bottom to complete the ensemble. Probably not in the Odyssey Two release unless it comes together rapidly..
-
[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
BARIS is definitely meant for those who've been there, done that, read the book, watched the movie, played the video game... Got to enjoy some downtime today in San Francisco- 40 degrees cooler than last weekend for the win. Anyway, the MM patches for fuel tanks need some work. Not sure of the coding, but maybe something to the effect of: @PART[*]:HAS[@RESOURCE[*],![CrewCapacity > 0]]:FOR[BARIS] Basically, all parts that have a resource in them that don have a crew capacity > 0. That might work... I also have a pre-release up for a potential fix for an issue with KCT where, if you create a design and then launch it, the design won't benefit from flight experience or the Test Bench.- 571 replies
-
- 1
-
-
- baris
- part failures
-
(and 1 more)
Tagged with:
-
Spiritual Successor it is then. MOLE already has the space docks... @Geschosskopf Makes me think of this: With those D2 modules...
-
With 2.3.0 out the door, it's time to take another look at the parts needed for the Deep Space Habitat/Deep Space Gateway: So, MCM Refit, or Spiritual Successor? I think it boils down to how many people are using the Multipurpose Colony Modules, found in Pathfinder's Extras folder. Currently I'm not using them.
-
DSEV 2.3.0 is now available! This release remasters the fuel tanks, adds a couple new ones, and introduces a new Size 2 decoupler and probe core. @SpaceKadet @Krakatoa Tanks are done! Remodled Parts - 3.75m "Duna" Fuel Tanks: The existing Size 3 tanks have been remodeled and renamed the "Duna" series of tanks. CRAFT BUILT WITH THESE TANKS ARE SAFE! Just the names shown in the parts catalog and the texturing have changed. The tanks have several textures to choose from. You can switch between gray, white, and orange textures. Conversion Chart: FLM-3600 -> Duna-36 FLM-7200 -> Duna-72 FLM-14400 -> Duna-144 - 2.5m "Delta" Fuel Tanks: The existing Size 2 tanks have been remodeled and renamed the "Delta" series of tanks. CRAFT BUILT WITH THESE TANKS ARE SAFE! Just the names shown in the parts catalog and the texturing have changed. You can switch between traditional orange and a new white texture. Conversion Chart: FLM-1600 -> Delta-16 FLM-3200 -> Delta-32 FLM-6400 -> Delta-64 - 1.25m "Moho" Fuel Tanks: The existing Size 1 tanks have been remodeled and renamed the "Moho" series of tanks. CRAFT BUILT WITH THESE TANKS ARE SAFE! Just the names shown in the parts catalog and the texturing have changed. Conversion Chart: FLM-200 -> Moho-2 FLM-400 -> Moho-4 FLM-800 -> Moho-8 - Delta Engine Coupler: This Size 2 part now switches between orange and white. New Parts - Delta-8 Storage Tank: This is the same size as the Rockomax X200-8 tank. It comes in orange and white - Duna-18 Storage Tank: The same height as the Rockomax X200-8, this Size 3 tank holds a variety of resources. It has several textures to choose from. - Delta Decoupler: This slim Size 2 decoupler can be switched from orange and white. Available in Advanced Rocketry. - Delta Guidance Unit: While not as advanced as the RC-L01 Remote Guidance Unit, the Delta Guidance Unit combines a probe core with a SAS package. It comes in orange and white and is available when you unlock Specialized Control. Reference Designs - Hyperion T.A.V. now uses stock shuttle wings. - Added Delta Heavy reference design. It can lift 36 metric tons into orbit with delta-v to spare. Be sure to re-root the craft to your payload.
-
I finished DSEV's Delta Decoupler and Delta Guidance Unit, which means my Delta Heavy reference design is done: