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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Got the plume effects set up. Stock (courtesy of @JadeOfMaar) Waterfall (courtesy of @Rodger):
  2. This is as far as I got today: Bare variant: Covered variant: The engine is currently using the linear aerospike's plume effects and I need to modify them, but the engine is in game and running.
  3. I have an update in the works that fixes those issues. I'm also working on this: It's one of the last parts that I'm making for KSP 1. Then I finally get to retire from KSP 1 modding.
  4. Development is over, yeah. But the mod is complete and ready for use.
  5. On planets would be hard because of the way that I have to set up locations, and I'd have to know what the terrain is for each planet. In orbit is actually possible if you enable jumpgates. You could use the tetrahedron anomalies as a basis.
  6. Buffalo 2 v1.5: Sunken Treasures is now available: Changes - Buffed the resource inputs and outputs on the Power Support Unit. New Parts - B2 Aquarium Module*: This module catches Fish. NOTE: With Snacks installed, the B2 Galley can turn Fish into Snacks. With Snacks Stress enabled, the Aquarium adds the Fishing activity, which will reduce Stress. - B2 Bioreactor: This module converts Fish into Liquid Fuel, and Intake Air into Oxidizer. - B2 Fish Tank: This part literally holds Fish. - B2 Fuel Cell Module: This part produces Electric Charge from Liquid Fuel and Oxidizer, and Electric Charge from Liquid Fuel and Intake Air. - B2 Fuel Tank Module: What this part lacks in crew capacity it makes up for in resource storage capacity. - B2 Fuel Tank Module (Short): What this part lacks in crew capacity it makes up for in resource storage capacity. - B2 Submarine Sail*: This part provides sonar capabilities for your submarines and has an extendable flagpole as well as extra air intakes. There's even a small service bay on top that's large enough to fit a single external command chair or some small science experiments. - Guppy Submarine Module: This command pod is specially designed for underwater adventures. * Requires SunkWorks And with that, I am delighted to say that Buffalo 2 is now feature complete! When I started this project in January 2022, I originally planned to take 3-4 months tops. Famous last words! Nearly a year of nights and weekends later, Buffalo 2 has blossomed into a complete mod that replaces the original and surpasses it in several ways. With Buffalo 2, you can make rovers, stations, bases, submarines, and even superstructures for boats. It not only replaces the OG Buffalo, but it is also a soft replacement for MOLE’s hab, lab, and greenhouse modules. I want to thank everyone for your interest in the development of Buffalo 2 and for your invaluable feedback. Your input helped shape the mod and helped make it the best it can be. I did the heavy lifting, but because of your input, Buffalo 2 was a collaborative effort. Thanks again, and I hope you enjoy the final product!
  7. Me neither! I fixed the texturing/normals on the vent meshes, now they all look as they should: I'm doing final checks now, and scrubbing the sample craft of parts and part modules that others might not have. The BuffaSub is one of the sample craft.
  8. Today I finished up the B2 Submarine Sail. You can have separate decals for the body of the sail and for the retractable flag: Service people may cringe at this... ... when you select a flag. But fear not, you can reverse the right-side flagpole's decal: You can also reverse the decals on the sail body. With the part done at last, I can focus on fixing the funky UV maps on the parts with integrated ballast control valves. After that, Buffalo 2 will be done! I expect to be finished by the end of the weekend.
  9. It's not trivial to set up a numeric slider that can handle varying planets' depths and account for the submarine's collapse depth (which varies based on density of the water). It's much easier to have the player level off at the desired depth and turn on the autopilot to maintain whatever that depth is. If it's something that you really want to do though, I suggest investigating a mod like kOS. The SWDiveComputer part module has actions for maintaining depth, auto-trim, diving, surfacing, and emergency surfacing, and all the trigger and pitch controls are exposed as KSPFields, so it'll integrate with kOS pretty well. In fact, the Guppy, Buffalo, and AUXeN all have support for kOS already. kOS is pretty robust and it can easily and gently tap on the flight controls to adjust things like roll and pitch. I have no doubt that you can create a script to specify a desired depth, calculate collapse depth based on the density of the fluid, and more. Here's the forum link in case you're interested: Your sub rocketing to the surface sounds like you need to adjust the rate at which ballast is added and removed (#6 on the Kommodore Sea 64 ballast control card). I don't have the issues that you're reporting. What I tend to do is turn on SAS, level the boat via the navball, then turn on Auto-Trim and Maintain Depth Control. I also have to adjust the pitch angle trigger and the flood/vent rate for ballast to keep it from oscillating. One trick I found is to dive the boat, come to a full stop, turn on Auto-trim and Maintain Depth until the boat is neutrally buoyant and level, turn off Auto-Trim and Maintain Depth for maneuvering (they automatically turn off when you maneuver, otherwise your boat will go crazy), and then just drive around. I can drive all over the place, stop, and the boat will just hover in the water. The dive computer isn't perfect- again, kOS might help with that- and some boat designs are harder to control than others. For instance, this one doesn't stay level and tends to nose over when the engines are running: but I have no trouble keeping these level and at depth: So, be sure to: - have fore and aft ballast tanks and unlock their Intake Liquid ballast resource. - have fore and aft trim tanks and unlock their ballast resource. You c an designate a tank as a trim tank in the VAB/SPH. - Adjust the dive computer's pitch trigger and flood rates to avoid porpoising. - For a more sophisticated dive control, consider augmenting the dive computer with a custom kOS script. - Given the highly modular design of KSP, expect to conduct many sea trials to find the right design and dive settings. I hope that helps.
  10. I've got another chapter in the works but I need to grab more screenshots. After I finish Buffalo 2 I hope to have more time for this mission report.
  11. The sail is equivalent to SunkWorks' Sonar Range Finder: The Guppy Submarine Module has a built-in Kommodore Sea 64. My dad and I were more into Apple ][ (and later, IBM), but I got to play with the Commodore when I was a kid. I still remember when I took my dad to a computer museum a few years back, and he could practically give the tour since he worked on many of them. It was a bit disconcerting seeing thinks like Apple ][, Apple ][+, Apple ][c (I got to play with a prototype), and the like in the museum, along with things like 8" floppy disks. But technology marches on. Heck, I'm working on building a modern PC to replace this aging one, and the new computer won't have a DVD for it! No more "cup holder" for my system...
  12. Sub carefully. Set at least one tank in the front as the forward trim tank and one in the back as the aft trim tank. Use the diving computer to maintain depth and auto-trim. Each boat is unique so use the controls to adjust how sensitive the pitch controls are, and how fast to control the trim tanks. Use the SunkWorks Sonar Ranger to beep when you are near the shore and/or near the bottom. When the ping starts, pull up! Today I made more progress on the sail. Now you can reverse the left and right decals on the body, and I plan to add that ability to the flagpole flag as well. Here's a look: That yellow stripe is a nod to Subnautica, which has been a big influence on the mod.
  13. Exactly that. They're picture frame images for the picture frames in the B2 Stateroom and other parts. If you put pictures in that folder then you can select them in the picture frame IVA props.
  14. More progress today: I unwrapped the body, added a retractable flagpole, added side decals, and added air intake funnels:
  15. Can you tell me which parts are having that issue? I'd like to finish up the mod ASAP.
  16. I had a feeling that modding would be more about filling niches. That's why I looked at bringing the concepts of SunkWorks, Kerbal Flying Saucers, and possibly Blueshift to KSP 2. Based on that interview, I could see Graviolium being hard to find- possibly mined from asteroids like it is now- and requiring other rare resources needed to build the parts/vessels. Sandcastle has the ability to require specific conditions to manufacture parts- like heavy gravity, high atmospheric pressure, and so on. It can also require specific parts as sub-components in order to manufacture a part. I could see bringing that idea over as well. Imagine that, like Celestial Being in Gundam 00, you need to make Graviolium-powered gravitic engine components in the atmosphere of Jool, for instance, and other components on the surface of Eve. At one point that was the plan for printing gravitic engines with Sandcastle. Wow, those pics look fantastic! I like the idea of a long-duration rover traveling across the Mun, and your pics look even better with Parallax. The idea of a water buffalo is perfect! Thank you for sharing your adventures.
  17. Nice! Do you think you could post some pics? I'd love to see what people are doing with Buffalo 2. No updates today, I've been going crazy with work stuff and pre-Thanksgiving stuff. That' and watching the full PC Gamer interview on KSP 2. Hearing that it can take years of in-game time to reach the next star might mean that Blueshift in KSP 2 would be a viable concept-if the game supports it. And skyscraper-sized interstellar ships suggests that the KFS mothership should be big.
  18. Do submarines have rooms inside the sail where you drive? Or are they like a… laundry closet where machinery goes but people don’t normally hang out there? Glad you like the sail, it was a challenge to set up the colliders to make a “tub” for the kerbal to sit in. There will be a hatch to cover the top as well as air inlets, but I don’t think a snorkel is needed. Instead I think the sail will have a retractable flagpole- perfect for hoisting the jolly roger
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