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Everything posted by Angelo Kerman
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It's a small KIS item for looking at screenshots.- 3,523 replies
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Turns out the problem can occur if you change the format of one of your scenario variables from, say, float to integer...
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I think I've fixed the last of the bugs, should have a release out tomorrow morning.
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I've just successfully converted my mods over to KSP 1.3, and can create a new save with the mods installed, and everything works great. Unfortunately though I'm running into an odd problem with an existing test-save from KSP 1.2.2. Whenever I try to load the save, I get this: Clearly there's an input string that's not in the correct format in the save, but I'm at a loss as to how to resolve it. For my test save it's not a big deal, but for my career save, it is. Any ideas on how to troubleshoot this?
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By the way, is anybody having problems upgrading existing saves to KSP 1.3? I have a 1.2.2 save with nothing but my mods, and after upgrading to KSP 1.3, I get this error:
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I played with the KSOS way back in 0.23.5 and loved it. I had a whole KSOS Mission Chronicles that documented the flight of the space shuttle Freedom. One mission made it into a video: Sadly I lost all the other screenshots. Anyway, I've stomped all the compiler errors in my mods, and just fixed the mod categories. Now I'm running through some tests and sample craft to make sure they all load properly. Looks like I'll have some KSP 1.3 updates later this evening.
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I don't support the older versions of KSP once the newest one is out. It's simply too much work. Next update will be for KSP 1.3, and the Odyssey Two update will be as well. Oh that would do it. If you have JSI running or you turn on the stock screen overlay, then you'll see the interior and can interact with the screens. If you had ASET installed you could use the controls from the exterior of the craft. Not much I can do about that I'm afraid.
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I think I've got the background processing done, just in time to start converting my mods over to KSP 1.3... Now I can let the snacks recycler and processor run when the vessel is unloaded- well, sorta, it does the math and shuffles resources around, but the converter doesn't actually run. It does auto-update the converter so that you don't go double-dipping in your resources. Anyway, bottom line is that the estimates should be more accurate now. Also, the months estimate is out; now you get years and days, just like you see in the Tracking Station for things like flight times. Anyway, now I can start working on KSP 1.3
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@Space Kadet That was cool! TCA sounds very useful as well. If you run into that problem with Equipment again, hopefully you can capture it and I can see what's going on. Not sure why or even how you get the display screen to click, that's a new one for me!
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When I start working on Buffalo's last major release, Water Buffalo, I'll be adding some parts that are roughly Buckboard sized and fit the small half chassis: the warthog. I might've called it the Groundhog but I don't remember. Water Buffalo will also have submarine parts..
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Totally missed this but yes there will be an 800 unit tank. I want the ability to retire the stock 2.5m tanks in my game... @Space Kadet Looking forward to watching the latest when I get home. Just a heads up that next update will be a KSP 1.3 compatibility update. I may need to make an additional patch when KIS is updated. With luck I will have the update done over the weekend. Next month I anticipate working on the Odyssey Two release, which has the revised tanks and a new inflatable mk3 Homestead module. That will finish out the Kopernicus.
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I'm not really in the habit of policing players any more than necessary. Restricting things like tank switching isn't on my radar right now, but if it's something you want to do, then you can add reconfigureSkill = ConverterSkill to all of the storage templates, and then they'll be restricted to classes with the ConverterSkill (Engineers in the stock game)
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Kind of like when Kirk went nuts to steal a cloaking device...
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No game-breaking changes. Right now I'm doing maintenance updates (bug fixes), but next month I plan to revamp the fuel tanks. There will be no game-breaking changes there either; just the meshes and textures are going to be redone.
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I just figured out who the mystery kerbal is who stepped into Gene's office: https://goo.gl/images/6tXmuJ
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@Shnyrik either uses tweakscale or rescales them. They're pretty effective. -
The osprey definitely was influenced by one of your contraptions but I actually had the original v-22 parts concept on the books since last summer when I saw @EJ_SA's Kerbin Exploration Initiative stream. They were my version on EJ's Tuk Tuk vtol. The staircase and balcony and helipad and conference room definitely sprang from your ideas though, not to mention the Warthog...
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How to get inside and fly it, maybe? Love the news vans! I don't think Angelo is the leak. He's too busy completing training this week, holding down his regular job, and bug stomping. No time to talk to the media...
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Nice, just finished watching it. Your Duna team should be ok if you packed a Doc Science Lab and Hacienda, or you have a Casa or Ponderosa set up,was a workshop. The Doc's Watney lab can crack water into liquid hydrogen, and the Hacienda can pull water from the ground using the Prospector. The Pathfinder also has a Prospector, but it operates much more slowly.