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Everything posted by Angelo Kerman
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Looks like the end game is here! Good luck to the remaining pilots... What is Strange New Worlds? I think I missed the trailer...
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No worries. I'm considering making a half-scale version- same model, but half the size, and 50kN of thrust instead of 120. That test craft will fly with the smaller prop-rotors, but for me, doesn't look as nice. The stock wings on the test craft aren't right at all; I want to make some custom wings that'll fit the design better, and the gas turbine generator will replace the chassis sitting on the top. Like I said, it's a proof of concept prototype. For the wide footprint, those prop-rotors will be able to fold up alongside the wing- I want the craft to fit inside the Heisenberg's aircraft hangar...
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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
Just like with the Doc, you simply reconfigure the storage. it takes an Engineer and some Equipment.- 3,523 replies
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey, totally off-topic, but what versions of SVE and SVT work with Kopernicus 1.2.2-4? In my career game, my KSP won't load, and I'm getting a bunch of this in my logs: [EXC 09:38:10.988] NullReferenceException: Object reference not set to an instance of an object Kopernicus.Components.Ring.Update () [LOG 09:38:10.989] Look rotation viewing vector is zero [LOG 09:38:11.003] Look rotation viewing vector is zero [LOG 09:38:11.004] Look rotation viewing vector is zero I'm running Kopernicus 1.2.2-4, OPM 2.1 (both alone in my dev build work just fine, hence I was able to fix integration issues with Kopernicus), SVT 2.0.2, SVE and 1.1.6-MR with JoolRings. This is what I see in game: Any ideas what could cause that? Thanks! I have personal stuff to do today, but this evening I can incorporate this into the next release. The KometTail.txt is intended, it is a debug part that I use to make sure the emitter is working properly. Increase/decrease particle emission: not sure, depends upon what parameters I can play with in the emitter while in-game. It is something I've thought about though, along with a texture change of the asteroid itself. The texture change is something I definitely need help with, perhaps @Galileo can shed some light on this... -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I think I resolved the problem with Kopernicus. It uses its own asteroid spawner, and doesn't fire the stock onAsteroidSpawned event, which Kerbal Komets looks for. It does use onVesselCreate, however, and I tapped into that: Definitely working with Kopernicus. And here is version 0.3.5: - Existing asteroids won't change shape when you install or uninstall the mod. NOTE: If you've installed Kerbal Komets before, and visited an asteroid/komet, then its size and shape will change, but that will be the last time it does so. - Reduced chances of spawning a komet. - Komets now spawn with Kopernicus installed. - If you manually flip an asteroid to a komet, its orbit will remain unchanged. - Re-labeled the "Rename Asteroid" button to "Rename Komet" when the asteroid becomes a komet. Now, I need your help. Right now with Kerbal Komets, the komet orbits don't extend out to the Outer Planets when you have OPM installed. You can change the orbit by editing the Settings.cfg file, which looks like the following: KERBALKOMETS { //Eccentricity modifiers for when the asteroid is a komet. //Komets are highly eccentric. eccentricityMin = 0.7 eccentricityMax = 0.99 //Minimum orbital altitude (m) kometMinAltitude = 100000 //Max orbital altitude (m) kometMaxAltitude = 100000000000 } You can change the minimum and maximum spawn altitudes, which are currently set for stock, but what I need is some play testing and /or a ModuleManager patch for OPM to make komets spawn with altitudes more reasonable for OPM. I've done my part, help make Kerbal Komets work well with OPM! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Please see the above post. You can perform the ice cream study using either MOLE, the DSEV D2 lab, or the Doc Science Lab. In the case of the Doc Science Lab, you'll want to create the ice cream experiment after deploying the Doc.- 3,523 replies
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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
Pathfinder's science system works a bit differently than the stock system where you have specialized parts for the experiment. In the Pathfinder Geology Lab, there is an Experiments tab. In there, you can load an experiment into one of the research slots and then perform the experiment. Here is a video of how MOLE's science system works, which is very similar: Note that in the case of Pathfinder, you load the experiment into the lab after launch, and you don't need to transfer the experiment back home to reap the rewards.- 3,523 replies
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Of course. It works just like an asteroid. Simply fly to the komet and press the "Rename Komet" button. That's in the upcoming release, currently you press the "Rename Asteroid" button. -
If you have Kopernicus installed then you won't see them in the current release. Still working on that one...
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I solved a problem in Kerbal Komets where, when you install/uninstall the mod, any asteroid that you've visited changes shape and size. And in the process, I kept the komet sample experiment. Best yet, I might've solved the incompatibilities with Kopernicus!
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Wow, two birds, one stone! I think I solved the Kopernicus problem along with fixing the resizing asteroid issue! Doing some more testing tonight to make sure.. -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
After much head banging onto the keyboard, I finally figured out how to prevent existing asteroids from changing their shape when installing/uninstalling the mod, and I get my custom komet sample experiment! Next step is to reduce the chances of komets spawning- it's a wee bit too high right now, even at 1%. The reason is that the game frequently spawns asteroids. Once I get that done, I can push out a new release and then see what I can do about Kopernicus. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You would not believe the number of people who've complained about this mod, so when somebody comes at me with words like "retarted" I get pretty testy. I'd definitely appreciate kinder words in the future to avoid misunderstandings. I'll look at the issue but thus far I haven't seen any problems. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That is just too darn cool! -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
At the moment, I don't even know if I can fix it. The bigger issue is that asteroids that you've visited will be reshaped when you install the mod and when you uninstall it. I have to fix that first, then I can look at seeing what I can do about Kopernicus. If nothing, I'll be bummed because I use Kopernicus in my career game. But we'll see. -
Really like the Altair designs you've come up with.
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I changed the base chance to 1 and am still seeing quite a few... I might need to chnage things so that there is a 1 in 1000 chance to flip an asteroid into a komet, then adjust the settings slider accordingly. I'll do that next release after I ponder through some fixes I'm working on. Trying to avoid the problem of existing asteroids changing shape when the mod is installed while also having a custom experiment. It's not easy given how SQUAD implemented asteroids. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
User report: attitudes like this get an automatic ignore for any future support "requests." Do yourself a favor and uninstall my mods. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nah, more like 7 mods total, 6 if you don't count the Buffalo, which is part of Pathfinder and only a separate mod as a courtesy.- 3,523 replies
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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
Glad you like the mod. It's a lot of work to put it together and maintain, but it's worth it IMO. I'm still open to a pull request for MKS support, but if not, that's ok too. I just can't be the one to maintain it, I've got a lot of projects on my plate.- 3,523 replies
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[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, looking at the code, I can stop the asteroids from changing shape, including when you uninstall the mod, but I have to figure out how to handle the asteroid sample experiment. That's going to be a harder problem. I think I have to manually set up the experiment. -
[1.8.1 - 1.9.x] KerbalKomets - Add komets to your game!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
If you have Kopernicus installed then Kerbal Komets won't work. I am looking into a solution. Also, if you have an existing asteroid, it will get resized when installing the mod. It is also an issue I'm working on. Just a friendly reminder, as it says in the OP, the mod is alpha. There are bound to be issues as it is developed.