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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Inspiration for next release: Buffalo Wings Unfortunately, a V-22 engine would be a nightmare to make work in symmetry, but a ducted fan like the Samson's is doable. Even better, it can fold up for storage. My ducted fan will be electrically powered, and I'll have a gas turbine part that generates power- a lot compared to the Flex fuel power pack, but restricted to planets with oxygen atmospheres.
  2. Any chance you could do a USI-LS review of DSEV and make sure it is balanced with whatever standards there are?
  3. No worries, I don't believe in sabotaging another mod, even when I don't like it.
  4. Short answer is no conflicts. The systems run independently. For example, MKS uses MaterialKits to inflate modules and change configurations while Pathfinder uses Equipment- originally RocketParts before I realized that I was treating it as five times denser than it actually is. Since I've been using RocketParts/Equipment since before there even were MaterialKits, that's what I'm sticking with. You can still find the MM_MKS patch in ModuleManagerPatches, it is renamed with a .txt extension. But I cannot guarantee that it provides the right mass ratios, converters, and the like.
  5. Don't worry, if it's possible to work with Kopernicus, it will. Mod is still alpha..
  6. I can confirm that in my career game, where I use Kopernicus, I have the same issue. Not sure how to fix it, but I'm looking into it. Yup, Kerbal Komets needs KSP 1.2.2.
  7. Resources will still be around, but no tying into the distribution system, or trying to balance Equipment with MaterialKits, or using special converters. It is simply too much work for me to maintain for a mod that I don't use.
  8. Hm. Well, that bites. I use Kopernicus in my career game, maybe there's a way to tap into Koperincus's asteroid spawner and turn asteroids into komets. If not, doesn't Kopernicus already have komets?
  9. Interesting, is there a specific mod that provides asteroids, or is it the base Kopernicus mod? It's interesting that there's a problem, I'm just using the stock asteroid. What does Kopernicus do differently?
  10. Pathfinder 1.7.0 is now available 1.7.0: Spring Cleaning Pathfinder Geology Lab - Geology Lab experiments can now be completed as part of a contract. - Gold Strike prospecting ability removed from the Pathfinder Geology Lab; you can continue to use the Buffalo's Crew Cab and the Gold Digger drill. Iron Works - Removed RocketParts->Equipment converter; this was in place during the transition from RocketParts to Equipment (necessary because, at the time, I thought RocketParts was a 1-liter resource). IMPORTANT NOTE: Extralplanetary Launchpads is still fully supported; you can smelt Metal, recycle ScrapMetal, and make new RocketParts in the Iron Works when EL is installed. The Spyglass still serves as a survey station, and all inhabited Pathfinder parts provide some production ability. Watney - Removed Rainmaker (LFO) converter; it's redundant with the Fuel Cell converter, which also uses LiquidFuel and Oxidizer to generate ElectricCharge and Water. - Increased LiquidFuel and Oxidizer inputs on the Fuel Cell, and doubled its ElectricCharge and Water output. - The Watney can now burn Ore to produce ElectricCharge, just like Buckboards converted to generators. Bug Fixes & Enhancements - Repairing broken parts now requires Equipment. - The OPAL correctly outputs Water instead of using it as input. - Increased ElectricCharge output of the Nukeworks' nuclear reactor. - Buckboard generators are now using the correct engineering skills for enhanced efficiency and repairs. Mod Support - WBT Update - Updated the Snacks converters to the latest standards. - Dropped support for MKS; the mod changes too much to keep Pathfinder's MM patch up to date. If you'd like to see it updated, send me a pull request. - Removed WBIGreenhouse from the TAC-LS Prairie; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. - Removed WBIGreenhouse from the TAC-LS Cropworks; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. (with higher production rates). - Removed WBIGreenhouse from the USI-LS Prairie; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. - Removed WBIGreenhouse from the USI-LS Cropworks; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. (with higher production rates). NOTE: The C.R.A.P. greenhouse remains in place for now, but be sure to convert your greenhouses over as it will be removed in a future update. NOTE: USI-LS is out of date. Since it changes too often, I'm not inclined to update Pathfinder's MM_USILS patch. If you want an up to date version, send me a pull request.
  11. MOLE 1.5.0 LDEF: Long Duration Exposure Facility is now available: This release introduces an alternative method for conducting MOLE's station experiments in the form of LDEF Experiment Modules. There are a number of external experiment modules to choose from. Simply fly an experiment to the station (or fly stand-alone using the support modules), start the experiment, and make sure that all the pre-requisites are met. Once the pre-requisites are met and the experiment has accumulated sufficient LabTime and/or other required resources, then either return the experiment module to Kerbin or transfer the data to a Mobile Processing Lab for further processing. YOU CAN USE THE EXPERIMENT MODULES WITH THE MOLE LAB! Remember, the MOLE Lab can generate LabTime even when there are no experiments loaded into the lab. The experiments run exactly like the existing ones; you need to make sure that the experiment's requirements are met (orbiting, specific altitude, etc.) Some experiments might require additional resources or additional parts to be on station. You generate LabTime using the MOLE Lab/LDEF Science Processor, ScopeTime using the KH-10, Plants using the Mark One Botany Lab/LDEF Botany Module, and SolarReports using the Solar Observatory. The existing MOLE science system remains unchanged; you still load experiments into containers like the Coach and Appaloosa, transfer them into the MOLE Lab/Skylab, run them, and transfer completed experiments back into a container for the trip home. The LDEF system simply provides a more intuitive interface for conducting experiments at the cost of increased part count and reduced convenience. New Parts You can find these parts in the new LDEF tab. - LDEF Core: This part is designed to host up to 4 External Experiment Carriers and/or support modules. You can place the core and its experiments in the Mk1 Interstage Service Compartment, RPND-A Service Compartment, Kargo Bay, or any other part capable of holding the rack and its experiments. Hint: The Mk1 Iterstage Service Compartment can hold up to 3 cores, for a total of 12 external experiments and support modules. - LDEF Double Core: A double-sized version of the core. - LDEF Tripple Core: A tripple-sized version of the core. - LDEF Experiment Module: This module houses a single experiment found in the MOLE science system. There are a number of different experiments available, each with its own module. You can press the "Show Synopsis" button to get a description of the experiment and a complete list of its requirements. Simply press the "Start Experiment" button to start the experiment, and check the status field to see what's going on. To stop the experiment, press the "Stop Experiment" button. When completed, the experiment will automatically show you the results and send you an in-game mail. - LDEF Command Processor: This module is a no-frills probe core. - LDEF Science Processor: This module generates a small amount of LabTime per day at the cost of ResearchKits and ElectricCharge. - LDEF Botany Module: This module grows Plants from Water and Fertilizer at the cost of Water, Fertilizer, and ElectricCharge. - LDEF Solar Battery: The solar battery powers your experiments and support modules. - LDEF Resource Container: This container holds a small amount of ResearchKits or other useful resources. - LDEF Equipment Container: This container is hollow and lets you attach small items. New Contracts - You can run LDEF experiments for Science, Rep, and Funds! The payout is proportional to where the contract asks you to run the experiment. Bug Fixes & Enhancements - Updated the Snacks converters to the latest standards. - RealPlume updates. Thanks @DStaal & @Merkov! - Bug fixes for determining when an experiment has accumulated sufficient resources.
  12. DSEV 2.0.0.4 is now available: - WBT Update - Added MM patch for Extraplanetary Launchpads. - Duct-taped seats to the Clydesdale.
  13. Buffalo 1.2.2 is now available: - Updated the Snacks converters to the latest standards. - WBT Update
  14. Heisenberg 2.2.5 is now available: - WBT update - Added new solar panels, available when Large Electrics is unlocked.
  15. Wow, awesome! Thank you @Kottabos for the shout out. The mod is still alpha, so doing things like randomizing the komet's position in its orbit is still ongoing, but it's getting there... Depends, how high do you have the spawn frequency set? The default is 3, and can go as high as 100, though next release I'm adjusting the default to 1 or 2.
  16. Looks like you've got your questions answered. To answer your last one, Pathfinder isn't compatible with MKS (next release will drop support for it, it changes too often to keep the config files up to date), its USI-LS support is out of date, and is only marginally compatible with Kerbalism. Kerbalism dramatically changes how converters work and there's no way I'm going to change Pathfinder's converters to suit.
  17. Some deprecated parts were removed. It's been awhile, try downloading 1.4.6, grab the deprecated folder contents, and install 1.4.9. Then copy the deprecated parts from 1.4.6 and stick them in the deprecated folder of your 1.4.9 folder. See if that helps. If not, see if there are deprecated parts in the versions between 1.4.6 and 1.4.9
  18. Are you in career or sandbos? Is your tracking station capable of tracking asteroids? I have verified that the mod works. Check out the Settings.cfg file, and play with the numbers there. Should help you build what you're looking for. Thanks, I'll take a look.
  19. It's very small, I added a particle emitter to the stock asteroid, and the plugin code. The worse performance hit would be the ability to render komets from the ground, but if I can get that to work, you'll have the ability to turn that feature off. That might help, yes.
  20. Thanks! Now THAT would be cool! Right now, no. You have to be in physics range in order to see the komet tail; it's a particle stream, like a rocket exhaust, that is generated when you're up close. KSP would have to be modified to show asteroids as they get relatively close, and updated to show the particle effects. Something like Distant Object Enhancement with the particle emitter running. Real comets have tails that can easily stretch 1 A.U. but KerbalKomets are a lot shorter and thus are harder to spot. I'd do it if I could though, I'll look into this...
  21. @JustJim might find this amusing: Anyway, here is KerbalKomets 0.2.0: - You're guaranteed at least one komet being created when you install the mod or start a new game. - You can adjust the komet discovery chance, enable/disable auto-tracking of discovered komets, and enable/disable sending a press release for discovered komets through the GameSettings->Difficulty->Kerbal Komets screen. - If enabled (it is by default), you'll receive a press release upon discovering a new komet. - If enabled (it is by default), the Tracking Station will automatically track newly discovered komets. - Added more debugging information.
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