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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Glad you like the mod. There's quite a bit to it including 2-person capsules, early station components, and even launch vehicle parts, all in the popular fan-made 1.875m diameter. I think it was Homegrown Rockets (HGR) that first made 1.875m popular, but I'm not sure... Anyway, the last major update to MOLE, KerbalSoar, got delayed as DSEV is taking longer than expected. My goal is to add winged components to the mod so you can make the Kerbal versions of Winged Gemini, Gemini with Rogallo Wing, and an X-20-like 1.25m mini space shuttle based on stock parts that uses lifting custom bodies similar to @Pak's outstanding Comorant Aeronology mod. If you haven't seen that mod, check it out! You get some really cool stock-alike parts to make space shuttles with. KerbalSoar is still a ways off, but in the meantime, here's the next patch for MOLE: MOLE 1.4.7 - Fix for the Coach's CommNet transmitter. - Coach 500 dry mass is now correct. - RealPlume patch fix. Thanks @BureauJaeger! - Science container added to the Airlock Module. Thanks @Bombaatu!
  2. Thanks for the suggestion, that's definitely something to consider. SEP is a neat mod, and @AlbertKermin and @CobaltWolf have done a great job with it. I was watching @TheReadPanda play with SEP over the weekend, hooking up the Sombrero to serve as the power supply. I haven't tried SEP myself yet- I do have components loaded in my landers for an upcoming Munshot- so I'm unfamiliar with how it functions. One thing I realized is that the Sombrero needs a transmitter like the Gaslight has. I haven't looked, does it have a seismometer? If not, I could see having a SEP geoscience experiment that requires you to crash spacecraft into the planet to generate seismic data that's captured by the seismometer- something like the Impact mod or the seismic experiment from KSP Interstellar. Given the way that KAS works, I can only have one KAS port on a part, but I can add connection nodes to the Gaslight, Sombrero, and Saddle where the old KAS ports used to be. That would make it easier to connect SEP's power plugs. I also took a peek at the central station, it looks like it's done via some custom plugins, so it's a matter of setting up a template. Given where SEP parts are placed in the tech tree, I'd say that the template would best fit the Ponderosa/Casa, which becomes available after unlocking Space Exploration. I'd say the Pathfinder lab could double as a central station, though you'd pay for that in terms of volume and mass; the SEP parts are smaller and lighter on their own. I'm pretty busy with DSEV right now, but what I can do is add some additional attachment nodes (and possibly some artwork changes) to support SEP plugs on the Saddle, Gaslight, and Sombrero. That way, at the very least, you can use Pathfinder's stuff to help power and connect your SEP components. If you're willing to learn a bit about the template system, here's a wiki page I made awhile ago that can get you started, and here's the wiki for Module Manager. I can also answer questions you might run into. You probably don't need a whole new template for Pathfinder, just something like: PATH_HABITATION[GeoLab]:FOR[Pathinder]:NEEDS[SurfaceExperimentPack] { <SEP part modules here> } If you can do that and test it, then I can add the additional attachment points to support SEP power plugs. Sounds good?
  3. Nice! The new launcher and craft sort of reminds me of Orion and SLS, looks like a good ship. Looking forward to seeing how this develops, let's hope that Spacelab's termination doesn't end up with a multi-year gap between space stations!
  4. I appreciate the sentiment but no. CKAN handles installations poorly, and as a result, I used get numerous support issues when the wrong versions of the plugins or their dependencies or the mod itself isn't updated properly. Combine that with last summer's incident where the CKAN team blatantly disregarded mod authors' requests to de-list mods- effectively forcing us to deal with their defective software- I had enough. About the only way I'd change my mind at this point is if somebody wanted to pay me $50,000 USD up front- because that's how much my time is worth to put up with the headaches caused by CKAN installs.
  5. That's actually a stock thing. For some reason, the stock solar panel doesn't think that it's being blocked by the airship hull above it. Given how many permutations there are (attached to hull, attached to a part that's attached to a hull, etc), it's not a simple thing to resolve.
  6. This weekend I made a lot of progress on the centrifuge's IVA: And the IVA spins in lockstep with the external model.
  7. This weekend I made a lot of progress on the centrifuge's IVA: And the IVA spins in lockstep with the external model.
  8. Wow! A jet-powered with booster airship! Way cool, thanks for posting that!
  9. In theory, when EL is installed, it should switch over to MetalOre to make RocketParts. If it isn't then something's not working right.
  10. Ahhh ok, that makes sense. Thanks for the info, I'll make that change. Awesome! I'll incorporate that into the next release as well. It should be later this weekend, I have a fix to make for the Coach's ComNet template... As mentioned, the Bigby Orbital Workshop (BOW) is analogous to the real-world Skylab space station. It's a big module to support the industrial processes that it has. Despite being from the same manufacturer, the Bigby crew pod is actually designed as an extension to the Brumby, not the BOW. If you're looking for a 3.75m command pod, then I hope you'll consider using the upcoming Clydesdale and Danube Delta from DSEV; both are 3.75m in diameter and will hopefully be available later this month. Here's a look:
  11. Folks, I've been at this for two years, and I put a crap ton of work into my mods to make them the best they can be. I build these mods because they're what I want to use in my game, and I share them with others so they can have fun too. When I got started, I could program like I was ringing a bell, but I knew next to nothing about modding KSP. That didn't stop me from learning, and it shouldn't stop you either. So instead of coming in here guns blazing about all the problems you see, why not back up your game, learn how things work, and see what you can do to improve things? Then share what you did so others benefit too? If that's not something you're willing to do, that's fine, the majority aren't so inclined. But don't expect sunshine and roses if all you do is post about how bad things are. We now return to our regularly scheduled program. This month I'm finishing up DSEV's update, but with luck I'll be back to Buffalo as well. I'm planning to add movable trailer hitches- courtesy of @Nils277's excellent solution- along with some aircraft parts (probably no new cockpit though) and an electric outboard motor for cruising around in the water. The outboard motor is part of the planned Water Buffalo update, but I moved it to the Buffalo Wings update since I need it in my game. In case you're wondering: Buffalo Wings - V-22 Osprey-like parts to round out the Buffalo's aerial components Water Buffalo - Aquatic parts.
  12. Actually, there are lots you can do, like provide detailed descriptions, fiddle with the config files to adjust nodes, and the like. Instead, you come here to complain that the hatch is obstructed after you stuck something on top that clearly juts out from the hatch. Then you go complain that the node on the hitch is off, and needs to be adjusted, when you have the ability to do exactly that. Do yourself a favor, uninstall my mods, cuz I'm not interested in helping. (rude)
  13. Sounds like a mod conflict. I use both stock and RealPlume and don't have any problems.
  14. Sounds like fun. Not sure why you'd suddenly lose textures, I'll have to look at that. There's nothing that I do in Pristine mode that should cause that... As for the solar panels, use KAS to connect the solar arrays to your base.
  15. I don't have any of the issues you're complaining about. If flown right the airships fly just fine with no issues.
  16. DSEV already has a hub, spindle, and counter torque ring built for Infernal Robotics for exactly that purpose.
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