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Angelo Kerman

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Everything posted by Angelo Kerman

  1. That's not looking good, the poor Kermans are getting a crash course in warfare. Hopefully they'll learn fast, and quickly find a way to deny the Kerbulans their freedom.
  2. Be sure to install everything that comes with the mod into the GameData folder. Your issue is normally caused by not copying files to the correct spot.
  3. That's what the Bison is for. The Buffalo is the go-anywhere scout, while the Bison is a mobile base. It has a hab, lab, and greenhouse. Just download the Heisenberg mod and you'll find the Bison under the Gondola folder.
  4. I made progress on the D2 Centrifuge: It's getting there.
  5. I've been slogging through the centrifuge this weekend, unwrapping and texturing and making it all look right is taking some time, but I've made progress:
  6. Known limitation with KIS and the stock part modules that are part of any science lab. To get around the problem, attach the part to your ship, then click and drag the part into the container. Finally, delete the part that you put on your ship.
  7. @eloquentJane @Cydonian Monk This is the new slanted adapter tank: It goes from 1.875m to 1.25m. I'm shooting for a MOLE update (and Pathfinder, and Buffalo...) by end of the weekend or early next week. DSEV's update is taking longer than expected, the centrifuge is a real challenge...
  8. Take the output ratio, which is in seconds, and multiply by 21600. Or just look at the summary pane; it shows it there. Found the problem, it'll be fixed in the next update.
  9. As a matter of fact, yes. @Nils277 was kind enough to share how it's done. Once I finish with the DSEV update, I'll tackle the trailer hitch upgrade.
  10. Same deal. If you are using TAC, your TAC greenhouse will use TAC resources.
  11. The Mark One Botany Lab has several configurations. One of them is the Botany Lab itself, which does indeed have Mulch, Fertilizer, and Dirt: This configuration is used for a science experiment. The Greenhouse configuration is used to actually grow food. Here is an example that uses Snacks: If you configure the MOBL as a Botany Lab (the default configuration), then what you're seeing is by design. I'll consider it, thanks for the suggestion.
  12. When specifically does it require resources? Which configurations? Are you inflating or deflating the module? Which specific configurations don't require resources? Are you inflating or deflating the module?
  13. I'll have to look next time I get a chance. The Botany Lab does have an experiment that grows plants, but I don't remember what resources it needs.
  14. Sadly no. You'd probably want to consult the InfernalRobotics documentation.
  15. 0.625m by 1.25m, plenty of room for a kerbal to fit through. I've checked.
  16. I got the next iteration of the D2 Centrifuge into KSP, and finished a major portion of the centrifuge plugin code: Yes, the cross-section at the joint is big enough for kerbals to fit. It is 0.625m by 1.25m.
  17. More progress tonight: The GUI is still being worked on, but the basic centrifuge rotation code is working just fine. I know @TheReadPanda was among the people asking about a centrifuge in one of my mods, it's definitely on the way!
  18. Looks good! While my artwork is ARR, the source is GPLV3. I hope you'll continue to develop your IR parts into a nice addon for Infernal Robotics; They look like they'll work well with the Buffalo too.
  19. The airship hulls don't have any crew spaces, so those hatches are just for show. You could stick another part there to provide a small crew space. Nice designs though.
  20. Completely remove all wild blue mods, download the latest from GitHub, and reinstall.
  21. Don't know. My suggestion is to go to GitHub and re-download Pathfinder. Then delete your existing WildBlueIndustries folder and install everything in the zip file.
  22. Not exactly KSP, but with DSEV's Clydesdale and Delta Danube orbital command pods now done, I'm starting to tackle the D2 centrifuge. here's a test animation:
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