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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
Interesting. The greenhouses do supply food in batches, but I don't recall what other things in Pathfinder do the same. Gold Strike does, but that is the nature of prospecting. I suppose the efficiency improvement studies do, but that's also done to reflect that it takes time to study the local biome, and to cut down on part count. Everything else is continuous production. Tthere is a continuous production option of food for TAC LS and for Snacks, just USI LS doesn't have one. Also, the Prospector converter makes it easy to take ore and separate out all the resources in the local biome, so you no longer need to change your drill configurations. Of course you still can if you want to speed up the production of a single resource. But only having to drill for ore should simplify things. Granted, Pathfinder is geared towards the first steps on a new world after flags and footprints, but I'm still curious about the streamlining. Bear in mind that I don't modify the production chains that come from other mods like Extraplantery Launchpads, since the production chain is already established and known. I suppose that might seem ackward for MKS users though. Then there is the Bison gondola parts I made for the Heisenberg mod. The hab, lab, and greenhouse parts all support Pathfinder templates with no need to set things up. Think of MOLE on wheels, a mobile base. About the only thing it needs is a docking port that can flex like the stock claw after it has docked. That assumes the game allows that sort of thing. I suppose one streamlining that will occur will be with Project Sandcastle, the 3d printing of permanent Pathfinder dwellings using unkerbed, probe core controlled rovers equipped with 3d printers and Konkrete mixers. I haven't forgotten about Sandcastle, I've just been a bit busy with other projects.- 3,523 replies
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I'll look into it. Maybe I can cut my dev time down by reusing what I did for the Buffalo as a basis. It will have to wait until next week though, I have personal stuff going on this weekend. Might be able to finish the stock IVA though.
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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
Apples and oranges. Pathfinder has a MM patch or two to help bridge the gap, but they're out of date at this point.- 3,523 replies
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There was a change to KIS/KAS awhile ago, and the Wheeljack can no longer be the root part. Try putting down a ground pylon first, then setting the wheeljack on top of that. If that doesn't work, add the following to the Wheeljack config file: MODULE { name = WBISelfDestruct } and simply blow up the wheeljack when you're done. See if that helps.
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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
Revamped Pathfinder Geology Lab: Now it fits in line with what I did for MOLE and the Doc Science Lab. The benefit to players is that you'll get a small amount of science the first time you run the experiment, and you'll still get the opportunity to improve your converter efficiencies like you did before. Even if you no longer get science from the experiment, you'll be able to improve production efficiency.- 3,523 replies
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The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
Wasn't me, nobody told me to, you can't prove anything. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
No worries, I was able to figure it out. Of course, it will change in the next release; I found time today to revamp the geology lab. It will have experiments like you have with the Doc Science Lab, and in addition to giving a small amount of science (just like the stock experiments do), you'll be have a chance to improve the production efficiency of your converters when operating in your current biome. Thankfully I did most of the work needed when I built the science system for MOLE.- 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
Ok, I think I can finally reproduce the issue. The problem can occur if you hit the "Start Research" button without selecting an experiment first. With MOLE, you can do that, but not with Pathfinder's current experiment system. I'll have a fix in the next update. If you don't select an experiment before starting the research, then by default you'll perform a Biome Analysis, which will generate a core sample to use for your other experiments. It also looks like the geology lab is due for a revision; I was going to switch it over to the science system I developed for MOLE awhile back, and those plans are still valid. When I switch it over, you'll still be able to improve production efficiencies in the current biome, but the experiments will work more like they do for MOLE.- 3,523 replies
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Just like with the Heisenberg, you can change the name tags to whatever you want. Just create a new flag, and the part will use the game's flag selection screen. They work independently of the mission flag.
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After finishing DSEV's Clydesdale, I started working on the inline variant, the Danube Delta: It's coming along nicely, I just need to modify a copy of the Clyde's IVA and redo the outer shell.
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The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
Warranty voided if you take our products off the factory floor... And dangit, if ASET had an official release for KSP 1.2.2, I'd make ASET variants for the Bison and DSEV's new Clydesdale and Danube Delta. I might have to find a beta of the new version, that screenshot of the interior looks so nice! -
With the Clydesdale now complete, I looked at my roadmap for the next release of DSEV. The next tough project will be the centrifuge, but I already have ideas on how to spin the IVA along with the external model. The tough part will be seeing if I can have the IVA follow the external model as its folds up. If not, that's ok. Anyway, last month @Kuzzter suggested an inline variant of the Clydesdale, and I'm pleased to say that the exterior model came together rapidly. I need to flip the front name tag around, but it's otherwise good to go. I just need to make a variant of the Clyde's IVA to account for the new form factor, but it will otherwise work fine for the Danube Delta.
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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
Looks nice. For the lights, you can replace the Glass.dds texture with one of your own creation that matches stock lights. -
Yup! Abort mode was built in right from the start. And to save mass, you can eject the O-2 engines when you don't need them anymore. On a side note, what damage effects mod are you using? I was thinking Dangit but I'm not sure..
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- going to duna
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dun dun duuuuuunnnn! There is more than one chosen one... Not sure if you're aware, but the O-2 engine and the OMS Kit engines have an abort mode.
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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
Thanks, I definitely need logs as I cannot reproduce the problem.- 3,523 replies
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Actually, it already is. It's called Super Kerbal, a little-known modlet I created last year to help with my Duna Space Program story. About the only other person that might've used it was @Geschosskopf. In creating the Clyde's holoscreen, I knew I wanted an EMH as part of it (it's a nod to Voyager, the Clyde's HAL 9000 reference is of course a nod to 2001: A Space Odyssey), and decided to rebuild and rebrand the Super Kerbal modlet into the Mobile Emitter modlet. It will require KIS, so be forewarned. Anyway, I finished up the basic functionality for it this morning; now I just need to make the mobile emitter KIS part that hangs on the kerbal's upper arm. The other thing I want to do is tie the emitter into my Snacks Continued mod so that the EMH doesn't eat up your snacks while the rest of the crew sleeps. Just go EVA, equip the emitter, and set the appropriate option. I made Snacks moddable so I can do stuff like that. Since it's a pretty powerful device, it's available after researching Experimental Electronics. It probably needs additional limitations, like consuming some rare resource that isn't easily produced; once it runs out, your kerbal becomes a Tourist until you recharge the device.
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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
Good to know. I'll change that for the next release. I'm shooting for end of the month, I have plugin work to do, and need to create the wide fairing option. -
Last image of the night: I'm using the @Kuzzter Instruments kPad Air as a stand-in for the mobile holo emitter, but the code is functional. I need to add a toggle helmet override button too. It's a revamp of my old SuperKerbal mini plugin.
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100% an IR problem, and the main reason that next release will have a custom centrifuge.