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Everything posted by Angelo Kerman
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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
I used Amarillo USAF for the font. I forgot about IR, that's a possibility too. Love the new screenshots! -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It needs some more texture work, but I can mesh-swap the existing aircraft elevator so that it has the standard and new wide format: -
[1.8.x] Impact! - impact science and contracts -v1.8.0
Angelo Kerman replied to tomf's topic in KSP1 Mod Releases
I haven't used Impact in awhile, nice to see the mod working in KSP 1.2.2. I also made a MM patch to add the impact sensor to the stock accelerometer: @PART[sensorAccelerometer]:NEEDS[kerbal-impact] { MODULE { name = Seismometer } } -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Update: Here is an experimental wide flight deck: Lowering the elevator: Barely fits inside with the slab-sided wide flight deck: Looks like the side elevator will need to have a mesh switcher to go between standard and wide formats, and I'll need to add a similar ability to the Flight Deck and Hangar Fairing. If I can make a mesh-switch option for the aircraft elevator, all the better. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm doing some testing on a new side elevator with a stock Aeris 3A after a discussion with @JewelShisen a few days ago. The elevator definitely works, but the 10m hangar deck isn't quite wide enough for the stock plane. I can definitely finagle the aircraft into the hangar but it soon gets stuck: With some wrangling, I can move the Aeris 3A back to the side elevator: Folding up the elevator: Elevator stowed: Now you can see why Navy airplanes have folding wings, something that I'm sure is tricky to do in KSP and still have control surfaces. You'd have to have integrated control surfaces and an animation to fold the wing. I could see a whole parts pack *cough* @blackheart612 *cough* revolving around a set of folding wings. I might take a crack at one or two wings as proof of concept. Without such a parts pack, to properly stow the stock Aeris, I'd have to create a new modular flight deck part set with new sides, floors, and modular animated elevator parts. Another option is to make a slab-sided flight deck part. That might barely have enough room for the Aeris 3A. -
Latest Release (GitHub) Latest Release (Spacedock) Source BARIS Wiki Dolores Kerman flipped the ignition switch and MOLE-1 lumbered off the pad, its solid boosters struggling against the force of gravity. In time, the boosters gave way to the Titan core stage, powered by twin Fulcrum engines. A few minutes and stages later, the Mark One Laboratory Extension achieved orbit. With orbital rendezvous and docking still in R&D, MOLE-1 was part spacecraft and part space station. Once their orbital tasks were complete, Dolores and Isaxy- the scientist sitting in the Mk-1 pod's "Backseat" extension- would deorbit the combined spacecraft and ditch the station elements before re-entry. Isaxy wasted no time after achieving orbit, and immediately deployed the SPF-8 solar panels and entered the Mark One Laboratory Extension through a hatch in the heat shield. She would be spending the next 30 days studying various experiments like space adaption and protein crystal growth. Dolores, on the other hand, would be working with MOLE-1's other module. She had a script to follow to "sort out technical issues" with the space telescope while in reality, she'd be pointing the KH-10 towards the ground and taking pictures of things that were interesting to the Kerman Air Force... Are your Mk1 command pods gathering dust? Wish you had a space station earlier in your career? Want to fly more than one kerbal at a time? Then the Mark One Laboratory Extensions (MOLE) are for you! Give your Mk1 command pod a new lease on life by adding a back seat module to fly an additional kerbal. Then add a docking tunnel system with integrated RCS and parachute for making rendezvous and docking easier. When you're ready for the next step, try out the Mk1-88 "Brumby" 2-seat command pod. Create a simple disposable space station by adding a Mark One Laboratory Extension, power module, and SPF-8 solar panels, and launch it on the 1.875m line of Titan fuel tanks powered by the LV-T270 "Fulcrum" engine. For a longer endurance station, bring up a station hub and dock a variety of parts to it including a habitat, greenhouse, workshop, airlock, and even a space dock to build new vessels(#). You can conduct a variety of experiments that require long research times and trips to Kerbin to reap the science, and your stations can even include the KH-10 Telescope for, uh, astronomy! Yeah, that's it! (#) Requires Extraplanetary Launchpads. MOLE is a stand-alone parts pack with optional support for Pathfinder, Real Chute, KIS/KAS, kOS, CactEye Telescopes, Raster Prop Monitor, RPM ASET Props, Snacks, TAC Life Support, Kerbalism, and more. Inspiration Back in the 1960s, the USAF had a military space program, and one of its projects was the Manned Orbiting Laboratory (MOL). MOL was designed as a spy satellite (KH-10 Dorian) disguised as a military research station. One of the cool things about it is that the Gemini spacecraft was already attached to the station when it launched. The Air Force flew a mockup into orbit once, but then the program was cancelled. References http://www.thespacereview.com/article/2539/1 http://www.nationalmuseum.af.mil/factsheets/factsheet.asp?id=1647 http://www.thelivingmoon.com/45jack_files/03files/MOL_Manned_Orbiting_Laboratory.html http://www.aerospaceprojectsreview.com/blog/?p=66 http://www.astronautix.com/lvs/barianmm.htm http://www.space.com/31470-manned-orbiting-laboratory-military-space-station.html http://www.nro.gov/foia/declass/MOL.html Recommended Mods ---LICENSE--- Art Assets, including .mu, .mbm, and .dds files are copyright 2014-2016 by Michael Billard, All Rights Reserved. Source: GPLV3 Portions of this code are provided by Snjo. Thanks Snjo!
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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
This is just a parts pack. Hooligan Labs does all the heavy lifting. I can make and fly aircraft carriers without them flipping over just fine. One thing I've found is that you have to be patient with airships. You can't set the lift to full and jam the throttles full forward and expect the airship to fly straight. Also, check your center of mass; in the OP, the Akron has counter-mass tanks to offset the mass of the coning tower. Gyro rings also help. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, where specifically did you try to use the Prospector?- 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
Are you out in the field or in the editor?- 3,523 replies
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I appreciate the response, thanks.
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@sal_vager Do you have any information on the status of the thread restoration? Do we need to create new threads at this point?
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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
Try adding the following to the GondoHab.cfg, right after the INTERNAL node: MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } See if that helps.- 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
How did you install Pathfinder 1.4.0? I just converted a gondo hab to a geology lab and didn't see any issues, both in the VAB and out in the field.- 3,523 replies
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I started working on the Clydesdale's IVA:
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Just starting to work on the IVA, there's a lot to do, but the basics are coming together. I don't have the IVA overlay mesh in place yet so you aren't looking at the final product. Here you can see how the decks are laid out: A picture from the captain's chair: Flight Engineer's station. Above the control panel will be monitors. A view from 10 Forward: The @Kuzzter Instruments 3000. I need to ask Kuzzter if I can borrow some images... Finally, with the IVA overlay mesh in place: I think internal coloration might follow this:
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It's my version of the NASA Discovery II command pod. It's for my DSEV mod.
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The Call of the Void-Chapter 1-Old Memories.
Angelo Kerman replied to DMSP's topic in KSP1 Mission Reports
Nice! Love the airfield, the planes, and the rocket too. -
I'm curious to know how the Enterprise flies, it looks like a lot of mass aft. Must've been fun getting the thrust balanced too!
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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
Delete the shortName field. If you're still having problems, make sure the "templateName" field matches the "name" field of the templates in the Pathfinder/tempates folder. Unfortunately, I had to make some changes that broke existing saves. Going forward you won't have this issue with new vessels.- 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
The Prospector will only give you whatever resources there are in the current biome. For valueable resources (RareMetals, ExoticMinerals, Karborundrum, Aurum), you can go prospecting. You'll need to edit your persistence file and replace all instances of "shortName" with "templateName" and then make sure that there are no duplicate "templateName" fields, and finally, make sure that the "templateName" field matches the "name" field of the template (Watney in this case). Be sure to make a backup of your save first...- 3,523 replies
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I finished the exterior of the Clydesdale 3.75m orbital command pod: I'd say I'm finally getting pretty close to pork-alike.
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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
Honestly, the best thing to do is ask the folks in the Hooligan labs thread. The Heisenberg mod makes use of the Hooligan Labs Airship mod's plugin. It's available separately (see the first post in this thread for the link). What I've found that works is to use the auto-leveler and altitude control, and take it slow. Don't just raise the altitude 5m per second or so, and slam the throttle to full to fly. You are guaranteed to have a bad day if you do that. If you take it slow and balance out your airship, you can fly designs like this: For airship design, make sure everything is balanced, and that you have a significant amount of mass below the center of buoyancy. The airship hulls are already trying to help you there by lowering the center of mass. The only other thing I can think of is to equip your airship with a couple of the Gyro Ring units. They'll help keep your airship stable. Beyond that, I don't know what else to tell you. Just think about keeping the mass below the centerline of the airship, use gyro rings, use the altitude control and automatic pitch control from Hooligan Labs, and go slow when raising/lowering the altitude, and take it easy when speeding up or slowing down the airship. Remember, they aren't fighter jets. I wouldn't begin to know why you're having problem, I am able to use the cargo lift without issues. You might want to re-install everything that comes with the mod, and then post screenshots and logs.