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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
Well, you are trying to land 13+ metric tons on the deck... 13-15 metric tons is actually pretty reasonable, given that the Nimitz class' max landing weight is about 23 metric tons, and you're landing on a flying aircraft carrier. I checked, the maxTemp is 1900, which is lower than a typical wing section (typical wing is 2400) but still pretty good. Try these values: crashTolerance = 50 breakingForce = 300 breakingTorque = 300 thermalMassModifier = 8.0 emissiveConstant = 0.8 See if that helps. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Depends. If you just want the rover parts then yes. If you want to fly the airship, then you need Hooligan Labs. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
None. -
Took a break from modding (been tired this week) and after crashing the Armstrong Munar Science Rover (MSR-1), I sent its replacement, the Aldrin MSR-2: MSR-2 has tripple-redundant communications, double-redundant science instruments, and extra batteries. MSR-2's jump jets came in handy when I unexpectedly drove off a cliff and had to soft-land. I'm trying to conserve MonoPropellant though; the fuel cells run on MonoPropellant and I want to be able to drive during the night.
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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
Not seeing that issue. What mods do you have installed? -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Part switchers work by having multiple 3D meshes in the same .mu file (or having multiple MODEL entries) and then hiding the ones you don't want. If having a part switching version of the fairings and adapters is important to you, nothing's stopping you from creating a config file that combines the .mu files of all the fairings into one. Take a look at WBIMeshHelper, it has what you need to switch the meshes around. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, sure could, WBT even has one. However, I've found that people get confused about the part switcher and then complain about a lack of adapters. So for the Heisenberg I aimed for a lower common denominator. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Awesome! I was hoping to have the custom wheel done and (if possible) make the docking port pivot like the stock claw can before @Kottabos noticed the mod, but those are still in planning. My brain decided to take a modding break this week so they'll have to wait until January, along with my V-22-alike stuff for the Buffalo... -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Here is Heisenberg 2.1.5: (and on spacedock) - Added Bison to Buffalo adapters. There are two types. - Removed velocity modifying code from the ground stabilizer. Be warned, your vessels might slip on slopes. - Moved Flight Deck Extensions to Advanced Aerodynamics. - The Gyro Ring now correctly takes in Atmosphere and creates CompressedAir. - Fixed issues with KerbNet in the command pods. - Simplified the production chain for TAC-LS to use Waste in place of Fertilizer. - Added a Compost Lab configuration to GondoLab to make Fertilizer when Snacks is installed. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm trying to fine-tune the production chains so I can make some flow charts for them. For TAC, based upon feedback from @TheReadPanda, I'm looking at eliminating the need for Fertilizer in the greenhouse and replacing it with Waste. That means CarbonDioxide + Water + Waste = Oxygen + WasteWater + (after a time) Food. That will simplify the production chain so you no longer need Minerals or Fertilizer. You'll still have the traditional greenhouse, which gives you a specific amount of Food after many days of growing time, and the Continually Regenerating Agricultural Product greenhouse, which gives you a constant (albiet small) supply of Food using the same supply chain above. For Snacks, I might simplify things a bit and go with Ore + Minerals = Fertilizer, eliminating the need for Organics and the O-Chem lab. Creating Equipment and ResearchKits are where I want them to be, and EL's MetalOre -> Metal -> RocketParts stays as is (it comes from Extraplanetary Launchpads). Likewise, the Ore->MaterialKits from OSE Workshop remains unchanged.- 3,523 replies
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I keep thinking of the movie Sphere (though I like to book version better).. Imagine if the Kerbulans were the figment of Kenlie's imagination. He did overload the monolith some time ago... Anyway, looking forward to seeing how this all plays out.
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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 take pull requests, so if you want to fiddle with the gyro ring's nodes until the match your exact specifications (and they're reasonable to me), or you want to download Blender and fix the z-fighting issues, then by all means. As for the IntakeAir, with the exception of the compressor on the gyro ring, that's by design. The Cyclone requires IntakeAir, as does the generator on the gyro ring. Next patch will correct the gyro ring's compressor to use Atmosphere instead of IntakeAir as was originally intended. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Stabilizers don't seem to be helping much right now. I have a patch later this week to remove the ground stabilizer code (an attempt to keep bases from sliding) as well as move the flight deck extensions to the proper node, but for now you can change WBIGroundStabilizer to ModuleAnimateGenericSFX to get rid of the problem. -
I created Part 2 of Test Flight, a mission report, and then performed a satellite service mission:
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Test Flight: Conclusion - Shooting Stars
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
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Test Flight: Conclusion - Shooting Stars
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Yup, that's from the MOLE, one of my main focuses this year. Finally finished it. Well, there are some 1.875m solid rocket boosters I'm making this week, and maybe an X-20 down the road... -
Test Flight: Conclusion - Shooting Stars
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
The launch gantry is a FASA launch tower. The latest iteration that I use comes from BDB: -
I've been working very hard this past year, and modding a lot too, so I haven't had much time to actually play the game. So I thought I'd round out the year with a short story... The story album thus far. Part 2
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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
Might have something to do with the center of mass on the airship hulls. Try commenting out the COMOffset lines in the config files. I don't have any problems with the Akron (no commented out COM lines), and I can land on the roof of the VAB: I've got two of the gyro rings on there... -
Where's The Kraken when we need it the most?
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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
The elevator is definitely a little finicky, so use with caution. It does have a guard rail that pops up automatically. If you use AirPart, it can help with the slippage you noticed. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Looks cool! You can also close off the gaps in the flight deck if you want by attaching the flight deck fairing. It has an extra node that lets you attach the deck extensions too if you want. Looks like a great ship.