-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
Likely no, though a UH-60 Blackhawk cockpit would be interesting at some point...
-
Dare I dream of this someday appearing in Airplane Plus?
- 4,345 replies
-
- 2
-
-
- helicopter
- parts
-
(and 1 more)
Tagged with:
-
After releasing the Heisenberg 2.1.0 a few hours ago, I did some more work on the ZRS-4, getting her ready for my career save. Here is ZRS-4 undergoing one of her acceptance trials: precision landing in a designated spot. In this case, the rooftop of the VAB: This was done using her CompressedAir RCS thrusters. There's an XV-22 mockup on the deck that's undergoing aircraft handling tests. It just barely fits the ZRS-4's aircraft elevator, leading me to shorten the wings just a bit more. The OSCAR-B tanks are placeholders for the V-22 tilt-rotor engine under development. Meanwhile, I flew two XV-22 prototypes, trying to engineer the design (and figure out what parts I need for the upcoming Buffalo Wings update to my Buffalo mod). Here is XV-22-01 in horizontal flight, substituting two jet engines in place of the tilt-rotors: Those jets definitely won't fit the aircraft elevator.. Here is XV-22-02 undergoing VTOL flight tests: I've got the balance right, and flight testing shows me that I'll need quick responding tilt-rotors to make it a bit easier to fly. I'm also going to need a torque module (I'm using an RCS module for now), and some saddle tanks to hold fuel, and to spread out the wheelbase a bit. On a modder's note, my very rough tests of a tilt-rotor part using stock part modules showed me some odd asymetric thrust when mirroring the engines. I'm not sure if it's a result of the design I came up with or if it's in the configuration files. In a day or so I'll have to look into it more. The good news though, is that I can use the stock FXModuleAnimateThrottle to spin the prop-rotors and ModuleAnimateGeneric to pivot the engine from horizontal to vertical. I'm not too familiar with FXModuleAnimateThrottle, and thus far my makeshift prop-rotors don't spin very fast despite what I set for baseAnimSpeed and baseAnimSpeedMult.But hey, I've got two animations that don't interfere with each other, and might not need a custom part module to pull off a V-22 tilt-rotor engine.
-
Doing some engineering work for Buffalo Wings. I'm getting an idea for what's needed, including a tilt-rotor engine, saddle tanks for fuel (and to widen the landing gear), and the like. It looks like stock wings are just fine, no need to create custom ones. My initial tests of using stock part modules to tilt the engines isn't working that great due to the way that symmetry works. But that's ok, this is all R&D... Happy Holidays folks!
-
I fixed several issues in the Heisenberg pack, created a new release, and updated one of the promo images with the new parts (2.5m & 3.75m adapters, new 2u and 1u storage gondolas)
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
And here is 2.1.0: New Parts - Bison Adapter: This comes in two sizes: a 2.5m and 3.75m. - Storage Gondola: You now have a 2u and a 1u storage gondola. Bug Fixes & Enhancements - All configs in the Spaces folder have been moved to their appropriate folder under Parts. Now it's even easier to remove what you don't use. - IVAs are showing properly again. I'm out of time, but I think the update spam is done for now, and I was even able to add some extra parts. -
The quickest solution is to disable ASET for Buffalo. You can do this by going to Buffalo/Parts/Command/BuffaloCab.cfg, and commenting out the following lines: @PART[WBI_BuffaloCab]:NEEDS[RasterPropMonitor]:NEEDS[ASET_PROPS]:NEEDS[ASET_Avionics] { @INTERNAL[WBI_BuffaloCabSpaceStock] { @name = WBI_BuffaloCabSpaceASET } } They should look like this: //@PART[WBI_BuffaloCab]:NEEDS[RasterPropMonitor]:NEEDS[ASET_PROPS]:NEEDS[ASET_Avionics] //{ // @INTERNAL[WBI_BuffaloCabSpaceStock] // { // @name = WBI_BuffaloCabSpaceASET // } //} I don't know the current state of ASET, but I've heard that a 1.2.2 version is in the works. I think KSP 1.2.2 messed things up for ASET/RPM.. I'll likely have to redo the IVA if a new version of ASET is released, and it's the main reason that the Bison doesn't have any ASET IVAs.
-
Thanks! My skills have slowly been improving too. That command pod is the closest to pork-alike that I've come thus far. I was planning on finishing up DSEV this month but got derailed by a renewed drive on the Heisenberg. Knowing how I operate best, I capitalized on that drive and am almost done. I'll be back on DSEV in January to finish that pod and a few other parts that will complete the Kerbal Discovery II and make a good chunk of the Kerbal Nautilus as well. For the sake of sanity, the Nautilus will use cylindrical front sections instead of the hexagonal design that NASA has- partly for compatibility with other 3.75m parts and partly to save me some work. After that the only thing I'll need is the Mk3 Homestead inflatable module. Essentially, a KSP version of some art I did a few years ago:
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi Blue5, Glad you like the mod. It's been fun and an interesting challenge to make something that met my design goals: an airship, flying aircraft carrier, and rover/mobile base that's compatible with and belongs in the same family as the Buffalo. I'm happy to say that I accomplished that goal. You can definitely build and fly an airship to Duna, Eve, and Laythe, though thus far I've only done a sub-orbital flight to see what happens when the Hooligan Labs Airships plugin (downloaded separately) encounters a vacuum. My testing shows that the airship will handle atmospheric entry without issus, and the Hooligan Labs plugin will level out your airship as long as you design it to work in the target planet's atmosphere. Once I get Buffalo's prop-rotor engine and nuclear reactor built, you'll even have an electric motor to use on other worlds. The latest release increased the heat tolerance on the airship while keeping crash tolerance low (airships are fragile things), deliberately so that you could fly the airship to other worlds. By the way, I'm not familiar with the CL160, can you talk about that more? You could definitely do that too.. I appreciate you taking the time to look into this, thanks. I consider you to be the expert on flying aircraft carriers (your pictures are up on the wall in the hangar deck's ready room) Today I'll be fixing the IVA issues that resulted from renaming the Airships folder to the Heisenberg folder- again, I apologize for the installation conflicts, the Heisenberg shouldn't be installed into HL's Airships folder, so be sure to reinstall both mods. I also have some new parts: a Bison to 2.5m adapter, a Bison to 3.75m adapter, and a couple of shorter length storage gondolas. I can do these fairly quickly. Things like the wheel, submarine compatible meshes and the like will take longer. I also want to remove the Firespitter dependency (it's used for the Cyclone engine), but that probably won't be done today. Again, sorry for the release spam, I ran into some issues while getting the initial release out, and @TheReadPanda had some great feedback on his stream yesterday that will help enhance the gondola/rover components that I want to put in place today. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thank you much, I'll check these out Before anybody asks, yes, I know about the lack of IVAs in the gondola parts. Will fix tomorrow after traveling. -
The Supernova is actually 3.75m at its widest, and 2.5m at its install point. You could just attach it and clip the part into something. Unlike some modders, I don't make my parts explode when they're clipped.. You could also change the the rescaleFactor = 1 in the config file to rescaleFactor = 1.3333 and you'd get a 5m engine that way. Hope that helps.
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
ok, this is frustrating, here's 2.0.4 - Annnd fixed the issue with the cyclone engines... This release spam is the result of the Heisenberg and Hooligan Labs both using a folder called Airships... -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Huh? I just checked, the Stagecoach is there. What's up with the Switchbacks? Ah. that's a KIS problem. Don't bolt the switchbacks to the ground.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
OK, here is the emergency patch: 2.0.3 - Renamed the Airships folder to the Heisenberg folder to avoid installation conflicts with Hooligan Labs IMPORTANT NOTE: You'll need to re-install Hooligan Labs and Heisenberg, sorry about that.. - Fixed converter names so that the monopropellant converter says that it converts Ore into MonoPropellant, and so on.. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I found an error that I'm trying to fix ASAP: Both Hooligan Labs and Heisenberg use the "Airships" folder, meaning that my parts install into Hooligan Labs' folder. I'm fixing that ASAP, but you might need to reinstall HL. Sorry about that.. -
I believe the Hooligan Labs Airships plugin will let you fly airships on any planet with an atmosphere.
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hm ok, I was trying to lower the center of mass towards where the crew port is. Maybe you could help fine tune that? It would help. So some parts for a follow-on release should include: - Gondola Adapters for 2.5m and 3.75m - M1A3 Kodiak wheel to replace the interim TR-2S. It will fold so that you can stow your rovers in a Mk3 cargo bay. - Ski jump flight deck extension - Alternate meshes/textures to fit the flight deck system onto @Fengist's submarine. I cannot for the life of me figure out how to get the sub to sink without tons and tons of CompressedWater, and I'm kinda itching to redesign the sub to combine functionality, but yeah, better integration with the 10m sub. - If it's possible in KSP, modify the docking port so that it can freely pivot like the stock asteroid grabber does. -
Thanks! I do have some adapters planned, just didn't have enough time to get them into the 2.0 release. I do all my 3D modeling in 3DS MAX, and then texturing and promos using Photoshop. I render the 3D models in MAX, then in Photoshop I do all the backgrounds and text.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not sure what you mean. You can use it to build bases on other planets, utilize resources on the planets, and with mods like OSE Workshop and Extraplanetary Launchpads, build additional parts and craft. So I'd say yes you can.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Yup! Bison is the Buffalo's big brother. The Bison Command Cab shares a direct lineage to the Buffalo command cab, which shares lineage with the ground vehicles around KSC. In essence, Buffalo is the go anywhere scout- It's a Modular Space Exploration Vehicle, after all- and the Bison is the follow-on mobile base. It's also the last part of the solution to the large exploding bases problem. Pathfinder's disconnected bases being the first part of the solution, an now Bison has a mobile base. So you've got many ways to explore planets now: set up a permanent base via Pathfinder, or drive around in a mobile base via the Bison. When you need resources, break out the GondoDrill and go to town. Need more cars for your wagon-train? Put some EL survey stakes in the ground, and survey new constructions via the Bison Airlock Module (which also doubles as a command pod).
-
Minor update for Buffalo is now available. Now that I've finished up the Heisenberg Airship Parts Pack for the most part (just need to make a custom wheel and if possible, a docking port that can freely pivot like the stock grabber), I'm starting to work on the next phase of the Buffalo: Buffalo Wings. I'm creating some aircraft parts for the Buffalo. In the meantime, the Buffalo has a big brother: The Bison! Found in the Heisenberg parts pack, the Bison is a Modular Expedition Vehicle: No, I won't be breaking out the gondola system into a separate pack. But you can easily delete what you don't want from the Heisenberg parts pack. You'll find all the Bison parts under the Airships/Gondola folder (internal spaces are in the Spaces folder, the interim modified stock wheel is in the Wheel folder). It's self-contained.
-
I updated my mods, and created a new promo: Now I just need to figure out how to make docking ports that can freely pivot like the stock claw can, and make a custom wheel for the Bison..
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The textures in that folder are for those who don't want the names of the modules appearing on their parts. Pathfinder 1.3.5 is now available. - WBT update - The Doc Science Lab now has a data transfer utility.- 3,523 replies
-
- 1
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with: