-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
What mod is that from? That's perfect! Ah, KOOSE -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Device for Emergency Entry and Recovery (DEER) -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
A MOOSE kit might be interesting. Just create an inflatable heat shield and add a command chair and deorbit motor. Be sure to pack your own chute though! Somebody did this: So, maybe just a simple ladder, inflatable heat shield, and deorbit kit. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Based on my current velocity, I should have the stilt module done next week and possibly complete the v1.4 release- and Phase 2- by end of the month. I am on track to finish Buffalo 2 by end of the year -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup! -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today in between recruiter calls, I built the B2 Hub. Technically it should've been in the last release, but it spilled over into the current one as it could be a component of bases as well. Anyway, the B2 Hub has two variants. Rover: ... and Station: With that done, I have just one more part to make to complete Buffalo 2 v1.2: Back to Bases!- 961 replies
-
- 11
-
-
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Small update today, I'm recovering from an arduous job interview. Anyway, I completed the Power Support Unit. It generates half the Electric Charge of the stock fuel cell array. Here's a look: With the Power Support Unit, Converter Support Unit, and new B2 Mineshaft done (it can be a drop-in replacement for the OG Mineshaft), I've updated the pre-release for those interested in giving it a try. You can find it here. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I took a break from Buffalo 2 in order to update the UVMaps and texturing for my Mk-33 mod. You can find the update here. I've got some personal stuff going on but for Buffalo 2, I'm slowly figuring out how the Power Support Unit will look. It'll definitely make use of the outer shell from the Converter Support Unit. Anyway, here's the Mk-33 in all her glory:- 961 replies
-
- 11
-
-
[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The cargo bay is 10m long by 2.75m wide- same as the stock Mk3 cargo bay. Here is the latest version of the Mk-33. HUGE thanks to @Rodger for fixing the UVNormals to fix some rendering artifacts! -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Updates are slowing down as my job hunting ramps up, but today I finished the Converter Support Unit. Without Wild Blue Tools is a half-strength version of the stock mini ISRU, but with WildBlueTools, it is equvalent to the Micro ISRU Omniconverter. It has both rover and station variants. Here's a look: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I finished up the baseline Resource Support Unit parts. With these done, I started working on the Converter Support Unit. Here's a preview: It borrows the mesh from the original Buffalo's Micro ISRU. I'll be retexturing that to bring it up to Restock standard. Anyway, the first pre-release of 1.3: Back to Bases, can be found here. It has the three RSU parts in it. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
They should probably be updated. To save time I tend to copy existing config files and modify them. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The fusion torches are from my DSEV mod. I'm running JNSQ. I'm not sure what all the visual mods are. When he was still streaming KSP, @Rocketology had a setup of KSP on his Discord server, and I used it for my career game- my last three mission reports have used that setup, upgraded to the latest KSP. I want to use Parallax 2.0 as well but I don't think there are configs for JNSQ yet. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It's built in orbit via extraplanetary launchpads, but you could strap a pair of 7.5m boosters from Near Future Launch Vehicles to its sides, powered by Cryogenic Engines mod: Once you break atmosphere, light the fusion torches (be sure to charge up BEFORE launch). It also helps to unload all non-essential resources and reduce the fuel mass to just enough to attain orbit. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I made more progress on the RSU parts; now there's an optional notch in the mid section part to accommodate the Buffalo Chassis Coupler. Why? Here's why: The docking port notch is there to enable a chassis-based rover to slip under the RSU, pick it up, and haul it somewhere. Stock landing legs are standing in for a set of stilts that I'll be making later. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
If you put the gate inside the buildings at the airfield, don't. The airfield hangars have weird colliders that cause unexpected results. The ship is very heavy so it makes just over 0.2C. It is filled with resources because it'll be a factory ship capable of building other craft. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, I didn't like clipping the huge hinge either, so I've slated a small chassis hinge part into the Buffalo 2 v1.4 release. Next release will also slightly adjust the nodes for the flatbed variant. Meanwhile, random warpship: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Unfortunately, no. I tried doing that with THOMPBERRY (the repair bot in EVA Repairs) to no avail. Stock EVA Construction is explicitly tied to kerbals, and from what I can tell, so is KIS/KAS. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Here's another solution to gate deployment: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Superstructure variants of the Buffalo 2 parts also work. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The original plan was to limit the vessel by dimension, but the game proved that calculating vessel dimensions on the fly resulted in numbers that were very off. So I went with the mass limitation instead. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That's normal behavior. Gating to the ground makes use of KSP's vessel lander. It's no different than using the cheat menu-with the exception of the resource requirements. As long as you land on your feet, you're good. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Given that I fixed the warp engines to function through timewarp, I've pretty much made the Whipcrack redundant. With that fix, the Whipcrack would invalidate all the previous work I did for warp tech. If the cost of operating the engine during timewarp is too high, then you can adjust the interstellarWarpSpeedMultiplier in settings.cfg to give you a speed boost during timewarp. That will result in your ship going faster per time-tick and thus consume less graviolium. Between that and either enabling jumpgate anomalies (they automatically-populate around stars) or building your own, Blueshift has plenty of FTL options to choose from. If you still want super-easy FTL then you'd probably want to look elsewhere. ELSD Jump Beacons is pretty much point and jump- and has its own set of limitations. The hieroglyphs indeed go on top: To deploy the gates, you might notice that the top of the gate has an attachment node in addition to the base attachment node- and even forward and back nodes. In my tests, I created a warp-powered gateship with KFS gravity engines for local maneuvers, and dropped the assembly out of the bay: The gate can fall over and still deploy successfully: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yes, they do indeed float.