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Everything posted by Angelo Kerman
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I'm simultaneously designing the IVA and exterior, a technique I discovered while building the Heisenberg's gondola. It takes longer but it's much easier to make everything line up. Anyway, here is the last pic of the evening: I designed the flight deck with a bit of inspiration from @Kuzzter's ongoing Jool Odyssey. Unlike the Intrepid's bridge, the Clydesdale Orbital Command Pod has lots of windows. Somehow I'll have monitors up front if they'll work in the IVA and you can see them. I'm also finding that going with a design optimized for microgravity makes it easier to layout the interior. And taking another inspiration from Jool Odyssey, I'll swipe the code I did for the Heisenberg and build in a nameplate function. Simply add a custom flag with the vessel's name, and use the stock flag selector to change the name of the ship. What's nice is that the nameplate is separate from the mission flag. Not sure where to place the nameplate though, perhaps on the nose or on the sides.
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Seating Order: 1. Portside pilot station 2. Starboard pilot station 3. Captain's chair 4. Portside flight engineer station 5. Starboard flight engineer station 6. 10 Forward seat 1 7. 10 Forward seat 2
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I think I've got a design for the Clydesdale Orbital Pod that works and meets my need to cut down on the number of parts needed for the Kerbal Discovery II and Kerbal Nautilus: Essentially, the decks will be 90 degrees to each other, with a hatch in the "floor" that leads to the transfer corridor. Great visibility and in-space only.
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Yup. My original plan was to create a liquid-droplet radiator as an upgrade. You'd only need two of those. If I instead reduced the number of required radiators to 4, then I could save myself from making a complicated part. It's something for me to consider. I'm also trying to figure out how to minimize the work I need to finish the Kerbal Discovery II and make the Kerbal Nautilus. Right now I'm faced with making cylindrical parts for the Discovery, and hexagonal parts for Nautilus, and two centrifuges (one like the Discovery II's tripod, and one ring-shaped for Nautilus), and that's a bit too much. Here's a reference of the NAUTILUS-X: And here is NASA's Discovery II: Maybe Kerbal Nautilus uses cylinders for its front part, the centrifuge from Kerbal Discovery II, and then the stock 3.75m cargo bays for the hexagonal hangars. I'd just need to make the Mk3 Homestead inflatable module, and of course you'd use the hex truss system that DSEV has. It wouldn't look the same but I wouldn't be endlessly building parts that way, and I'd like to finish up DSEV. Another option is to modify Kerbal Discovery to use a hexagonal style front end with an inflatable habitat ring instead of NASA's tripod centrifuge design. Basically, take the front of Nautilus and use that for Discovery II.
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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
It sounds like there are some issues with the greenhouse (again). I'll have to investigate.- 3,523 replies
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Well, before heat radiators became stock, I had the Supernova calibrated to require 10 of the large radiators included in the pack. That's about how many NASA's Discovery II has on their ship. I think I did the same after KSP 1.0. I might need to take a look at the radiators again; they're supposed to be on par with the largest radiators in stock. So now that I've got Buffalo in a good spot, I can focus on DSEV for a bit. My plans for the next release include: - Updating the Supernova to use the new stock part upgrade system and do away with the current upgrade path. - Re-tuning the large radiators to be on par with the largest stock ones (if needed). - Liquid-droplet radiator. - Discovery II centrifuge (with rotating IVA). This oft requested part won't require Infernal Robotics. It will function as a hab/MPL, and ties into Pathfinder's Habitation (Ponderosa/Casa) and Science (Doc) templates. - Discovery II "Clydesdale" command pod. If I can design it right, it will double as a 3.75m Orion-like command pod, and might share its IVA with the NAUTILUS-X. - Possibly a part that goes behind the Clyde to complete the Discovery II's look. As always my designs are inspired by NASA but don't try to closely duplicate their appearance, so expect some differences. The above will finish out the Kerbal Discovery II at long last.
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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
Pathfinder 1.3.0 is now available. Download it here! - The Spyglass now serves as a habitation multiplier when USI-LS is installed. - Added a bunch of new parts to the Buffalo. Be sure to read the Buffalo readme for details.- 3,523 replies
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I'm happy to announce the release of Buffalo 1.0. Download the latest here! Buffalo has finally hit its 1.0 release! The parts introduced in this release complete the rover side of the Buffalo MSEV. There is still more work to do, but Buffalo is in good shape now. New Parts - Added the Buffalo Airlock Modle (BAM). It has a rooftop solar panel and it holds a single kerbal. - Added the Buffalo Ground Stabilizer. This part has fold-out stabilizer legs to lift the rover off the ground. The Ground Stabilizer has SAS and serves as a docking port as well, letting you leave components on the ground. For this to work successfully, build the body components first, and then add the chassis. Hint: the animation slider lets you adjust the height of the ground stabilizer. - Added the Buffalo RCS Module. This quarter-length part has SAS, RCS, some MonoPropellant, a probe core oriented for vertical flight and jump jets. It also has a small chassis spacer that you can add/remove before flight. - Added the Mk2 5-way RCS Thruster. It has a built-in monopropellant engine. - Added the Buffalo Passenger Cabin. It comes in two sizes: short (1u) and long (2u). Both sizes have rooftop solar panels and ladders. The short and long passenger cabs can recycle Soil into Snacks. - Added the Buffalo Service Bay. This 2u part has room for your various small parts and holds a small amount of ElectricCharge. You can toggle the central equipment rack as well. And it has enough space to carry a pair of Buckboard 1000 containers. - Added the Buffalo Cargo Ramp. It fits onto the back of the MSEV and provides a handy ramp to get into the Service Bay. - Added the Buffalo Aero Cone. There are several types to choose from. - Added Wide versions of the Solar Flatbed. - Redesigned the Mineshaft and moved it to the Buffalo mod. It can serve as a docking port and as a KAS port. Bug Fixes & Enhancements - Redesigned the Crew Cab slightly; the ladders are now at the ends of the circular crew ports. IMPORTANT NOTE: You can put a Mineshaft on the circular ports and still perform EVAs. - The Crew Cab can become a geo-survey lab even with Pathfinder installed (previously it could become a lab only if Pathfinder wasn't installed). - The Crew Cab can become a small geo-survey lab once you unlock Field Science via the stock part upgrade system. - The Crew Cab has an experimental science experiment that lets you Take Core Sample. You can repeat this experiment many times in the same biome. HOWEVER, unlike other experiments, you must drive a minimum distance before you can run the experiment again. WANTED: a whole bunch of science results for the WBIGeoScienceExperiment (located in 000WildBlueTools/Resources/BasicExperiments.cfg) for each biome on each planet. It's a lot, but YOU benefit by contributing to the science results! - Removed deprecated parts. - Minor bug fixes. - Cleaned up some logging issues related to missing part modules and textures when supported mods aren't installed. - Updated the IVAs to make them look better with IVA overlay. - JSI Transparent Pods is now fully supported. - Increased the size of the Mk1 5-way RCS thuster and make it comparable to the stock RCS thruster. - The Crew Cab can (slowly) produce Snacks from Ore. - The Command Cab and AuxEN now have integrated Kerbal Engineer support.
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Help with wheel sliding
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Yeah, could be, but I don't rightly know. Wheels are still an arcane science to me. Anyway, it seems the slippage is for the most part solved, thanks again. :) -
Help with wheel sliding
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
AHA! My wheelCollider wasn't set on the wheelColliders layer! Setting it to wheelColliders did the trick! Of all the stupid things... I still haven't figured out what the giant spheres are, but at least the wheels don't appear to slip. Thanks again, I'll report in if there's more trouble. -
Help with wheel sliding
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Hm, good point! I'll play with the wheel collider and collision enhancer and see what happens. Thanks for the suggestion. -
Finished the ground stabilizer today, tweaked SAS values on the RCS Module, and fixed some graphics bugs with the Buffalo command cab. All in all, a good day. I'm in the final stretch for the 1.0 release, I just need to do some testing on an idea that @TheReadPanda had about being able to take multiple readings on a science experiment within the same biome. I have determined that stock lets you continue to gain Science for an experiment in a specific biome until you reach the experiment's science cap. Now it's a matter of setting up the experiment so that it requires a set driving distance until you are allowed to take another reading. I'm working on that tomorrow, and if successful, the revised Crew Cab/geology lab will let you run said experiment. After that, Buffalo 1.0 will finally be done.
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Help with wheel sliding
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Thanks guys, I lowered the dampingRatio and got rid of the frictionMultiplier, then tried the new settings. It drives nicer but still has the same issue. One thing I noticed is that if the wheels are close together (see original image), the sliding happens. If I just have wheels in the front and the back, then the rover doesn't slip (well it slips a small amount). The further the distance between the wheels, the less slippage I'm seeing. So there seems to be an interaction problem. For the wheel collider, here is what I have: I'm using a capsule collider in this case, and it is on wheelCollidersIgnore. Is there a collisionEnhancer layer? Thanks again for your help. -
Very nice! Hope the story continues in KSP 1.2.1 or 1.2.2.
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Help with wheel sliding
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
@Shadowmage@Stone Blue@zitronen@SpannerMonkey(smce) Thanks guys, I'll give your suggestions a shot and see what I come up with. I appreciate the help. -
Not yet but I can add that to the list for the next update along with the ability to faint for a full day (which, if you run out of snacks, means your crew will be continually napping).
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Hi all, I am trying to sort through a problem I'm having with custom wheels in KSP 1.2.1. When I have the brakes on, the rover tends to slide across the ground like so: This happens even with traction and brakes set to max: Here's the configuration I'm using for the wheel, it's pretty much the same as the stock M1 wheel: I'm pretty much shooting in the dark on this, so one of the things I did is download and install DebugStuff by @sarbian When I hid everything except the wheel colliders, I noticed some differences between the stock wheels and my custom wheels. In this image, you can see the stock wheels. Notice the wheel collider? It's red for some reason, and fairly small. Stock wheels don't share the same problem as my custom wheels do. My wheel colliders are green and much larger despite what I set in Unity: I'm guessing, because there's so little information on wheels in KSP 1.2.1, but maybe the wheel collider on my custom wheel is setup incorrectly. But if so, I don't know how it should be set up. Using @sarbian's Blender scripts, I found the values for the stock M1 wheel: In Unity, my wheels are set up similarly: You can see that my collider is about the same size as the wheel. I've tried making the collider smaller but the wheel sinks into the ground. I'm not sure if @zitronen has had similar problems as I do with his Wheels Collection mod, but hopefully there's enough info here that might shed some light on the problem. And hey, Wheels Collection looks pretty neat. That's about all the info I have, is there something I'm missing? Thanks for your help!