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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
Small update to the parts pack, get the latest here. - Removed ModuleManager dependency. - Moved name tag decals on the HL-10L and HL-10M to the lower part of the hull. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Definitely use the official version. Mine was a temporary, to help get the workshop updated to KSP 1.2. Do you have logs?- 3,523 replies
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So, good news, bad news, good news. Good News: I found a way to stop the z-fighting in the editor with JSI Transparent Pods installed. What I do is set disableLoadingInEditor = true. Bad News: in the editor, the parts that set that flag (all Buffalo crewable parts) spam the log with the following error: [EXC 16:25:16.048] NullReferenceException: Object reference not set to an instance of an object JSIAdvTransparentPods.JSIAdvTransparentPod.VoodooRotate () As a result, the MM patch for JSI Transparent pods will be renamed to .txt to avoid the spam. Hopefully @JPLRepo can shed some light on what's going on. Here's what I'm using for the MM patch: Also, I've done the best I can with the ladders and such, and have noticed that if you climb up the ladder and step onto the platform, KSP doesn't let you board the craft. However, I've modified the triggers and such, and you can still board the craft while climbing the ladder, so it's not a huge problem. Good News: As a result of fixing a bunch of graphics glitches in the IVAs and applying the preferred technique for making IVA overlays in Unity 5, the stock IVA overlay works beautifully now with the new parts. No more odd banding going on, for instance, and the windows all appear transparent. Anyway, you can find the latest pre-release here. Among the above changes, you'll find the new Mineshaft and aero cone. Also, the short and long passenger cabs now have ladders. I think I've done all the IVA work that I can stand, now to work on the remaining parts.
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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
Already fixed in the upcoming release.- 3,523 replies
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Just got the new tail cones done. You'll be able to select from three different configurations. Here's one of them in use: Last up is the ground stabilizer. I'll probably make another pre-release (warning, has bugs) at that point for people to try out while I see what I can do about the wheels. I've no intention of making V-22 engines for the Buffalo at some point. Nope, not at all...
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Not sure. One scenario I tested was dropping Snacks into an existing save, including one with active rescue contracts. I'll look into adding a Snacks button into the Tracking Station window; depends upon whether the game supports that. Glad you like the changes. The third issue it had, a messy code base, is also in progress. I also like that none of the penalties will brick your mission, just like losing comms won't necessarily brick your mission. And should you uninstall Snacks, doing so won't brick your save. And, I've left hooks in place so that Snacks can be modded. Say, for instance, you want the death penalty, radiation effects, and to track habitation time. These features don't really belong in the core mod but could be added as an additional plugin.
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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
That module exists to track the sun along the solar panel's yaw axis. The Sombrero supports pitch and yaw tracking of the sun.- 3,523 replies
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Progress continues! Here, a Buffalo with a long passenger cab is getting ready to dock with a trailer consisting of a short passenger cab and an airlock module. The new Mineshaft, which will be moved from Pathfinder to Buffalo, serves as a docking port. Of course the Mineshaft retains its ability to be used as a KAS port as well: I'm investigating how to use @IgorZ's KAS API to let you hook up the Mineshafts without an EVA. That might not be ready for the next release. Just a couple more parts to go: the ground stabilizers and some tail cone options.
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You know? Nobody is twisting your arm to download and use mods. Nobody is stopping you from making the exact mod that you want to use; all you need to do is learn a 3D art package, a graphics program, and maybe some Unity programming. Most modders make the parts that they themselves want to use in their games and they also enjoy sharing what they create with the community. It's not up to the modder to try and package their creations to satisfy the ever changing whims of users who download the mod. If something is not to your liking, nothing is stopping you from a) pruning what you don't want to use, b) modifying config files to suit your purposes, and c) not bothering to use the mod in the first place. In fact, when you decline to download and use a mod, it saves us modders from listening to your complaints. When it comes to my own mods, I build the parts that I want to use in my own game. If that doesn't suit you, I'm ok with that. I tell you what: I can pull down everything I've created, and then you'll have nothing. Sound good? If not, maybe you should think twice about complaining about the content that people work tirelessly to produce and then generously share, all too often without any expectation of getting paid to do so.
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Not sure what you mean. You have been able to exit the back of the command cab and crew cab and step onto a flatbed for quite some time. As for the docking port, I don't know if I can invoke the KAS port connect feature without a kerbal on EVA. It depends upon what the KAS API lets me do. That probably won't be in the next release. Perhaps @IgorZ knows the answer. The next gen Mineshaft will be both a docking port and a KAS port, so at least the basic tools will be there. I'm also still trying to figure out why the wheels tend to slip on the ground even when the brakes are on. Stock wheels don't seem to do that. I have tried copying the stats on the stock wheels over to my own but it hasn't seemed to help. Very frustrating. I definitely need help to solve the issue. Maybe @JPLRepo or @nil2work can shed some light on the issue.
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That's by design. Never got the external camera working but kept the part around just in case. Preview of the changelist: - Buffalo Airlock Modle (BAM). It has a rooftop solar panel and it holds a single kerbal. - Buffalo Ground Stabilizer. This quarter-length part has fold-out stabilizer legs to lift the rover off the ground. - Buffalo Passenger Cabin. It comes in two sizes: short (1u) and long (2u). Both sizes have rooftop solar panels. - Mineshaft moved to the Buffalo mod. It can serve as a docking port and as a KAS port. - Short Tailcone.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
Angelo Kerman replied to Ger_space's topic in KSP1 Mod Releases
Yay, I can continue my game! -
I had a feeling that it was a matter of rotating the external part, just wasn't sure I could rotate the interior as well. Good to know that I can.