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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Well, if you'd like to see a different cab, then I suggest you create one. This design meets my requirements of looking good as both a rover and a gondola, has two decks and enough headroom for the kerbals. The previous design didn't meet those requirements and needed to be redesigned.
  2. Is it just me, or does the snikt sound made when the rover docks with the claw sound similar to the sound made by Wolverine's claws....?
  3. I can definitely say that the part upgrade system is working well. MOLE uses it extensively, replacing custom code I wrote for a very similar system. I hope Squad makes more use of it in the future. I also had a chance to play with the part overhauls during pre-release and created a mesh switcher that switched between standard and boattail versions of the overhauled parts. You can find it in the post linked below. I also was working on my version of Porkjet's KR-1 but that is presently on hold due to other projects.
  4. @ThatHomelessGuy @TheReadPanda Based upon my research, I think the best way to get stabilizers that mount flush to the side of the craft is to add an additional slice like so: Both the Buffalo and the Bison would have a half-unit length slice that gives you the stabilizers.
  5. I've been thinking about how to do this, actually. There isn't enough room in the existing Buffalo crew cab or command cab without a significant redesign, but I've been considering a part that you'd attach to the sides of the chassis that could then extend outward and prop up the rover. Another possibility is a body "slice" that contains the legs that is roughly half the length of a 1u chassis. For the Bison, I can look at building them into the body parts as well.
  6. You'll find a MM_TransparentPods.txt file in the ModuleManagerPatches folder in the next update. To use it, simply rename the file and give it a .cfg extension. Due to the way that Transparent Pods works, it shows the IVA as an overlay, just like what you get with the stock IVA overlay button. Hence, I've left the MM patch disabled for now; I'd have to rebuild the IVAs to make them look better in overlay mode. For the end cap, I'm considering two possibilities: a simply cone shaped similarly to the command cab's nose, and an airlock with a ladder. I'm leaning towards the latter, but that will take more time. Meanwhile, you can check out Buffalo 0.9.8 for KSP 1.2.1: - Updated to KSP 1.2.1 - You can now radially attach the chassis parts. Thanks for the suggestion, @TheReadPanda KNOWN ISSUES - The wheels tend to slide on the ground even when the brakes are on. I'm investigating, wheels in KSP 1.2.1 are really odd. And finally, Buffalo is getting a big brother, the Bison! While primarily designed as a gondola for the Heisenberg Airship Parts Pack, I've been designing the Bison with an eye towards use as a rover as well. No estimates on when it'll be ready, I've got several parts to make first. But here's a look at the command cab: As you can see, I'm building the IVA so that it'll look good in overlay mode right from the start.
  7. Anybody noticing a bump in the level 3 runway at KSC?
  8. What's supposed to happen is that once the research is complete, Pathfinder will roll for success/failure and apply the efficiency bonus or penalty for the research. The system needs to be overhauled though, I intend to replace it with the science system I wrote for MOLE. Once completed, it'll basically work the same but use the new GUI.
  9. Actually yes, though not right away. I want to get the basic components done first, then I can look at creating a folding blimp parts.
  10. Heisenberg 1.1 is now available - Added the Cyclone engine, generously provided by blackheart612 from the outstanding Airplane Plus pack. If you haven't seen it, go check it out! The Cyclone is distributed under the CC-BY-NC-SA 3.0 license.
  11. Updated to Snacks 1.5.5 - Fixed some NREs. - Fixed a situation where the ModuleManager patch wasn't adding snacks to crewed parts; Snacks can now dynamically add them when adding parts to vessels in the VAB/SPH.
  12. I'm actually quite new to Kopernicus and OPM, it sounds like if Kopernicus is not version matched to the current version of KSP, its functionality is disabled, correct? If so, that would explain why the outer planets don't show up in my save. I thought maybe I messed up the install.
  13. That's only for MOLE and DSEV, actually. They have weldable docking ports that let you weld docked spacecraft into one single craft.
  14. 1 month is 6.43 days according to the official KSP Wiki. You can also change the time format to days; simply consult the Snacks entry in the in-game KSPedia.
  15. Yup. You'll probably have to park the airship and then launch/land aircraft from it. @EJ_SA, whose Kerbin Exploration Initiative inspired the Heisenberg project, has his aircraft carriers stationary when conducting aircraft operations. For KSP, I foresee the airship carrier dropping anchor or landing before handling aircraft.
  16. Best way to describe the flight deck plans is to picture the USS Essex, with its flattop and an elevator that lowers into a hangar bay. You'll have the option of making just the flattop, which you could build on top of the airship hull (like the last picture I posted), or making a flattop and hangar bay combo that you'd sling between multiple airship hulls. I did consider making a trapeze system but realized that you'd have to have vary large airship hulls in order to fit aircraft inside, plus Infernal Robotics to haul the craft into the hull. That was simply beyond the scope of the project.
  17. That guy with the hair was at the conference I went to over the weekend. I'm not saying it was aliens, but it was alien con hehe. Anyway, if it is aliens, I'm real curious to know how it plays out.
  18. Yes and yes. For the ore->snacks converter, there is a MM_stock.cfg file that adda the converter to the lab. All you need to do is copy the text for the converter and change the @PART section to use the name of the part that you want.
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