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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
Thanks for the feedback. I'm indeed making a new set of gondola parts to look good under the airship hulls. I ran into a snag on the current design- not enough headroom for two decks- so I'm doing some redesigning. It's a challenge to design something that meets my requirements (two decks, wide enough to host Buckboard 3000s on the wide flatbeds, look good as a gondola and as a rover, compatible with the Buffalo chassis system) but I'm getting there. I'll look into the name plates, it does look like from my references that names for some airships are on the lower hulls. Some have them midships too. I'll have to think about the tails; meanwhile you can press "R" to switch between radial and symmetry mode, The problem with the tails is that the "+" pattern makes the bottom fin strike the ground as you noted, unless you use absurdly long landing gear. Lately I've been attaching the fins and then rotating the tail cone until the fins are at 45 degrees, an "X" pattern. That seems to work. I may have to cheat a bit and give the nose and tail cones the same lift capacity as the HL-10L. That lift capacity would be a bit much for the nose and a bit too little for the tail. Maybe try giving just the nose the lift of the HL-10L and see what that does. It's easy to do: just open the hl10NoseCone.cfg, find the envelopeVolume, and change it from 918.53 to 2500. To help explain the planned flight deck parts, this might give you some ideas: The flight deck parts would be akin to the carrier in the lower right. And this: -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Glad you like the parts pack. Hooligan Labs is a fun mod, and I'm enjoying making parts for it. The Bison gondola /rover parts will also be available in the Buffalo mod as well, I'm trying to make the parts dual-purpose. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup! You'll have the HL-10 envelope parts, gondola parts, and flight deck parts once I get them all done, all in separate folders to make it easy to trim the mod as needed. -
Ok, I think I fixed that, and found a situation where the MM patches weren't adding Snacks to parts. I fixed it for new vessels in the editor; now I can watch for part placement events and add snacks as needed. I might get to the point were the MM patch won't be needed.
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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
Making progress on the gondola parts: -
I think the the S.A.V.E. was uploaded to Kerbal X.
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
Angelo Kerman replied to Andi K.'s topic in KSP1 Mod Releases
Bummer that you discontinued the mod, I w as hoping to try it out in 1.2. Is.Constellations any similar? -
Really enjoying the mission reports! I like how you've incorporated space probes as well as kerbed missions. Loved the transcript too! Too bad the Valor didn't work out, it was a nice spaceplane. I created MOLE partly to give myself an early 2-seater spacecraft/station for similar reasons to your Valor, but I like the spaceplane solution you came up with.
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The Kraken has been released! (I still think Martystu and the Kenlistar Awesome is out there. He is the best pilot, engineer, scientist and tourist in the fleet after all... )
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
I added Payload, Coupler, Ground, and Electrical categories awhile back. If they aren't in the workshop part, check MOLE's BOW.cfg file, they're there. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Did a bunch of concepts and research today, and came up with this for the gondola: -
Not really. When you enable random snacking, the time is based upon meals per day. So if you have 3 meals per day, you snack between 1-2 hours.
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I fixed that issue. Kerbals pull snacks from the ship when they EVA, and put it back when they return. You need a full day's worth because you don't know when snack time will be, and if you don't have enough then you'll take a hit.
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Nice to see your story continuing. I know it was on hiatus for awhile. I'm not saying the reason was because of aliens, but... it was aliens.
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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
Thanks! Test pilots needed for sure. I'm not an expert in HL by any stretch of the imagination. I was planning originally to create 7.5m dirigible parts but skipped that and went right to 10m parts. I currently don't have plans for 15m or 20m parts; JewelShisen already has those in the works from what I saw. But, I've set up the attachment nodes to let you easily attach dirigible parts end-to-end and side-by-side to make truly large vessels. The 2.5m parts I was referring to were for the gondola; I'm just starting to do some concept designs for that too. Given that IVAs are a large time investment for so little return (most just look at them once or twice and then ignore them), and because highly detailed interiors eat into the rendering frame rate, I'm looking more in terms of the Skyship or Goodyear blimp than Graf Zepplin. If somebody wants a more high-class interior, I'd be happy to include the IVA: The Heisenberg-class isn't dieselpunk, it's more like a 1960s airship, and proportionally, a blimp gondola makes more sense from a scale perspective. You'd need a larger envelope to make something like this practical: http://longstreet.typepad.com/.a/6a00d83542d51e69e2016762bae5f6970b-500wi Something like 20-25m. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
Weird. I didn't touch the catalog other than to get things compiled under KSP 1.2. Definitely need help from the expert on that one.. -
[Airships in 1.12.3] HooliganLabs Mods
Angelo Kerman replied to JewelShisen's topic in KSP1 Mod Releases
I've thought of that, but need to make the basic components first. -
[Airships in 1.12.3] HooliganLabs Mods
Angelo Kerman replied to JewelShisen's topic in KSP1 Mod Releases
Finished the dirigible parts, you can find them here. You'll need to download Hooligan Labs separately. Thanks for making such a great mod, @JewelShisen! -
Github Repro Spacedock Mirror James T. Kerman watched the waves lazily pass by below the ship- his ship. Her Cyclone engines droned on, biting into the air with their large propeller blades. A modified Heisenberg-class airship, the KSNS Akron was lighter than air. Its huge 10-meter diameter dirigible sections provided buoyancy for the vessel to float in air like a boat floating on water. The gondola had ample accommodations for the crew and great visibility, and even had space for Pathfinder base components. Liquid fuel stored in the dirigible sections gave the Akron transcontinental range if flown right, but the airship's prototype ISRU system could turn ore into liquid fuel. He was satisfied with the shakedown cruise. With all her bells and whistles, the new airship was ready to simulate a long-duration spaceflight by exploring Kerbin. Time to go investigate those anomalies... The Heisenberg Airship Parts Pack is a series of parts designed to work with the Hooligan Labs Airships mod by @JewelShisen. Hooligan Labs isn't included with this parts pack, so you'll need to download it here. You also need the ModuleManager. It is also has optional support for Pathfinder, KIS/KAS, kOS, Snacks, TAC Life Support, and more. Notes On Carrier Operations If your vessels explode upon undocking, that is an issue with the stock game. Retracting landing gear will help in this situation. It is not a bug with this mod. Here is a post by @Shnyrik that describes the situation: Another post from the master of flying aircraft carriers: Tweakscale configs by @panarchist: Acknowledgements Hooligan Labs Airships by JewelShisen (required, not included, available separately) Cyclone engine generously by @blackheart612 from the Airplane Plus pack. and is distributed under the CC-BY-NC-SA 3.0 license. If you haven't seen the Airplane Plus pack, check it out! Portions of this codebase are modified from Firespitter by Snjo. Thanks Snjo! Accessory Mods Reviews License Artwork (excluding the Cyclone engine): All Rights Reserved Cyclone engine by blackheart612 and is distributed under the CC-BY-NC-SA 3.0 license. Source Code: GPLv3
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Snacks 1.5.3 should help: - When kerbals go EVA, they take one day's worth of snacks with them. - More code cleanup. - Bug Fixes
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I was hoping to set the command level independently of CommNet, as a penalty for missing too many meals; the kerbal would not be able to fly too well. I found that setting maxControlLevel did not affect vessel control; if I have a pilot aboard and set the vessel to partial, then I still have full control. It sounds like I'm unable to do what I'd like without replacing ModuleCommand, which is a bummer.