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Everything posted by Angelo Kerman
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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
I'm on my phone so it's hard to tell, but it looks like you'very turned off the decals. If so thats an artwork problem. I'd have to do some rework to fix that. At least the lab is functioning. I'll take a look when I get home.- 3,523 replies
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[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
Outstanding, thank you for all your hard work -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Can you post screenshots? I tested it this morning and saw no issues. All collides worked, IVA worked, IVA overlay worked, and ladders and airlock worked. Do you havery logs?- 3,523 replies
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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
Glad you have a workaround. Does 1.1.1 work for you?- 3,523 replies
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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
Oh that's right, I converted over to Unity 5, which might not work in KSP 1.1.3. Fortunately I was able to dig up my older Unity 4 files and rebuild the Doc Science Lab. Give Pathfinder 1.1.1 a try and see if that fixes your issue. I don't normally support the previous versions of my mods because it's a pain, but hopefully 1.1.1 will do the trick. You still won't be able to put the Doc in a KIS container though. It isn't causing the issue. There was a bug in WildBlueTools.- 3,523 replies
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Lol! I found a couple of bugs and stomped them on my crusade to clean up the code base and add in fainting. Still doing some testing but it's looking good. At least you missed the starving asteroids...
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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
Good to hear. I'm looking into the mass issue as well. I suspect something changed in KIS, but I need to rule out any issues with WBT.- 3,523 replies
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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
I've not changed the weight, no. It's possible that resources are being added while in the deflated state. WBT is not supposed to add any resources when deflated, only when inflated. I'll check to see if there is a bug in the code. If not, it's possible that KIS/KAS does something differently. The science lab issue is a known issue for KIS/KAS. Any part with ModuleScienceLab won't be able to be saved into a KIS inventory. It affects OSE Workshop as well. IgorZ is investigating a solution. I haven't tried putting any Pathfinder parts into RoverDude's, but last I checked the volume setting worked. The collider issue with the Doc was fixed in the 1.2 version of Pathfinder. You can pull the .mu files from Pathfinder 1.2 and stick them in your 1.1.3 game.- 3,523 replies
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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
Out of necessity, yes. KAS doesn't support multiple pipes on the same part, which I didn't know at the time. You'll need to use the standard KAS pipe part for now until I can create a lower tech version. It will probably be stack-mount only, but I left things in place to let me easily add nodes to the Gaslight, Saddle, and such. You'd take the low-tech pipe and attach it to one of the nodes. I might have something by the weekend. Also, if you're having trouble with exploding Gaslights, try mounting them to a standard KAS concrete slab.- 3,523 replies
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It's all done with ModuleManager patches. Parts with command modules get 50 snacks per crew capacity, while non-command parts get 200. To make something like that configurable through the options menu would be a pretty complex process. You'd have to not only change every part in flight, but also all the prefab parts (the parts in your catalog that haven't been attached to a vessel yet). That's why you have the ability to change snacks per meal and meals per day.
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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
Of course. I will have a pull request by the weekend at the latest. Here's what I'm working on for the efficiency improvements: [KSPField()] public bool UseSpecializationBonus = true; [KSPField()] public float SpecialistEfficiencyBonus = 0.02f; [KSPField()] public string ExperienceEffect = "RepairSkill"; private void UpdateProductivity() { int crewCount = this.part.protoModuleCrew.Count; ProtoCrewMember worker; if (_processedItem != null && UseSpecializationBonus) { if (crewCount == 0) return; //Set initial productivity adjustedProductivity = ProductivityFactor; //Find all crews with the build skill and adjust productivity based upon their skill for (int index = 0; index < crewCount; index++) { worker = this.part.protoModuleCrew[index]; if (worker.HasEffect(ExperienceEffect)) adjustedProductivity += worker.experienceTrait.CrewMemberExperienceLevel() * SpecialistEfficiencyFactor * (1 - worker.stupidity); } } } As an example, the base ProductvityFactor is 0.25 for Pathfinder's Blacksmith OSE Workshop. That means the workshop chews through resources at 0.25 units per second. It holds a maximum of 4 kerbals. 2 kerbals are engineers, a 3-star and a 2-star. The 3-star has a stupidity of .86, and the 2-star has a stupidity of .2. The 3-star engineer adds 3 * 0.02 * (1 - 0.86) = 3 * 0.02 * (0.14) = 0.0084 The 2-star engineer adds 2 * 0.02 * (1 - 0.2) = 0.032 The total adjusted productivity is: 0.25 + 0.0084 + 0.032 = 0.2904 -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
Right. The productivity gains would work like this: ConstructionTime - (1.0 * (experience rank * stupidity)) -
DSEV 1.3.0 is here! - Updated to KSP 1.2. Expect additional patches as KSP is fixed and mods are updated. New Parts - Added the T-Intersection Hex Truss. This 3-way hex truss is similar to the Hex Node, but it only has 3 attachment nodes. - Added the Radial Hex Mount. This radially attached part provides a stack mount for your hex trusses. Supernova - Any class with the RepairSkill can now upgrade the Supernova. Docking ports - To fix a long standing problem with wobbly spacecraft, you can now weld HexPorts and 3.75m docking rings together. Your docked vessels become one craft. Combine with autostrut to make a solid craft. Once welded together, you can no longer undock the ports. The Wild Blue tab under the Game Difficulty screen has the following options for docking port welding: * Require an EVA to weld the ports (default: true): If false, you can weld the ports without requiring an EVA. * Require the repair skill to weld ports (default: true): if false, anybody can perform the weld. * Keep docking ports after the weld (default: false): If false, then after welding, the docking ports vanish and the parts are moved together to close the gap. If true, then the docking ports remain in place but will become unusable. Thanks for showing me how its done, Shadowmage!
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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 0.9.4 is now available! - Updated Snacks support - Updated USI-LS support - Fix for KPBS greenhouse - Added Multipurpose Colony Modules (MCM) to the Extras folder.- 3,523 replies
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Glad you like the mod, I definitely have been having fun rewriting it. It is how I would do life support for the stock game. Technically Snacks has a waste resource in the form of Soil, but only if you have recycling turned on.
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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
No problem, happy to keep the lights on until you return. One way to centralize inventory selection is to do part highlighting and watch what part the user clicks on. I already have a system in place for MOLE's experiment transfer system, so I know how to do that for OSE Workshop. For the crew efficiency, I figured it would give about 2% production speed improvement per star, modified by the kerbal's stupidly rating. Staffing the lab with smart and experienced engineer types is a good thing. I can do both of those after kicking the latest release out the door and finishing up work on Snacks. It sounds like we'll have extra improvements in 2017 too, I should be able to help, time permitting. -
True, but with the events I'm putting in place and other changes I'm making, you will be able to mod Snacks to add said functionality.
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And now I have a machine gun. Ho. Ho. Ho. @Yoshidude Er, I know how to render a kerbal inactive! Now it's just a matter of designing a system so that if you miss enough meals (configurable of course), then your kerbal will black out. Another configurable option will set the nap time. Since it's not a persistent value, the kerbal will wake up if you uninstall the mod. It also lets me add a "food coma" option.
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discussion Discussion - Community Category Kit
Angelo Kerman replied to RoverDude's topic in KSP1 Mods Discussions
For my mods, I group the parts by mod: Not sure what the request is, it sounds like it's to have standard community categories. I don't add common items like Rovers and such. If there is a crowding issue, maybe the game just needs some kind of slide-out panel to show more categories. In compact mode the ribbon has the stock part categories. Hover the mouse over the ribbon and it expands to show more categories in multiple columns. Have a scroll bar in case you have a lot of categories. Click on one of the category buttons to show parts in that category. Move the mouse away from the category tray, and it collapses back to a single column ribbon. That sort of thing. -
Ok, here we go, here is Snacks 1.4.5! - Fixed an issue with snack tins not showing up. - A single kerbal can now consume up to 12 snacks per meal and up to 12 snacks per day. - By default, a single kerbal consumes 1 snack per meal and 3 meals per day. - Reduced Soil storage in the Hitchhiker to 200. This only applies to new vessels. - Reduced Snacks per crew capacity in non-command pods to 200 per crewmember. This only applies to new vessels. - Added the SnacksForExistingSaves.cfg file to specify number of Snacks per command pod and snacks per non-command pod. These are used when installing Snacks into existing saves for vessels already in flight. - Added new ISnacksPenalty interface for mods to use when implementing new penalties. One of the options is to always apply the penalty even with random penalties turned off. Of course the implementation can decide to honor random penalties... - Added a Snacks Trip Planner Excel spreadsheet. You'll find it in the Docs folder. An in-game planner is in the works.
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New snack parts is a known issue that will be corrected shortly. I like the idea of going unconscious! That might be possible to do as long as the unconscious state is not persistent. It could work similarly to the high-g unconscious feature. Thanks for the suggestion, I'll look into it.
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It is possible, and I'm open to suggestions, but any penalties would have to 1) not brick your mission and 2) not brick your save if the mod is uninstalled. If you uninstall the mod, there won't be any save-breaking traces.
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You can change the patch.cfg file to change how many snacks per seat. Also, you'll find that some stock parts specify the number of snacks they hold. Right now I have hard-coded values in the plugin for when you add Snacks to an existing save (fixes the vessels with 0/0 case), but I can look into making that an option in the patch.cfg as well. Just a heads up, I've built a spreadsheet to help me balance out the various Snacks parts (recycler, processor, etc), and will be releasing it as a trip planner. An in-game trip planner is also in the works but won't be available next release. Also, I think I can get away with reducing snacks per crew capacity back down to 200 per, now that I can see the effects on recycling and such.
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