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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
Absolutely. They are designed to be attached to the groung and connected to the base via KAS.- 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
Preview of the new Sombrero:- 3,523 replies
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Squadcast September 8th: 1.2 Experimentals Unveiled!
Angelo Kerman replied to AlphaMensae's topic in KSP1 Discussion
@NathanKell Can you talk a bit about how the part upgrades hook works? I'm curious. I had to create some custom part modules for MOLE to do things like upgrade SAS support as the tech improves, and enable RCS thrusters, so I'm curious about how I'd do that in KSP 1.2.- 51 replies
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It's sad when an icon in the community leaves, but good luck in your endeavors. Thanks for all the hard work at making KSP a great game.
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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
Combine that with the Buffalo's ISRU templates that produce construction materials, and its upcoming drill and 3D printer...- 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
Thanks! I remember building that, making the gold foil was a real challenge. My art skills have definitely improved since then. It took me a bit to realize that you meant the DSEV centrifuge. Rotating through warp is an IR issue and out of my hands. I am looking at an animated one-piece centrifuge though, if I can make it work the way I want to. A DEV would be fun as well, though you might want to look at @TiktaalikDreaming's Mars lander:- 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
No doubt I'll have to revisit things again in 1.2, but for now, the revamped Pigpen produces Fertilizer for Ore, or Gypsum, or Minerals. And coming soon in post KSP 1.2. Project Sandcastle: I haven't forgotten about this, just been busy with MOLE. Some background research, in case you're interested.- 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
The way I've set things up currently, the greenhouses use Fertilizer and Mulch at about the same rate as a standard USI-LS greenhouse, but the payout is at the end of the growth cycle instead of a continuous output. To that mix I add some Dirt, which accounts for the variable crop yield. Most of the time, you'll receive a nominal yield of crops, and the Dirt is simply consumed, but a good crop yield means you get more Supplies than normal. So you have conservation of mass going on, with some fudge factor to help balance the random chance of receiving additional Supplies against a cost-prohibitive amount of Dirt added to the mix. On an unrelated note, last night I discovered that making circular solar arrays that deploy smoothly is a lot easier that I thought, so I'm dusting off some old plans from Pathfinder's early days and creating the Sombrero dual-axis solar array. It's similar to this NASA image, but with twin "hats" as depicted on the left. It will show up in Advanced Electrics, right when you get the Buckboard generators.- 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
Blender is aptly named given how the user interface is a mess. Meanwhile, I'm gearing up for the next Pathfinder release, perhaps this weekend. This is the new Telegraph Satellite Dish. Right now it's equivalent to the Communotron88-88, but when KSP 1.2 is released, it will be a relay or ground control point as well.- 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
Ya have to remember that I started using 3DS MAX about 2 years before ever hearing about KSP, so no Blender for me. Besides, there are a lot of tools in MAX that make my life much easier compared to trueSpace. And I use it for things other than KSP, so there!- 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
Thanks! Those pictures are from my Contact Lost universe, something I working on before Kerbal Space Program. Originally I created art in trueSpace, but that program was super buggy, and I eventually started learning 3DS MAX. Some of the names like Wild Blue Inudstries and Homestead are taken directly from Contact Lost, and the artwork was used as inspiration for some of @CobaltWolf's outstanding art pieces. You might see an incarnation of the RABBIT in KSP as well; the Buffalo has most of the parts I need. Since I have to pay attention to physics, the KSP RABBIT would not look quite the same. For one, the RABBIT is powered by captured fire elementals that function like gas core nuclear reactors, but without the radiation. Anyway, RABBIT was my Space:1999 Eagle Transporter for Contact Lost.- 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
That would be DSEV.- 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
Nice space station! I don't know about UKS, but I know that Dirt is a resource in the CRP, and USI-LS doesn't auto-vent Dirt. When I originally created Pathfinder, it was a direct descendant of Multipurpose Colony Modules, which had both base parts and station parts. As I worked on MOLE, I came to realize that it made more sense to keep base building and station building separate, and I didn't want to create a whole new set of station parts for Pathfinder that would essentially be duplicating parts in MOLE. Hence, MOLE gained the Bigby Orbital Workshop (my Skylab analog) to support Pathfinder's industrial arm, MOLE's Mark One Habitat supported the habitation arm, and originally, just the M.O.L.E. supported the science arm (the BOW can do that as well now). There shouldn't be any drydock duplication at this point, if you have MOLE installed, Pathfinder's drydocks are hidden. Since I need an inflatable module for DSEV, I'm probably going to create a Mk3 Homestead with the ability to land the module like Bigelow Aerospace intends to do: That would give me the ability to create DSEV's upcoming NAUTILUS-X and a couple of stations I made before discovering KSP: Of course DSEV would new a few 2.5m station parts, but still..- 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
Ah. For now, I'm not doing any more development on the Homestead. I'd rather get rid of it in Pathfinder and have the mod focus on base building...- 3,523 replies
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Why not? He's already finished Chapter 11... On a more serious note, @Kuzzter have you experienced any sudden overheating issues if you go out of physics range for a couple of hours game-time and then come back to the Qwammer? I had some parts with that problem and have yet to track it down, so I'm looking for more data points..
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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 already is in a way. The Doc science lab is both an MPL and an experiment lab, just like the Skylab template.- 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
Not in the latest, no. Next version is doing away with adding the commercial science lab to non Pathfinder/MOLE labs though. It's causing too much trouble.- 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
Thanks! I think Pathfinder is finally stable enough to be a 1.0 release, though obviously there are a few tweaks for USI-LS on the way. It has all the IVAs I want to make for it (the Homestead will be replaced), and all the basic functionality is there. I still have more to do of course...- 3,523 replies
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I wonder what happened to PorkJet's art pass.. I know it was being worked on, but Squad has been quite silent on that. Only things I can think of off the top of my head is that it isn't done/won't be in KSP 1.2, or it's done and they're holding back so we'll be blown away by the changes.
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SPACE STATIONS! Post your pictures here
Angelo Kerman replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Dolores Air Force Station, built from the MOLE mod: It's based upon a proposed KH-10 Dorian station: -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm once again revisiting the recipies for this (sigh). I want variable crop yields, so I'm using a different formula than standard USI-LS. I'm leaning towards Dirt + Mulch+ Fertilizer = Supplies. Where in the wiki is this specifically stated? This is something I have planned for the next release. I'm waiting on KSP 1.2 at this point. This is a stock issue as near as I can tell. The game appears to "catch up" on heat production. See a few pages back. Coolant is produced for DSEV's radiators. Next release you won't see the converter unless you have DSEV installed. Before Squad buffed the stock MPL, the Doc was more powerful than the stock MPL while on the ground but less powerful than the MPL when in orbit. Next update will reflect that same philosophy, and of course the Doc can function as an experiment lab. I do have some geology experiments planned, but they'll be exclusively part of the Pathfinder Geology Lab. Fixed, waiting on KSP 1.2. There are power options at nearly every tier from Electrics to Specialized Electrics in the current version of Pathfinder: Part/Config Tech Poncho Electrics Buckboard Generators Advanced Exploration Watney Fuel Cell Advanced Electrics Hot Springs Large Electrics Solar Flare Specialized Electrics You're not supposed to have enough power to fully operate your base in the beginning, you have to make choices about what you want to run. I might add a small nuclear reactor to the Nukeworks (you get that in Field Science, same tier as Large Electrics) to offset locations that don't have geothermal activity. I also double-checked, I already removed the crew bonuses from Pathfinder's UKS MM patch.- 3,523 replies
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Congratulations on reaching the Experimentals phase! I'm sure a lot of very hard work went into that, so thank you to the team for keeping KSP fun to play. Looking forward to playing with the new telecommunications system.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Angelo Kerman replied to tgruetzm's topic in KSP1 Mod Releases
My mods all have storage containers for Snacks, and both Pathfinder and MOLE have greenhouses to grow snacks, and I've used them on Duna. You could also use the Snacks mod's snack grinder, found in the stock MPL. It produces snacks from Ore. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
There is a MM_Contracts patch that in theory should make the Spyglass count. I'm not very good with contracts however, so if someone more experienced with them wants to take a look I'd appreciate it. :)- 3,523 replies
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