Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. Looks like a stock version of a Space:1999 Eagle. I like it. Also, where is Michone when you need her?
  2. That's an interesting question. Once KSP 1.2 is out, that is something I can investigate. The Botanical Research Experiment is exclusive to MOLE.
  3. Get 1.0.0 here! Pathfinder 1.0.0 This release introduces a couple of new parts and refactors some old ones. It also delivers the Chuckwagon IVA. And... 1.0 at last! New Parts - Added standard width 1u and 2u Solar Flatbeds. If you have parts attached to them then they won't generate ElectricCharge. Thanks for the suggestion, DStaal and Bombaatu! Gaslight, Saddle, Patio & Switchback2 - Adjusted the colliders to help alleviate explosive parts when attaching them to the ground. - Due to the way that KAS works, the Saddle and Gaslight now only have one pipe connection. The older versions have been deprecated, so your existing bases will be ok. Chuckwagon - The Chuckwagon finally has its IVA! Inflatable Modules - When inflating or reconfiguring modules, you can now pull Equipment from vessels participating in resource distribution. This happens automatically as long as vessels are sharing their Equipment. - Due to the way that contracts work, inflatable modules will have a crew capacity listed once again. Please don't flat-pack kerbals. I'm looking at ways to auto-kick kerbals out of deflated modules while in the editor. NOTE: You might have to return to the space center and then go back to your new base in order for contracts to recognize the inflated crew capacity. USI-LS - All inflatable modules will now have the capacity to store Supplies. - Increased the recycling capability of the Ponderosa template to 90% Doc Science Lab - The Doc Science Lab template now participates in the WBI Experiment System. You can load up to four experiments into the lab and conduct research, either from a suitable experiment container (Mark One Laboratory Extensions has several) or by generating new experiments from their list of required resources. Coming soon in KSP 1.2: you'll also need a connection back to KSC to receive instructions. Experimental results can be transferred into the mobile processing section, and the experiment lab generates bonus science. Watney - Adjusted the Water production for the Rainmaker converters. - Added a fuel cell converter to produce ElectricCharge from LiquidFuel and Oxidizer.
  4. Get 0.7.0 here. - Added standard width 1u and 2u Solar Flatbeds. If you have parts attached to them then they won't generate ElectricCharge. Thanks for the suggestion, DStaal and Bombaatu!
  5. Congrats on Tylo! I haven't been there in a very long time, and that was with quantum vacuum thrusters from the old KSP Interstellar (before it was contunued). Nice to see it done properly, where you don't have antimatter reactors powering your engines. Best of luck on the ascent to orbit.
  6. Actually, MOLE kind of does that with the MOLE Lab and soon the Skylab template. In MOLE's case, you can gain "bonus science" by running the lab, even without having experiments installed. You do need to staff the labs though.
  7. So long as you have the MOLE mod installed, you'll be able to use the configurations from the Bigby Orbital Workshop in a BDB skylab, yes. You'd just have to copy the BOW.cfg file, make changes to use the BDB model, give it a new part name, and you're good to go. I should have the update this weekend, the new lab config lets you have an experiment lab and MPL in one part.
  8. I never saw the original before it was remodeled, this new one looks good.
  9. I have a backlog to work on for Pathfinder and DSEV, but yes, I'll have time to start a new project after that. It's already in the planning stages.
  10. Next update, due when KSP 1.2 is released, this weekend, will actually have a large lab configuration.
  11. Totally off-topic: I'm listening to the latest squadcast, and it sounds like you can use the relay network to do things like figure out a resource transfer path between planets! I may have to dust off an old idea I had: KOTS! Oh how little I knew about the game back then, heh.
  12. Fair enough. The new parts are ready, and they won't produce ElectricCharge if you have something attached to them. They'll also be more expensive than regular flatbeds and the stock OX-STAT-XL. Ruggedized solar panels are expensive...
  13. One thing I'm thinking of doing is combining a chassis segment with the solar flatbed. Not as versatile as separate chassis and flatbed, but it would also reduce part count on the rover. Any thoughts?
  14. Could you please move the Mark One Laboratory Extensions thread to Add-on Releases? I've finally hit my 1.0 target. Here's the link: Thanks!
  15. Yup, totally doable. Here's a quick mockup of the standard width 1u and 2u flatbeds as solar panels, with a stock OX-STAT-XL for size comparison. I see the 1u and 2u Solar Flatbeds being available in Advanced Electrics (same as OX-STAT-XL), with the 1u generating the OX-STAT-XL's 2.8 EC/sec, and the 2u generating 5.6. I should have them ready for the next release, thanks for the suggestion.
  16. You might want to double-check the Hacienda, I thought I added the ability to switch the drill to it. If not it'll be in the next release. Thanks for the suggestion, I'll see what I can do.
  17. You should be able to right-click the part and transfer crew. i do it all the time. Gave you access (I think, haven't done that before)
  18. Very cool! BTW, you can configure a Haciend as a Brew Works to make LiquidFuel and Oxidizer. Or you can ship up a Doc Science Lab configured as a Watney. It can split water. I'm also figuring out a workaround for the issue of not being able to place a Doc inside a shipping container.
  19. Awesome. Thanks so much for your help guys, I've built a few test pages already, and things are working great.
  20. Oh I feel like such a noob. That was it, I just had to make the font text box taller. Serves me right, I'm used to auto-formatting text boxes in my software dev tools, heh. Thanks again!
  21. Interesting, good to know. Looks like Squad's Part Tools 1.1.2 doesn't have fonts in them. I just created a test project, this is what it has to import: I've also noticed that for some reason, the text in my header doesn't appear. There's nothing showing. I've included the fonts in my asset bundle and I can change the font (the fonts in my asset bundle appear in the selection box). I've also verified that they appear in the list of files in the asset bundle. But in Unity, the text isn't there. Not sure why just yet. On the plus side, I can cheat and set the text in Photoshop. This is a single transparent image on top of a background: Getting closer to figuring this all out with your help.
  22. @DMagic @JPLRepo Thanks to your help, I'm slightly less frustrated, lol. One thing isn't clear to me, should I be including the fonts in the asset bundle? If I install them on my machine (and I did install them), how do I know that another computer will have the fonts as well? Does the KSP asset compiler rasterize the fonts? Here's what I have in my setup now. Right now you can see that the text isn't showing up. Any idea why that would be? Thanks again for your help.
×
×
  • Create New...