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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Uh, actually the Freedom texture was just a custom texture for a story I did called the KSOS Mission Chronicles. I'm not a developer of the KSO mod, that credit goes to @helldiver and crew.
  2. @icedown I was doing some integration testing of MOLE's new 1.875m DenEye telescope and found some issues in the code. I created a pull request for it here. Quick summary: Fixed an NRE that occurs with the telescope menu. Also, instead of having fixed science values for the large and small telescopes, scopes now have a science multiplier. Finally, updated the config files to use the new scienceMultiplier and to use the correct field that identifies the camera transform. These changes will make it easier to create different telescopes in the future. Picture of the scope in case you're interested:
  3. NAUTILUS-X is definitely on my radar after I finish a few parts in MOLE and Pathfinder. Getting pretty vlose to done, too.
  4. Actually, that is an error in ModuleScienceLab, a stock KSP module. My part modules start with WBI.
  5. If you're referring to the Operations Manager, and you have no solar arrays attached, then you are correct. Just like any other part, your resource levels won't change unless you do something to add to them or remove from them. The Ops Manager shows the resources in the part itself.
  6. Not sure what is going on. I would make a copy of KSP, remove all mods except the Squad folder, download and install DSEV, then download and install the latest WildBlueTools. See if that fixes it. Then start adding mods back in until see the problem, or you get a stable configuration.
  7. If I call UpgradeableFacility.setNormLevel, what else do I need to do to make sure that the space center updates the buildings? When I call that method, the buildings update but the game won't highlight the buildings when I mouseover them. Here's what I do: public virtual void ApplyFacilities(bool saveGame = false) { if (facilitiesNode == null) { Debug.Log("No facilities snapshot, exiting"); return; } ConfigNode[] nodes = facilitiesNode.GetNodes(); float level; for (int index = 0; index < nodes.Length; index++) { if (ScenarioUpgradeableFacilities.protoUpgradeables.ContainsKey(nodes[index].name)) { level = float.Parse(nodes[index].GetValue("lvl")); foreach (Upgradeables.UpgradeableFacility facility in ScenarioUpgradeableFacilities.protoUpgradeables[nodes[index].name].facilityRefs) { facility.setNormLevel(level); } } } //Save the game if (saveGame) GamePersistence.SaveGame("persistent", HighLogic.SaveFolder, SaveMode.BACKUP); } In the above code, I've copied the config node for each building in the facilities scenario, and all I'm doing is reading the values and telling the appropriate facility refs to set their upgrade level. It works, and the building changes its upgrade level, but then subsequent mouse-over events don't get noticed and the building doesn't highlight.
  8. Here is what I see when I hook up two buckboards with saddles to a ponderosa seated on a third saddle: Seems to be working for me. What version of Pathfinder are you using?
  9. Ok, I've just checked, I don't see issues with attaching batteries to the sides of the Ponderosa module: I'm able to see and access the extra batteries, and they charge without issue. You'd need to use a KAS pipe to hook up a link between the hab module and the supply tank. Alternately, connect your inflatable modules to the Conestoga and use its Equipment stores to inflate your modules.
  10. Kraken attacks has been a problem since Pathfinder's beginnings. Unfortunately, the game doesn't like large bases attached to the ground, but it took me a long time to figure that out. My bases in Duna Space Program were really stable until they weren't... The same thing can happen with large bases made from stock parts. Kerbal Joint Reinforcement helps, and I've been building solutions into Pathfinder to help as well including the resource distribution system that Geschosskopf mentioned. I'm thinking of experimenting with large slabs again as well, maybe when I get Pathfinder's Project Sandcastle (3D printing base modules) figured out.
  11. Outstanding! Looks like a great design. Stuff like your auto-rove are why I made Buffalo so modular. Thanks for sharing, it's really nice to see more than just bug reports.
  12. Do you have screenshots? The base modules should recognize batteries like vessels do with any other parts.
  13. 0.9.36 is here! New Part - Added 2U Slim Chassis. Flex Fuel Power Pack - The Flex Fuel Power Pack now uses the standard configurable storage window to select flex fuel types. You still need to go EVA to change it, and it requires an Engineer (unless you turn off the skill requirement). - The Flex Fuel Power Pack will have the appropriate fuel resource storage for the selected fuel type. Spyglass - The Spyglass now counts as a cupola in base building contracts. Thanks for the suggestion, @lukeduff! Resources - Added the Uraninite template. Thanks for the suggestion, lukeduff! - All Buffalo chassis parts can now participate in Pathfinder's resource distribution. - The Outback now uses the standard resource configuration window. - You can now change the configuration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks. Nukeworks - The Nukeworks can serve as a radioactive storage container if you have Near Future Electrical installed. Thanks for the suggestion, lukeduff! Bug Fixes - Fixed an issue where the Buffalo asteroid scanner would not display the results window after scanning an asteroid. - Fixed an issue where duplicate entries for the commercial science lab were visible in KPBS labs. - Fixed an issue where the JetWing hover GUI would not appear. - Fixed an issue where the JetWing would disable RCS on the entire vessel when it had no engine thrust.
  14. 0.5.0 is here! New Part - Added 2U Slim Chassis. Bug Fixes & Enhancements - You can now change the configuration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks. - Fixed an issue where the Buffalo asteroid scanner would not display the results window after scanning an asteroid. - Fixed an issue where the JetWing hover GUI would not appear. - Fixed an issue where the JetWing would disable RCS on the entire vessel when it had no engine thrust. Flex Fuel Power Pack - The Flex Fuel Power Pack now uses the standard configurable storage window to select flex fuel types. You still need to go EVA to change it, and it requires an Engineer (Pathfinder users can turn off the skill requirement). - The Flex Fuel Power Pack will have the appropriate fuel resource storage for the selected fuel type. Resources - All Buffalo chassis parts can now participate in Pathfinder's resource distribution. - The Outback now uses the standard resource configuration window.
  15. Ah, yup, I missed one of the windows that needed to be redone as a result of KSP 1.1. I'll have that fixed shortly.
  16. Ok, dumb question from me, since I havent' touched the arm in awhile. What happens when you press the "Scan Asteroid" button? Nothing shows? It might be that the window was one I missed when KSP 1.1 came out.
  17. It used to work just like the stock scanner, so don't know why it isn't. I'll have to take a look, I haven't looked at the asteroid arm in awhile. Did you capture the asteroid first?
  18. @magico13 I found ShipSaveSplicer while looking for mods that can help me edit my persistence files. You've saved me from writing a similar tool, thanks a bunch!
  19. Those pictures of the Roid Sniffer skimming along the rings of Sonnah are just fantastic! And note to self: find a way to add IVAs to large asteroids so they can be hollowed out and used as hab modules...
  20. I think @DiceCaller is on the right track with using the SpyGlass as a cupola. Now I just need some info on how to modify contracts so that it will count.
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