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Everything posted by Angelo Kerman
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@Geschosskopf Ok, I see what is going on with the wheels. The decoupler works with the attachment node on the wheel. So it works fine if you node-attach it to the chassis, for instance. But if you surface-attach the part, then the decoupler won't work. Surface-attaching wasn't something I had thought of, but I think I can come up with a workaround. Also:
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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
Ok, found an issue with using the Pathfinder Settings window to set up the vessel-wide distribution mode. It'll be fixed next update. On the upside I've improved the rendering performance of the Operations Manager.- 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
Great to hear. All MOLE, DSEV, and Buffalo fuel tanks can now participate in the distribution system. Great suggestion! Also, I checked the code for the lights, the ops manager no longer hides the context menu button. That said, the inconsistencies you're seeing could be the result of the game remembering what state the buttons should be in (visible or not) so new vessels won't hide the button but older ones potentially will. I am also adding an "Opt-In" option to the Pathfinder settings menu so that you can set all your fuel tanks to consumers on the active vessel so that you don't need to go to individual tanks. Finally, someday I want to make resource distribution work in real-time. That will take some improvements to KSP itself though. Once I get that, I can create a fuel pump system similar to GPO Fuel Pump. Meanwhile, I'm working on improving the rendering speed of the operations manager and resource distribution system (the "de-LINQ" you may be reading about in the game's dev notes applies to Pathfinder), and I'm thinking of revamping the geology lab to use my new science system so that science is done consistently across my mods. With the geology lab, you wouldn't need to send experiments home or load them into the geology lab. The lab would let you select experiments to run, and even when you get no science rewards, you will get efficiency improvements like you do now with the existing system. It's also less code for me to maintain. Any thoughts on that? I'm crossing my fingers that I've fixed the overheating issue for the time being. But if anybody gets into a jam again, and has a save that can reproduce it, please let me know. -Katniss Kerman, "The Kerbal On Fire," WBI's tech support I'd have to see pictures of your base to see what's going on.- 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
Be sure to attach the part to one of the circular crew ports.- 3,523 replies
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I canceled the Copernicus project because I kept getting pestered about it. NAUTILUS-X is still in planning; my goal is to reach Core Complete on Pathfinder and MOLE before I come back to DSEV. Not sure when that will be, quality work takes time. But I have some more habitat modules to build in MOLE (and their associated experiments), and I have an IVA and a few parts in Pathfinder to create.
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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
Another question: Did your Old Faithful cooling towers run out of water?- 3,523 replies
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DSEV 1.2.0 is now available - Fixed an issue where the Hex Trusses weren't providing the hollow truss configuration. - Fixed an issue where the Hex Trusses weren't allowing you to reconfigure the fuel tanks in their fuel tank configuration. - Hex Trusses now use the standard dialog for configuring resources. - All fuel tanks and trusses can now participate in Pathfinder's resource distribution system. - Fixed an issue where the MASCON mass window wasn't appearing.
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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
Do you by chance have a save file that recreates the disaster? I would like to see if there is any way that I can tweak the FlightIntegrator and dump the excess heat. Be sure to equip an engineer with a power tool or wrench. Then, you will need to press R to set the node up, and if it appears that the part is clipped into the destination, rotate it around. Finally, press X to attach the part.- 3,523 replies
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I find this works perfectly. Congratulations on a successful landing! It also occurs to me that some kind of glow-in-the-dark stakes that you can put down would be really helpful for night landings...
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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
Ok, drill heat is off, and the resource distributor is working properly. To my knowledge there aren't any other parts in Pathfinder that generate heat. Here is 0.9.33 Heat Generation - To help prevent barbequing kerbals and bases, the Claimjumper's and Gold Digger's heat generation has been disabled for the time being until the problem can be sorted out. It appears to be an issue between KSP's FlightIntegrator and ModuleCoreHeat. Not much I can do about that... Currently Pathfinder's other converters don't generate heat. - Added "maxSkinTemp" to all base building parts. Resource Distribution - You can add resources to the new resourceBlacklist and they won't be distributed. Example: ReplacementParts are used by USI-LS to determine module wear, so they go on the blacklist. The blacklist is defined in the part config's MODULE node. - You can now set the distribution mode to Distributor, Consumer, or Off. Distributor: The part's resources will be distributed if the resource isn't required by a converter and it is unlocked. Consumer: the part's resources will be filled to capacity if the resource is unlocked. - Resource distribution is now restricted to vessels/bases that are landed, splashed, or in prelaunch. Thanks for the suggestion, Geschosskopf!- 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
Good to know. I can look at MFI and see if it does anything to thermaldynamics in the game. It could be that the stock FlightIntegrator is causing the problems. Regardless, no heat generation in the next patch.- 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
Good deal. Reason I ask is that apparently, FlightIntegrator is a stock VesselModule that, among other things, handles thermodynamics. Regardless, I'm working on a patch for Pathfinder that disables heat generation on all its drills (the stock drill-o-matic and stock ISRU still generate heat so watch out). Also, I'm beefing up the resource distribution as mentioned above, and will restrict it to vessels that are splashed, landed, or in prelaunch. That's a great idea, thanks for the suggestion. -Katniss Kerman, the Kerbal On Fire!!!- 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
@Geschosskopf Do you have a mod installed called Modular Flight Integrator?- 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
@Geschosskopf Seems you're not the only one having issues. Somebody else filed a bug. There appears to be a interaction issue with the game's FlightIntegrator and ModuleCoreHeat. This is what I found: Bug #6522 Based upon your logs, you ran into a similar problem: I also noticed a log entry that I've not seen before: Is that from Modular Flight Integrator? I've never used that before.- 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
Hm. Well the Conestoga does have a converter but it doesn't generate heat. The only thing I can think of is that parts now have both a "maxTemp" and "maxSkinTemp" and most of the Pathfinder parts don't currently have a "maxSkinTemp." Maybe that is causing the issue as well?- 3,523 replies
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Well I know I didn't touch heating in 0.9.32, but KSP itself used to have a weird overheating bug that I presume was fixed in 1.0. You might've gotten bitten by that. If you could send me your logs I might be able to find out what happened. When you were there the last time and there were no explosions, did you have the drills running?
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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
Something in the game definitely changed, you should not be having issues like that. Prior to KSP 1.1.3 I could leave my bases on Duna for weeks and they'd be ok. I just turned off the heat generation on the drill modules that the Hacienda has, and removed ModuleCoreHeat as well. I checked, the templates don't have any converters that generate heat, so the only things that can are the drills at this point, including stock drills and the Gold Digger. I'll also try to mitigate the problem by having Old Faithful do some cheating after the vessel has been loaded after a long time away. I like your idea about listing how much core cooling they need. Since I use stock modules, I'm not sure how to get that info, but I'll dig around and see what I can find.- 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
And while I'm at it, I'll go through all the heat producing templates and shut them down for now. Not sure why you're getting overheating after being away for awhile.. Munbase BBQ, heh!- 3,523 replies
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Oh my, that's got to be the most hilarious bug report I've seen! I'm crying because I'm laughing so hard. This didn't used to happen prior to KSP 1.1.3 I'll put out an emergency patch to turn of all heating on the industrial converters until I can figure out what's going on. It shouldn't be doing that at all. How long were you away from the base?
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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
Yeah the storage distributor code is still messed up. No matter, I'm combining the two so that the resource distributor can also become a consumer. It'll work like so: If a resource isn't required by a converter and isn't locked, and the part is configured to be a distributor, then the resource(s) will be shared. If a resource isn't required by a converter and isn't locked, and the part is configured to be a consumer, then its resources will be filled by distributors until filled. Also, I'll add the resource distributor to every MOLE and DSEV tank available. That should help. Nice idea, I didn't think of that.- 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
Yup, looks like some bug fixing is needed on the WBIStorageDistributor. It won't honor locked resources; it will distribute them. But the rest should work ok.- 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
Nothing's broken, the MOLE tanks don't participate in the resource distribution. But you can make them by adding the following: @PART[<MOLE tank name>]:FOR[MOLE]:NEEDS[Pathfinder] { MODULE { name = WBIStorageDistributor } } You can then turn the tank into a resource consumer (which will fill the resources), a distributor, or simply turn the distribution participation off. <MOLE tank name> is something like WBI_Titan450. Caveat: WBIStorageDistributor hasn't been fully tested, use with caution. If that works out for you then I'll add the modules to the MOLE 0.9.0 release. I'm just about to kick MOLE 0.8.5 out the door... Get 0.9.32 here Conestoga - Added lights all around the part. - Adjusted consumption rate of the MPU to be in line with stock fuel cells and MOLE's MPUs. Stockyards - If you have MOLE installed, the Stockyard 250 and 375 won't be available (existing craft won't break, you just won't be able to build new ones with Stockyards); use the ones in MOLE instead. Bug Fixes - Fixed the Konkrete and Slag templates so that they'll be named properly and store the correct resources. - Fixed storage issues for the Cryo Fuel templates. - Fixed an issue where the Spyglass spotlight animation didn't rotate properly upon reloading the scene.- 3,523 replies
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