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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
Yup, based upon the wiki entry,wiki entry Minmus appears to be a captured comet. So it has no GeoEnergy to run a power plant with. I would think that it has plenty of water or hydrates though, that can be cracked in the science labs and then combined to produce some power, and you can convert the Buckboards into Ore-powered 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
Some of the things you will be able to control from Base Operations Manager (on all parts and vessels within physics range that can be managed): Converters Resource Distributors Module Configurations Drills, including stock drills, Gold Digger, and Claim Jumper Cooling towers Lights Possibly storage container configurations I also want to highlight the part you are managing when you hover the mouse over its ID label. Agaiin, this won't be in the next release, as I need to get Pathfinder ready for KSP 1.1.3, but it will be in the release after the 1.1.3 compatibility release.- 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
It is based upon the GeoEnergyResource.cfg file in the Pathfinder root directory. Minmus is considered to be too small to be geologically active. For the Mun, it should be just as active as Kerbin. If not I might need to adjust the percentages. Meanwhile, last night I made some good progress on the Operations window refactor: Behind the scenes, I'm using the same resource selection window that the storage parts use, which makes my life much easier. The left pane has tab buttons to select the desired view, and it changes depending upon what template you have loaded. The right pane is the current view. The advantage of this approach is that I'll be able to create a Base Operations View (probably not in the next release though) that will let you manage all bases within physics range and all parts within that base, all using just one window- and using screens you'll already be familiar with.- 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
Your suggestion about showing all templates for a part but flagging the ones that aren't researched yet is spot on. However, saying that the interface is "an unruly mess" is not only not helpful, it turns me off from wanting to do anything about it. Some of that "unruly mess" is beyond my control and the result of GUI from other mods or GUI from stock PartModules that don't cooperate with having their GUI hidden. The idea of having a centralized converter manager for all vessels in physics range is a good one, I will look into it.- 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, I like the idea. I need to refactor the Operations Manager's template selection to work similarly to the current storage system (you get a list of icons showing what storage templates you can select from), so the rework might show you all the potential templates you can use, but gray out the ones whose tech you haven't researched yet. I'll have to think about how to do that, the system is designed to weed out the templates that you can't use, including ones you haven't researched yet.- 3,523 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Awesome. Thanks again for your help. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, OSE Workshop support is available (and being updated to the latest) but the code might indeed help. Once I figure it out Pathfinder will have the ability to print habitat modules wholesale. Right now you convert the Chuckwagon into a greenhouse and the configs are already built to support Snacks, USI-LS, Kerbalism, and TAC-LS, but the TAC-LS version will get a buff on its food output to 100 units. For the industrial greenhouse, perhaps a variation on the Hacienda would work as a stopgap. It has large windows, and I might be able to make a greenhouse IVA variant that the Hacienda could switch to. It certainly has lots of space... That is part of the puzzle and will let me spawn expansion habs. The other piece of the puzzle is the ability to spawn a part like a ship appearing in a space designated by survey stakes.- 3,523 replies
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Hi @IgorZ, thanks again for your continued support of KIS and all the help you provide. Sadly I've run into an issue with Pathfinder, which depends heavily on KIS, and storing the Doc science lab inflatable module in a storage container. When attempting to store the item into an appropriately sized container, the storage container fails to accept the part. I've traced the problem down to the stock ModuleScienceLab receiving an NRE during its save operation. Here are the relevant log entries: I can reproduce the issue with the stock Mobile Processing Lab using the following steps: 1. On a test part, add the following KIS inventory part module: 2. Start KSP with KIS 1.2.11. 3. Go to the VAB and create a new vessel. Add a probe core and the test part with the above inventory. 4. Right-click the part to bring up the inventory. 5. Go to the Science tab and attempt to drag the Mobile Processing Lab into the open inventory screen. At this point, you'll see that the inventory won't accept the MPL, and if you check the logs, you'll see the NRE. I know you work really hard on KIS, so if there's anything I can do to help resolve the problem (including stepping through the KIS code if you need a hand), please let me know. Thanks again! -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
With MOLE now in good shape for awhile, I can start working on Pathfinder again. I'm working on some improvements for TAC-LS support (the Ponderosa will get a Carbon Extractor), and added an inflated crew capacity indicator to the inflatable part's summary page, like so: @TheReadPanda might like that one. Also, I've verified that I cannot place a Doc Science Lab into a container due using KIS 1.2.11. This is what I see in the logs: ModuleScienceLab is a stock module that I have no control over, so I suspect there is an issue in KIS. I can confirm that trying to store the stock Mobile Processing Lab gives the exact same error. Meanwhile I'm also writing a converter to convert Uranite to Uranium and Oxygen- apparently Uranite is most often UO2. Plus, I'm working towards those 3D printed base modules by experimenting with how to spawn parts during flight. I'm convinced it's possible, just have to figure out the right magic. That, and I'm targeting the Doc for the next IVA. I seriously doubt those will be done before KSP 1.1.3 drops but you'll definitely get some bug fixes and the new converter.- 3,523 replies
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The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
Very cool rocket plane and chair, and great explanation of why Eeloo is a moon of Sarnus! -
OOO, evil space agency strikes!
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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
And here I was thinking that kerbals were affected by Fel magic like the World of Warcraft orcs were... -
Here is what I found in ModuleResourceHarvester: It appears that CausesDepletion and DepletionRate are what we use to create a depleting resource, but I'm unclear on how that works. Can @NathanKell or @RoverDude elaborate on how resource depletion works?
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I see. If that is the case, maybe the docking port isn't oriented correctly? Here is how it looks in Unity:
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Hm, ok, the part specifies "top" as the docking node, what transform does the camera use? Can you specify a transform to use for the camera?
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No surfaces that I know of, maybe I set up the port wrong in Unity? I sent an import package along with the part. Thanks for taking a look.
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@MOARdV Have you had a chance to look at the docking port I sent you to see why I get a blank view in the RPM docking camera? If not, what can I do to help with your investigation? Thanks again for your help!
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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 that I can see. That page lets you specify the image size, that might be helpful to you though.- 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 unity documentation says you can load PNG or JPG. I'm sure there is a way to load other image types because KSP does it, but I don't know how that would happen.- 3,523 replies
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Could not resist with that one (hands over agonizer, just be mindful of the gastrointestinal biological warfare agent, I'm primed to fire, and I'm told it's lethal...) On a more serious note, one question that I haven't seen asked: are there more Kerbulans with views similar to Wernher?
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"How many Kerbulans does it take to change a lightbulb?" My guess would be "nein"
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Embarrasing or not, at least the crew came home safely.
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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 like them. I created the internal IVA monitors originally to give my stock IVAs some functionality, then created the external ones to help @Kuzzter with his desires to create a playable bridge for his Kerbfleet: A Jool Odyssey story. To answer your questions: 1. The monitors have the potential to be hooked into a camera, but I currently lack the knowledge I need to make them work. I tried to base my attempt on the CactEye code but it didn't work too well, so at least I know it's possible. At some point when my mods are more fleshed out I'll revisit that feature. 2. The random picture works by utilizing the random number generator found in Unity. When the module starts, it scans your Screenshots folder (eventually you'll be able to specify another folder) and finds all the images there. With random turned on, a random image is selected from the list of files. Since KSP doesn't load images in the Screenshots folder automatically like it does with mesh textures, the monitor then loads the image for display. You can find the code that does this here and here. 3. To make a transparent background, you need to use a different material than the one that the monitor uses. Specifically you need to use KSP/Difuse/Alpha/Cutoff (not sure what the material is in the new part tools as I haven't converted over to them yet). @Kuzzter uses a mod that has decals in it so I know that your idea is possible. What would really make it versatile would be to have the ability to load images from disk (just look at the monitor code for that), and even better, the ability to rasterize a font into an image on the fly (I used to remember how to do that..) so that you can make name plates based upon the ship's name. Just an idea. Anyway, hope that helps. If you have any questions, please let me know.- 3,523 replies
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