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Everything posted by Angelo Kerman
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
Ah, ok, I can just copy the CategoryAddon modules then into Pathfinder's parts and it should be good to go. Am I correct in assuming that I no longer need to specify the list of parts to appear in the custom parts tab, so long as my parts fit into one of the standard categories? (FuelTank, Pods, etc)? -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
For the CategoryAddon, how do you add a custom category, such as the pathfinder category? I'm liking the new changes, thanks for keeping the mod up to date. -
Makes me wonder if the crashed flying saucer was a previous attempt by Kerbulus to reach Kerbin...
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The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
Ash Kerman discovers the Kerbalkomicon (amidst thousands of other fans who descend upon San Diego once a year)... Klaatu, Verada, N... Necktie? Nectar? Nickle? Neko? Emiko? Klaatu, Verada, N*cough cough cough* -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@Enceos I'll update the parts next update, thanks for the info. @Rafael acevedo Nice looking base! I like the landing pad too. Those landing pads remind me of this: Used to play with those and other classic lego space when I was a kid.- 3,523 replies
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Pretty nice launch technique. The US Navy actually does something similar from what I understand.
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
Angelo Kerman replied to Pak's topic in KSP1 Mod Releases
Been having fun learning to fly with these parts. I ended up adding a couple of part modules to the shuttle body long and nose cone to reflect their lifting body nature through For the shuttle body long: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 9.0 //Big S is a 5 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } And for the nose cone: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } Makes the orbiter fly a bit better.- 2,351 replies
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Does KSP need 1.875 meter parts?
Angelo Kerman replied to Panel's topic in KSP1 Suggestions & Development Discussion
Again, this was awhile ago so I don't quite remember, but it was something along the lines of not wanting to make it so easy to build rockets that you just procedurally generate the parts and have a rocket. They wanted to keep the lego aspect of the game. Probably best to get Squad's official stance (if any), it might have been just one developer's opinion. -
Does KSP need 1.875 meter parts?
Angelo Kerman replied to Panel's topic in KSP1 Suggestions & Development Discussion
I vaguely recall one of the developers saying that they didn't want procedural parts because it would make the game formulaic. It's good that procedural parts is available as a mod, however. As for the 1.875m tanks, it would be nice to have but for me they aren't mission critical since I can (and have) made my own, including a two-kerb command pod. Perhaps an official stock mod could include 1.875m parts. -
I figued the astronauts just depressurized the cab to go outside. If I add an airlock, it would need to do more than just be an airlock, like have a power generator too. Maybe something like a FLEX fuel engine that can switch between MonoPropellant and Ore. But again, this is on the backburner for now while I flesh out more of MOLE and (slowly) work on Pathfinder's remaining IVAs.
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@MOARdV Thanks again for taking a look at the part. I tried what you suggested last night but unfortunately I don't know enough about RPM to solve it on my own. I've zipped up the part as it appears in the MOLE mod, and included a Unity package just in case. You can find the zip here. Thanks again for your help!
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Now if only Wernher had thought to walk into the pyramid, he could have been transported to Kerbin like that family did in the CBS series Otherworld...
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I'll take a look and package up some files for you when I get home from work, thank you Yes, those are stage lock covered flip switches from the RPM install.
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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
I'll take a look. Not sure why it wouldn't fit.- 3,523 replies
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Hi @MOARdV: Thanks for keeping RPM going! I'm wondering if you might be able to shed some light on an issue I have with a custom docking port I created. For some reason, the RPM screen doesn't show the image from the custom port, and I suspect I'm missing a configuration somewhere. First, here are a couple of shots showing an image from the stock Clamp-O-Tron. It would appear that I have set up RPM correctly: Here's what I see from my custom docking port: For some reason, the image appears to be black. I think it might have to do with the transform but I'm not sure. Anyway, here's how I set up my custom port: And here is the setup for the stock Clamp-O-Tron Jr port: Finally, here is the config from the clamp-o-tron jr: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size0 stagingEnabled = False } Have you seen this type of issue before? If so, do you have any suggestions about how I can resolve it? If you need more info, please let me know. Thanks for your help and insight.
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A flying strudel, perfect! Wernher has something to munch on during his long trip...
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