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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
Thanks! It was a lot of work but it was worth it. The new MBM, Switchback, and resource distribution should help with the terrain issues that occur when you have large bases, and there are a bunch of bug fixes for quality of life improvements. And there's still more to come. I'm focusing Pathfinder on surface bases, so the only orbital elements you'll likely see in the mod are the Stockyards and Homestead. I've thought about transferring the Stockyards over to my MOLE mod, but more likely I'll just make them available for when you have MOLE but not Pathfinder installed. @taniwha: Thanks for the modding guide, I think it'll definitely help. One suggestion I had was to create tutorials or have more screenshots showing how EL's parts are set up in Unity. For visual folks like me, having a picture associated with the part module fields would really help.- 3,523 replies
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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
The original premise behind Snacks is that any part that has crew capacity is your snacks storage container. There is some brilliant simple elegance with that solution: for long duration flights you need more snacks. Since parts with crew capacity are your storage containers, by design you end up with a lot of crew space. And that makes sense, you wouldn't want to spend years in a cramped cockpit. I would think that any snacks container would be small to preserve tgruetzm's vision for the mod. Something that is a dedicated part that holds something like 50 snacks. At 1 liter per snack, it wouldn't be very big. So if tgruetzm doesn't come back soon, I'll probably have to create a continuation since I really enjoy the mod. I've tried other life support mods, but they end up being too complicated for my play style. If that happens then the core mod will keep the original premise, with maybe the addition of a small snack pack, the ability to toggle the random snacking, and possibly implementing the death penalty. My other mods have snacks containers for resupply but the break the core premise, so you won't see them in Snacks itself. Also, it looks like I missed a couple of things in yesterday's update, so expect a bug fix later today or tomorrow. -
I've only played with Kerbinside in passing but I'm planning to use it along with your mod in my career game. Can you use the buildings in the mod to create a custom base? I would like for instance to make a base out in the arctic and possibly on the Mun where a couple of stock anomalies are located. And for anomalies, do they show up on SCANSat like the stock ones do? Thanks for making this mod, looking forward to using it!
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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
Sure, happy to help.- 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
CKAN takes up to 24 hours to update. All my mods have CKAN support, though I highly recommend downloading from GitHub or SpaceDock.- 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
Pathfinder for KSP 1.1 is here! Get the latest from here. 0.9.12 The Perfect Storm This release updates Pathfinder to KSP 1.1! @eberkain had a request to have a conversion chain similar to Simple Construction’s Ore->Metal->Rocketparts. That got me thinking about dusting off some old plans I had for Pathfinder and rethinking them. Among other things, this update implements those plans. Thanks eberkain! New Parts - Added the Tunnel Extender, a part designed to put some space between between modules to make it easier to use the airlocks. It also has a solar panel on the roof and can serve as an attachment location for your stuff. - Added the all new Consestoga Multipurpose Base Module (MBM). This redesign turns the Conestoga into a foundation module for your bases. Simply fly and/or drive it to the desired location, eject the wheels (if you attached the M1-A1), and rest the module directly on the ground. The original part is still around! The old Conestoga has been renamed the Mule. M1A1 Mountain Goat - M1-A1 Mountain Goats now have an eject feature. They're particularly useful for moving a starter base into position before discarding the wheels. The staging is disabled be default to avoid /ragequit Pathfinder Settings Window - Added a Play Mode indicator and a button to change the play mode. This is only available at the Space Center. Pathfinder now offers three different play modes: Default, with all the bells and whistles enabled; Simplified, which reduces the number of resources and configurations you need to keep track of (which has a simplified Ore->RocketParts converter among other things); and Pristine, which just gives you nice looking modules to assemble without the hassle of things like resource extraction and conversion. You can find detailed descriptions of these play modes on the Pathfinder Wiki. To use a play mode, simply open the Pathfinder Settings Window from the Space Center, choose the mode you want, and then restart KSP. Pathfinder’s existing parts and plugin code will adjust accordingly. Warning: changing Pathfinder’s play mode WILL affect your currently deployed bases. Custom play modes are possible, just consult the wiki. - Added the ability to evenly redistribute resources to all vessels within physics range. This happens automatically, but you can manually initiate a resource distribution from the Pathfinder Settings window. The Ponderosa, Casa, Doc, Hacienda, Chuckwagon, and Conestoga can all distribute their resources automatically if you opt-in. To enable an individual part, simply right-click on the part and make sure that the Distributor is set to "ON." To enable resource distribution on all parts that have the capability on the currently focused vessel, go to the Pathfinder Settings window and press the Distribution button until it says "ON." If you want to prevent a part's individual resource from being distributed, then be sure to lock the resource. NOTE: Resource distribution favors parts with converters that have required resources (such as the greenhouse's Dirt). Resources will fill parts that have converters with required resources first before distributing the remainder to other parts. For more information, consult the wiki. Hacienda - Added the official IVA. As with the Ponderosa/Casa, you can safely delete the Ponderosa/Spaces folder if you need more system memory/performance. If you do that, you'll have the placeholder IVAs (which will look wonky). - Fixed issues with the drill not showing up for the Claimjumper and Hot Springs. Pigpen - The Pigpen template will only be available if you install a life support mod (Snacks, TAC-LS, or USI-LS). Doc - Added minimalist IVA. It will be completed at a later date. Chuckwagon - Added minimalist IVA. It will be completed at a later date. - The ability to convert between storage and a greenhouse will only be available if you install a life support mod (Snacks, TAC-LS, or USI-LS). - Revised the in-field template switching. Instead of the Next and Previous buttons, now you click on the Reconfigure Storage button. NOTE: If you'e upgrading from previous versions, you'll lose your stored resources. Be sure to Hyper-edit back what you need. Buckboards - Revised the in-field template switching. Instead of the Next and Previous buttons, now you click on the Reconfigure Storage button. NOTE: If you'e upgrading from previous versions, you'll lose your stored resources. Be sure to Hyper-edit back what you need. Ironworks - Fixed the conversion recipies for MetalOre->Metal, Metal->RocketParts & ScrapMetal, RocketParts->MaterialKits and MaterialKits->RocketParts. Thanks @RiverRat2800! - Added the ability to create Equipment from Ore, RareMetals, ExoticMaterials, and ElectricCharge. - Added converter to go between RocketParts and Equipment. TERRAIN - Fixed an issue where you could not scan for resources in certain situations. Thanks for the detailed assessment, @nobodyhasthis2! Switchback - Redesigned the part slightly so that it no longer needs to be attached to a Saddle. Simply drop it onto the ground and you're good to go (you can also bolt it to the ground). It also includes a KAS pipe. The previous design has been deprecated. Stockyards - Both the Stockyard 250 and Stockyard 375 are now properly updated to the latest Extraplanetary Launchpads. Thanks for your help, @taniwha! Resources - Added Equipment resource and template. - Refactored RocketParts storage template to reflect that it’s actually a 5-liter resource instead of a 1-liter resource. Whoops! - Inflating and reconfiguring modules now uses Equipment instead of RocketParts. Repairs still require RocketParts. Other - You can now specify the resource and amount required to switch a template instead of the previously hard-coded requirement for RocketParts. - Changed the texture on the crew ports for inflatable modules because @Parkaboy is awesome. Fantastic idea!- 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
WOOOT! Thank you for the explanation @taniwha! I've successfully got my drydock set up to build new vessels and recycle them again! Just need to update the large drydock, and that's it for all the updates needed!- 3,523 replies
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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
Currently stuck on Pathfinder, so I updated Snacks: GitHub repro here. 1.1 - Updated for KSP 1.1 - Removed the need for the ModuleManager patch to equip crewed pods with Snacks. I have a pull request up for @tgruetzm to review. Hopefully he'll be back soon. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The new Switchback can't be put on the Saddle; the access ports would be too high off the ground. However, you will have the ability to directly bolt the new Switchback to the ground if desired. Meanwhile, swapping out mesh colliders in favor of box colliders fixed my exploding dock. Now I can build new craft in orbit. I'm having difficulty getting the recycler to work, however, so I'm hoping @taniwha can shed some light on what I may be doing wrong. Below is a screenshot of the dock with its RecycleTarget: And here is the part config: I'm wondering if there is a disconnect between my setup in Unity and the config settings. What is TargetName for, for instance? Thanks for your help!- 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, the new Switchback is designed to rest on the ground without the need for the Saddle, so it has a KAS pipe integrated into it. The Tunnel Extender gives you a place to attach equipment, and adds more space in between the airlocks on inflatable modules. And the Multipurpose Base Unit gives you another way to deliver bases to the ground; it even has enough Equipment to inflate and configure two Casa modules. So, my first orbital construction attempt failed spectacularly. The dock exploded along with the built craft inside. Not sure why yet, so I've just rebuilt the dock to use box colliders instead of mesh colliders. We'll see what happens.- 3,523 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Angelo Kerman replied to AlphaAsh's topic in KSP1 Mod Releases
Much appreciated, thank you- 872 replies
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Angelo Kerman replied to AlphaAsh's topic in KSP1 Mod Releases
It appears that at least for me, SpaceDock is down. Is there an alternate location to download Kerbinside?- 872 replies
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm finishing up work on Pathfinder right now, and as soon as that is done I can turn my attention to the CactEye. I'm down to a couple of bugs. With luck that will happen later this week. I'm hoping it's just a simple recompile, but we'll see. -
I was digging through my old files and came across my KSO folder. I found this: Brings back fond memories of flying the Super 25 through 46 missions, 40 of them documented. Looking forward to what @Avalon304, @helldiver and crew come up with next.
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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
Sooo... KSP 1.1 is not even a week old. Mods take time to update. I'm finishing up Pathfinder first. I don't give out ETAs, but I'd like to have Snacks updated next week ideally. We'll see, depends upon how long it takes me to finish what's on my plate. -
KSP 1.1 Wheel Blocked: Yes
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Very cool! Thank you for putting together that video, definitely helps understand what is going on. -
Buffalo 0.2.9 for KSP 1.1 Get the latest here! CAUTION: Due to major changes to wheels in KSP 1.1, you will probably need to rebuild your rovers if upgrading from a previous save. Seems like such a small update, but there was a lot of effort to get it all to work. - Recompiled for KSP 1.1 - Storage containers now use a new part module; you might need to hyperedit resources back in. - M1-A1 Mountain Goats now have an eject feature. They're particularly useful for moving Pathfinder's new Multipurpose Base Module into position before discarding the wheels. By default staging is disabled to avoid /ragequit. - Reworked the ladder animations so that they'll be angled when fully deployed. This should help kerbals get in and out of the crewed parts. KNOWN ISSUES - The M1-A1 is no longer able to be animated to narrow its wheelbase. This is due to the new wheel system in KSP. However, if you use the half-chassis, you can attach the Mountain Goat in such a way that your rovers can still drive out of a Mk3 cargo bay. Hopefully I can find a new solution in the future.
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Back from a nice day with the lady. Annnnd... The Grizzly wheels on the Buffalo go round and round... I used my WheelCollidersIgnore cheat on the Buffalo parts. There's definitely something going on with wheels that get blocked by other parts. While the problem is fixed for Buffalo, using the wheels (including stock wheels) might have issues with other parts. @Gristle found this about wheel colliders: So there might be another solution in the future. Meanwhile, my hack works Now to see what I can do about the ladders...
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KSP 1.1 Wheel Blocked: Yes
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Good points. The default state of the hab without animation is deflated, so all the colliders are compressed down. Would wheel collider orientation make a difference? In Unity, my wheel collider is oriented so that the suspension height indicator points down towards the ground. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Just need to sort some collider issues on the Buffalo, and make sure the Stockyards are working properly with the new EL. And I've finished creating new parts and refactoring old ones: Anyway, off to celebrate with my girlfriend- 3,523 replies
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KSP 1.1 Wheel Blocked: Yes
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Actually the wheels are blocked when the module is deflated, and the colliders scale. I have tried reducing the wheel radius for my custom wheels, but that had mixed results. I do agree that players have to contend with ensuring that there's enough space for the wheel, but at the same time I would expect certain designs to work where there's clearly enough space. In the example above, the wheels are scraping the inflatable modules. Here's a situation where they clearly don't: In this case, KSP thinks the wheels were blocked. For reference, the wheel collider is sized to be right at the size of the wheel meshes. For me, changing the colliders resolved the wheel blocking issue. And yes, changing all the part colliders to layer 26 would not be enjoyable. That's why I'm hoping there's a better way. If wheel radius is the issue, I really wish there was some debug option to show you the actual wheel collider as it is in game. That would help me design better wheels. Thanks for your help. -
I've been tearing my hair out trying to sort through the new wheel system and ran into a situation where wheels were not working. @Gristle generously provided me with some screenshots and it's clear that the new wheels are very claustrophobic when it comes to having things around them. If you have parts that are too near the wheel, they'll claim they're blocked. I've found a workaround, however. As you can see from the picture below, the wheels on the right are blocked while the wheels on the left aren't: How did I manage this? I cheated! I rebuilt the inflatable module on the left by setting all of its colliders to layer 26, WheelCollidersIgnore. The inflatable module on the right has not been rebuilt yet so the right side wheels are still blocked. Once I set the colliders to layer 26, the wheels decided that they weren't blocked. I've no problems rebuilding my parts to set their layer to 26, but I'm wondering if @nli2work or another modder has come up with a better way to unblock wheels.
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AHA! I know what is going on. The new wheel system is pretty sensitive. If you have something near the wheel, then the wheel gets grumpy and claims that it is blocked. However I found a way to cheat! In this picture, the wheels on the right are blocked while the wheels on the left are not. The ones on the left aren't blocked because I cheated and set all the colliders on the inflatable module to layer 26, WheelCollidersIgnore. This means that all I need to do is rebuild my models so that the colliders will be ignored by the wheels, and it means those pesky Grizzly wheels are back in business! The only caveat to this is that in the future, you'll need to be careful about how you design your rovers when not using Buffalo parts.
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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
Thank you much. Most likely there is some idiocy on my part, like not setting up a part trigger or something. Once I know what's going on, I'll hollar if I need some help. Thanks for keeping EL working, it's one of my favorite mods to play with.- 3,523 replies
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