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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Actually, the props all fit onto just one texture map, so it's pretty memory efficient. But even then I've set things up so that if needed you can delete the IVAs and just use the default stock ones. It'll look terrible but it'll work.
  2. Sometimes you just go so insane from creating a million props for a huge internal space, you just have to take a moment to create a Jet Boat Rover.... But I got the Hacienda IVA done.
  3. That is fantastic, thank you! Please create a pull request and I'll add your changes into the mod. Meanwhile, I'm almost done with Pathfinder's KSP 1.1 update. Once that's done I can focus on updating CactEye.
  4. Pretty cool that you're making a NSWR. For DSEV I considered a similar engine, and called it the Nuclear Salted Fizzy Water (NSFW). I dropped it in favor of the Supernova though. And cool idea about radioactivity! I can see your space program taking reputation hits for irradiating kerbals.
  5. Definitely helpful to know for when I move to U5. I did this if Unity 4.2.2, so you can achieve a similar effect:
  6. @nobodyhasthis2 Outstanding bug report, thanks! I was able to fix it. No more stuck orbital scanner. It'll be in the KSP 1.1 release.
  7. None of the old parts have been deleted. Your current ships won't break, you just won't be able to build new ships with the old parts.
  8. Almost done with the Hacienda IVA: Just a few more props to build and it'll be done. Then final bug fixes!
  9. I'm ok with that for now, it's consistent with how I have set up the other life-support configs. But like I said, if something else works for you, by all means alter the configs in your game.
  10. I probably could, but Pathfinder has a different production chain to get Supplies than the baseline USI-LS, and I like how it works. Good that you've adapted it to your liking though.
  11. Ah ok, now I remember. I use Organics in the Cultivator to create Dirt. You need Dirt for the greenhouse, which you can either dig up or produce in the Cultivator.
  12. Thanks! Glad you like the mod. I'm not aware of changes in USI-LS, is Organics not used anymore? Pathfinder's greenhouse works differently than USI-LS. Crops take time to grow, and they might fail, have lower than normal yield, and might have better than normal yield. The IVA TV is pulling from the Screenshots directory. A future update will let you change the directory.
  13. That would be much appreciated, thank you. I know little about Contract Configurator, which was used to define the contracts for the CactEye.
  14. Glad to hear they suck less. Once KSP 1.1 stabilizes I can do what I can with the wheels and ladders. It's a learning experience to be sure...
  15. With KIS/KAS for KSP 1.1 in testing, I'll be working on Pathfinder's update for 1.1 this week. I got a lot done already, now it is down to bug fixes, integration tests, finalizing some part changes and template changes, and a handful of IVA props.
  16. I don't trust your source. I think he's lying. In all seriousness, kudos to making the fixes to keep HGR going. The artwork is inspiring.
  17. The latest update of KSP 1.1 pre-release now has "volume" as part of the PartResource definition. What's the intended use, is that factored into resource converters somehow? I know that CRP has resources of different volumes (RocketParts apparently is a 5-liter resource), but I'm wondering how volume factors into the game.
  18. Welp, there goes my story idea, heh. Looking forward to what you do with this.
  19. Got the hex truss overhaul done! Get the latest here! 1.1.0: Refits This release kicks off the DSEV overhaul project. It's intended to alleviate the performance issues found in previous versions of the mod and to update the artwork. Expect to see remodeling of the fuel tanks once I know how the new stock fuel tanks will look in KSP 1.2. In this release in particular, you'll find an improved hex truss system, 2.5m fuel tanks separated from 3.75m tanks, and 1.25m tanks separated from the 1.875m tanks. The 1.875m tanks have been retired. If you want 1.875m tanks in the future, try the newer Titan line from Mark One Laboratory Extensions. There's also a bonus in the form of an old engine brought back to life. KSP 1.1 - Recompiled for KSP 1.1 pre-release New Parts - Re-introduced the nuclear aerospike as the WS-N7 "Viper" dual-mode nuclear aerospike. This advanced nuclear engine supports liquid fuel mode for good ISP and LFO mode for high thrust, and its aerospike gives it good ISP across a variety of atmospheric pressures. - Added FLM-6400, FLM-3200, and FLM-1600 fuel tanks. These 2.5m tanks come in gold foil and stock-alike orange. - Added FLM-400 and FLM-200 fuel tanks. These are 1.25m tanks. Hex Truss System - The Hex truss sytem has undergone remodeling, giving them an art style similar to the Buffalo's chassis system. You can now switch between a hollow truss with a variable number of equipment racks (same as before, just new models), a fuel tank that holds various resources, and a crew tunnel. There are four hex truss options available: double, full, half, and quarter. - The Hex Node and Hex Adapter have also been remodeled. NOTE: The older hex truss system models have been deprecated. Existing ships won't break, but you won't be able to build new ones with the older parts.
  20. I hate it when I run out of gas while trying to dock...
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