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Everything posted by Angelo Kerman
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
0.9.11 Hotfix Get it here. 0.9.11 - Fixed an issue preventing the Buckboards from allowing resource switching. - Fixed an issue causing the TERRAIN to fly off into space upon loading the vessel. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
0.9.11 Hotfix Get it here. 0.9.11 - Fixed an issue preventing the Buckboards from allowing resource switching. - Fixed an issue causing the TERRAIN to fly off into space upon loading the vessel.- 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
This will be fixed tonight or tomorrow in the hotfix.- 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
If you have an existing TERRAIN satellite and install the latest Pathfinder, the satellite explodes. Also, the Buckboards won't let you reconfigure them. I have both issues fixed and will have a hotfix tonight or tomorrow.- 3,523 replies
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So, 1:1 odds that your Intrepid is a [WOAH]? It's ok, we know the name now. Really enjoying the ship design, curious to too how she handles a Minmus landing. And poor Gregsomebody, maybe he'll get to go to Dres or something.
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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 the mod I expect to have a hotfix tonight or tomorrow. I solved the bug already, just need to do some integration tests and package up the installation.- 3,523 replies
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I'm sure that can be done, I'd just need to be pointed in the right direction for the sequencer so I can see examples of how that's done. I don't have a Buffalo entry for SpaceDock yet, and given all the problems I've had with CKAN installs, I'm not keen on having CKAN support, honestly... Way too many installs are borked due to people using CKAN. If there was a way to automatically force a download of absolutely everything, I'd be more included to use it, but right now CKAN gives me support headaches.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I think I just ran into the TERRAIN-o-doom issue that you did. I tried upgrading my Duna Space Program game to the latest Pathfinder/WildBlueTools and my TERRAIN satellite flew off into space. I fixed the issue, I'll have a hotfix tonight. I'll be sure to update the WildBlueTools GitHub releases when I publish the Pathfinder hotfix. Thanks for pointing that out. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Please post your logs, thanks! I've never encountered the MultiJeb issue you're describing, I suspect it might be an issue with the game. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Can you reproduce the problem and send me your logs? That would definitely help! -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ok, found the problem. Should have a fix tomorrow. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Well dang. I'll figure out what's going on and have a fix asap. Thanks for letting me know. -
@NathanKellWoot! My prototype deployable wing works! Here is my prototype wing stowed: And here it is deployed: With this test wing I have the deflectionLiftCoeff controlled independently of the animation; now it's just a matter of linking the two together, and of course creating a proper wing.. Thanks again!
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
@Olympic1I have just verified that the WildBlueTools in the release package matches exactly with my dev installation. I've also verified that the TERRAIN loads properly and shows what it should be in the info view. Additionally, I did a fresh install of the release 0.9.10 and verified that the TERRAIN loads properly. Make sure to install everything in 0.9.10 into your GameData directory. If you already have 000WildBlueTools, Buffalo, or Pathfinder in your GameData/WildBlueIndustries, please delete them before installing the latest version. Hope that helps. -
I remember the bridge scene, was cool. Congrats on reaching your bucket list item, and getting it done before 1.1! Clever use of Sarge's head as a braking device too.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Hm, sounds like a botched installation package. Last check I did, the terrain worked fine. Will check when I get home, thanks. -
Hi all, I am trying to create a folding wing for a space probe, something that would fold up like a solar panel for compact storage, and then unfold to generate lift. I'm hoping an expert on wings like @NathanKell or a modder with experience creating wings can answer a few questions, as I've not created a wing in KSP before. Let's say for the sake of argument that the folded wing has lift characteristics equal to the Wing Connector Type C, and the unfolded wing has lift characteristics equal to the Wing Connector Type B. For reference, the Type B wing has the following PartModule: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 2.0 dragAtMaxAoA = 0.5 dragAtMinAoA = 0.0 } And the Type C: MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1 dragAtMaxAoA = 0.25 dragAtMinAoA = 0.0 } Notice that the Type C, which is half the size of the Type B, has half the lifting capability, which should give you an idea of how I want the folding wing to work. Questions 1. If I change the ModuleLiftingSurface values at runtime so that the folded wing has parameters equal to the Type C, and the deployed with has parameters equal to the Type B, will KSP honor the changes and change the wing's lift? 2. Do I understand correctly that KSP calculates a wing's lift based upon its drag cube and ModuleLiftingSurface? Now for the fun part, assuming my answer to question 2 is "yes." From what I can see in a parachute part, there are PartModules that appear to change the drag cube for the parachute. These are ModuleDragModifier modules. Here is an example from the Mk2-R radial chute: MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 1 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 58 } Questions 3. How is dragModifier applied to the drag cube? 4. How would I go about switching the drag cube for the folding wing? The only thing I can think of is to use semiDeployedDragModifier.enabled = false; deployedDragModifier.enabled = true; How does KSP change the drag cube for parachutes? So basically the idea of the folding wing is that, assuming that drag cubes play a part in calculating lift, the folded wing would have a small drag cube and lift capability, while the unfolded wing has the fully deployed drag cube and lift capability. Also, can somebody point me to a post on what the values of a drag cube mean? Thanks for your help!
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
0.9.10 This update brings some quality of life improvements, bug fixes, and new uses for the Buckboards. It also provides support for Nils77's excellent Kerbal Planetary Base Systems. If you haven't seen KPBS, check it out! The design and art quality is simply stunning. Switchback - The attachment nodes now support symmetrical installation of parts. Buckboard 2000 & 3000 - The Buckboard 2000 & 3000 can now be converted into an ore-powered generator. It consumes Ore to produce ElectricCharge. The generator can break down (unless you opt-out via Pathfinder's Settings screen), and it generates heat. It also benefits from the Pathfinder Geology Lab's Metallurgy research. In career mode, the generator conversion is available after you research Advanced Electrics. Thanks for the suggestion, Geschosskopf! Kerbal Planetary Base Systems - Added support for Kerbal Planetary Base Systems. While not as efficient as Pathfinder's modules due to their size, they can still contribute to your Pathfinder base, and still benefit from efficiency improvements created in the geology lab. * The K&K Planetary Habitat MK2 can be used as part of Pathfinder's habitat wing. * The K&K Planetary Laboratory can be used as part of Pathfinder's science wing. * The K&K Planetary Greenhouse uses Pathfinder's greenhouse module code. * The K&K Rocket Fuel tanks now hold a variety of different resources (and default to LiquidFuel/Oxidizer). Other - You can now access the Pathfinder Settings window from the application toolbar. - You can now dump resources in flight without having to switch templates. Click "Dump Resources" once, then again to confirm. - The airlocks on the inflatable modules have been offset to make it easier to enter the desired module. NOTE: due to space constraints the Casa now only has one inflatable airlock. A new version of the Casa is planned that won't break existing bases. Bug Fixes - The internal screens in the Ponderosa/Casa work better now. Click on a screen to select an image from your Screenshots folder. You can also enable random selection of images; currently the images will change once every 30 seconds if configured to do so, but a future update will let you configure the screen switch time. Thanks for the challenge, Kuzzter! - Fixed attachment nodes on all inflatable modules so that you can properly stack-mount the inflatable modules in the VAB/SPH. - Fixed a KIS issue with the Buckboard 3000 that prevented it from being carried properly. - Fixed a KIS issue with the Buckboard 2000 that prevented it from being carried properly. - Fixed a rare case where the drill modify window would lock up the game.