Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. 0.9.10 The Calm Before The Storm Get the latest here! Or from SpaceDock While I am still working on the Hacienda IVA (quality work takes time), this update brings some quality of life improvements, bug fixes, and new uses for the Buckboards. It also provides support for @Nils277'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.
  2. Pathfinder (specifically the TERRAIN scanner) doesn't replace any modules. It adds a continuous scanner that won't affect SCANSat's operations. Basically it watches to see when the planet's resources are unlocked and when they are, it enables the continuous scanner. Here's a link to the scanner code if you'd like to have a look. Thanks again for making such a great mod, I'm looking forward to using it in 1.1
  3. Very cool! It sounds like SCANSat is already set up so that Pathfinder won't run the stock scanner and instead use the SCANSat scanner. I'll have to give it a try and see what happens, thanks again.
  4. Would be interested in the opt-in and looking forward to how to do so.
  5. @DMagic In terms of unlocking the resource map, how does SCANSat know when a planet is mapped and it's time to unlock the planet's resource map? More specifically, how does it unlock a planet's resource map? I'm currently using ResourceMap.Instance.IsPlanetScanned in stock, but was wondering if I need to do anything different when SCANSat is installed. I should clarify that I'm referring to when stock scanning has been disabled.
  6. Finally got the basis of the Hacienda interior set up: This is just the start, I have to do some more research on what would go well with the module. Things like toolboxes, screw trays, power tools, etc. And a refresh of the promo image:
  7. I don't know of any tutorials, but a quick Google search found this: And the original thread:
  8. I've noticed that too, actually. It may take a bit for me to sort out.
  9. Yikes! I hate it when I do that! That's one reason I set up Pathfinder so that you can hit Alt P and turn off that requirement. Next update will have an app menu button so you won't have to remember Alt P. Anyway, looking forward to reading more.
  10. Fun! Gotta watch out for those crates, they tend to be touchy in some areas...
  11. OOOO! A stowaway! On another note, I wonder if a certain character made it home...
  12. I found a rare edge case where the drill switch window will lock up the game, there is a fix in the next release. Next release will be as soon as I finish the Hacienda IVA. I am working on that along with another bug fix this week. For metal/metals, that comes from Extraplanetary Launchpads. With EL installed, you create metal from metal ore, and rocket parts from metal. Without EL, you create metals from metallic ore, and rocket parts from metals. Those rocket parts are of course used to outfit your modules.
  13. I would think that the destruction of the Mun would create debris that rain down onto Kerbin. Kind of like what happens in The Time Machine. So I think a few pieces did get removed, but quite a few more were created...
  14. Haven't tried it in awhile but you should just start the recycler and fly into the dock. That's an oops on my part. That'll be fixed next release. You can safely delete the CRP within the Pathfinder folder. BTW, the next release is taking awhile due to the IVA. IVAs take a long time to do right...
  15. Wow! Of course my girlfriend will be mad, I promised her the mun... And on behalf of the staff here at Wild Blue Industries, Parka Division, so long and thanks for all the fish! (hops into a fusion powered ship and blasts off)
  16. @BlackSun: While I am not maintaining this mod (I have enough on my plate), you can find the complete installation here. I managed to rescue the parts from Kerbal Stuff and combine them with my recompiled dll. I would encourage someone to pick up the mod and run with it though.
  17. I saw this on the SpaceDock for the Dauntless: "The Dauntless Orbiter will soon be retired from the shuttle program. It is up to you to make her final missions the most epic." What's this about being retired?
  18. There used to be a developer kit or payload kit with reference 3D models in it. Is that still available?
  19. My MOLE mod does a couple of things: it adds a "Backseat" pod that fits onto the back of the stock Mk1, and I'm building a Gemini-like 1.875m pod: Other mods offer command pods as well, such as the 3.75m Taurus: Hope that helps.
  20. Regarding docking ports: for the MOLE I settled upon the clamp-o-tron jr. My reference model for the kerbal will fit through the hatch as long as the helmet is left behind. Given my plausible deniability approach to physics in the interests of gamelay, that's good enough for me. Neat idea for the docking port though. Another ther approach would be to make the larger clamp-o-tron available earlier. Station Science did that, and made the "attach-o-tron" unable to transfer resources by disabling crossfeed.
  21. https://github.com/Angel-125/warpship/tree/master/Installation does not have my recompiled dll but it is in the repro.
  22. Loving this series! Definitely have to give kOS a try as well.
×
×
  • Create New...