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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I had a lot of fun with the KSOS Super 25, created 46 mission chronicles for it, and designed my old Multipurpose Colony Modules mod to fit inside the Super 25. Nice to see the mod returning to active duty.
  2. Yes, I couldn't get IntakeAtm to work on Duna or Eve. Yup, sure have, but the current wheel code doesn't let me. I hope to revisit them in 1.1
  3. You need to unzip the files and place everything into the GameData directory. So your GameDat folder should have CommunityResourcePack along with WildBlueIndustries. Under WildBlueIndustries you should have 000WildBlueTools and Buffalo.
  4. Not sure why that would be, I have no problems. Fortunately, next release you'll have a toolbar button.
  5. As it turns out, creating a toolbar button to show and hide the Pathfinder Settings window isn't all that bad to do: One more item crossed off my todo list
  6. Yup, that's right. You need to tap into the world's GeoEnergy, have some water on hand, and then you can turn on the power.
  7. Thanks. Good info on the factory. I was thinking that the central isle is where an industrial 3D printer does its thing, and there's a big crane overhead. The upper floors have various workstations, toolboxes, containers for MaterialKits, etc. GeoEnergy is just another resource, so it will show up when you cycle through the resources.
  8. So, I've got my ore generators (plural) working! You'll be able to convert the Buckboard 2000 & 3000 into ore-powered generators. The 2000 isn't as efficient as the 3000, but it requires fewer RocketParts to convert. My todo list for the next release is getting shorter; just need to figure out how to create a toolbar button for the stock toolbar that will display the Pathfinder Settings window. That, and I'm working on my next IVA: Since the Hacienda is a factory, I did some research on factories and found that they are a combination of open space and clutter. I'm going to try and capture that essence in the IVA.
  9. More like I set out to make the best colonization mod that I can make with my skills.
  10. @Jivaii I don't give out timeframes since modding is a hobby for me and life happens, but DSEV won't get a refresh until I finish MOLE Phase 2 (I'm almost done with Phase 1, and about halfway done with Phase 2), and I get done with Pathfinder's IVAs. Since IVAs take a long time to do, it will likely be a few months until I can work on the next vessel pack. When 1.1 comes out DSEV will get a small refresh, and I might have time to redo the hex trusses, but that depends upon how far I get on Pathfinder and MOLE. At the least the plugin will be updated for 1.1. Basically 1.1 is likely to cause modders all sorts of issues...
  11. Quick test of one of the quality of life updates I'm working on for the next release:
  12. Right, the "ATV" chassis units will gain a new addition in the form of a monopropellant generator. As for the hard shell parts, just wait...
  13. Regarding the IVAs- The lore behind them is that when you inflate the modules, behind the scenes you're stuffing a bunch of components through a seam in the module, then sealing up the seam. I just don't animate that part. Also, if all you're looking for is habitation components, the Ponderosa and Casa will fit the bill along with a Chuckwagon converted to a greenhouse. You'll even find a configuration for OSE Workshop, called the Blacksmith. Here's the wiki page. Anyway, have fun!
  14. Well, the monopropellant generator that I have in mind will fit into the space of a half-sized chassis unit for the Buffalo, not into a Buckboard. I'm using monopropellant instead of LFO because the stock game already has LFO fuel cells, and by the time you get them, you'll have better power options with Pathfinder. These generators are intended to be early-tech, so they'll be bulkier than you'd think, or not produce as much ElectricCharge for their size.
  15. Not in the latest version, but it will be available in the next release. It still needs tweaking...
  16. I'm thinking that the Buckboard 3000 is a generator contains batteries, a small Ore tank, and the machinery to process and burn the Ore itself in addition to generating ElectricalCharge. So it's a generator with a micro-isru, which fits into my plans of creating a micro-isru part that comes from the generator but is available separately. I'll play with some prototypes and see which Buckboard fits best, but I definitely don't see the 1000 being big enough. The Sombrero is a deployable solar array that's in the works.
  17. @Geschosskopf: An ore-powered generator sounds like an interesting idea. Kind of makes sense since you extract LFO and monopropellant from it in the stock game. I don't think it would be very efficient since I see you just tossing raw ore into the burners, but if the consumption rate matches the drill's extraction rate, that would be ok. It would take RocketParts to convert a Buckboard 3000 into a generator, just like it takes parts to convert the 1000 into a battery. Also makes me wonder if I should switch to Machinery (which wasn't available in the CRP when I originally created Pathfinder), but I want to keep the resources you use to a minimum. Only reason for me to consider it is that apparently RocketParts are 5-liters per unit, and I laid out Pathfinder's storage templates thinking it was a 1-liter resource. Oh well, maybe they're just packed more densely in my templates... Anyway, I could see converting the Buckboard 3000 into a generator that makes use of the Gold Digger, which would also fit the mod's theme of cobbling what you need out of what you have. You'd need RocketParts to convert it. It would probably go in Advanced Electrics (Tier 6) along with the monopropellant generator. That way Pathfinder's power progression would be: Poncho (Electrics), generators & Sombrero (Advanced Electrics), Hot Springs (Large Electrics), and Solar Flare (Specialized Electrics). The goal has been for Pathfinder to provide a progression of power options throughout the tech tree, with the culmination being the experimental fusion plant. The next tier, Experimental Electrics, is where you get the WB-1 "Pinapple" fusion reactor from DSEV (renamed from the compact fusion reactor that fits into a hex truss).
  18. Actually, you can convert the Buckboard 1000 into a battery. I also have a 1/2-sized chassis unit planned that will burn monopropellant to produce EC. And many planets have GeoEnergy; you can convert a Hacienda into a HotSprings to tap into that GeoEnergy and produce EC.
  19. Thanks! It was both fun and educational on many fronts. Yeah, it depends upon a few things like how long it will take me to get my mods ready for 1.1, stuff happening outside of the game, and so on. I still have to finish the IVAs for Pathfinder, and those take a long time. Plus, I need some mods updated for 1.1 before I can try anything new. Yup! That code actually works. All you do is install it anywhere in your GameDirectory folder, and your kerbals will gain the ability to switch their character trait. It requires KIS so that I can update the skill trait on the KIS EVA inventory screen. If people want a version that doesn't require KIS, I can create that too. I wanted to leave things so that Martystu was indeed the best pilot, engineer, scientist, and tourist in the fleet, and the SuperKerbal.dll makes that happen.
  20. @RocketSquid They're still in testing over in my DSEV thread... @Rune: Really like that White Dart too!
  21. So, over the weekend, I did this thing: Still have to redo the heat animation, and create an engine shroud, but the redo of the nuclear aerospike is coming along nicely. It's a nice break from doing IVAs...
  22. I'd need logs and screenshots to see what's going on, can you post those?
  23. Part 24: Epilogue Jeb slowly woke up and rolled upright. He looked over at a black stone marker resting in the sand, then at the kerbal exiting the Ponderosa airlock. Neither one made any sense. “Haven’t seen you since you brought me back here a couple months ago, right after the explosions started,” the kerbal conversing with the stone marker said. “Yes, nice to see you too,” the stone marker replied. Odd, black stone markers generally don’t do that… “Say, this place has changed. The Long Flight is gone. And what’s that plane over there?” “Oh, I made some changes after you dropped me off,” the kerbal said and shrugged. “But I made you a pilot. Only an engineer can- You modified the Persistence, didn’t you! I told you, that’s forbidden! One curly brace out of place and the whole S.A.V.E. can come crashing down!“ “Oh, I didn’t modify the .sfs directly,” the kerbal replied. “There’s a better way.” “Then how?” “I practiced and got better,” the kerbal responded simply. “HOW!” “But,” the monolith stammered, “that’s custom runtime code! Not even I can do that! Who are you?” The kerbal shrugged and smiled broadly. “I’m Martystu, the, bravest, smartest, most BadS Pilot, Engineer, Scientist- and Tourist- in the Fleet. Bar none. Oh, if you want the SuperKerbal.dll file, holler and I’ll hook you up. I bundled the source code and project in with the zip file, just in case.” The monolith looked dumbfounded, which is pretty impressive for an expressionless slab of stone. Martystu Looked at Jeb and prompted the monolith. “Time for me to go? Conservation of Information?” “What? I- You- Uh, yes. Yes it is. I’m afraid so.” “Bummer. I just got her fusion turbofans working properly and was hoping to take the Kenlistar Awesome II on a non-stop flight around Duna. Oh well, it’s been a good run. Nice vacation. Gotta get back to the Fleet before I go AWOL though.” Martystu gave Jeb a quick salute. “Nice to meet you, Jeb, welcome home. And you owe me one. Ok, Monolith- can I call you Mono? LET’S FLY!” Martystu took a few running steps into the monolith and vanished without a trace. Jeb blinked several times, not sure what he just saw. The monolith would’ve done the same thing if it had eyes. “Um, ok then. Hello Jeb,” the monolith said, finally regaining its composure. “Who or what are you? Who was that?” “I am… I compute all there is. And, well I’m not really sure right now who or what he was. I guess you can call him a guest star.” “Uh, right… Are you real? Where was I? Was it a dream? Was it real?” “Yes, Jeb, all too real, I’m afraid. It took some serious CBC error correction and packet switching to sort out, let me tell you. Sorry for the delay in bringing you back, a router went down, you got stuck in a store and forward database, and the Kerbfleet monolith hadn’t seen you since the crossover. It thought it might be a client software problem on my end…” “What?” Jeb looked around. “I’m back at Midlands Base?” “Yes, you are at Midlands Base on Duna. I brought you here because I thought it would be a familiar location for you.” “Actually, KSC would’ve been nicer…” “I’m sorry, Jeb, I’m afraid I can’t do that.” “Why not?” “I’ve lost contact with my server blades on Kerbin.” “Uh, Ok… No idea what you mean by that. Where’s the rest of the team?” “They went to Dres, Jeb. You’ve been gone awhile. Over two years, in fact.” “Dres? Oh right, the counter-pulse thingy. Well, then I’m alone on Duna. Stranded. I’m at a base designed to last eight months, with no hope of rescue for years. The only way I’ll survive this is to science the Kraken out of it! “I AM… THE DUNAN! “Oh wait, who am I kidding? I don’t know mulch about engineering. I better call KSC so they can tell me what to do.” “That will do you no good, Jeb, the Kerbin you know is already gone. Your team succeeded in activating the ‘counter-pulse devices’ as you call them, but they woke up The Kraken as a consequence. They’re resetting space-time as we speak. This world will be affected soon, and if I hadn’t found you just in time, Martystu would’ve become one of the Original Four in your place. And once the S.A.V.E. resets, even I will be affected.” “So, we failed? The world’s about to end?” “After a fashion, but also born anew, with new choices and outcomes. Maybe even a graphic novel, time permitting. But hey, you also get wheels that actually work!” “Um, right… So, what do I do now?” “Come find me when you wake up...” ============================================ Thanks again @Kuzzter for allowing me to use Martystu in my story! And thank you readers for reading the story. Duna Space Program started out as just a test base for Pathfinder, and it succeeded in showing me some of the challenges of base designing with the mod. That was invaluable experience. But then it morphed into a really great exercise in story writing and character development. Great learning experience!
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