-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
can you post your log files? That would help.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
I see what you did there.. your sky is full of Stuff and Things.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah it definitely sounds like an issue with the stock game. I based my values on the stock drill-o-matic, but don't really know why you're having those issues. I'd say dump the part modules causing you grief and then try timewarping to let the parts cool down.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Make sure to install everything from the DSEV mod. Don't leave anything out; you need Community Resource Pack, the ModuleManager dll, DSEV, 000WildBlueTools, and the like.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
My guess is that there's something going on with the stock game. If you've turned off all the heat sources then you shouldn't be producing any heat. I'm not doing anything special when it comes to the heat generation. you might try removing ModuleCoreHeat from the hotsprings, and setting GeneratesHeat to false for ModuleResourceHarvester (both are stock game modules). You can find these in the HotSprings template and in the Gold Digger. Hope that helps.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yes, there is a MM patch for the Pigpen that converts mulch.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
Angelo Kerman replied to tgruetzm's topic in KSP1 Mod Releases
I had a random thought today at lunch. Instead of randomly consuming two snacks, the kerbal experiences a "food coma" and takes a nap for an hour. That way your snack supply is more predictable, but your kerbals might need a nap every now and then. When taking a nap the become tourists. That would be an option you can toggle. Anyway, just a thought. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not sure, but the geothermal plant does generate heat. What are you using as a radiator?- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks! It's getting there, IVAs are a lot of work for a lower rate of return compared to making rocket parts. Anyway, got the table chairs done, and added the bag o snacks: Just a couple of more props to go.- 3,523 replies
-
- 2
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Adjutable tank diameters are causing trouble when people have parts attached to them. I'm also concerned about performance issues. It could be that all the didden meshes are slowing down rendering times, which results in reduced framerates. Even though the mesh is invisible, I suspect the the game still has to check to see if it should render it. It is a guess, however. I need some data from people who use, say, just the tanks and not the fusion engine and radiator panels. Do you see a drop in framerates as well? I have recently learned how to turn off par modules so they don't receive notifications from the game, and that also may help. That would mean the mesh switch code could do its thing and then turn off, leaving the part in the desired configuration. For the 1.875m tanks, the new Titan line in MOLE has them along with the 2.5m Titan II, so having them in DSEV would be redundant. I don't see many people using the 1.25m and 0.625m versions of the tanks so if anything they will be available separately. Plus, my texturing skills have improved and the existing non-orange tanks are kinda fugly...
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thank you for running the tests. I do not know what Remote Tech is doing differently since I normally don't use it. I'll have to download the latest and duplicate your steps. I suspect that RT does something to disable commands, but I'm not sure. At least it works in stock... Meanwhile, I'm in the home stretch for the remaining artwork. The seats are placeholders, as are the monitor screens, but... I expect to be done with 0.9.6 later this week, presuming I can finish the artwork and debug the RT issue.- 3,523 replies
-
- 4
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Having messed with the "Unity theory" I can say that at times it's a real pain... But the PartTools sub-theory works pretty well for making props. I'm looking forward to theory 1.1
- 1,675 replies
-
- 2
-
-
- fanfiction
- graphic novel
-
(and 1 more)
Tagged with:
-
@Parkaboy: Enjoying your stores, love the S.A.V.E. theory! And... I'm just literally making the bed right now, and just have to build the chairs. Almost done!
- 1,675 replies
-
- 7
-
-
- fanfiction
- graphic novel
-
(and 1 more)
Tagged with:
-
I double-checked, the large docking ring should have this: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 minDistanceToReEngage = 1f acquireRange = 0.5 acquireForce = 3.0 captureRange = 0.06 } MODULE { name = WBIDockingNodeHelper }
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sounds like an installation issue. Make sure to download everything from either github or kerbal stuff. If you're using CKAN, don't, it causes endless support issues for me. If all you're using is Pahfinder, then be sure to install everything it comes with.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Thanks for letting me know. I should have some updates after I finish up Pathfinder's release. DSEV is due for an overhaul..
-
They should already be generating heat, here's the config for the large fusion reactor: MODULE { name = ModuleFusionReactor ConverterName = Fusion Reactor StartActionName = Start Reactor StopActionName = Stop Reactor FillAmount = 1.0 ecNeededToStart = 2000 AutoShutdown = true GeneratesHeat = true TemperatureModifier = 60 UseSpecializationBonus = true SpecialistHeatFactor = 0.2 SpecialistEfficiencyFactor = 0.1 SpecialistShutoffTemp = 0.5 DefaultShutoffTemp = 0.3 Specialty = Engineer EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = FusionPellets Ratio = 0.001 FlowMode = ALL_VESSEL } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3000 DumpExcess = false } } I might need to tweak things with the new heat system in place but the reactors are indeed generating heat.
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, at least I finally crushed the crash bug when hopping from your base to the Terrain. Now I just have some artwork to finish.- 3,523 replies
-
- 1
-
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
So, is Kenlie Kerman the only one with a psychic connection to his evil twin? I wonder if, say, Bill has a subconscious link to Evil Bill. And for that matter, if there is a Ted and Evil Ted...
- 6,461 replies
-
- 1
-
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
No problem. With MOLE in a good spot, I'm back on Pathfinder. I was reviewing your comments about the TERRAIN (the science spam is fixed), and noticed that you couldn't perform an orbital scan at 90km. I usually go up to 250km to do my scans, have you tried that?- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi @123nick, Happy New Year. I just checked, the USI-LS patch is indeed bundled with Pathfinder. The Prairie uses Organics and ElectricCharge to produce Supplies. It also requires 388.8 Organics to remain in the module in order to grow Supplies. I might change that requirement to Dirt now that Dirt is in the Community Resource Pack. The Prairie works differently than the USI-LS greenhouses from what I've seen. Instead of a small but steady stream of Supplies, the Prairie takes 540 hours to grow 180 units of Supplies. If you staff it with a Scientist, you can reduce the growing time and increase your crop yield. Of course, if you get a bad roll of the dice, you could potentially lose your crops. @Buzz313th: I'm in the process of debugging the TERRAIN issues, and I haven't run with SCANSat in a long time, so it may take a bit. Next update will have the fix as well as some new toys to play with. Fortunately I was able to debug and fix the Grizzly wheel issues as well, just in time for KSP 1.1, heh.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
Duna Space Program: Part 24: Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Part 10 While the expedition members waited out the worst of the sandstorm, Bill led the effort to 3D print components for more Bird Dog satellites. Once the storm abated enough to become a non-issue, Bill and Gerbles assembled them one by one while Jeb and Val took turns remotely piloting them into orbit. After realizing that they had enough fuel, the pilots maneuvered the satellites into orbits of various inclinations and altitudes. Finally, with the Bird Dog constellation complete, the team could be anywhere on Duna and know exactly where they were. And while they still couldn’t talk to Kerbin due to Kerbol’s strange radio interference, at least they now had global communications coverage around Duna. The team hammered out a plan to deliver non-essential resources to Midlands Site One (the potential next base location where Appaloosa-1 landed) via a scout craft. The team would take turns remotely piloting the craft, known as the Catepillar, and determine the best way to reach Appaloosa-1. Once val approved the plan, Bill and Gerbles assembled the rover from components produced in the Clockworks. It took two days of careful driving, but the Catepillar finally arrived at Supply Depot. It lost several tires on route and flipped over several times. Bill resolved the software glitches it experienced along the way as well so that the main expedition’s trip would be much easier. “It really helped to have the fusion reactor aboard,” Val commended Bill and Gerbles on the design. “We never had to stop to recharge.” In the pre-dawn hours of Sol 61, The team split up again as Bill & Jeb took the Komet out for a short hop to Supply Depot. There they would wait for the rest of the team to make their trek, but not before repairing the Catepillar for the last leg of its journey. Several hours of remote-driving later, the scout craft arrived intact at Appaloosa-1. Val and the rest of Duna Expedition 1 piled into their packed transport dubbed Big Rig 1. The team hauled 70 metric tons of hardware and supplies to the new site. Fortunately, their route proved to be much smoother, and they arrived at dusk two days after heading out, traveling just over 110 kilometers. “We’re no Elcano,” Surina noted, “but between the Catepillar and Big Rig 1, that was a long trip.” Before nightfall, Gerbles had the Pathfinder geology lab assembled. Bob and Surina quickly took soil samples to confirm the TERRAIN satellite’s findings. The numbers definitely looked promising. Wasting no time, the team worked through the night to assemble Midlands Base. By the time Bill and Jeb arrived at daybreak, everything was up and running. Author’s Note: Originally I wanted to fly all the supplies to Midlands Base, but decided to drive there once I realized that I wouldn’t have the new parts ready for awhile- IVAs just take too damn long, and I got sidetracked with MOLE. But I’m glad I made the trip over land, it helped me work out the bugs in the Grizzly and Mountain Goat wheels. Now I just have to fix a few bugs in Pathfinder… -
Duna Colonial Transport System
Angelo Kerman replied to DunaRocketeer's topic in KSP1 Mission Reports
Oh cool, thanks! I just downloaded it. I knew I saw another mod.. it's called Flight Manager for Reusable Stages (FRMS). It lets you jump back in time in your save to fly separate stages. Found it here. Anyway, looking forward to seeing what you do next.:)