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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Actually, I do. DSEV's radiator plugin code is built on top of the stock radiator modules. It simply adds the option for active cooling.
  2. MCM is no longer supported, and very likely causing you issues. Also, the latest version of Pathfinder is 0.9.5. Please check out this link to get the latest. Hope that helps.
  3. Likely that comes from ExtraplanetaryLaunchpads. All I do is show the GUI. Have you tried the survey station that comes with EL?
  4. @StarhawkI'm an iOS software engineer IRL, and I know well Bill's frustration. I had one project where management wanted a miracle in a month and it forced us to cut corners to meet the deadline, with management fully aware and accepting the limitations. A year later, new team members were lambasting the poor quality of the product with no acknowledgement of the long hours and hard work we put in to make the thing work to begin with in an unreasonable timeframe (including management who were well aware of the issues). And that is really irritating. My experience shows that you have three pillars of engineering: time to market, features, and quality. Pick two, and accept the consequences of not having the third. Too many startups can't or won't do that and immediately blame the engineers. Hopefully Bill's bosses are much more supportive. Sorry for the mini rant, maybe it'll be helpful for story purposes. Anyway, that's why I like working on my mods; they're done when I say they're done, and I've learned to not rush things.
  5. This is really cool! Do you have the tech tree nodes unlocked for all the station components? If not, how do you have them in your career save?
  6. For the Discovery II, always saw the cupola as the command module, while the hitchhicker served as the hab modules and stock structural tubes comprised the arms. For the Copernicus, I will use the Homestead from Pathfinder and give it an IVA. Nautilus will have custom hex hab and command modules as well. At some point I want to make an animated centrifuge, but my immediate plans in the new year are to overhaul the trusses to help with part count. I think the radiators might be contributing to the performance hits, but they are based upon the stock radiator modules. I had some stock radiators on my test base and they slowed framerate to a crawl. I might have to create some advanced radiators so that you need fewer of them, and hopefully cut down the number of parts and part modules needed. The 1.875m tanks will be going away as separate parts but they'll be integrated into tank trusses and likely stretched to fit their entire length. No more toggling the end styles. I might separate out the 3.75/2.5 toggleable tanks as well, but keep the option to switch between stock orange and gold. And once I get the overhaul done, I can finally work on the Copernicus. All this happens with deprecated parts so your ships won't go boom...
  7. In my testing I was unable to get the chute to work by itself. I could attach it to the kerbal ok and it was recognized as a part but the game would not deploy the parachute, and it wouldn't show the context menu. So for now the answer is no, you can't.
  8. Do you have logs I can look at? I won't be able to tell what's going on without them. Offhand it could be that you're using a WildBlueTools that's out of date. After installing DSEV and Pathfinder, make sure to use Pathfinder's WBT.
  9. Say, random thought/question: Are there resource combinations underwater? Can you EVA underwater?
  10. I'm not, I'm slowly going nuts working on IVAs, even taking a break to work on... an IVA, heh. If I get the Ponderosa's IVA done by Christmas I'll be happy. I know, take my time and all... Anyway, really enjoying how the story is shaping up.
  11. Honestly I haven't heard of KSP Player before, heh! I'm rooting for your lost kerbals.
  12. Yeah, not sure what's causing this. One thing I know can slow frame rates is shiny textures. I checked, the hex trusses don't have shiny textures on them. The other thing that might be causing it are the multiple mesh options similar to B9. There's a lot of mesh to render in the frame and "chicken wire" mounting racks. One thing to check is try crating your 200-part craft without the hex trusses, or without the fuel tanks. That might tell you what type of part is causing the issues. @Jimbodiah: Looks pretty cool! Glad you figured out that the hex trusses are hallow. Nice idea with the procedural tanks. As an alternative, those FLM-450, 900, and 1800 tanks fit nicely inside the trusses, as does the compact ISRU and WB-2 fusion reactor. I'm thinking that if the hex trusses are causing issues, I will redesign them, deprecating the old parts. I'd start by replacing the "chicken wire" equipment rack meshes with transparent textures to cut down on rendering (assuming that helps), do away with the tripple-length truss, and resize them to be slightly larger than the FLM-450, 900, and 1800 tanks. That way, no vestibule would be needed. Then I might make variants with the fuel tanks inside, and ditch the 1.875m tanks (they'd make a return with MOLE most likely). So you'd have quarter, half, full, and double trusses that are hollow, and quarter, half, and full trusses that are closed but have integrated fuel tanks. You'd have six sides to attach things to with the fuel tank trusses and a variable number of sides to attach stuff to with the hollow trusses. Also, the FLM-450, 900, and 1800 tanks have style options for 1.25m and 0.625m. Does anybody use those sizes? I might do away with them as style options but put them into an optional fuel tank addon pack as separate parts.
  13. That looks pretty darn cool! Loving the ship designs, is that shuttle from B9?
  14. This is a fantastic read, and inspiring for me to do somw more work on the MOLE. I have a mini science lab in mind (the actual Mark One Laboratory Extension) and well, something else. Definitely following this one!
  15. Thanks for the report, I'll have that fixed in the next update. @Jimbodiah: This is a prototype but MOLE will be gaining a few new parts.
  16. SSTU? What's that? I can see the link came from foundation3d, I used to post stuff there.
  17. Oh! That is from my Contact Lost website. Before discovering KSP, I was creating art for Contact Lost, an alternate history with a twist: what if magic was real, but since it took a genius like Mozzart to learn, it fell out of use in favor of technology. Kind of like how the bow gave way to the gun. Then I asked myself What if magic was then rediscovered in the modern world? What impact would it have? I tied magic to quantum physics, where the act of observing something can change its state, and had the notion that magic interacts with physics based on willpower. You could do things like manipulate gravity, vibrate objects to heat them up, convert matter to energy and vice versa, etc. The other premise was that ancient humans were a lot smarter and more clever than we technically advanced societies give them credit for. It's the Ancient Astronauts theory with the twist that ancient humans were the astronauts, and had magic powered their spacecraft. I came up with that after getting annoyed with the notion that humans couldn't possibly have built the pyramids Stonehenge, and other monuments without alien help. Except in my case they got a little help from magic instead of just some creative engineering, heh. Anyway, half the fun for me was doing the extensive research for the vehicles. I remember reading about an idea to scale up Gemini and combine it with an Apollo SM, and when I was first learning 3DS MAX I redid my Gemini spacecraft I made in trueSpace to reflect that idea. I also needed a station supply craft, did some research on NASA's AARDV, Japan's H2 freighter, and reused the Apollo SM mesh and some station components (because I was lazy) to create the Aardvark. Some of that might come into KSP at some point too: I've toyed with bringing a form of the RABBIT to my Buffalo mod, and making some 1.875m service module components for the MOLE. We'll see...
  18. Gemini CM and Apollo SM? Not sure about that but I am working on the MOLE- Mark One Laboratory Extensions, a kerbal version of the Manned Orbiting Laboratory. It's a side project that I work on when I have time. In fact I'm doing some work on it this weekend. Anyway, you can find the thread in my sig.
  19. Here is the release thread for the CactEye. Not sure what the crash is, there appears to be a bunch of "Look rotation viewing vector is zero" reports in your logs but I don't know what that's from. Have you tried just the stock game, MechJeb, and the latest CactEye? Also, it would be a big help to me if people would switch to the release thread for discussions. I don't own this thread, so I can't request for it to be locked. It's fewer thread for me to keep track of that way.
  20. No worries, thanks for the feedback. Mostly I hear bug reports but it's nice to know at least some stuff works. The recycler issue you noted actually comes from OSE Workshop and Obi has a fix in progress. I'll have to look into the TERRAIN uplink issue, it used to work. The Kerbals stuffed into the deflated modules is a known limitation of Pathfinder's interaction with KIS. I have to find a way to add inventory modules to the part when deflated so that I can change the crew capacity to 0. And thanks for the info about the starter craft, I'll fix that.
  21. Definitely need to be careful with timewarp, especially with large bases and ships. I think KSP has issues with large sprawling bases and eventually the Kraken will get you when a collider gets stuck in the ground. I'd guess that it's a problem with any base building mod... I tend to pause at 5x timewarp before returning to 1x and that seems to help. The strip miner issue might be a result of placement, try moving the module around and see if that helps.
  22. Mk15 Massive Orbital Repository for Aircraft Cargo Bay: 3-5 times the size of a regular Mk3 cargo bay. And if you go the config file duplicate route don't forget to change the part name.
  23. It occurs to me that you can duplicate the mk3 cargo bay configs and then scale up the model. You wouldn't need custom meshes that way. Under the MODEL node just add "scale = 5, 5, 5" without the quotes. You'd get a bay that is 18.75m in diameter.
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