Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. Be sure to install everything included with GitHub or KerbalStuff release. Don't rely upon CKAN to install the mod.
  2. Oh cool, I didn't know that. I look forward to seeing the K.S.S. Redacted By Kerbfleet Security.
  3. @Kuzzter: To remove your helmet in space you need 1) to be crazy and 2) a custom mod to remove the helmet. KIS won't let you remove the helmet in space but that is something I can do if needed.
  4. I suspect that if it had been 42%, Mort would've found the ultimate answer to life, the universe, and accounting.
  5. Hi KospY, I have a question about creating KAS pipes. I have some parts in Pathfinder that have multiple KASModuleStrut modules, and I noticed that when they are first connected together, they look fine, but when I re-load the ship, I get duplicate pipe connections. It seems, for example, that port 1 on the Saddle (a part bolted to the ground) connects to port 1 on the Trailer Hitch (a part on the Buffalo) even though I actually had connected port 2 on the Saddle to port 2 on the Trailer Hitch. I don't know if this is a bug or not since I've created multi-port parts and that's not something I've seen done in KAS. Below is an illustration showing what I mean: I wonder if it could be related to the names of the transforms. In my parts, I standardized the transform names, so that on the Saddle and Trailer Hitch, the names of the ports are defined like so: MODULE { name = KASModuleStrut nodeTransform = plugPort1 type = PipeSize1 maxLenght = 50 maxAngle = 100 breakForce = 600 allowDock = true allowPumpFuel = true hasCollider = false tubeScale = 0.15 jointScale = 0.15 textureTiling = 1 tubeSrcType = Joined tubeTgtType = Joined evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (0.0, 0.0, 0.0) tubeTexPath = KAS/Textures/pipe } MODULE { name = KASModuleStrut nodeTransform = plugPort2 type = PipeSize1 maxLenght = 50 maxAngle = 100 breakForce = 600 allowDock = true allowPumpFuel = true hasCollider = false tubeScale = 0.15 jointScale = 0.15 textureTiling = 1 tubeSrcType = Joined tubeTgtType = Joined evaStrutPos = (0.05, 0.059, -0.21) evaStrutRot = (0.0, 0.0, 0.0) tubeTexPath = KAS/Textures/pipe } Is there a way to set up my configuration so that I won't get the duplicate pipe connections upon load? Thanks for making such a great mod, and thanks for your help.
  6. Sure thing. I enjoyed using it during my KSOS days and it's nice to see it working in 1.0.5.
  7. Hm. Ok, This is definitely something I cannot reproduce so I need your help. Can you download this plugin and see if it helps any? Thanks.
  8. In terms of Pathfinder, a large dome like this would probably need to be built on site and pretty much be a permanent fixture. I'm not sure where it would fit in the Habitation, Science, or Industry domains that the mod has; maybe it can do all three, giving you the ability to configure it as a science module, habitation module, or industrial module. The plugin can easily handle that capability. I'll think about it, but it'll be Phase 2/3 at the earliest- I have to finish up Phase 1 first.
  9. Thanks. I'm more a mod maker than storyteller, so my reports aren't as sophisticated as a graphic novel. My updates are slow as well, gotta make sure that the mods work. I'm debating whether or not to move Lowlands Base or just leave it in place. Part of my goal with this mission report is to keep testing Pathfinder's base building aspects in a variety of different terrains, and making a new base might help ferret out the issues that other users are experiencing, so I'm leaning towards leaving Lowlands Base and just moving the vehicles and resources. I might just leave a few foundation pieces behind instead. I actually have a better spot than the Supply Depot: Appaloosa 1 landed in a resource rich area, and the Komet set down in a respectable spot, but not as good as where Appaloosa is. Here's a screenshot showing the Appaloosa (far right), Supply Depot (slightly left of Appaloosa), and Lowlands Base (far left): I do plan to 3D print parts via OSE Workshop (now that Pathfinder is updated to the latest OSE Workshop) and build a heavy hauler via KIS/KAS. I'd rather build a flyer than drive the 100km to the new spot...
  10. The next several days consisted of painstaking drilling for resources followed by 3D printing new components to expand Komet Outpost. Bill took some time to modify the Komet’s wings so that it could hold a variety of different resources, while Bob set up a Watney lab to create water as well as a Sunburn lab to make fusion pellets- Bill and Bob needed them for a project. Jeb didn’t have much to do as usual, so he played fizzbin over the communications link with Val whenever it was available. “I want to fly like a bird,” he said after one frustrating hand. “Just strap on a pair of wings and go.” “What pilot wouldn’t,” Val responded. “Maybe when we’re finally settled we can build one.” Despite having an army of Gold Diggers working whenever there was daylight, resource extraction proved to be slow. Over the radio, Gerbles proposed a heavily modified version of the Hot Springs that would rapidly dig up resources. It would be ready by the time the trio got back along with something able to handle the increased heat output. On Day 9 of their mission, Bill and Bob introduced their project: a micro-fusion reactor! The small, portable fusion reactor was every bit as good as the Solar Flare, but available in a much more compact form. With the Gold Diggers now running continuously, Komet Outpost became a proper supply depot. All they had to do is wait for their resources to accumulate. To pass the time, Bill refitted the Komet with some additional components. Thirteen days after they left, Bill, Bob and Jeb left the newly renamed Supply Depot on automatic and launched into the sky with a hold full of minerals, rocket fuel, and even fusion pellets for their new micro-fusion reactor. They landed 1.3km from Lowlands Base and got stuck on a hill- the M1A1 wheels couldn’t handle the weight. Gerbles drove out with a tank of LFO, and Komet shot up the hill and parked next to the base without issues. After a reunion with all the expedition members, they got to work unloading Komet’s valuable cargo. *** A couple of days later, Bill and Gerbles refit the Komet once more, this time giving it an aerospike engine for better efficiency and some additional chutes. Jeb and Bill set out to the Supply Depot again with their new Claw Marks strip miners and a Smoke Pipe cooling tower. All they had to do is produce enough organics before their snacks ran out. Despite the additional chutes they still landed hard, and Jeb realized that they need a better way to slow down. Bill pointed out that the VTOL jets just need some action group reprogramming to make it easier to use them for landing, but he added some retro rockets to the ship’s nose to help it slow down. Bill also restructured the base to make it more stable and installed two Claw Marks and the Smoke Pipe. With the increased drilling rate and continual power, it didn’t take long to process the raw materials into the organics that they needed. A short hop later, Komet returned with a load of organics and more minerals just as a sandstorm arrived. At last, Lowlands Base had enough supplies to make the move to a better spot.
  11. Do you have a screenshot? I've never encountered this issue. What mods do you have installed, like SCANsat and such. There migjt me an interaction issue going on.
  12. Very much a prototype but... I think a custom seat and a small 1u rover front with headlights would work out well. That, and a 1u monopropellant generator, and maybe an ATV chassis.
  13. Ah ok. I do have plans to make the Mountain Goat turn sideways. So far I haven't had luck with that but it appears that Bobcat used an animation to rotate the wheels. I'll have to give that a try. Thanks for the config file.
  14. Currently the only way to disable the feature is to go to the Supernova config file and change the requirements there. Also it sounds like there's still a bug preventing the upgrade. I'll take a look, thanks for the feedback.
  15. Interesting idea, what would it be used for? Thanks for the suggestion.
  16. Also, forgot to mention that the JetWing has really good range right now on Duna and Kerbin, and that may change. On Kerbin, I flew up to 15k altitude and performed a transcontinental flight! That's a bit much. The amount of fuel it carries is right where I want it but the range needs to drop. I'm thinking the isp needs to be abould half what it is now. This is where I need test pilots willing to tweak config files and report their results.
  17. Tuning the wheels is going to be an ongoing issue as it is a black art. I wish I knew what settings were used on the stock wheels as that would be a great guide for me. I am hoping that when 1.1 drops it will be easier to figure out what traction values to use. I might create a set of exprimental wheels with various settings and let people try them out and see what works. The best way to keep the JetWing upright right now is to board the wing, extend the kickstand, turn on SAS, and rotate until vertical. On many occasions I've been able to land vertically and, with SAS turned on, leave the command seat, and the wing stays upright, so I don't consider the kickstand to be useless. Bolting the wing to the ground would be tricky but maybe I can build a "coat rack" that you can bolt to the ground, and then you'd attach the wing to it. A mini rover sounds like an interesting idea. I could see half-sized Grizzly wheels attached to a chassis and some kind of external command seat variant, plus the generator that I have planned, which indeed runs on monopropellant. For now you can get away with a 2u chassis, the Mountain Goat or Grizzly wheels, an external command seat and a trailer hitch to help you climb up.
  18. <Hate these new forums...> Get the latest here. 0.6.11 - Recompiled for the latest version of DOE - Fixed an issue preventing the science reports from working in Career/Science Sandbox mode. - The slim probe core now has the proper level of SAS control to facilitate targeting astronomical bodies.
  19. This month my plans got totally derailed but I might have some interiors for you in a couple of weeks.:)
  20. Get the latest here 0.6.11 - Recompiled for the latest version of DOE - Fixed an issue preventing the science reports from working in Career/Science Sandbox mode. - The slim probe core now has the proper level of SAS control to facilitate targeting astronomical bodies.
  21. Quick update, get the latest here from [URL="https://kerbalstuff.com/mod/933/Pathfinder"]KerbalStuff[/URL]. I'll have GitHub updated later tonight. 0.9.5 Flight by Erik Groysman This update has some minor tweaks and bug fixes to the JetWing. It is still experimental but the flight controls are a little easier to use. JetWing - When you load the flight scene, the JetWing will look at what fuel you're using and set up the engine mode automatically. - Improved the jet flame effects for liquid fuel mode. - You can now re-bind the hover control keys. Simply right-click on the wing, click "Show GUI" to display the on-screen hover controls, and click the gear button to display the hover controls keyboard mapper. - Moved center of thrust a little lower to make the wing a bit easier to fly. - JetWing's art assets and config files are now in the Buffalo/Parts/JetWing folder. You can safely delete all other folders in the Buffalo/Parts folder as well as the Buffalo/Spaces folder and Buffalo/Assets folder if all you want is the JetWing. Outback - The Outback's art assets and part file are now self-contained in the Buffalo/Parts/Outback folder.
  22. Ok, here's the latest. [removed link to defunct website]. I'm on my laptop so I'll have GitHub and such updated later... 0.2.4 Flight by Erik Groysman This update has some minor tweaks and bug fixes to the JetWing. It is still experimental but the flight controls are a little easier to use. JetWing - When you load the flight scene, the JetWing will look at what fuel you're using and set up the engine mode automatically. - Improved the jet flame effects for liquid fuel mode. - You can now re-bind the hover control keys. Simply right-click on the wing, click "Show GUI" to display the on-screen hover controls, and click the gear button to display the hover controls keyboard mapper. - Moved center of thrust a little lower to make the wing a bit easier to fly. - JetWing's art assets and config files are now in the Buffalo/Parts/JetWing folder. You can safely delete all other folders in the Buffalo/Parts folder as well as the Buffalo/Spaces folder and Buffalo/Assets folder if all you want is the JetWing. Outback - The Outback's art assets and part file are now self-contained in the Buffalo/Parts/Outback folder.
  23. [quote name='Korfio']Hmmm... also getting "ScienceData..ctor" error. I was pretty happy getting it all up there, aiming and then.. failing to get the science at the last moment :/[/QUOTE] I'll keep investigating. Meanwhile I should have the CactEye updated with the latest DoE this weekend. Since the forums will be down, expect to see an update via KerbalStuff and AVC.
×
×
  • Create New...