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Angelo Kerman

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  1. Get the latest here. The Buffalo gets new wheels! The stock-based RoveMax M1A1 wheels were always interim placeholders, but now the Buffalo has its real wheels. The new M1A1 Mountain Goat is inspired by the wheels found on NASA’s MMSEV but they have been brought inline with the KSP art style. The current stock-based wheel will be going away. They are deprecated in this release (existing craft won’t break but you won’t find the wheels in the catalog) and it will be removed at a later date, so be sure to retrofit or retire your rovers that have the older wheels. New Parts - Added the Patio, a 3.75m muncrete slab that's useful for making landing pads and foundations for bases on uneven terrain. You can clip slabs together to form larger areas. To use it, bolt it into the ground NOTE: This is an experimental part, use at your own risk. - Added the M1A1 Mountain Goat. The M1A1 can switch between a wide wheelbase for normal driving, and a narrow wheelbase to get in and out of cargo bays. And to top it off, it has sound effects if you have the Wheel Sounds mod installed. Thanks for the suggestion, Supermarine! - Added the Tundra 200 and Tundra 400. These are conformal storage tanks for the Buffalo that are intended for ground and aerospace craft. Unlike the Wagon, they do not expand, but you can attach other parts to them. Gold Digger - Lowered EC requirements for the Gold Digger to reflect its lower efficiency compared to the stock Drill-O-Matic. Buffalo Command Cab - Increased storage slots slightly. Interim Rover Wheel - The existing stock-based rover wheel has been deprecated in favor of the new M1A1 Mountain Goat. Be sure to retrofit your rovers. Other - Moved the Mineshaft, Capstone, and Switchback to the Structural tab (they are still found under the Pathfinder category as well). - Moved the part config files to the new Parts directory, organized by tab. Textures and mesh files remain in the Assets folder. Bug Fixes - The greenhouse will now retain its resources when you switch away from the vessel and switch back. - The Spyglass can now attach KAS pipes. - The Watney Rainmaker no longer complains about a lack of Oxidizer or MonoPropellant (you might need to transfer some into the Doc). - Fixed GeoEnergy resource distribution for Eeloo. Thanks for pointing it out, CyberFoxx! - The Switchback's KIS storage capacity is now available from inside your base as well as during EVA.
  2. Get the latest here. The Buffalo gets new wheels! The stock-based RoveMax M1A1 wheels were always interim placeholders, but now the Buffalo has its real wheels. The new M1A1 Mountain Goat is inspired by the wheels found on NASA’s MMSEV but they have been brought inline with the KSP art style. The current stock-based wheel will be going away. They are deprecated in this release (existing craft won’t break but you won’t find the wheels in the catalog) and it will be removed at a later date, so be sure to retrofit or retire your rovers that have the older wheels. New Parts - Added the Patio, a 3.75m muncrete slab that's useful for making landing pads and foundations for bases on uneven terrain. You can clip slabs together to form larger areas. To use it, bolt it into the ground NOTE: This is an experimental part, use at your own risk. - Added the M1A1 Mountain Goat. The M1A1 can switch between a wide wheelbase for normal driving, and a narrow wheelbase to get in and out of cargo bays. And to top it off, it has sound effects if you have the Wheel Sounds mod installed. Thanks for the suggestion, Supermarine! - Added the Tundra 200 and Tundra 400. These are conformal storage tanks for the Buffalo that are intended for ground and aerospace craft. Unlike the Wagon, they do not expand, but you can attach other parts to them. Gold Digger - Lowered EC requirements for the Gold Digger to reflect its lower efficiency compared to the stock Drill-O-Matic. Buffalo Command Cab - Increased storage slots slightly. Interim Rover Wheel - The existing stock-based rover wheel has been deprecated in favor of the new M1A1 Mountain Goat. Be sure to retrofit your rovers. Other - Moved the Mineshaft, Capstone, and Switchback to the Structural tab (they are still found under the Pathfinder category as well). - Moved the part config files to the new Parts directory, organized by tab. Textures and mesh files remain in the Assets folder. Bug Fixes - The greenhouse will now retain its resources when you switch away from the vessel and switch back. - The Spyglass can now attach KAS pipes. - The Watney Rainmaker no longer complains about a lack of Oxidizer or MonoPropellant (you might need to transfer some into the Doc). - Fixed GeoEnergy resource distribution for Eeloo. Thanks for pointing it out, CyberFoxx! - The Switchback's KIS storage capacity is now available from inside your base as well as during EVA.
  3. No worries, I might update the graphics to indicate that many parts have KIS storage. Meanwhile, Get the latest here. The Buffalo gets new wheels! The stock-based RoveMax M1A1 wheels were always interim placeholders, but now the Buffalo has its real wheels. The new M1A1 Mountain Goat is inspired by the wheels found on NASA’s MMSEV but they have been brought inline with the KSP art style. The current stock-based wheel will be going away. They are deprecated in this release (existing craft won’t break but you won’t find the wheels in the catalog) and it will be removed at a later date, so be sure to retrofit or retire your rovers that have the older wheels. New Parts - Added the M1A1 Mountain Goat. The M1A1 can switch between a wide wheelbase for normal driving, and a narrow wheelbase to get in and out of cargo bays. And to top it off, it has sound effects if you have the Wheel Sounds mod installed. Thanks for the suggestion, Supermarine! - Added the Tundra 200 and Tundra 400. These are conformal storage tanks for the Buffalo that are intended for aerospace craft. Unlike the Wagon, they do not expand, but you can attach other parts to them. Interim Rover Wheel - The existing stock-based rover wheel has been deprecated in favor of the new M1A1 Omni Wheel. Be sure to retrofit your rovers. Command Cab - Increased storage slots slightly. And a new/old image:
  4. Yup! I barely used it, but realized that it would make a nice deorbit motor. Anyway, here is Part 7: “Last time I made a homebuilt rocket was back when I still owned the Junkyard,” Jeb reminisced as he admired the first rocket built on Duna. “As I recall,” Bill added, “you nearly blew yourself up and then hired me and Bob to make it work. Then you very nearly achieved orbit in the Vulture. Sometimes I miss our old Salvage One space program...” “And we would’ve kept going if it weren’t for the Kerbal Space Program bringing us onboard to stop us from making them look bad. How long has it been, Bill?” “Oh, easily 20 years, Jeb.” “Yeah. Long time, old friend. Anyway, she’s a beauty.” “Yup! Welcome to the Duna Space Program,” Bill said proudly, admiring his design. “We build rockets from printed parts and space junk. Except ours actually work”¦” Valentina studied the craft. The guys had been keeping it a secret as they worked on it. Or tried to. Since it was her base, she already knew what they came up with. Still, she decided to play along. “Wait, is that the Appaloosa?” “Good eye, Val,” Bill said triumphantly. “It’s a throwback to the early days of the space program, but I figured that would be a good place to start. We deleted the heat shield and just bolted it to the fuel tank, then replicated the Swivel engine from the Komet. Gerbles scavenged parachutes from the Colony Drop, and we recycled other spent parts to make landing gear. I made a small probe core out of backup parts from the Colony Drop’s core as well, since I knew you wouldn’t let Jeb fly it.” “You know I would,” Jeb said. “You’re kraken right I wouldn’t let him fly it,” Val retorted. “Not for the first flight at least.” “Anyway,” Bill continued, “the plan is to wait for the TERRAIN to fly overhead so we can use it as a relay satellite. Then we launch the Appaloosa on a sub-orbital hop to what we hope is a better site for our base. If all goes well, then the Appaloosa becomes a beacon for us to aim for when we move.” “What about the static? Will it affect communications?” “It might, Val, so we’ll do some unplugged tests before we launch. If there’s a problem, then we abort and go with plan B.” “Which is?” “We step up our timetable to build the Bird Dog GPS satellites and fly them before launching the Appaloosa. It’ll take longer and we may need to recycle a few more things but with enough Bird Dogs in orbit with high-gains, we can overcome the static.” “Great. Let’s get back inside and begin the countdown.” *** It took luck and some computer hacking to cut through the static and talk to the overhead TERRAIN, but launching a Bird Dog proved unnecessary. At least for now. The team made their final checks before giving Jeb the final go ahead to light the candle and remotely pilot the world’s first 3D printed rocket. Appaloosa 1 separated from the decoupler and began to tip over. Jeb immediately lit the engine and blasted off of the launchpad. A few frantic seconds later, the home-built rocket pointed skyward. Using the sun as a guide, it headed east towards a promising patch of ground. Appaloosa 1 arced over at 68 kilometers and headed back down again. A couple of short engine bursts ensured that the craft set down in the intended target area. Jeb extended the landing gear to help slow it down, and once again there was no need for a heat shield. At 3,000 meters above the ground, KSP’s most experience pilot popped the chutes. It would’ve landed hard were it not for a last minute engine burn to slow down. “Touchdown,” Jeb said matter of factly. The rest of the crew cheered. “Not bad for a home-built, how’d I do?” Surina checked the resource map overlay with the rocket's calculated position. Valentina stared at the location for a few moments while Bill read the rocket's telemetry data. The cabin interior was textbook perfect, showing no sign of leaks. "Perfect," Val proclaimed.
  5. Looks like fun! Side Note: I looked into the meshes that comprise a kerbal, and that suit collar is integral to the body of the kerbal. Without a replacement mesh for the body, you're kinda stuck with the collar.
  6. Great question. The way it works is you can use either the TERRAIN or the stock M700 orbital scanner to unlock the planet, then use the stock surface scanner or the geology lab to unlock the biome. Basically, Pathfinder uses the stock system to unlock resources. Here is a link from the wiki page: https://github.com/Angel-125/Pathfinder/wiki/Scanning-For-Resources-In-Pathfinder
  7. Great question. The Command Cab and Crew Cab both have a small amount of KIS storage. Also, the Chassis parts and Wagon can be configured to store items, as can all of the Buckboards. Simply right click on the part and press the Prev or Next buttons until you see the Storage template.
  8. Oh, that makes a lot of sense, thank you for sharing that!
  9. Thanks for the suggestion. The reason you don't hear the sounds is because WheelSounds doesn't know about the Buffalo wheels. If you are willing to do some text editing, you can edit the RoveMaxM1A1.cfg file found in the WildBlueIndustries/Buffalo/Parts/InterimWheel folder, and add the following at the very end of the text file: @PART[WBI_interimWheel]:NEEDS[WheelSounds] { MODULE { name = WheelSounds wheelSoundVolume = 1 wheelSoundFile = WheelSounds/Sounds/KerbalMotionTR-2L } } I'll have that in place for the next update, thanks again for the suggestion.
  10. Yeah, that happens to me with other parts and high timewarp. My understanding is that it's related to the KSP heat bug. Not sure what you mean. I've added attachment nodes to all the flatbeds and you can use KIS to attach the Buckboards without the need for an Engineer as well. Can you elaborate?
  11. Bill frowned. He checked and rechecked the connections on the high-gain, and everything was working as it should. He also double-checked the plans to see if they’d missed anything during 3D printing. It all checked out. “I can’t figure out why we’re not getting through,” Bill finally concluded. “All we get is static.” “I know, Gerbles, but why is the Ku band a mess? Actually, all of them are.” “Beats me. Maybe it’s related to the increase in radiation? The sun seems to be a little brighter lately” “I think that’s a question for Bob and Surina. Unfortunately, I don’t think we have the facilities to answer that question though.” “Hm. Makes me wonder if Kerbin is experiencing the same problem”¦” *** “I hope the new KSP Administrator works out better than the last one did,” Mitch said. “The last guy treated us and the entire program like some kind of expendable testing ground. I am not a lab rat to be experimented on and then crossed off along with the rest of the universe for the sake of some new feature!” “Well, we are a research and development organization,” Aldbur answered. “But when the previous Administrator threw things together haphazardly- with the exception of his beloved space shuttle and Skylab- I can see what you mean. The new guy seems to be taking time to plan things out like, uh, like” “Like writing a story,” Mitch finished for him. “Well, hopefully the new Administrator has his head screwed on straight. Anyway-” “Alright folks,” Gene interrupted, “let’s get this mission briefing started. As you all know by now, the sun’s recent increase in solar activity has been wreaking havoc with long-range communications and has increased the radiation danger all the way out to Kerbin’s orbit- and a bit beyond, actually. Unlike typical solar events, which usually pass in a few days, this one is sustained for some reason that we can’t yet determine. In short, our star is grumpy and throwing a temper tantrum. What’s odd is that it just suddenly started happening. The science team is working on it. I’ll have answers for you when I get them. “So far, Kerbin is mostly safe from the geomagnetic storms- plural- due to our powerful magnetic core, but our astronauts aboard Skylab pass through the radiation belts once per orbit. They’re ok for now, but cumulative exposure will be lethal. We need to launch a rescue mission to bring them home since somebody decided not to include lifeboats aboard Skylab. “Given Skylab’s age and current condition, the new Administrator has elected to de-orbit it in favor of a newer, radiation-hardened facility. Space Shuttle Sparrow’s mission is to rendezvous with Skylab, retrieve the crew, and attach the de-orbit module. Once Sparrow returns home, Mission Control will fire the de-orbit module. Questions?” Isaxy was the first to speak up. “How will the increased radiation affect Duna I?” “By now,” Gene responded, anticipating the question, “the Duna I crew should be setting up their base and likely have been trying to contact us. Given their distance from the Sun and their built-in radiation shielding, they should be ok as far as their health is concerned. The contractor’s omission of a high-gain antenna on any craft in the flotilla really set us back, but even if they built one, the disruption of long-range transmissions makes it impossible for them to communicate with us, or vice-versa, for the foreseeable future. They’re on their own for now but-” “How are we going to contact them,” Isaxy pressed. She really wanted to know that Gerbles was ok. Not missing a beat, Gene continued. “The Administrator has a plan for that. It will take some time to put in place, however. For now, we have to abandon low orbit until we develop the technology to overcome the radiation hazard. But we’re getting off topic, let’s discuss the mission at hand...” *** Space Shuttle Sparrow lifted off the pad early in the morning, her engines roaring against the pull of gravity. As expected, the lower-stage guidance fins began heating up soon after breaking the sound barrier. A few minutes later, Sparrow dropped the outer boosters. They suffered from low-speed collisions with each other a few tens of meters away from the stack, but they were expendable so it didn't matter. Mitch pulled Sparrow into a dive to use Kerbin's gravity as a boost as well as to maintain the target orbital apoapsis. By the time the shuttle reached 68 kilometers, the booster's guidance fins were dangerously hot. Fortunately, the core booster ran out of fuel, and Mitch simply jettisoned it. Sparrow's Poodle engine finalized the orbital insertion burn, aided by the extra fuel tank in the payload bay. Not long after achieving orbit, the Isaxy opened the payload bay doors and extended the solar panel. It took just over a day to rendezvous with Skylab, and careful maneuvering with the RCS thrusters brought Sparrow in for a docking at the station's forward port. Lisa and Lengas were already packed and ready to leave the aging station; with its snacks running low and its frequent trip through the perturbed radiation belt, it just wasn't a fun place to hang out anymore. Mitch undocked from the station but left the shuttle's nose port open for the next task. As Isaxy released the deorbit module, Mitch expertly guided Sparrow to its aft docking port, and then re-docked with Skylab. Everything was going according to plan; Isaxy fired the deorbit module's decoupler, clearing its rocket nozzle while again separating the shuttle from Skylab.Half an orbit later, Sparrow performed her deorbit burn with just a couple hundred meters of delta-v to spare. Not long after, Mitch performed a pitch maneuver and released the docking port and decoupler, flinging it away from the Shuttle, and then buttoned up the craft for re-entry. Sparrow's trip through the atmosphere was uneventful, though the shuttle came up a bit short to glide home. Fortunately, her jet engines had more than enough fuel to reach the runway at KSC. Since they knew it would be awhile before the next manned mission, the crew exited the shuttle for a photo op. By coincidence, Skylab was in a perfect position to fire its deorbit motor not long after Sparrow landed. The solid rocket motor performed flawlessly. The station careened through the atmosphere and its solar panels were ripped away by the airstream. Parts on the truss exploded due to the heat as well. Unfortunately, deorbit predictions were a bit off; instead of landing in the water as intended, Skylab smashed into an uninhabited desert outback. KSC expected to receive a fine for littering at any moment.
  12. Are you saying that if you use the Buffalo command cab as the root part, you have no issues? What about the AuxEN with the M1A1 wheels, do you have an issue there? Unrelated question: what flatbed do people use the most? The standard or the wide? Does anybody radially attach the flatbeds to parts other than the Buffalo? I am looking to streamline things a bit to make it easier to attach the flatbed and make it more like attaching a stock 3.75m cargo bay. You would, for instance, attach the flatbed to the rear of the cab and then attach a chassis to the bottom of the flatbed.
  13. Well dang, in2Unity appears to be resource intensive. Now I'm curious about how PorkJet got vertex animation...
  14. Those pictures look fabulous! I'm also curious to know how he did the animations, it looks like the individual mesh nodes are changed. I haven't had had much with that using 3DS MAX, Unity seems to ignore individual changes I make to the mesh nodes. Edit: Just found this: https://www.assetstore.unity3d.com/en/#!/content/1694 I think that will let me do per vetex animations! Sorry, this was off-topic, but I've been bugged by this for awhile. Anyway, the artwork on the new habitat pack looks fabulous! I continue to be inspired by the quality of PorkJet's work.
  15. Thanks, glad it's working for you. Good question. I don't use CTT, so I've placed the parts in the early to mid portion of the stock tech tree. I'd have to look at CTT to see what nodes would be appropriate. The basic idea is that habitation elements (Ponderosa, Casa, foundation modules like Saddle, Switchback, and Buckboard) are available in the pioneering phase of exploration, followed by the science elements (Doc), and finally the industrial elements (Hacienda, Homestead, Stockyards).
  16. Surina began pouring over the TERRAIN scanner’s resource maps while the rest of the crew worked out a temporary solution to their dilemma. “If it weren’t for the juice boxes in our snack packs, we’d be pretty lost,” Jeb said. “Don’t get in the way of Jeb and his juice boxes,” Val joked.” “Hey, I like my juice boxes!” That got a chuckle out of the group. “Ok, so this place is bone dry. How do we get water,” Val asked. “The Watney,” Gerbles blurted out. “The Watney?” “It’s one of the configurations for the Doc Science Lab, Val,” Gerbles responded, “but that’s not important right now.” “Actually, it is,” Bill pointed out. “Guys, no nerd debates right now, ok? Just tell me your plan for the Watney.” “Yes Ma’am,” Gerbles obliged. “Ok so the Watney is a chemistry lab, right? We get Bob and Surina to reconfigure the Doc into the Watney, and use it to make water.” “Thanks for volunteering me, pal,” Bob said sarcastically. “Hey, no problem, you-” “Guys!” “Sorry, Val,” Gerbles said sheepishly. “I see where he’s going with this,” Bob said. “We use the lab equipment to combine monopropellant and oxidizer into water.” “We’re in short supply of both,” Bill said as he looked at the base’s inventory. “But”¦ we can set up the other Hacienda and turn it into the Brew Works. Then we drill for ore and use the Brew Works to refine it into monopropellant and oxidizer.” “Won’t that take a long time to do with the Gold Digger?” “Sure Gerbles,” Bill answered quickly, “so we build a bigger drill and a mining rig to hold it.” “That will need a lot more power-” “Which we get by making more Ponchos,” Bill finished for the younger engineer. “The Solar Flare needs fusion pellets, which we can’t make without minerals and water, and the Hot Springs needs water. That leaves us with Ponchos, at least for now. We drill by day, then shut down the drills and go to batteries and RTGs for the night.” “OK,” Val said, nodding. “So we can make water if we drill for ore. What about the minerals?” “Simple,” Jeb replied. “Once Bob and Surina find us a good spot, we finish the DAV and use it to make a suborbital hop, dig up what we need, and hop back.” “And lose our only option off of this rock? No way, Jeb. We can’t risk it where we’re at right now.” “Fine, Val, we modify the Komet to-” “We’re taking it apart to use its fuselage for the DAV, remember? You can’t have the Komet. You’ll have to make the trip in a rover.” Jeb blanched at the prospect of spending hours in a rover. Then the cavalry arrived. “Not if we build new crew modules, Val,” Bill pointed out. “That’s a complicated piece of equipment,” Val retorted. “We haven’t built something like that yet. I’m not convinced we can.” “So? We made screwdrivers, not to mention a couple of Chuckwagons.” Val looked annoyed. “Those are a long way off from kerbal-rated, flight-capable cockpits, Bill.” “Val, I can do it. We can do it. Just give me a shot. I’ll show you.” Val took a breather, thought for a moment and then sighed. “Ok, if you can prove to me that you can build a cockpit, fuel tanks, and a working engine- and launch it successfully- then you can have the Komet.” “Thanks Val,” Bill said excitedly, “You won’t regret it!” “Ok, ok,” Val tried to calm the engineer down. “But first thing’s first. I need that other Hacienda out of storage and hooked up. Then I need you and Gerbles to show us how build a bigger drill, and finally, we really should re-establish contact with Mission Control”¦” By nightfall, Bill and Gerbles had the remaining base elements set up and the antenna and drill deployed.
  17. Thanks! Definitely on my list of things to fix, now that I got the latest Pathfinder/Buffalo done. Thanks, it's starting to shape up. I appreciate the feedback on the title, I changed it to something more fitting...
  18. Get the latest here. 0.8.9 This update brings some new parts, some more bug fixes, and minor tweaks. By popular request, the orbital construction docks from Multipurpose Colony Modules (MCM) are back as the Stockyard 250 and Stockyard 375. These parts need Extraplanetary Launchpads to function properly. To help with your orbital construction needs, the new Homestead provides the same industrial facilities as the Hacienda- minus the Hot Springs. For now these are the only orbital elements of Pathfinder; I have plans for other modules but they'll take awhile to build properly. New Parts - By popular request, added the Stockyard 250 and Stockyard 375. Use these parts to build vessels in orbit or recycle them. - Added the Homestead, the orbital equivalent to the Hacienda. Unlike the Hacienda though, the Homestead lacks a Hot Springs configuration. Spyglass - The spotlight now rotates. Clockworks - Increased maximum part volume that can be produced to 14,500L, and increased maximum KIS storage to match it. You'll need to switch away from the Clockworks and switch back for the changes to take effect. Buffalo Crew Cab - Adjusted the default EVA airlock to the right side, just like the command cab. - Adjusted the ladder colliders to make it easier to climb up. Command Cab - Adjusted the ladder colliders to make it easier to climb up. Buffalo Chassis - Increased the Chassis 2u KIS storage to 200L. - Decreased the Chassis End Unit KIS storage to 80L. Bug Fixes - Fixed the rocket parts production in the Ironworks when Extraplanetary Launchpads isn't installed. - Fixed the rocket parts to material kits production in the Ironwoks when OSE Workshop is installed. - Fixed CLS issues with the Casa. - Adjusted the costs of the Hacienda. Other - Updated to latest CommunityResourcePack and ModuleManager. @CajunInABox: I'm working on a large concrete slab that might help with your issue along with potentially helping with bases exploding on uneven terrain. 10 meters is a big piece to lay down so I'm thinking of ways to deploy it. I couldn't ready it for this release as I'm a bit stumped but hopefully next release it'll be ready.
  19. Get the latest here. 0.8.9 This update brings some new parts, some more bug fixes, and minor tweaks. By popular request, the orbital construction docks from Multipurpose Colony Modules (MCM) are back as the Stockyard 250 and Stockyard 375. These parts need Extraplanetary Launchpads to function properly. To help with your orbital construction needs, the new Homestead provides the same industrial facilities as the Hacienda- minus the Hot Springs. For now these are the only orbital elements of Pathfinder; I have plans for other modules but they'll take awhile to build properly. New Parts - By popular request, added the Stockyard 250 and Stockyard 375. Use these parts to build vessels in orbit or recycle them. - Added the Homestead, the orbital equivalent to the Hacienda. Unlike the Hacienda though, the Homestead lacks a Hot Springs configuration. Spyglass - The spotlight now rotates. Clockworks - Increased maximum part volume that can be produced to 14,500L, and increased maximum KIS storage to match it. You'll need to switch away from the Clockworks and switch back for the changes to take effect. Buffalo Crew Cab - Adjusted the default EVA airlock to the right side, just like the command cab. - Adjusted the ladder colliders to make it easier to climb up. Command Cab - Adjusted the ladder colliders to make it easier to climb up. Buffalo Chassis - Increased the Chassis 2u KIS storage to 200L. - Decreased the Chassis End Unit KIS storage to 80L. Bug Fixes - Fixed the rocket parts production in the Ironworks when Extraplanetary Launchpads isn't installed. - Fixed the rocket parts to material kits production in the Ironwoks when OSE Workshop is installed. - Fixed CLS issues with the Casa. - Adjusted the costs of the Hacienda. Other - Updated to latest CommunityResourcePack and ModuleManager. Promo images:
  20. Get the latest here. 0.1.5 This update has more bug fixes and some minor tweaks. Chassis - Increased the Chassis 2u KIS storage to 200L. - Decreased the Chassis End Unit KIS storage to 80L. Crew Cab - Adjusted the default EVA airlock to the right side, just like the command cab. - Adjusted the ladder colliders to make it easier to climb up. Command Cab - Adjusted the ladder colliders to make it easier to climb up. Other - Updated to the latest version of Community Resource Pack and Module Manager. - Converted textures to DDS.
  21. Looks cool! I can sort of make that if I create an inflating centrifuge. It would not use IR. Looks great! Thanks for sharing the album. One thing I'm looking into-and am not sure how to resolve yet- is the performance lagging with some of the parts. I think the trusses might be slowing things down, but I'm not sure. I've learned a lot about Unity since making those trusses, things like mesh colliders take a higher performance hit than box colliders. It may take some redesigning to fix. That leads me to my question: For the trusses, how many people use more than two sides to attach stuff?
  22. Good question. The production chain is different than UKS, and none of Pathfinder's components will work with UKS parts, but it does support UIS-LS.
  23. Hm, yup, I'll have that fixed in the next update. Thanks for pointing that out.
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