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Everything posted by Angelo Kerman
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
@CajunInABox: I found a couple of issues over the weekend (last night, actually) related to your inability to repair the HotSprings and I'll have a fix next update along with a XenonGas storage template. For your lander, I'm not sure what's going on, but it does sound like the lander being slightly below ground might be the issue. I've not had that problem when connecting just the base modules together, or when connecting a rover to a base. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks for the report. I'll take a look when I get back. -
Latest version is available here. 1.0.4 Fixed an issue where the Hex Adapter could be changed in flight. The Supernova can now be upgraded from inside the ship as well as while on EVA.
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Eject as in they go flying off into space when you eva from the back? If they don't, and just grab the ladder like any other eva portal then it is by design. Just like the command cab, you should be able to go out the back door and onto, say, the flatbed. Thanks for the feedback. Oh, do you mean that the default eva port is through the back?
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ah, so the AuxEN is causing troubles? Thst is really odd. I will ffix that next update, thanks! -
Poor, poor Alouette, all alone in the night (cue Babylon 5 music) Also, how did Bob take a breathalizer given to him by Jeb on Eve?
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Latest version is available here. I'm out for the weekend, enjoy! 0.1.3 With this update, the Buffalo also gets some new additions; some mini RCS motors (with sound effects!) and a couple of animated arms (static animations, sorry) to help with asteroid exploration. There's also a couple of bug fixes for the Wagon and Buckboards, the graphics glitch with the crew cab has been fixed. Sorry, no custom wheels- yet. New parts - Added the 5-Way Mini RCS Thruster. This is particularly helpful for exploration craft maneuvering around large objects like asteroids. It even has sound effects! You can change the volume or disable the sound effects by opening the Settings window. To do that, press Mod B simultaneously (Mod is the Modifier key, which defaults to Alt on Windows). - Added the Buffalo Grappler Arm. Just like the stock Advanced Grabbing Unit, the Grappler Arm is useful for grabbing things like asteroids. - Added the Asteroid Resource Composition Scanner (ARCS). This arm works like the stock Surface Scanning Module, but only for asteroids. However, it tells you the entire composition of an asteroid instead of just its Ore content. Simply right-click on the part and click Scan Asteroid to get its composition. Buffalo Crew Cab & Wagon - The integrated solar panels are now more durable. If the solar panel breaks, so has your part. Buffalo Command Cab - Increased the crash tolerance slightly and made it consistent with the Wagon and Crew Cab. Chassis End Unit - Added a storage tank with some storage capacity. Buckboards - Buckboards show up in the Buffalo parts category again. Bug Fixes - Increased the Wagon's storage slot capacity to 8x8. - All Buckboards can now be mounted to the flatbeds. - You can now see out of both windows in the crew cabin from either seat.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Latest update is available on the release thread. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Latest version is available here. Wild Blue Industries' staff are rooting for the missions from Enorats & MaverickSawyer. Hope these fixes help. I'm out for the weekend, enjoy! 0.8.7 Dynamically configuring Extraplanetary Launchpads continues to be a challenge. Unfortunately, once the workshops are set up, it takes reloading the scene to make changes. As a result it's not conducive to dynamic template switching, and the Fireworks template isn't going to help. The workaround is to add productivity to the Doc and Hacienda, so that all staffed base modules will contribute to at least some of the production. It also means that the Fireworks is now just a shell template; it will be removed next release, so now is a good time to switch it out for something else. You'll also find a new part, the Captstone, to close off those unused crew ports. And there are some new alternate textures that don't have the module names on them. If you need to go anonymous during the end of the world, these new textures are for you. Speaking of textures, the Gold Digger has a new texture as well. Thanks for the feedback, Kottabos! The Buffalo also gets some new additions; some mini RCS motors (with sound effects!) and a couple of animated arms (static animations, sorry) to help with asteroid exploration. There's also some new storage for the chassis end unit, and the graphics glitch in the crew cab has been fixed. Sorry, no custom wheels- yet. Finally, this update changes how bases are built; You'll need Engineers equipped with power tools to assemble your base modules. This was my original intention, but at the time, I didn't know how to do that with KIS. To attach a module, simply drag it out of your inventory, press R to change the node to "mount" or "bottom" instead of surface-attach, and press and hold X to attach the module to the standard crew port. While it takes an engineer to assemble the base, anybody can still stack crates onto flatbeds and to each other (but you need an engineer to attach a Buckboard to the Saddle). Base Modules - Removed ModuleKISPartMount from the Casa, Chuckwagon, Doc, Hacienda, Ponderosa, and Saddle. These are no longer necessary, and might help with performance as well as avoid deadly Kraken attacks when you accidentally hit that Release button. New parts - Buffalo: Added the 5-Way Mini RCS Thruster. This is particularly helpful for exploration craft maneuvering around large objects like asteroids. It even has sound effects! You can change the volume or disable the sound effects by opening the Settings window. To do that, press Mod B simultaneously (Mod is the Modifier key, which defaults to Alt on Windows). - Added the Buffalo Grappler Arm. Just like the stock Advanced Grabbing Unit, the Grappler Arm is useful for grabbing things like asteroids. - Added the Asteroid Resource Composition Scanner (ARCS). This arm works like the stock Surface Scanning Module, but only for asteroids. However, it tells you the entire composition of an asteroid instead of just its Ore content. Simply right-click on the part and click Scan Asteroid to get its composition. - Added the Capstone, a small part designed to put a cap on the exposed crew transfer ports. Buffalo Crew Cab & Wagon - The integrated solar panels are now more durable. If the solar panel breaks, so has your part. Buffalo Command Cab - Increased the crash tolerance slightly and made it consistent with the Wagon and Crew Cab. Chassis End Unit - Added a storage tank with some storage capacity. Buckboards - Buckboards show up in the Buffalo and Pathfinder parts category again. Doc & Hacienda - Added vessel productivity (for Extraplanetary Launchpads) to the Doc and Hacienda. As long as you staff them, you'll get worker's benefits. Outback - Increased storage capacity to 400L. Templates - Recalibrated TAC-LS storage containers to reflect containers native to TAC-LS - Added the Organics template. Textures - Converted textures to dds now that things are stabilizing. - Retextured the Gold Digger to make it easier to differentiate it from the stock Drill-O-Matic in the parts catalog. - For the minimalists, you can find textures for the Ponderosa, Doc, and Hacienda without the module names in the Extras/ModuleTexturesNoNames folder (this is outside of the GameData folder). Bug Fixes - The Spyglass is now located on the Advanced Construction node. - The Switchback is now located on the General Construction node. - The Switchback can now be mounted to the Saddle. Don't forget your power tools... - Updated part costs that were out of whack due to copying config files during development. - Updated HotSprings Water requirements and capacity to their correct values. - Increased the Wagon's storage slot capacity to 8x8. - All Buckboards can now be mounted to the flatbeds. - Fixed ModuleManager patches preventing converters from showing up when certain mods are installed. - You can now see out of both windows in the crew cabin from either seat.- 3,523 replies
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Latest version is available here. I also created a Kerbalstuff page. I've updated CKAN as well; that may take a bit to take effect. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
LOL! Due to the way that KIS works I have to have crew capacity in the deflated Ponderosa in order to have an inventory module.- 3,523 replies
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I've seen this module in a few parts like the grappling device and some wheels, but I don't understand how it works. Could someone shed some light on this? Here is an example MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { rotatorsName = Piston1 targetName = Sleeve1 } } How would I set up the mesh to work with the module? Thanks for your help.
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[1.1.1] [FINAL UPDATE CactEye Telescopes Continued 7.1.0
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
DOE updated? Nice. I'll have an update this weekend. -
I've seen this module in a few parts like the grappling device and some wheels, but I don't understand how it works. Could someone shed some light on this? Here is an example MODULE { name = FXModuleLookAtConstraint CONSTRAINLOOKFX { rotatorsName = Piston1 targetName = Sleeve1 } } How would I set up the mesh to work with the module? Thanks for your help.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The random heat bug would explain a few things... Every now and then during testing, my TERRAIN satellites would explode for no reason. I tried sricking large radiators on them to no avail. Thus far me test base has had no issu s with timewarp, thanks for showing me the setup. If it happens again please post your logs so we can see if random heat is the factor.- 3,523 replies
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Sweeet! I can partially mitigate the fragile panel problem by setting its impactResistance! So far my efforts to allow solar panels to be repaired in game have failed, but with impactResistance set to the part's CrashTolerance, the solar panels will break when the part itself does, effectively solving the problem.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Wow. That's an odd one. I'd have to look at logs to know what is going on. Thanks for the report. Hm, can you post your logs? I tried to replicate your issue with no luck: I am focused on Bill in this screenshot.- 3,523 replies
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Not a bad idea, actually. For now you can take a chassis 1u and connect other chassis 1u pieces to its sides. That should help. Here's an example: Fuel tanks that are used in free-flight spacecraft is one of the concepts I wanted as a design feature for the Buffalo, so they're definitely a go. I am also investigating how to repair solar panels; the game itself isn't set up to do that. What I don't get is why they break when I specifically set them to unbreakable...
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Thanks for the field report! I tried it out at Duna and going downhill, I can get around 34kps... and the jumps are spectacular. I too had troubles at Minmus and think it is due to the low gravity. I have some ideas on how to get around that. And thanks for the suggestion on the fuel tanks. Plans are in the works, though not in the next release. Soon!