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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
Forking means I create a custom version of (in this case) a mod. It can cause headaches though, I remember problems that arose when ORS-X was created from ORS. Ultimately that resulted in the stock resource system we have now... Anyway, an add-on to an add-on might be a better bet. I've updated the front page on so there won't be confusion in to future. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I'm doing some research into how to control the wing while on the back of a kerbal. So far not much luck. The mod does have USI-LS support but it doesn't have reputation hits if you run out of food, which is a component of the Pathfinder economy. I suppose I could just fork USI-LS and add it into a custom dll. Either that or figure out how it stores life support info and create an add-on that watches the timers and adds rep hits when they run out. That might work too. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hm. Ok, for now I'll keep the flatbeds and Buckboards as is, but next update will require engineers to build the base. This will also fix the krakenbait problem people experience when they accidentally hit that Release button...- 3,523 replies
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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
OK, quick question: How many folks don't use engineers to stack and move crates around? I can streamline things a bit if most only use engineers.- 3,523 replies
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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
Thanks, I'm testing a fix for that as well.- 3,523 replies
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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
Try these values for the TACLS.cfg file, found in Templates/Storage: RESOURCE { name = Food amount = 3114.9 maxAmount = 3114.9 } RESOURCE { name = Water amount = 2058.9 maxAmount = 2058.9 } RESOURCE { name = Oxygen amount = 315339.6 maxAmount = 315339.6 } When I get more time I'll do some size comparisons between the various modules. Fortunately, 3DS MAX gives me their actual volumes; that's what I based the original values on. FYI, the storage templates are all more or less based around the Conestoga's storage capacity of 5600L, which has a capacity factor of 1.0. Hope that helps.- 3,523 replies
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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
Thanks for the info. I can look at three large life support containers to look at their Oxygen content and Water as well, and recalibrate the system. If you need a quick fix you can edit the LifeSupport template in the TAC-LS module manager patch, and all the storage containers will update their proportinal values.- 3,523 replies
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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
Thanks for the feedback. Loved the story too. Wild Blue Industries is rooting for your Astronauts and are hard at work fixing the design flaws in their hardware before your crew expires. They appreciate hearing that you like the ability to pack up your base for easy transport, and politely remind you to take extra glue to re-seal your modules after stuffing your bulky equipment inside (the stuff that doesn't fit through the airlock). For TAC-LS, which storage container are you referring to? I though I calibrated the Buckboard MC-1000 to be roughly the same as the 1.25m container, but I could be wrong. Thanks for reminding me about the solar panel; stock game for some reason doesn't let you fix them, but I don't see why not. Engineers can fix wheels, after all... I will investigate how to do that. I like the idea of increasing the Outback's storage capacity, and the Wagon's storage slots have been fixed and will be available next update (along with other bug fixes). For Organics, with TAC-LS, you can create some via the kerbal's Waste products and by using the Pigpen. The Wiki (work in progress) has the formulas you need. I'll also add an Organics storage template. Finally, I think I can safely remove the KISItemPartMount module from the various parts, which will 1) eliminate the spelling error issues/me forgetting to add a part and 2) remove a nasty Kraken bug that happens when you, say select the Saddle and Release the Ponderosa. My intention was to have Engineers assemble the base but at the time I didn't know how to make that work, so the KISItemPartMount solved the problem. I'm also setting things up so that the Buckboards can be mounted onto your vessels/bases by anybody; again, Engineers set up the base, buy anybody can stack crates.- 3,523 replies
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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
ROFL! Sorry about that folks, I can't speel. I have some ideas this week that I hope will eliminate that type of issue in the future.- 3,523 replies
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Well, it does expand outward to provide a larger storage area.. It should only provide a good amount of storage after expansion, not in its stowed size. If that is not the case then it is a bug. Ok, I double-checked. Here is a screenshot comparing the Wagon to the Buckboard MC-2000: The MC-2000 is twice as long as an SC-62 KIS container, so that's the equivalent of 12 SC-62 containers.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Possibly, but it would be awhile. Perhaps use one of the stock radiators? Looks like you lose a bunch of steam that way... -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
That should've been 500, it is a leftover from testing. Also, I am finding that ExWorkshop does not like being modified at runtime. I have a solution but it also means that the Fireworks will be retired since it is no longer needed. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
The only thing that Pathfinder does is install a ModuleManager patch for Antenna Range that applies to the Gaslight. It is called MM_AntennaRange. See if you delete that file and it clears up your issue. If so, then it sounds like there's an issue with the patch. Hope that helps. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Looks like the Fireworks isn't tracking vessel productivity correctly. I'm working on a fix and will have it ready for the next update. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks! It's got some growing pains but it's getting there... By the way, if folks would like to post screenshots of their bases, I'll be happy to put them in the showcase album and credit your work.- 3,523 replies
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
The directions are a bit out of date, I'll fix that next release. Be sure to copy everything in the zip file's GameData directory to their corresponding places in your game's GameData directory. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Drill decal isn't in the pack. -
Latest version is now available, get it here. 0.1.2 This release fixes a number of issues that resulted from separating the Buffalo out of Pathfinder. It also introduces two new Buckboard storage containers, and a couple of new parts for the Buffalo. Finally, the Buffalo Crew Cabin and Buffalo Command Cab have been improved. New Parts - Added MC-2000 Buckboard and MC-3000 Buckboard. With colliders and glowing resource decals. - Added the Auxiliary Electronic Navigator (AuxEN). In the Old West, oxen were frequently used to pull wagons. The AuxEN doesn't pull anything, but it does the driving. The probe core is the same size as a Chassis 1u, and supports RemoteTech, AntennaRange, and kOS. - Added an adapter that tapers from the Buffalo cab form factor to a 1.25m cylinder. Buffalo Command cab - Widened the headlight beams and angled them down slightly for better ground operations. - You can now toggle the headlights separately from the cabin lights. Both cabin lights and headlights will turn on when you tap on the Lights button. Buffalo Crew Cab - Reworked the crew cab to include doors and ladders on its sides. - Added a small amount of inventory space. Bug Fixes - The Buckboard MC-1000's decal glows again. - Fixed file paths for several Buffalo parts so they'll show up again. - Moved Trailer Hitch to Utility. - Moved Chassis Decoupler to Structural.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Latest update is now available, get it here. 0.8.6 This release fixes a bunch of issues that cropped up in Pathfinder as well as the Buffalo. It also introduces new game mechanics for the Hot Springs geothermal plant- thanks for your input, AdmiralTigerclaw! New Parts - Added MC-2000 Buckboard and MC-3000 Buckboard. With colliders and glowing resource decals. - Added the Auxiliary Electronic Navigator (AuxEN). In the Old West, oxen were frequently used to pull wagons. The AuxEN doesn't pull anything, but it does the driving. The probe core is the same size as a Chassis 1u, and supports RemoteTech, AntennaRange, and kOS. - Added an adapter that tapers from the Buffalo cab form factor to a 1.25m cylinder. Buffalo Command cab - Widened the headlight beams and angled them down slightly for better ground operations. - You can now toggle the headlights separately from the cabin lights. Both cabin lights and headlights will turn on when you tap on the Lights button. Buffalo Crew Cab - Reworked the crew cab to include doors and ladders on its sides. - Added a small amount of inventory space. Doc - Added an ImpactTransform node to the 3D mesh to accommodate drills. Ponderosa - Renamed the radially attached Ponderosa to the Casa. - Increased empty mass of the Ponderosa to 0.35t to reflect its contents. - Added an ImpactTransform node to the 3D mesh to accommodate drills. Hacienda - Increased empty mass of the Hacienda to 0.5t. - Added an ImpactTransform node to the 3D mesh to accommodate drills. Clockworks - Maximum storage will increase to 10k liters when you convert the Hacienda to become a Clockworks. This matches the maximum volume part that you can 3D print. Fireworks - Really added EL productivity to the Fireworks, and got rid of ExSurveyStation. There was a mixup when preparing the last release... Brew Works - Brought the Autobots in and transformed Xenon into XenonGas. Hot Springs - Refactored the power planet to require Water and GeoEnergy as resources before it can operate. The HotSprings has a dedicated "drill" to extract GeoEnergy, called the Geothermal Tap. Right-click on the Hacienda to use the Geothermal Tap, or use the Operations Manager. You can also drill for GeoEnergy using the Gold Digger and stock Drill-O-Matic. Simply right-click on the drill and modify the resource that it drills for. Not all planets are ideal for finding GeoEnergy. Check out GeoEnergyResource.cfg to see how this initial pass is set up. Below is a quick rundown: Geologically Active Worlds Eve Kerbin (duh) Laythe Eeloo (!) See See http://io9.com/breaking-geologic-activity-has-been-detected-on-the-su-1718055390 Possibly Geologically Active. (% chance per save) Moho (70%) Mun (85%) See http://www.space.com/14632-moon-dead-geologic-activity-monitored.html Duna (70%) See http://astrogeo.oxfordjournals.org/content/44/4/4.16.full Ike (70%) Val (70%) Tylo (60%) Not geologically active Sun Gilly Minmus - wiki suggests that it's a captured comet Jool Bop Pol Dres If a world is not listed, then it has a base 70% chance of having GeoEnergy. Bug Fixes - The Switchback's nodes are now in their correct places. - The Buckboard MC-1000's decal glows again. - Fixed file paths for several Buffalo parts so they'll show up again. - Moved Trailer Hitch to Utility. - Moved Chassis Decoupler to Structural.