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Everything posted by Angelo Kerman
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Thanks, glad you like it. Good question. You'll be ok with fewer wheels on lower gravity worlds. Ah ok, I get it. Basically a Buffalo to 1.25m adapter. I'll have to rethink the crew cab a bit to see if I can add airlocks on the side so the kerbals can get out, but it might work.. The service frame is a great idea, I like it. Maybe something as wide as a chassis? A Buffalo mining rig. Hm.. With the current parts list, perhaps use a combination of Infernal Robotics and the stock drill-0-matic to lay the drill flat on the chassis, and have it swivel out and deploy. For power, I'd say add a trailer with some solar panels on it, and another trailer with a Wagon. It would be neat to have a Buffalo mining drill and ISRU though... For mods like Connected Living Spaces, attaching the crew modules together and then attaching the chassis works best. For the stock game, it doesn't matter.
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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
No worries, I had a couple hotfixes in quick succession, and that probably threw people off. I try not to release things too close together, but when it's a glaring issue like the new Buckboard's collider, then I need to fix things quick.- 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 report. I thought I fixed that with 0.8.5 but if not then the latest Wild Blue Tools has the fix. I should have another fix this weekend, though I'm loathe to give out deadlines, they tend to whiz on by...- 3,523 replies
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Definitely will have a probe core. I have some ideas based on those automated Google cars that drive around town here in the Silicon Valley. So if I understand, you're looking for something like this? That crew cabin is part of the current release. Only downside is you'll block the crew entryway, and you'll have to exit the vehicle via the command cab.
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Great questions. There were requests to have the Buffalo separate from Pathfinder, so I gave the MSEV its own mod. I will keep it bundled with Pathfinder for the time being, so you only need to download Pathfinder if you want the Buffalo too. So if you want the MSEV without the base components, then this mod is for you. Yes to the Buffalo probe core, it's on my parts list along with a bunch of other stuff. That reminds me, I have to double-check to see if the Gaslights have RT support. I know they recently got Antenna Range. If they don't, then they will in the next update. For the probe core to have RT support, I'll need a little help since I don't use RT. Do you have any quick examples of the config files? I actually do have a deployable antenna in mind, but I was waiting for KSP 1.1's antenna tech before implementing it..
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I haven't been able to reproduce your issue. Here are some screenshots of what I did: Can you post a screenshot of your craft so I can see what's going on? Thanks!
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Ok, Hotfix is up: Bug Fixes - Fixed a collider issue with the Buckboard. - Kerbals will now orient properly when going on EVA from the crew cabin. - Made it easier to enter the crew cabin when climbing up the trailer hitch. - The Chassis Decoupler will now show up properly in the parts catalog. - The KAS Pipe ID labels now glow properly.
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Taking a look folks. Yup, just what I thought. I had set the upgrade function to EVA only. The RP reason was that you had to do go out and tinker with the engine to upgrade it. The RocketParts are supposed to be stored on the vessel. It costs 10k RocketParts and 600 Science. I'll change that so you can upgrade from inside the ship as well. - - - Updated - - - I haven't seen that one, I'll investigate as well. Thanks for the report
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Latest version is now available in the release thread. Link to the release post is here. @AdmiralTigerClaw: Interesting ideas about the geothermal plant. Next release I can look at re-balancing the plant. From what I've read about geothermal energy, the plants are located in places where there's a lot of heat and available water. I can see what you're talking about for having a water resource, geothermal energy resource, and steam/hot water resource. My concern is about cluttering up the resource panel, which is why I abstracted things with the plant. Instead of creating a geothermal distribution map, I current have an arbitrary efficiency map for each planet/moon. That might not work with other mods like OPM, but since water and geothermal energy go together, I could piggyback on the existing water distribution map (and add some to Duna, especially given that Mars has flowing water). If I do that then there will be a minimum output level in case that the water levels are pretty low. it also fulfills my don't-clutter-the-resource-panel-unnecessarily requirement, by keeping some of the operations abstracted. I do like the idea of upping the repair costs on the Solar Flare- it is supposed to be experimental, after all. It's basically my version of the Chicago Pile, in that it doesn't generate much EC. DSEV's fusion reactors generate a lot more and are much smaller, and of course more advanced. Pretty cool that you can stuff Buckboards into the back of that chopper. -
NOTE: This mod is no longer being maintained. Instead, please check out its successor: Download: GitHub, SpaceDock Buffalo Source Wild Blue Tools Source Sample Craft Val drummed her fingers on the Buffalo's dashboard. She loved the view out the front, but there's only so much she could take in before getting bored."Well?" Sitting in the crew cab/lab, Bob checked his laptop's display, puzzling over the results he saw. They didn't make sense. He checked the lab's GPS coordinates. They were in the right spot. "We're in the right place," Bob responded finally, "and I've got the soil composition for this area, so Isaxy will be happy. But these gravity reading are just... strange." "That's descriptive," Val muttered to herself. "What?" "Never mind. What if we set up some negative gravioli detectors up on the ridge and a bit further south? Can we triangulate the anomaly that way? Bob tapped on the laptop for a few seconds. "Yeah, we can do that," he finally answered. Val smiled broadly. She was finally going to fly on Duna! "Dibs on the JetWing then!" The NASA Multimission Modular Space Exploration Vehicle (MMSEV) Is a radical new concept that uses common components for ground rovers and in-space exploration craft. This modularity opens up the possibility of a variety of different configurations. The Buffalo Modular Space Exploration Vehicle (MSEV) is the KSP equivalent from Wild Blue Industries. With the Buffalo, you can explore space in style! Features - Modular design lets you build rovers, aircraft, and spacecraft. - Fits inside the standard 3.75m cargo bay. - KIS/KAS friendly; you can assemble and disassemble the Buffalo out in the field. - Crew spaces have IVAs. Optional Support for ASET. - Designs inspired by real-world NASA MMSEV with family resemblance to ground vehicles around KSC. References NASA MMSEV: http://www.nasa.gov/exploration/technology/space_exploration_vehicle/ Recommended Mods (you'll need RPM as well as ASET Props and ASET Avionics to use the Buffalo Command Cab's ASET IVA) Reviews Acknowledgements Module Manager by saribian Portions of this codebase include source by Snjo and Swamp-IG, used under CC BY-NC SA 4.0 license Icons by icons8: https://icons8.com/license/ Eve: Order Zero graphic courtesy of Kuzztler and used with permission. Featuring: JetWing! License And don't forget about Buffalo's big brother, the Bison, found in the Heisenberg Airship Parts Pack!
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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
Get the latest here. 0.8.5 This update brings with it some more bug fixes, play balance, and some new parts. The existing Ponderosa now has a near twin that is radially attached just like the Hacienda and Doc. Originally I wanted the Ponderosa to work this way, but couldn't figure out how to make the airlocks work properly. Now that I do know how to make them work, it might be time to retire the containerized Ponderosa. Anyway, since a radially attached Ponderosa needs something to attach to, I also created the Switchback, a 4-way base hub that also has a small amount of storage and a solar panel on its roof. Simply attach a Saddle to the ground and place the Switchback onto the Saddle. Due to some constraints on placing the crew ports so they line up with the inflatable modules, the Switchback does not inflate. Instead, it's assembled off-camera when you pull it from storage. Finally, to resolve an issue with Extraplanetary Launchpads, Pathfinder introduces the Spyglass Survey Module. The Spyglass provides a spot to monitor your vessel construction efforts. Buffalo The Buffalo is now located in its own dedicated directory under WildBlueIndustries, and has its own category in the parts catalog. While it continues to be bundled with Pathfinder for the time being, the Buffalo MSEV is now available separately as its own mod. You can view the Buffalo thread here. Buckboard - Gave the MC-1000 Buckboard a facelift; it is also now a common asset for WildBlueTools, which means it's no longer in the Pathfinder category. You can find it under Utilities. New Parts - By popular request, added the radially attached Ponderosa. It works just like the existing containerized Ponderosa, but it is radially attached like the Doc and Hacienda. - Added the Switchback 4-way hub. Unlike other base components, the Switchback is assembled off-camera once the kerbal pulls it out of storage. - Added the Spyglass Survey Module. Right-click the part to show the Extrplanetary Launchpads UI. Yes, I do have plans to make the light rotate. Templates - Reduced output of the greenhouse to feed 2 kerbals for about 90 days. It just wasn't as fun with the greater yield, even though the math does support the higher output. - Added ExWorkshop module to the Fireworks to improve base productivity, and removed ExSurveyStation since it wasn't responding well to being loaded dynamically. Bug Fixes - The Hacienda Operations Manager now correctly labels its operations manager as Hacienda Operations. - Fixed an issue Where efficiency and extraction monitors were creating NREs while in solar orbit. - Fixed an issue where the Gold Digger was creating NREs while in solar orbit. - Fixed an issue where the hints window would keep showing up even though Pathfinder had already shown the hint. - Fixed an issue where the Extraplanetary Launchpads window wouldn't show up (see Spyglass for the solution). Other - By popular request, added support for USI-LS. Thanks for the patch, badsector!- 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
Technically yes, but then you'd have two life support mods.- 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
I said I'd reconsider my decision if enough people requested it, so next update will have the patch included. I'd really like it if USI-LS had reputation hits when you run out of supplies... Also, git hub is not fully updated yet, I am working on the next release so hang on a bit.- 3,523 replies
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Have you upgraded the engine? You need to upgrade the engine in order to unlock pulsed plasma mode.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I figured out the problem and am working on a fix. I hope to have something by the weekend. Thanks for the error report, it helped. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I figured out that the survey station module doesn't like being added dynamically. To fix the issue I'll create a custom part, but it will take a bit to create.- 3,523 replies
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ick. Ok, I'll fix that asap. I think I know what's going on. Thanks for the feedback. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I'm still figuring out how to make an inflatable hub work with that has the proper height for the crew ports. The in-game explanation for the hub shown is that it's assembled after you pull it from the crate. Its stored volume reflects the fact that it is assembled. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
How about something like this for the hub and radial Ponderosa? -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Did you install from GitHub?