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Everything posted by Angelo Kerman
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Small update for tonight: I've figured out the general layout of the D2 Habitat Module's upper floor. Unlike the current design, this new design has 4 individual rooms, and they'll be outfitted with beds, a desk, and so on. The bottom level will have the bathroom, galley, a common meeting area, and a small exercise area. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
At this point in time, no. Pathfinder is a huge mod and is my first significant mod. I'd have to redesign the parts and my plans are to be done with modding KSP 1 by end of the year. As it is, I'm only doing small updates to DSEV, and I'm not touching MOLE either. Speaking of small updates, I did some more work on the D2 IVAs: On the left are the wooden floors for the Stateroom, and on the right are the standard floors for the other modules. Both have ladders connecting the two floors. D2 modules are slightly upscale compared to their B2 counterparts; they have wood trim. Anyway, I'm hoping to have the basic layouts done by the end of the week so I can finish up the Buffalo 2 command pod and officially release Phase 1. -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You can remove the Hooligan parts but you still need the plugin. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
While I continue to procrastinate on finishing the B2 Command Pod due to its difficulty, but that won't last much longer. Today I gave a few parts in Deep Space Exploration Vessels a window sculpting and a small texture update to give them a "thermal blanket" look. Given how old their IVAs are, I'm going to redo them completely (though the command pod IVAs will just get a texture update). These "D2 Refit" parts are kind of like Restock; when you use them, they'll replace the interior and exterior 3D models without forcing you to redo your vessels. Since I want to leverage what I did in Buffalo 2, the "D2 Refit" parts won't appear unless you have Buffalo 2 installed. Anyway, here you can see the refit D2 parts alongside the Buffalo 2 parts. I've made sure that the refit windows have the same style as the B2 parts. And you may notice that the Station variant of the B2 parts now have a similar thermal blanket texture so these two part sets will go well together. While I'm at it, I took advantage of the new designs to make some half-sized (1.25m tall instead of the normal 2.5m tall) modules. These are my prototype D2 Stateroom and D2 Sickbay modules: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I finished up the B2 Sickbay Module: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
KSP doesn't have an animation to lay a kerbal down. The designers never considered such a possibility. At the moment I don't have plans to add a B2 cryo module; DeepFreeze already has parts that are radially attached, 1.25m, and 2.5m. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Late night update: Bob and Valentina are testing out the prototype B2 Sickbay Module: Since I can't make kerbals lay down, I took a page from an old original Star Trek episode, and have them seated on their backs. The module seats 4, and of course it makes use of seat rotation and seat changing. I've set up the space to have several lab props, but they're not installed yet. I need to finish the bioseats first. And a look at the exterior: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, the B2 Greenhouse Module is already done. It also works with Snacks' Stress; kerbals can partake in Gardening to reduce Stress. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Got it. Yeah, the original Buffalo uses the (horribly organized, shame on me, I'm a professional software engineer) WildBlueTools. I'm trying avoid that legacy and instead rely on the better organized and documented WildBlueCore. WBC doesn't have any of the ice cream props. I suppose I could add them but I'm trying to avoid duplicate work. Meanwhile, I got the IVA issues worked out, and finished up the B2 Stateroom Module: In building up the new part modules, props, and prop modules, I got an idea for one more module: B2 Sickbay. Unless you have Snacks' Stress enabled, it won't do much except look cool. But with Snacks' Stress, kerbals in Sickbay will recover Stress faster than activities like Relaxing, Stargazing, Exercising, Cooking, and Fishing. Technically I could have Sickbay consume some resource like Medical Supplies, but game-play wise I don't think that's needed. Anyway, Sickbay shouldn't take too long because I have just about everything I need. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Subnautica was indeed a major influence on the IVAs. I totally forgot about Bill & Jeb's Excellent Ice Cream! That's part of Wild Blue Tools though.. I was planning on retiring Buffalo 1 after completing Buffalo 2. B2 is vastly better than the original. And bonus update tonight: seat switching! I've got some more IVA issues to fix, but I'm almost done with the B2 Stateroom Module.- 961 replies
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not a huge update today, but I fixed some bugs in the lighting, wired the internal light switch up to the external model's window lights, and made the digital picture frame: I also added the "Secure Transmission" button to the B2 Briefing Module- you never know when you need to have a secure conversation in the briefing room... I also started working on the seat switcher, but that's not done yet. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Absolutely nothing other than turn the cabin lights blue. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I got the light switches in game. There's more than one light switch, and they're in sync. There's also a "Secure Transmission" switch for those like @adsii1970 who need secure transmissions. Really, the switch can cycle through several different colors.... I also fixed up the projector screen. Now, if you select an image and then roll the screen up, the image is turned off. If you then unroll the screen again, the image will appear after the screen fully unrolls. That's hard to show, so here's an update to the image: Next up is the seat switcher that'll let you reassign kerbals to seats.- 961 replies
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It's movie night in the prototype Stateroom Module, time to unfold the bed: Let's lower the screen: I wonder what's on... It's getting there, there are some IVA issues to fix, and I need to make a prop to turn out the lights...- 961 replies
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I worked on a new prop: It's a hideaway sofa bed with Flash Kerman sheets. "Who'd they get to play Dr. Zarkov?" "Uh, Dr. Zarkov..."- 961 replies
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I built the interior of the B2 Observation Module- with rotating seats!- 961 replies
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I dunno, Khan Kerman has a nice ring to it. And if he's found in a lava tube somewhere, it would be a... Khan cave.
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"So much for the little training cruise..." - Sulu Wow, who would've thought that Katrina would send the Excursion on an extended trip! Makes me think she's the deepest undercover Section 31 operative there is. "Yeah, so, anyway, Gene, we're off to Minmus to continue investigating that alien spacecraft. Oops! Was that my inner voice?" Those ships look great!
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I fixed the IVA issues with the new Observer part variant on the command pod, and built the exterior for the new B2 Observation Module. Here's a preview: It kind of looks like a tram: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It's primarily for submarines, but the aquarium module (a nod to Subnautica Below Zero) catches Fish when you're in the right environment, such as the oceans of Kerbin and Laythe. If you have Snacks installed, then in the B2 Galley Module, you can make Sushi- turning Fish into Snacks. Most likely, yes. I haven't worked on the KFS mothership in years, and produced Blueshift instead. SunkWorks has the basics for submarines, but the hull parts were proving to be more trouble than they're worth. But you might notice that I've hedged my bets a bit; Buffalo 2 has "superstructure" part variants for a reason... But the real issue is that I'm pretty burned out from work, spend more time modding KSP than playing, and I'd like to enjoy the stuff that I've made. With KSP 2 arriving sometime next year, I want time to relax and have fun with my mods before the next version of the game is released. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, that's definitely part of the plan. I have a standard-length Observation Module planned for exactly that purpose: The short-length version is already slated as the Aquarium Module. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I made some great progress on the Observer part variant: The IVA mask needs some work but it's getting there. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Parts that were deprecated won't show up in Community Category Kit's categories. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, the large jumpgates (the one that the kerbals can make as well as the space anomaly version) require the traveling vessel to pay the graviolium toll. The mini-jumpgate is set up so that the gate itself pays the toll. I did that because kerbals can use the mini-jumpgate while on EVA, and they don't carry graviolium. But since that's causing confusion, I've update Blueshift with the following changes: - Hid deprecated parts from Community Category Kit. - Fixed Effects issues on the mini jumpgate. - If the graviolium toll is set to be paid by the jumpgate, and it can't be paid by the jumpgate, then the jumpgate will check to see if the traveler can pay the toll instead. You can get the latest Blueshift release here.