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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Ooo oo! I think I spotted them driving around KSC: Buffalo MSEV: http://imgur.com/a/K1DfW Sorry, just couldn't resist.
  2. Hm,first time I've seen that. I'll have to figure out what's going on, thanks for the report.
  3. Great question. It is a specialized docking port that only docks with other trailer hitches. But you also get a ladder and pipe connectors. A magnet of sorts would be pretty cool though, I'll add that to my list.
  4. Got another part done, this is the last of my "must have" items. The Buffalo now has a trailer hitch. The trailer hitch has an integrated retractable ladder and a pair of standard KAS pipe ports. Just need to do some specular mapping and it's ready to go. And here's a family photo. That's the old man in the foreground... And one more image showing the trailer hooked up:
  5. Yup! Phase 2 will have an IR-independent centrifuge based on the NASA Discovery II spacecraft. It will have CLS support as well. I'm holding off on updates until 1.1 is released though. Thanks for asking. - - - Updated - - - Currently I don't have a RealFuels config for the Supernova. I can add that to the list though.
  6. Here you go! - - - Updated - - - I think there's a mod that does exactly that. I can't remember the name offhand though. Once I get to the point where I can actively develop CactEye, I can look into integrating with other mods, such as with Asteroid Day (I know CactEye already has an asteroid camera).
  7. Work is continuing to progress nicely. Here are a couple of images showing the MSEV attached to decouplers. The first image is a stock decoupler, while the second one is a chassis decoupler.
  8. hm, can't reproduce that one, make sure you get the latest from GitHub. Thanks for the report though. You can convert a Chuckwagon into a greenhouse if you have a Scientist. With Snacks, you can also grind out Snacks in the Doc Commercial Science Lab, just like you can with Snacks! but it is more expensive. folks I am finding more and more people are having problems with CKAN and am considering discontinuing support for it. It seems that CKAN does not always download all the files in the latest update. Not sure what to do but it is causing me support issues.
  9. Are you having issues with the very latest version? Did you try downloading from Github instead of CKAN? If not, please try using 0.7.7 from Github. Glad you like the mod, thanks for the feedback. I will take a look at Cryoengines and see what's done. What I could do is add an MM patch that would add them. Currently, the Watney Chemistry Lab has the ability to split water into LqdHydrogen and Oxygen, so it might be close to what you're looking for. Thanks for the suggestion. Not sure what to do about the contracts. Contracts are out of my expertise right now...
  10. Thanks for the update. Unfortunately the joint strength is set by KIS and I don't know how to change that. Glad you found a workaround though. Meanwhile, get the latest here! 0.7.7: The Last of the Mohicans - Top of The World Another bug fix, this release fixes a couple of issues with lights and mesh switching and animation that occurred when you reverted back to launch. It also fixes an issue where you'd lose your Snacks when switching templates- if you have the Snacks mod installed. It also adds a new template to the Hacienda. Templates - Added the Brew Works ISRU Refinery to the Hacienda. Like the stock ISRU part, the Brew Works converts Ore into LFO, LiquidFuel, Oxidizer, and MonoPropellant. It also can refine Xenon. Bug Fixes - Fixed an issue in WBIAnimation and WBILight that would lose their settings when you reverted to launch. - Fixed an issue where, if you have Snacks! installed and you reconfigure your modules, the modules would lose their Snacks. Kerbals should be happier now. I'm also happy to present another preview of the Buffalo Modular Space Exploration Vehicle (MSEV). There's more work to do, but it's progressing nicely:
  11. Thanks! I like the way the MSEV is shaping up. The cab alone is large enough for two crew members to sit and drive, but they'd need a bit more space to camp out. If you look at the NASA MMSEV in the picture, it has a section with docking ports and solar panels. The Buffalo will have a similar "camper shell" extension that provides more room. In addition, the Buffalo will gain a sleeper cab extension that provides a small amount of room for life support stuff. The kerbals would still need to fold down the seats and string up a pair of hammocks like the Astronauts did in the Lunar Module. It will be cramped but the kerbals can rough it for a couple of days.
  12. Getting close to the finish line on the first component of the Buffalo. It needs a bit more detail and some weathering, but I'm really pleased with the art direction.
  13. Hey Kuzztler, have you tried using Kerbal Inventory System to attach a docking port to the asteroid, and docking to it? Would not need the klaw...
  14. Funny you mention that. Multipurpose Colony Modules essentially was a re-skin of MKS that was designed to fit in the cargobay of the KSOS Super 25. Back before part categories, the mod reduced part count by providing the ability to reconfigure the modules in flight. That functionality has been carried over into Pathfinder and expanded upon. To make the mod work with MKS you'd pretty much have to start over with the templates because as I recall, there have been a bunch of changes in MKS. Last I looked there were a bunch of efficiency parts that might not fit the MBU, for instance. Further, MCM's plugins are not up to date with KSP 1.0 so you will need the plugins from Pathfinder. So basically you'd need to do a lot of work to update the mod, and it would be simpler to just use MKS if that is what you're looking for. MCM's license is permissive enough to do a re-skin as long as you credit my work. Of course, I'm reconditioning the art assets for Pathfinder, so nearly all those cargobay friendly parts have a home in my new mod.
  15. Thanks. I got a lot done this weekend, and the Buffalo is coming along nicely:
  16. Ah, didn't know that. The Buffalo is something I've had on the backburner for awhile once I realized that I needed a way to transport the base around. It stems from figuring out a rover for DSEV Phase 2, and then realizing that I could do a crossover between DSEV and Pathfinder. A simple rover wouldn't do, you need a truck. I saw the little trucks driving around KSC and knew I had my solution. Edit: forgot about this one, but this is another inspiration for the Buffalo. I started this in December 2013 and finished it mid January 2014. http://spellflight.com/albums/ContactLostArt/RABBIT.jpg http://www.spellflight.com/albums/ContactLostArt/RABBITOrthos.jpg
  17. No problem, glad you like it. I can see that the code needs a refactor to clean things up. That's what I get for trying to figure out how KSP works... Anyway, I'll do that a bit at a time. Meanwhile... Get the latest here! 0.7.6: The Last of the Mohicans - Elk Hunt This release brings with it some bug fixes (thanks ozraven!) as well as a new part: the Poncho! Think of buying 10 OX-STAT panels and gluing them together, except that they fold out and cost as much as 15 OX-STAT panels. It won't track the sun, but the Poncho will provide a lot of power for your fledgling base. The Sombrero circular solar array is still planned... New Part - Added the Poncho, a large folding solar array that cannot track the sun. But hey, you can mount it on the Buckboard, Ponderosa, Saddle, and SM-62. Bug Fixes - Fixed an issue where the drill switcher would show an empty window if the biome hasn't been unlocked yet. Special thanks to ozraven: - Fixes for reconfigure affordability check. - Deflating discards resources that cannot be stored. - Entire vessel's crew now searched for skill modifier calculation. - Updated inflate/deflate logic to account for deflate confirmation. And while I continue to fiddle with the rover concept, I'm just starting to work on the next addition:
  18. Thanks. Maybe I'll be fortunate to get another look by reviewers once I've finished the parts list and internal views. Glad you like MOLE as well. It's definitely not dead, just hibernating while I get Pathfinder into a good place.
  19. @ozraven: I'm reviewing your changes, thanks for taking a look. My original intent was to have the highest resident crewmember in the part perform the redecoration, but I like the change to the entire vessel. Meanwhile, I've addressed the empty window issue on the drill switcher. If you haven't unlocked the biome yet, you'll see a message telling you to do so. And here is the new Poncho undergoing testing. You can surface attach it as well as mount it to things like the Buckboard, Ponderosa, and Saddle. It's priced to be more expensive than 10 OX-STAT solar panels but generates the same amount of EC.
  20. Actually it's an issue with KIS. Not a bug, but the KIS feature set doesn't support what I want to do. That's ok though, I'm about finished with the Poncho. It is essentially 10 OX-STAT panels that fold up but don't track the sun.
  21. Cool beans, thanks. Hopefully that solves your linux issues. I'll take a look once I'm not so frazzled by work. Meanwhile, playing Legos with solar panels isn't working out too well, so I think the alternate plan of a folding array that does not track the sun will do the job...
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