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Everything posted by Angelo Kerman
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
That's what I was afraid of. Oh well, I guess I'll have to just do side attachments. Thanks though. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Hm, yup, that sounds like it will work. You will have two greenhouse modules, which will mean two sets of gui buttons and such, but it will work. You could also create a copy of the Prairie, and have one use organics and one use fertilizer. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
for the Pigpen, I would suggest replacing the composter inputs with Ore, Water, and Mulch, and then changing the output to Fertilizer. Then I would delete the entry for the Watney. Next, instead of mulch as an input in the greenhouse, use water. That way, the Pigpen produces fertilizer from ore, water, and mulch, and then the greenhouse uses that fertilizer with water to grow your supplies. What produces mulch? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Similar, but not exactly. Universal Storage has a central part and has wedges that attach to the part. What I want to do is use the same part to stack parts as well as attach other copies of the same part to the sides. Here is what I mean. Below is an example of attaching copies of the same part to the sides. I also want to stack the parts vertically: Right now, I can do one or the other, meaning I can stack them vertically, or I can attach them to the sides. I know that I can create two parts, one that stacks vertically, and one that attaches to the sides, but I'm hoping to avoid that, because then I'd have to store the side panels separately. I know that ModuleKISPartMount has a mountedPartNode, but it doesn't support multiple mounted part nodes. I suppose that if I could change the mountedPartNode during flight, that would solve my problem, but I don't know if that is possible. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I don't know the USI_LS production chain, so let's say that for discussion purposes, the greenhouse should produce Supplies instead of Snacks. In the case of Snacks, WBIGreenhouse produces Snacks after 540 hours (90 kerbal-days). The crop produced is controlled through the cropResource field, and the amount is controlled through the cropYield, so you'd need to change cropYield from Snacks to Supplies. For the INPUT_RESOURCE nodes, maybe look at one of the greenhouses in USI_LS and copy the values. If you find the OUTPUT_RESOURCE for Supplies and multiply by 3600, you'll get the amount of Supplies produced in an hour. Multiply that result by hoursPerCycle to get the cropYield for 90 days. For linux, I'm not sure what the problem could be. I compile the mod's plugin for Windows, so I'm amazed that it works on linux at all.. Unfortunately I don't have a linux machine to do testing with. - - - Updated - - - Yup, that is what I was thinking of. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Is it possible to have two KISPartMount modules in the same part? I would like to be able to stack parts using the top and bottom nodes on the part, and then attach the part the sides of another copy of the same part using, say, a front node attaching to the sides. Think of the six-way hub. How do I attach another six-way hub to one of the side nodes, and stack six-way hubs on top of each other? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I agree, stock wheels will make side docking a pain. Initially I will just use the stock balloon wheels but I do want to make crab wheels after the initial release. It may be as simple as installing Infernal Robotics and building something using IR, though I wonder if I can modify whatever transform tells the wheel which way is forward... And thanks for the link. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Interesting. I just installed the latest from GitHub and didn't have any issues. I did so by deleting CRP, the existing Pathfinder directory, and the existing WildBlueTools directory. Can you describe in more detail the steps to reproduce the issue? Have you tried downloading a fresh install from GitHub? Did you use CKAN at all? My understanding of USI_LS is that the design is in flux, and I want to hold off until it is in a more stable release state. But if you want to look at the MM_Snacks.cfg file, you could make a copy of that file and change the Snacks resource to Supplies (I think that's the resource, it's been awhile since I looked at it in depth). I don't know how compatible the USI_LS greenhouse is with Pathfinder, though. I'll have to consider that, the cost of building a module to the selected template and reconfiguring to that template are the same. I figured it would be easier to keep track of that way. In the meantime, I'm messing around with the concept art a bit more: The crew cab will fold out ladders that extend over the wheels. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Hm, not a bad idea. The Buckboard and Ponderosa now have stack nodes on their topside, so I could make stackable static solar panels that also snap together. They could also be mounted to a saddle, and the rover might gain a connector port. It would be available at the same time as the stock OX-Stat panel, and might be easier to build than the deployable circular solar array. I like it. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Actually the large hard shell storage module is already called the Conestoga. I was thinking of calling it the Buffalo. You know, give me a home where the buffalo roam... - - - Updated - - - Thanks. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Glad it's working for you. Barring bug fixes, next update may take awhile. I'm trying something I haven't done before. Here's an early look: -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
That looks fantastic, thanks for sharing that. I've been concentrating on Pathfinder, which is why there hasn't been much activity of late. I'm waiting on KSP 1.1 before fixing the minor issues reported and moving DSEV to the release thread. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Get the latest here! 0.7.5 The Last of the Mohicans This update brings the last of Pathfinder's core base modules. Specifically, it updates the Chuckwagon and it adds optional life support templates that will appear if you have a life support mod installed. Pathfinder supports TAC Life Support (the gold standard of life support), and Snacks out of the box. Other life support options are possible; just read up on how to edit a template file on the wiki. You may also want to check out the MM_TACLS.cfg and MM_Snacks.cfg files for examples. Additionally, you can now generate power using the Hot Springs Geothermal Plant. Keep in mind that it's maintennance intensive, a bit finicky, and not 100% efficient on all worlds. You also have the Solar Flare Experimental Fusion Plant and it's also a bit ornery. Together the Hot Springs and Solar Flare represent the upper end of Pathfinder's power options- lower-tier options are in the works. Finaly, the Ponderosa Habitat is now more than just a placeholder... if you have kOS installed. Chuckwagon - You can now science the kraken out of the Chuckwagon and convert it into a greenhouse. - Added front and side attachment points. - Added temporary IVA. IVAs are on backorder. - Added airlocks. Templates - You can now retool the Blacksmith to use RocketParts instead of MaterialKits, just like the Clockworks. - More than just a habitat module, the Ponderosa template is also used as a command and control center. The template now provides support for kOS if you have that mod installed and if you've researched Precision Engineering. kOS is great for creating power management scripts; it works best with Action Groups Extended. - Added the Pigpen Recycler to the Ponderosa. With a life support mod, it has some useful recyclers. - The Geology Lab now shows the current efficiency improvements for Science, Industry, and Habitation- based resource processors for the current biome. - Added the Hot Springs Geothermal Plant to the Hacienda. Hot Springs generates lots of power but it is maintennance intensive and can break down. Don't want it to break? No problem, just use the Settings window to make parts unbreakable. It's available after you've researched High-Powered Electrics. - Added the Solar Flare Experimental Fusion Plant. It's available after you've researched Specialized Electrics. Like the Hot Springs, it too can break down or be set to unbreakable in the Settings window. - Did a balance pass on the templates. Some weigh less and need less RocketParts than before, others are more expensive. Skilled Engineers give discounts to inflate/reconfigure modules. ModuleManager Patches - Relocated the MetallicOre, Metals, and Ironworks MM patches for Extraplanetary Launchpad to a central file called MM_ExtraplanetaryLaunchpads.cfg. This will make it easier to modify Pathfinder to support other production chains than the EL standard MetalOre->Metal->RocketParts. - Added MM_TACLS.cfg and MM_Snacks.cfg patches to configure Pathfinder to use TACLifeSupport or Snacks, respectively. - Added MM_CommercialSciLab.txt, an optional MM patch that will enable the Doc Commercial Science Lab's lab functionality on all parts with lab modules. Simply rename MM_CommercialSciLab.txt to MM_CommercialSciLab.cfg if you want to enable this functionality. Bug Fixes - Fixed an issue where the module info window would not properly show the template decal. - Lights should now properly turn themselves off when deflating a part. - You won't be able to turn on the lights when a module is deflated. - Resource converter efficiencies are now being calculated properly. - Fixed an issue where converting storage to a battery was reporting incorrect values. - If you stack a box of RocketParts onto a Ponderosa and try to inflate it, the Ponderosa will now properly check to make sure it has enough parts. - Drills will now remember the correct resource that you switched them to. Recommended Mods TACLifeSupport: http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr Snacks!: http://forum.kerbalspaceprogram.com/threads/90841-1-0-2-Snacks!-Kerbal-simplified-life-support-v0-3-5 kOS Scriptable Autopilot System: http://forum.kerbalspaceprogram.com/threads/68089-1-0-4-kOS-Scriptable-Autopilot-System-v0-17-3-2015-6-27 Action Groups Extended: http://forum.kerbalspaceprogram.com/threads/74195-1-0-4-%28Jul09-15%29-Action-Groups-Extended-250-Action-Groups-in-flight-editing-Now-kOS-RemoteTech -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
The Pigpen is a Ponderosa module created to recycle life support waste products. It's an automated module because nobody likes the stench. Interesting feedback on the Ironworks, thanks. Given that the Ironworks is available at Advanced Metal Works, I'm wondering if the storage ability is fine as is. For Sandbox mode, I'm ok with setting up the base with just a couple of parts but in career, you won't get the Ironworks until much later in the game. If I move it earlier in the tech tree then I'll have to reconsider. Thanks again. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
As soon as I fix a few bugs. I've learned not to give time frames so it's done when it's done. Unfortunately, that's the best answer I can give. It should be the same mass in the current release, actually. The template is supposed to set the mass to 3.5t once you switch to the science lab. I've maintained that RocketParts is an abstract representation of the stuff that you fill the structure with. Things like desks, chairs, lamps, computers, etc... I will also reiterate that the mod is still in development. Today for instance I fixed a couple of bugs and evened out the part costs for various templates. here's a breakdown: [TABLE=width: 842] [TR] [TD]Template[/TD] [TD]Mass(t)[/TD] [TD]RocketParts[/TD] [TD]*[/TD] [TD]**[/TD] [TD]***[/TD] [TD]****[/TD] [TD]*****[/TD] [TD]Equivalent Part[/TD] [/TR] [TR] [TD]Clockworks[/TD] [TD=align: right]5[/TD] [TD=align: right]2000[/TD] [TD=align: right]1800[/TD] [TD=align: right]1600[/TD] [TD=align: right]1400[/TD] [TD=align: right]1200[/TD] [TD=align: right]1000[/TD] [TD][/TD] [/TR] [TR] [TD]Doc Science Lab[/TD] [TD=align: right]3[/TD] [TD=align: right]1200[/TD] [TD=align: right]1080[/TD] [TD=align: right]960[/TD] [TD=align: right]840[/TD] [TD=align: right]720[/TD] [TD=align: right]600[/TD] [TD]Mobile Processing Lab (3.5t)[/TD] [/TR] [TR] [TD]Fireworks[/TD] [TD=align: right]5[/TD] [TD=align: right]2000[/TD] [TD=align: right]1800[/TD] [TD=align: right]1600[/TD] [TD=align: right]1400[/TD] [TD=align: right]1200[/TD] [TD=align: right]1000[/TD] [TD]EL Workshop (15t)[/TD] [/TR] [TR] [TD]Pathfinder Geology Lab[/TD] [TD=align: right]1.5[/TD] [TD=align: right]600[/TD] [TD=align: right]540[/TD] [TD=align: right]480[/TD] [TD=align: right]420[/TD] [TD=align: right]360[/TD] [TD=align: right]300[/TD] [TD][/TD] [/TR] [TR] [TD]Hot Springs[/TD] [TD=align: right]7.5[/TD] [TD=align: right]3000[/TD] [TD=align: right]2700[/TD] [TD=align: right]2400[/TD] [TD=align: right]2100[/TD] [TD=align: right]1800[/TD] [TD=align: right]1500[/TD] [TD][/TD] [/TR] [TR] [TD]Ironworks[/TD] [TD=align: right]5[/TD] [TD=align: right]2000[/TD] [TD=align: right]1800[/TD] [TD=align: right]1600[/TD] [TD=align: right]1400[/TD] [TD=align: right]1200[/TD] [TD=align: right]1000[/TD] [TD][/TD] [/TR] [TR] [TD]Pigpen[/TD] [TD=align: right]1.5[/TD] [TD=align: right]600[/TD] [TD=align: right]540[/TD] [TD=align: right]480[/TD] [TD=align: right]420[/TD] [TD=align: right]360[/TD] [TD=align: right]300[/TD] [TD][/TD] [/TR] [TR] [TD]Ponderosa Habitat[/TD] [TD=align: right]1.5[/TD] [TD=align: right]600[/TD] [TD=align: right]540[/TD] [TD=align: right]480[/TD] [TD=align: right]420[/TD] [TD=align: right]360[/TD] [TD=align: right]300[/TD] [TD]Hitchhicker (2.5t)[/TD] [/TR] [TR] [TD]Prairie[/TD] [TD=align: right]1.5[/TD] [TD=align: right]600[/TD] [TD=align: right]540[/TD] [TD=align: right]480[/TD] [TD=align: right]420[/TD] [TD=align: right]360[/TD] [TD=align: right]300[/TD] [TD][/TD] [/TR] [TR] [TD]Sunburn Lab[/TD] [TD=align: right]3[/TD] [TD=align: right]1200[/TD] [TD=align: right]1080[/TD] [TD=align: right]960[/TD] [TD=align: right]840[/TD] [TD=align: right]720[/TD] [TD=align: right]600[/TD] [TD][/TD] [/TR] [TR] [TD]Watney Chemistry Lab[/TD] [TD=align: right]3[/TD] [TD=align: right]1200[/TD] [TD=align: right]1080[/TD] [TD=align: right]960[/TD] [TD=align: right]840[/TD] [TD=align: right]720[/TD] [TD=align: right]600[/TD] [TD][/TD] [/TR] [TR] [TD]Blacksmith[/TD] [TD=align: right]1.5[/TD] [TD=align: right]600[/TD] [TD=align: right]540[/TD] [TD=align: right]480[/TD] [TD=align: right]420[/TD] [TD=align: right]360[/TD] [TD=align: right]300[/TD] [TD]OSE Workshop (2.5t)[/TD] [/TR] [/TABLE] To me this is a good balance between the initial cost and the adjusted cost with a skilled specialist. The skilled specialist of course figures out how to jurry-rig and/or re-purpose items represented by the RocketParts. The above might change in the future of course. Now that I've had a chance to think on it, 50% discount is too much. See what I mean by things being in flux? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Not no more it ain't, fixed that issue. For the science lab, I don't know. If the contract checks for a ModuleScienceLab or ModuleScienceConverter then it should. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
No worries, I'm putting a spreadsheet together so I can play with the different templates, masses, and RocketPart costs with 0 to 5 star discount. Thanks for the bug report too. The actual cost is 50 RocketParts for the Buckboard, looks like there's an error in the message. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Actually, I double-checked, the Ponderosa template, it masses 1.5 tons and needs 600 RocketParts. The geology lab needs more RocketParts IIRC. I think Engineers can reduce the RocketPart further. If not then they will. - - - Updated - - - Yes. You are supposed to be able to do that now but there is a bug in the drill switch code. - - - Updated - - - Yes you won't need the whole EL pack but the parts are still useful. I will look into limiting the geo thermal plant, good idea. I need a more generic plant, probably one earlier in the tech tree and is a kind of diesel electric that runs on monopropellant and generates less EC than the geothermal plant. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
You get more than just a place to park your kerbals. While I might look at the RocketPart cost for the Ponderosa habitat template and compare it to the hitchhicker in termsmof mass, the rest of the template are reasonable to me. But if it bugs you that much, you could eddit the config files to suit your liking or press Alt P to bring up the Settings menu and turn off tthe need for RocketParts alltogether. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
You can modify the Gold Digger drill to drill for all sorts of resources. There's currently a bug that I'm working on so next release you really will be able to modify the drill. - - - Updated - - - Here's another preview: the Hot Springs Geo Thermal Plant! -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ok, next update you'll have a MM_CommercialSciLab.txt file. Rename it to MM_CommercialSciLab.cfg if you want to add the Doc Commercial Science Lab's functionality to all parts that have a ModuleScienceConverter. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Good question. The mod is tied to CRP, so you'd have to do a lot of modifications to the resource converters to do away with CRP resources. It's possible but it would be difficult to do. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
All you need to do is replace the ModuleScienceConverter with WBIScienceConverter. Something like this: @PART [*]:HAS[@MODULE[ModuleScienceConverter]] { @MODULE[ModuleScienceConverter] { @name = WBIScienceConverter } } This will give you the basic right-click context menu buttons. The fancy UI is part of Pathfinder's operatins manager and I'd have to add an extra button to display it independently of the manager (which is easy to do). I'll look at that for next release. Yup! Reducing part count is good, hopefully it's not killing the framerate too. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
Nice! I didn't know KSP had that feature.