-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Well not sure what the deal is, but after removing and re-installing the parts, everything works fine. I had the parts in symmetry mode and when I pulled them off and put them back on again, I had no issues. Very strange. If I run unto the problem again I'll report my results. -
[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
KIS updated how it recognizes that a part can be static attached. You need to add allowStaticAttach = 1 to the node for ModuleKISItem. MeCripp figured this out while messing around with Pathfinder. Thanks again MeCripp Unrelated note. If I use the stakes to define an area to build rockets and then land a rocket in that area, can I recycle said rocket? -
Modify crew skill in persistent.sfs?
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Wow. What an odd way to determine crew trait. Ok, I will get Ship Manifest. Thanks! -
Hi all, for testing purposes I want to edit my save and change the skill of a few kerbals. I know bout the CrewRoster field, but I don't know which parameters specify what skill a kerbal has. Any ideas? Thanks!
-
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Hi Rottielover, The issue is that there are new settings for how you attach things on the ground. MeCripp figured out that you need to modify the Saddle to look like this: MODULE { name = ModuleKISItem volumeOverride = 100 stackable = true allowPartAttach = 2 allowStaticAttach = 1 } I'll have a that change in the next update of Pathfinder. Meanwhile, I have a different issue. I'm using KIS 1.2.0 and KAS 0.5.3. First, here is my base. Pathfinder relies heavily upon KIS/KAS for assembly; I'm enjoying building my mod around KIS/KAS. Anyway, you can see that I've attached batteries, solar panels, and using the ModuleKISPartMount, I've attached a crew transfer tube (essentially a modified connector port) and two Chuckwagon inflatable storage modules. What I'm trying to do is set up a second Ponderosa and attach it to the first via crew transfer tube. Bill is having a problem though, and cannot pull the Ponderosa from its mounting rack: From the looks of it, KIS is looking at the already setup base instead of the part that is attached to the landing craft, and incorrectly determining that it has parts attached to it and thus cannot be carried. I tried pulling all the parts off of the established base but I get the same error. You can find my log here, though I didn't see anything that was reported by KIS to the effect that I have parts attached. I think the steps to reproduce this are: 1. make sure your ship has two SM-62 mounts on the ship and two SC-62 containers. 2. Grab one of the SC-62 containers and carry it. Then Grab the empty SM-62 and mount it on, say, a slab attached to the ground. 3. Mount a SC-62 to the SM-62 that is attached to that slab. Then attach a battery to the SC-62. 4. Back to the ship, try grabbing the other SC-62. Edit: I tried this again and here is what I see in the logs when the icon turns red while trying to grab the Ponderosa attached to the ship: [LOG 08:48:44.378] [FLIGHT GLOBALS]: Switching To Vessel Bill Kerman ---------------------- [LOG 08:48:44.382] stage manager resuming... [LOG 08:48:44.385] [KIS] Part detection stopped [LOG 08:48:47.937] [KIS] Equip item KIS.electricScrewdriver [LOG 08:48:57.081] [KIS] Part detection started [LOG 08:49:02.032] [KIS] Part detection stopped [LOG 08:49:03.555] [PlanetariumCamera]: Focus: Mun -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks for the investigation. I've made changes to the Saddle and they restore the ability to bolt the part to the ground. I duplicated the values from the KIS concrete slab. You'll see those changes in the next update. Meanwhile, if you pack up your base, exit the game, manually add the new config settings, and restart your game and setup your base again, you'll be good to go. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks. I've had some personal issues to handle so I'm not as far along as I'd like, but I just finished up the TERRAIN tonight and am working on some geology lab improvements. I'm hoping to have an update late next week. -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
I'll take a look at this. I think 4 days is pretty low. More like 100 and 200 days seems more reasonable. I think the CPU and cameras should have a lifespan as well. Gotta have a reason to go service the telescope... edit: ok, I figured out how it works. The GRU part configs have a lifeSpan parameter in the config file, which specifies how long the gyro will last in Earth days. KSP defaults to 6hr days, which is why the gyros last 4 kerbin days. Next update I'll adjust their times to be 25 earth days for the GRU-1000 and 50 earth days for the GRU-200 (100 and 200 days, respectively). -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
That I don't know. I'd have to study the code and figure it out, but I'd guess that you have to be in orbit to discover asteroids. Which reminds me, the AsteroidDay mod has the Sentinel telescope, and it discovers asteroids. I wonder if I could make a Sentinel camera for the CactEye... -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
From what I understand, DOE was updated yesterday. I pulled the latest release and compiled against that, so I think it should work. I don't see any reason why it wouldn't work. You might get a complaint about compatibility, but if you locate the CactEye.version file, and edit it with a text editor, you should be able to specify 1.0.2. -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
Get the latest here! CactEye 2 BETA 6.1 NOTE: Angel-125 here, raven appears to have been away for a couple of months, so I've forked his build of CactEye and am doing some caretaking/maintennance until raven gets back. I'm hoping he/she will return to a bunch of pull requests from me and pick up the mod again. If not, I'll do what I can to continue the er, continuation of RubberDucky's mod. Also note: All I did was recompile, so if there are bugs, I didn't do it. - Recompiled for KSP 1.0.4 - Updated parts to latest KIS/KAS CactEye 2 BETA 6 -Fixed an issue where the skybox would not be visible in pictures taken with a CactEye telescope. -Fixed a timewarp issue with the skybox. -Fixed an issue where the FungEye telescope would not explode when pointed at the sun. -Added contracts! -Added an example craft of the small telescope. -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
Thank you for reminding me. I'll locate DOE and see where it's at. Edit: OK, looks like MOARdv is maintaining DOE, and I just downloaded the latest version. The CactEye hook is now compiled against the latest DOE. Standard installs will have that hook as part of the install. Just need to update some animation modules... -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
Answering my own question, Beta 6 is using the old KAS modules. I forked the beta tonight and am converting the parts over to use KIS/KAS and recompiling the dll. Once I get done I'll post what I have and create a pull request. Hopefully when raven gets back he can take the changes. First screenshot with recompiled Beta 6: Just need to update the solar panels so you carry them on your back, and then Beta 6.1 will be ready. -
[1.0]CactEye 2 Orbital Telescope BETA 5.2
Angelo Kerman replied to Raven.'s topic in KSP1 Mod Development
Is Raven still actively developing the mod? Edit: From what I see of the GitHub repro for Beta 6, it looks like the CactEye is using the old KAS system instead of the newer KIS. Can anyone confirm? -
[WIP] Nert's Dev Thread - Current: various updates
Angelo Kerman replied to Nertea's topic in KSP1 Mod Development
The revised artwork looks stunning, Nert. -
Lol, nobody wants the eggsalad sandwiches. Can't say I blame them. Side Note: Glad you like the art. Multipurpose Colony Modules is defunct but its successor, Pathfinder, is shaping up nicely as I roll the art assets into the new mod. Pathfinder is playable but in flux. Deep Space Exploration Vessels is basically done and stable though. Anyway, looking forward to reading more of your adventures.
-
Hi all, I am trying to add Science outside of using experiments (both Career and Science Sandbox mode, KSP 1.0.4), and I found this: ResearchAndDevelopment.Instance.AddScience(1.0f, TransactionReasons.Any); If I then check to see if the science was added, I use this: ResearchAndDevelopment.Instance.Science I've verified that ResearchAndDevelopment.Instance.Science reflects the amount of science added using ResearchAndDevelopment.Instance.AddScience. The second I go back to the Space Center and look at the Science meter, it retains the value it had before entering Flight and altering the Science. As far as I can tell, the ResearchAndDevelopment scenario isn't saving the adjustment to Science when I switch the scene from Flight to Space Center. I'm also seeing that the Science readout in Flight doesn't reflect the change I did. Is there a way to tell the ResearchAndDevelopment scenario to save its new values? Is there another place to set Science other than in the ResearchAndDevelopment scenario? Thanks for the help. Edit: Nailed it! The problem is that I was adding science during the OnStart method. All I needed to do is wait a bit such as during OnUpdate or OnFixedUpdate.
-
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Here's a preview of what I've been working on: -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Also: Is it possible to get a research lab variant of Ponderosa? Thanks for the use of your pics, I'll add them to the showcase. I do have plans for a research lab, But I have a few other things to take care of first. I'm in the process of creating a new part that I hope will be done soon. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
Woo hoo! Downloading now. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Those look really good! I like the polar expedition idea. An thank you for allowing me to showcase your work, I've added it to the album on the first page. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks for the feedback. You actually should be able to inflate the Ponderosa without any external support. Just bolt the Saddle to the ground, mount the Ponderosa, and inflate the space tent while on EVA. Be sure to drop the Saddle on the ground first before picking it up and bolting it to the ground, or it won't stick and your base will jump upon loading. Apparently there's a bug that doesn't let you do that while on EVA, but I need logs to see what's going on since I have no issues. For the RocketParts requirement, you can always hit Alt P (modifier key and P simultaneously in the next version, which defaults to Alt on Windows) to bring up the settings window and turn off the requirement. That said, with the Ponderosa, you're not just setting up the tent poles and stakes. For the Geology Lab, for instance, you're installing a desk, chairs, microscope, lights, seismometer, etc. Think of going camping. When you assemble your tent, to make it comfy inside, you need a sleeping bag, ground mat, a lantern, a duffel with your clothes in it, snacks, and so on. All those extra bits are represented by the RocketParts. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I definitely have a portable generator planned. I could build a battery variant for the buckboard, thanks for the idea. The PrimeFlux battery pack has a nice ring to it... Not sure why you cannot inflate the pathfinder. Can you send your logs?