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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Interestingly enough, I cannot reproduce this. I downloaded the latest Pathfinder, installed it (my tablet is really slow for KSP), and had no issues. What operating system are you using? I do all my dev work on Windows. Meanwhile, I've added a new tooltip to remind you that you can turn off the RocketParts requirement, and I'm looking into to how to detect when the modifier key has been pressed. So far no luck. The next update may take a bit while I rebuild my dev/art pc, do some work on the Geology Lab, and create a new part.
  2. I am happy to report that Pathfinder is now up on CKAN. Meanwhile I'm working on the next update.
  3. Glad you like the mod. I agree, core samples aren't much different then taking a surface sample. Without revealing too much, the Geology Lab will do what the surface scanner does. Mostly.
  4. Ok I think I know how to resolve this and make it fun. You'll be able to unlock a biome earlier in the tech tree. I see the stock narrow band scanner as advanced technology...
  5. OK, I've just created a pull request for netkan for DSEV, Pathfinder, and of course WildBlueTools. We'll see what happens.
  6. I haven't got it on CKAN yet. I've restructured the directories for DSEV and Pathfinder, and created a WildBlueTools mod, but I don't have the .netkan files built yet. I'm trying to get the bugs fixed first while getting my dev/art pc running again. No data loss like I mentioned, but rebuilding the PC's hard disk image is a pain...
  7. Thanks for the feedback. hm, I'll have to think about when you can do core sample analysis. Surface scans are late in the game, but we do have a geology lab... Ok, I'll think about how to address that issue.
  8. Not sure if others have experienced this, but when I drag a part to the ground to attach it by Holding X, when I release the mouse button, the part acts like it was dropped to the ground. I can then push the part around. But, if I drop the part on the ground first and then grabb and attach it, then the part remains firmly in place.
  9. Good to know, thank you. great workaround until I can fix the issue.
  10. Great suggestion! Not entirely sure how to go about that but I can look into it. Maybe I can tao into the game's action key...
  11. Hm. I'll double check that. You are supposed to be able to inflate the Ponderosa while on EVA. Thanks for the report, I'll figure out what is going on and fix it.
  12. Must be a stock game issue, the resource conversion come straight from the stock ModuleResourceConverter. Thanks for the report though.
  13. Haven't visited in awhile, I like the changes you've made. That new launch complex looks cool. Fun seeing one of my Contact Lost images on the forums. that one depicts a modified Blue Gemini receiving in-flight refueling from a RainBird refueling satellite. The fuel tanks are docked to counter-rotating hubs to make fuel transfers easier. Probably not practical but it was a fun image to create. I eventually redid the Blue Gemini to have a three person crew that connected with a modified Apollo service module. That service module combined with a JAXA Hope style cargo bay and something by NASA called the Advanced Automated Rendezvous Docking Vehicle. Maybe one day I'll rebuild the cargo ship and RainBird in KSP.. Anyway, I like the new stuff you've created, looks neat.
  14. Trying to, CKAN is challenging for me, and with my art/dev pc down for the count, I'll be rebuilding it this week. Fortunately all my data is backed up.
  15. Can you be more specific about the weird graphical stuff? Not much for me to go on..
  16. Sure thing. I need to create a tooltip so that the first time you try and it fails, you're pointed to the settings window. You should be ok, deflating the Ponderosa is a precaution
  17. Get the latest release here! 0.1.4: Raw Hide Developer Notes: When I started working on Multipurpose Colony Modules, I always intended to have the player spend resources to reconfigure the module. Its successor, Pathfinder, finally realizes that vision. Similarly, certain templates require a specific skill to reconfigure the module into its new configuration. The new requirements add a new challenge to the gameplay without overly complicating the system. But as always, it’s your game, your choice, so you can disable these requirements if you prefer not to play with them. Simply press Alt P to bring up the Pathfinder settings window, and uncheck the box next to “requires resources to reconfigure.†If you uncheck the box, the Ponderosa won’t require resources to inflate and outfit the module either. Similarly, you can disable the skill requirement. IMPORTANT NOTE: The directory structure has changed. Please delete the WildBlueIndustries folder before installing this update. NOTE: Please pack up your Ponderosas before applying this patch. - The Ponderosa now requires RocketParts to inflate the module and to reconfigure it. Be sure to have an ample supply of RocketParts on your vessel. If you prefer to not use this feature, simply press Alt P to bring up the Pathfinder Settings window to disable it. - Added the Conestoga Multipurpose Logistics Module (MLM). The Conestoga holds a lot more stuff than the Buckboard, but it’s not very hand-portable. - Added the Mineshaft Portable Crew Tube (PCT). Mount one on each Ponderosa that you want to connect to, and then link them together, just like the KAS pipe. - Added the Ponderosa Habitat template to the Ponderosa. It will be helpful in the future, but right now it's decorative. - Refactored the directory structure for CKAN support. Side Note: I've published the WildBlueTools separately, and after talking with the folks on the CKAN thread, I can bundle 000WildBlueTools folder with DSEV and Pathfinder, but have a .netkan requirement for the latest WildBlueTools along with ModuleManager. This weekend I can look into doing that.
  18. By chance does TAC LS display resources used in years (if there is enough resources to last years)? Last time I used it time measurements were in days. Me brain does not handle converting 1000+ days into years, so a friendly ui for us math challenged would be appreciated.
  19. Thanks! It's nice to see how others are using the mod. I appreciate the use of your screenshot, I'm delighted to showcase it and credit your work. The release is delayed a bit while I straighten out the folders for CKAN support and work on infrastructure needed for future updates. I'm shooting for this weekend for the next update. Hopefully by then you'll be seeing Pathfinder up on CKAN along with the Mineshaft and a new Ponderosa template. I've also planned out the design for the Geology Lab update.
  20. Yup, pfj was able to answer my question. I can still bundle WildBlueTools with DSEV and Pathfinder, but also create a WildBlueTools mod, and have CKAN require the WildBlueTools mod.
  21. Missed your post, apologies. Bases launch into the air when the Saddle is not properly bolted to the ground. I find that the best way to ensure that it stays put is to drag the Saddle out of my inventory, drop it onto the ground, pick it up and then press X to attach it to the ground. I will usually then try to run into it. If the Saddle isn't pushed around by the kerbal, then it is properly attached to the ground. In my testing I had similar problems with the KIS concrete base and the same technique resolved the issue. I will put together a video showing how to setup the Saddle and Ponderosa as soon as I can.
  22. That is a most excellent, most triumphant solution to my problem. Thank you, I will incorporate your solution into my mods.
  23. Question about using CKAN/KerbalStuff. Since my mods share common assets (templates, decals, etc.) I understand that for CKAN they need to be placed in a separate mod. But what about KerbalStuff? My concern is that by breaking up the install into separate mods, users won't download the WildBlueTools from KerbalStuff, and I'll get a bunch of support requests. I want to make sure that if I separate out the tools from DSEV/Pathfinder, that users will have the complete download if downloading files from KerbalStuff.
  24. Question about using CKAN/KerbalStuff. Since my mods share common assets (templates, decals, etc.) I understand that for CKAN they need to be placed in a separate mod. But what about KerbalStuff? My concern is that by breaking up the install into separate mods, users won't download the WildBlueTools from KerbalStuff, and I'll get a bunch of support requests. I want to make sure that if I separate out the tools from DSEV/Pathfinder, that users will have the complete download if downloading files from KerbalStuff. - - - Updated - - - Great, glad to hear. Thus far, I've had no issues with the reworked Saddle. Next update will have a small step on the Saddle so that you know which way is the front door when you mount up the Ponderosa.
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