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Everything posted by Angelo Kerman
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You'll find these under Blueshift/Resources/ResourceDefinitions.cfg: // This is a global resource distribution for interplanetary space. GLOBAL_INTERPLANETARY_DISTRIBUTION { name = globalInterplanetaryGraviolium resourceName = Graviolium minAbundance = 0.00000001 maxAbundance = 0.0000001 } // This is a resource distribution for interplanetary space around a specific star. INTERPLANETARY_DISTRIBUTION { name = sunGraviolium starName = Sun resourceName = Graviolium minAbundance = 0.00000002 maxAbundance = 0.0000002 } -
Today, Bob and Valentina took the prototype Buffalo 2 out for a test drive. First, feeling the munchies, Val stops off at McKermans for a quick bite: (That post-it note at the bottom of the dashboard is a nod to @JustJim's Saga of Emiko Station) After that, she drives over to the mini jumpgate parked at KSC's hangar, and dials the gate: A quick drive up the ramp and they're on Minmus: And off they go, enjoying the sites: Valentina notes that in the low gravity, Buffalo 2 pulls wheelies as the rover accelerates. Engineers make a note of that and plan to add software that lets drivers disable pitch on the rover's gyros...
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Unfortunately, no, unless someone volunteers to do so. My time is limited and I want to retire from modding KSP 1 once Buffalo 2 is finished. No, but you can find them here. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Road trip: -
Ok, I gotta figure out how to make Blueshift's jumpgate part module work with MAS!
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I finished up the IVA masks and props for the stock/Near Future Props IVA: I also have the MAS IVA done: MAS needs a bug fix (pull request is pending...) so I'll wait to release an update until it's done. Buffalo 2 will automatically detect if you have MAS installed or not, and update its IVA accordingly. I have a few items to finish up but once they're done I'll start in on the Observer and Cupola variants. -
I don't need to make a new HUD prop, yay! I'm looking forward to messing with MAS in game.
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Done! https://github.com/MOARdV/AvionicsSystems/pull/352
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Ok, I found it: GameObject audioObject = new GameObject(); AudioSource audioSource; GameObject morseAudioObject = new GameObject(); On lines 1723 and 1725. I moved the creation of audioObject and morseAudioObject to the start method, and that did the trick! This is Buffalo 2's MAS IVA, based on the outstanding IVA that you made for Kerbal Flying Saucers. It needs some work but the basics are there: I may need to replace that HUD with a custom-built one that's much thinner. I'll have a PR for you soon for the fix. Thanks for all the great work!
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I've just forked MAS and set up my debugger, hopefully I can get you some more information shortly.
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Thank you. I've removed the powerOnVariable, but am still seeing these errors: [LOG 10:00:19.228] PartLoader: Compiling Part 'WildBlueIndustries/Buffalo2/Parts/Command/buffaloCommandPod/wbiBuffaloCommandPod' [WRN 10:00:19.234] PartLoader Warning: Variable maxSkinTemp not found in Part [EXC 10:00:19.247] UnityException: Internal_CreateGameObject is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'MASFlightComputer' on game object 'wbiBuffaloCommandPod'. See "Script Serialization" page in the Unity Manual for further details. UnityEngine.GameObject..ctor () (at <12e76cd50cc64cf19e759e981cb725af>:0) AvionicsSystems.MASFlightComputer..ctor () (at <177a2c548c7640c9bc351c4169da46e0>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 10:00:19.251] NullReferenceException: Object reference not set to an instance of an object PartModule.Awake () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 10:00:19.252] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1[T] appliedUps, ConfigNode node, System.Boolean doLoad) [0x00029] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartModule.Load (ConfigNode node) [0x000f9] in <cd473063d3a2482f8d93d388d0c95035>:0 at Part.AddModule (ConfigNode node, System.Boolean forceAwake) [0x0006f] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00f10] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <cd473063d3a2482f8d93d388d0c95035>:0 UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) ModuleManager.UnityLogHandle.InterceptLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogError(Object) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 10:00:19.252] PartCompiler: Cannot compile part UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) ModuleManager.UnityLogHandle.InterceptLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogError(Object) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
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The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
@JustJim A nod to the Saga of Emiko Station in my upcoming Buffalo 2 mod:. -
@MOARdV I think my part config might not be correct for the latest version of MAS. I have 1.3.3 installed. I'm getting this error during start of the game: [EXC 15:12:36.836] UnityException: Internal_CreateGameObject is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'MASFlightComputer' on game object 'wbiBuffaloCommandPod'. See "Script Serialization" page in the Unity Manual for further details. UnityEngine.GameObject..ctor () (at <12e76cd50cc64cf19e759e981cb725af>:0) AvionicsSystems.MASFlightComputer..ctor () (at <177a2c548c7640c9bc351c4169da46e0>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [EXC 15:12:36.840] NullReferenceException: Object reference not set to an instance of an object PartModule.Awake () (at <cd473063d3a2482f8d93d388d0c95035>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 15:12:36.841] PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartModule.ApplyUpgradeNode (System.Collections.Generic.List`1[T] appliedUps, ConfigNode node, System.Boolean doLoad) [0x00029] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartModule.Load (ConfigNode node) [0x000f9] in <cd473063d3a2482f8d93d388d0c95035>:0 at Part.AddModule (ConfigNode node, System.Boolean forceAwake) [0x0006f] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartLoader.ParsePart (UrlDir+UrlConfig urlConfig, ConfigNode node) [0x00f10] in <cd473063d3a2482f8d93d388d0c95035>:0 at PartLoader+<CompileParts>d__56.MoveNext () [0x00685] in <cd473063d3a2482f8d93d388d0c95035>:0 UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) ModuleManager.UnityLogHandle.InterceptLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogError(Object) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ERR 15:12:36.841] PartCompiler: Cannot compile part UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[]) ModuleManager.UnityLogHandle.InterceptLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogError(Object) <CompileParts>d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) My config for the flight computer is: MODULE:NEEDS[MOARdV/AvionicsSystems] { name = MASFlightComputer gLimit = 6.7 baseDisruptionChance = 0.20 requiresPower = true powerOnVariable = 1 PERSISTENT_VARIABLES { MAS_IMP_Mode_Select = 1 } RPM_COLOROVERRIDE { COLORDEFINITION { // 'white' label unlit color name = ASET_SWITCHER_NAME_ZEROCOLOR color = 213, 213, 213, 255 } } } Any ideas what I'm doing wrong? Thanks for your help!
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Much appreciated, thank you. Would it be easier for me to just make a new HUD prop? If so, could you point me in the right direction to link up the text displays to the right modules in MAS? I've not made a MAS prop before but I'm willing to give it a try.
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I don’t know if you’ve noticed but I have been repeatedly mentioning that Buffalo 2 will use MOARdV’s Avionics Systems. Those screens are there for those who don’t use MAS. -
@MOARdV Do you have a conversion guide from ASET RPM to MAS? I would like to convert a prop from ASET Exploration Rover System called the PitchRollDisplay: This would look great in my upcoming Buffalo 2 mod:
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I made some more progress today: I got the IVA into the game, borrowed some monitors from my Mk33 mod, and with @adsii1970's help, I placed them in the IVA. I think I captured the essence of that NASA photo while giving the IVA that kerbal touch. I'm still not done yet but it's definitely getting there! I'm also happy that Buffalo 2 is shaping up to be much nicer that the original. Here's a look: And from the outside looking in. NOTE: I don't have the IVA mask done yet... Done for tonight but I'll leave you with this: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Making progress on the interior: The dashboards are from the original Buffalo and are there for reference. I'm aiming for something sleeker, like this: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nearly all of the body modules have variants for rover, station, and superstructure, but the command pod is different. It has no built-in station or superstructure variants. Instead, it will have nose section variants for the MSEV (shown previously), Cupola, and potentially others. One reason for that is that the variants list could potentially balloon out for every nose variant. With just two variants- MSEV and Cupola, you could potentially have to sort through one station and one superstructure version of each nose variant. That's asking for too much, but there's already a solution: Storage Wedges. Like all other short-length body modules, the command pod has upper and lower attachment nodes for a variety of parts. Below is the command pod, shown here in its no-ladders variant. The nose section is everything in the tapered area where the front windows are. With upper and lower storage wedges, you can turn it into a station part: But, doesn't that look a little out of place? Wouldn't it be nice if the front of the wedge had a nice slope to it? Well, it does! So, yeah, the Cupola nose variant will be shaped to fit the rover body, just as the MSEV nose pictured above is.- 961 replies
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'd say the MSEV command pod exterior turned out well: I think the most expedient route on the ladders is to go with Option 2. I can always add Option 1 later if need be. Next up is the IVA, then the cupola variant.- 961 replies
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The image of the buffalo with the number 2 is a decal (a.k.a flag transform). You can change to to another flag if desired. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I was able to texture the platform and ladder as well as the doors. I also added in the flag transform: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I wasn't planning on adding the ATV seat from the original Buffalo, or the wings & tilt-rotors. I found that they weren't being used much compared to the rest of the rover parts, and other mods like Airplane Plus have a wider selection of parts. In lieu of the airplane parts I'm adding more dedicated submarine parts than the ones that felt tacked-on in Buffalo 1, and am considering Puddle Jumper parts to make craft similar to their namesake from Stargate Atlantis. The Puddle Jumper set would leverage the work I've done for Kerbal Flying Saucers. I originally looked at a ramp or stairs but couldn't come with a design that I liked that would also fit in the available space. The ladder ended up as the best choice given the conditions. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not actually sure how to set up a poll. I'll look into it. Meanwhile, I finished modeling the ladder and have some basic texturing: -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@adsii1970et. al: A little help if you have time? I've got the fold-out ladders modeled and am rigging them into the game, and I'm trying to gauge user preferences. I have a couple of options. Option 1: have the kerbals grab the ladder and climb as one normally does. Like so: Option 1 is on the left-side of the rover. Option 2 is on the right-side of the rover. With Option 2, there is no ladder-trigger that the kerbal grabs onto. Instead, the kerbal just climbs. Like so: What I need to know is which method is preferred, and it'll take play testing in various environments like Minmus, Kerbin, Duna, Eve, etc. You can try out the pre-release here. NOTE: The pre-release is using the original Buffalo rover's IVA for the time being. You'll need Buffalo installed for this testing. Please take a look and report back your preferences. Thanks for your help!