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Everything posted by Angelo Kerman
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Absolutely. That is on my list of things to do. For now there are stock placeholders so that KIS works properly. - - - Updated - - - Outstanding, thank you -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Very cool, love the setup. I agree that I need more pictures. If people would like to create scenes with Pathfinder, I'll be happy to post them on the front page, as I'm a bit pressed for time at the moment. I spent time today thinking about the Pathfinder Geology Lab, and its expanded functionality. Once I get that done and some of the other core functionality, I'll be focusing on other parts in the first page's list, like the Moonshine monopropellant generator. That said, I did rework the model for the Mineshaft Portable Crew Tube today: -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
The Daedalus looks stunning, nice design! Thank you for showcasing your craft. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Please let me know if this update helps with the Kraken. I did a lot of testing and could not get the base to jump (as long as I properly bolted the Saddle to the ground so that it would not move), and repeated switching between space center and the base had no issues. Meanwhile, by request, Pathfinder is now up on KerbalStuff/CKAN! -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Unfortunately that video is out of date and is based on the older version of Infernal Robotics. Please see the following video for the latest demo of the centrifuge: Hope that helps. Edit: DSEV is now up at KerbalStuff! -
Hi all, I'm trying to figure out how to add a screen message in the upper left corner like this: I know about ScreenMessages.PostScreenMessage, but none of the ScreenMessageStyle options seems to print the message in the upper left in the font shown in the screenshot. Any ideas? Thanks for the help.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
New release available 0.1.3: Dead Or Alive NOTE: Please pack up your base before applying this patch. - Adjusted the Buckboard storage capacity to something more reasonable and carryable. - Removed attach_node from the Saddle; I think that's causing the Kraken to take notice. - You can now access the Ponderosa's inventory from inside the module as well as during EVA. Side Note: I'll be working on a CKAN install today, once I figure out how to use CKAN. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Get the latest version here! It's been a long road to get here, but this is the first release candidate for 1.0! 1.0 RC1: One Giant Leap - Added ability to adjust the volume for the heat radiator coolant dump sound effect to the DSEV debug menu. - Added persistence to the volume controls. - Added the MM_DisableCooldown ModuleManager patch. To use it, rename MM_DisableCooldown.txt to MM_DisableCooldown.cfg. NOTE: Your radiators will no longer glow if you install this patch, but they will extend/retract. - Added the MM_HeatControl ModuleManager patch. To use it, rename MM_HeatControl.txt to MM_HeatControl.cfg. NOTE: This will replace DSEV's Cooldown with Nertea's HeatControl, and requires HeatControl as a separate download. - The Supernova's temperature readout will not be shown if MM_HeatControl or MM_DisableCooldown are installed. How to use the Module Manager patches DSEV comes with several Module Manager patches to alter the mod’s configuration to suit your play style. Several of them are applied automatically, while others are optional. You can find the patches in the DSEV root directory; they all start with MM_. MM_CTT.cfg: This patch is used to integrate DSEV with the Community Tech Tree. It runs automatically if you have Community Tech Tree installed. MM_HideHexTrusses.txt: This patch will hide the hex trusses, typically used if you install a similar system such as Nertea’s Near Future Construction. Simply rename the file from .txt to .cfg to enable it. MM_LiquidFuel.txt: This patch switches the Supernova and ArcJet engine and RCS thrusters over to use LiquidFuel instead of LqdHydrogen. Simply rename the file from .txt to .cfg to enable it. MM_Resources.cfg: This patch adds resource distributions to various planets in the game. It is applied automatically. MM_TechTree.cfg: This patch adds the Experimental Fusion tech node to the technology tree. It is applied automatically if you don’t have Community Tech Tree installed. MM_HeatControl.txt: This patch reconfigures the heat radiators so that they use Nertea’s HeatControl instead of using the Cooldown plugin installed with DSEV. Simply rename the file from .txt to .cfg to enable it. MM_DisableCooldown.txt: An alternate patch, this will disable heat management altogether, and rely upon the game’s built-in mechanics to distribute the heat. If you use this patch, your radiators will no longer glow. Simply rename the file from .txt to .cfg to enable it. Do not use this patch if you are using MM_HeatControl. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Here's something to try: 1. Go to the MiniSlab.cfg file in the Pathfinder/Assets folder. 2. Change the attach rules from attachRules = 1,1,1,1,1 to attachRules = 1,0,1,1,1 3. Delete the node_attach entry. 4. Restart the game, deflate and grab the Ponderosa as well as the Saddle, and put them in your kerbal's inventory. 5. Re-attach the Saddle to the ground. Remember, if you can push the Saddle around, then it is not properly attached to the ground. I find that I have to put the Saddle on the ground, grab it, and then attach it to the ground. 6. Re-mount the Ponderosa to the Saddle. If you're feeling adventurous, go to the Ponderosa.cfg file and find the ModuleKISInventory entry. Change the internalAccess = false to internalAccess = true. I'll have these changes in the next update. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
LOL! I think I missed a decimal point somewhere. Technically the buckboard does hold 1000L of resources, but the closest tank in size is the FL-100, so I'll have to recalibrate the storage capacity accordingly, but give it fewer resources so that it can be carried. Thanks for the report! For now you should be able to avoid the kraken by using the KIS concrete slab instead of the Saddle. Edit: I've done some more testing this morning, trying to figure out the differences between the KIS concrete base and the Saddle. One thing I did was remove the surface attach node from the Saddle- the KIS base doesn't have it. Thus far, no explosions when dropping the Saddle onto the ground, bolting it into the ground, and reloading the game. I've also repeatedly switched from the space center to the Ponderosa and back without issues. I've done all these tests on the flats on Minmus. I also made the Ponderosa's KIS inventory accessible from inside the module. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I've not used CKAN before. As long as they permit me to upload a WIP, then I should be able to do it. It may have to wait until next week though, my folks are in town for my birthday/Father's Day, and a mission critical project at work has gone south, so please bear with me as my time is limited for the next few days. Glad you like it. I have a bunch more work to do, such as straighten out the issues with the Saddle and continue developing the Geology Lab, but it's getting there. How do folks like the gaming aspect of the core samples? My girlfriend and I wanted to bring a sense of Old West gambling into the mod, so we're curious to know how that's going. Yes, the link is temporarily disabled by the moderators due to no source being posted. As soon as I get more time I'll correct that situation. Thanks. It is possible to change the Ponderosa to become different modules. Right now, only the Geology Lab is available (and I am working on expanding its capabilities), but I do have others in mind that require more design work. Since Pathfinder is a separate mod from Multipurpose Colony Modules (MCM), you won't see templates that provide MKS/OKS functionality, like the Ponderosa had in MCM, as a core feature. Instead, I have stuff in the works that is appropriate for Pathfinder; things that help your prospectors and geologists do their jobs, things inspired by NASA's space habitat studies, stuff that gives you the tools to find that good spot before setting up a more permanent facility. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
That's because the engine and radiators have built in temperature gauges. It's not like Deadly Reentry, where it added module to each part to show temperature. That said, the ModuleManager patch I am working on could disable the temperature outputs. Cooldown works by going through the list of parts in a vessel and actively transfers heat from the part and into the radiators. This bypasses the game's built in heat mechanics that rely upon heat conductivity. Think of Cooldown as using a series of heat pipes that you dony have to add to your ship. By deleting the Cooldown plugin, you no longer actively shunt heat from all parts in the vessel and into the radiators. Instead what will happen is that the game itself will apply its heat mechanics. i hope that helps explain how the plugin works. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Hi Whizzkid, deleting the Cooldown dll would definitely disable the heat mechanics. You won't see the radiators glow, as their glow is controlled by the dll. Deleting the dll won't affect the rest of the mod. I'll also create a MM patch that will disable the heat mechanics, and one that will tie the radiators into Nertea's HeatControl. I think the radiators already have a glow animation, but I'm not certain. -
The Bifröst Program - A bridge to the heavens
Angelo Kerman replied to TheSuperintendnt's topic in KSP1 Mission Reports
Thank you for calling Wild Blue Industries. All of our operators are currently attending to other customers, but your call is important to us. Please stay on the line. If you'd like to use our automated help system, please press One. no- *beep* Please press one for help on how the radiator- *beep* Based upon the Cooldown ship-wide heat management system by Wild Blue Industries, the Hot Plate radiator and its larger cousin, the Graphene Radiator (a.k.a. the "Plasma Screen TV") are designed to draw heat away from a vessel's parts and transfer them into the radiators themselves. At that point, stock heat mechanics shed the heat via radiative cooling. Wild Blue radiators are calibrated to operate at approximately 85% of their maximum rated temperature of 2,400 degrees Kelvin, known as the working temperature. In accordance with the Stefan-Boltzmann law, the hotter the radiator, the more heat it sheds; it pays to let the radiators glow. For safety reasons, should the radiator exceed its maximum working temperature, it will automatically stop transferring heat into the radiator, allowing it to cool down. As an emergency measure, you can switch to Open Cycle Cooling to dump Coolant in exchange for rapidly cooling the radiator. You can tell when a radiator is in Open Cycle Cooling Mode by watching for streams of coolant exiting the base of the unit (with the latest update, of course). Some ship components, such as the WB8 Supernova fusion engine and all three of Wild Blue Industries' fusion reactors, generate significant amounts of heat and thus require the active cooling provided by the radiators. Determining how many radiators a ship requires is a bit of an art; it depends upon how many engines/reactors are running, and how long a typical burn lasts for your vessel. The Discovery II, for instance, with one Supernova and one WB-2, requires a dozen Graphene radiators to function properly under full thrust, and can sustain burns for up to 5 minutes with Closed Cycle cooling, sufficient for most transfer maneuvers. The current generation of FLM fuel tanks also require heat management, though newer models no longer need active refrigeration, and will be available in a future update. You can however, retrofit your tanks by simply removing the ModuleTargetTemp. We hope this brief introduction on Wild Blue Industries' Cooldown technology helps with you fulfill your vessel design requirements. To return to the main menu, press- *click* Your Bifrost ship looks really cool! I especially like the twin centrifuges. I'm looking forward to seeing your adventures. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Off the top of my head I can't remember, but if you Google torque, you should be able to find some formulas. One thing you can do though is use the Masscon part. Add a couple of Masscons and set their mass to equal the mass that you added to the hub. Then keep the spinning hub and countertorque rings rotating at the same speed but in the opposite direction. Glad you like it. I've been saying this awhile now, but I'm definitely near the 1.0 release at last. In fact, next release will be the release candidate, assuming there are no new issues to work out. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Download the latest here! - Added the FLM-450, a quarter-sized tank that can fit into the 3.75m service bays. - Added the quarter hex-truss, last of the hex truss assemblies. - Added engine shrouds to the Supernova fusion engine. - Added engine shroud to the Tesla AJ-5 ArcJet Engine. - Added coolant dump effects to the radiators. - Added game settings window for DSEV. Access it via Alt V. You can control the volume of the ArcJet RCS thrusters through this menu. - The Supernova engine, WB-1 Mandarin, and WB-MF now appear under the Experimental Fusion technology tree. - Fixed an issue where the fusion reactors and the Supernova weren't showing up in Community Tech Tree. - Finished work on the 3.75m service bays. -
Dashi, I have a similar dilemma with DSEV, and am researching a solution. I might have a mini-plugin or some source for you in a few days.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I am looking at the 3D model of the Saddle in Unity, and I only see one collider on the mesh: Where are you seeing two colliders? -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
No worries, you're not being rude. I'll look again, maybe the model is messed up. The KIS part being one piece, I don't think that would do it. Maybe it's the two colliders-which I could swear was only one... Oh don't worry, there will be a greenhouse as well. The idea is that if you have a life-support mod like TAC-LS, the greenhouse will produce food air etc. Otherwise it's just a decorative piece. And great test, it definitely sounds like the Saddle needs work. Thanks for taking a look. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Actually, the Saddle only has one collider, just like the KIS concrete slab. There's something else that's different about the KIS slab that the Saddle needs. If the Ponderosa does not explode when attached to the KIS concrete slab, but does with the Saddle, then I need to fix the Saddle. The problem is that I don't know what that difference is, and I get no support for KospY/Winn. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Awesome, thanks for letting me know. Sounds like I need to do more work with the Saddle. There's definitely something different about the way the KIS base is dropped onto the ground versus how the Saddle is dropped. Once I figure that out, the explosions should stop. Thanks for the help testing this. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Get the latest here! 0.3.25: Gold Standard 3.75m Service Bay - The service bay now comes in two variants: Open Service Bay, and Service Compartment. The open-end variant has no doors that open, while the closed variant does. Storage Tanks - FLM-1440, 7200, and 3600 now all have an alternate gold foil look for both 3.75m and 2.5m sizes. - Adjusted pricing on the FLM-1800 and FLM-900. - You can now resize the FLM-1800 between 1.875m and 1.25m. - You can now resize the FLM-900 between 1.875m, 1.25m, and 0.625m. - All resizeable storage tanks now have size appropriate empty masses. Bug Fixes - FLM-7200 and FLM-3600 now have their proper empty mass. - Fixed part costs for resources in storage tanks. - Fixed an issue where fuel tanks could not be attached to the craft. Edit: I updated the mod to 0.3.26 to fix the tank sleeves issue and updated CRP. Hope that helps.