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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
Thanks for the comments guys! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not yet, it is a work in progress. Once I release the 1.0.x update, all the version numbers and such will be in sync. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Just a heads up, in the process of creating Pathfinder, I have enough to create an update to Multipurpose Colony Modules as well. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Not to worry, the "Your Game, Your Choice" aspect of my mods means, in this case, that using Dangit is optional. You'll have a way to opt into Dangit support- or not as you see fit. Color coding is definitely doable, and lit color coded panels in the dark would be even more helpful. Definitely will add that to the list. As for labeling, the Ponderosa name is part of the branding, but the model has decal panels already built in. Templates change the panel decals in flight/VAB/SPH as well as add/remove functionality. By creating custom templates you could easily change those decals to your liking. To give you an idea of how this works, download the latest DSEV and play with the FLM series of tanks. the only difference between the tanks and the Ponderosa is that the Ponderosa decals must be square, but they can glow in the dark. Sadly I cannot make non-square decals that also glow in the dark due to a KSP limitation. At least as far as I know... Thank you for your suggestions. The Chuckwagon and Conestoga can be configured to hold a variety of different resources including Ore, and a skilled Engineer will be able to reconfigure the Gold Digger to drill for any resource in the biome/asteroid. I might retrofit the Drill-O-Matic with the same ability. In Career mode you will need to unlock the proper tech node first to use the Gold Digger for resource extraction. Please keep in mind that the portable drill pales in comparison to the much larger Drill-O-Matic. Similarly I could see a mini ISRU that you could use. I could also see them turning themselves off at high timewarps to help play balance them. Conceptually they'd be used in a pinch to slowly refuel your craft before moving on... -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
By request, the huge orange tanks will have an optional gold look in the next update: Also, I'll be adding a 3.75m open-ended service compartment. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Actually, I think Sombrero works. Makes me think of the circular solar panels from NASA. Nice new name. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
As part of my homework and research, I investigated how to alter the resource abundance for a planet/biome/global setting without requiring me to create a new save. Below are my test results: Ore abundance before the test: Ore abundance after the test: Bottom line is I can alter the resource abundance without requiring you to reload the game or create a new save. What does that mean? It means I'll have that Gold Digger Portable Mini-Drill available as the first part in Pathfinder very soon. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Sure! I would appreciate a shout out to the mod if you can, I'll post a link to the main site (under construction) tomorrow. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Yeah there's a bit of tech node configuration experiments going on. I'm trying to figure out how to have the old Experimental Rocketry back. You probably have a config file that I accidentally included. Basically, the Fusion Propulsion will be where Experimental Rocketry was, but I haven't worked that out yet. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Wow, those pictures are great! I can just barely make out the pellet container. I'm also experimenting with the FLM-1800 and FLM-900 tanks to give them smaller diameters... -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Pathfinder is intended as the step after flags and footprints missions but before plunking down a more permanent base. The idea being that with Pathfinder you have a chance to improve a biome's resources... or make them worse. It isn't intended to be a colony mod itself, though it will have support for a variety of different life support mods so you could cobble something together. I do envision tapping into the stock mining system to provide limited production capability, such as the ability to 3D print parts that you could then access via KIS/KAS. It's similar to NASA's 3D printed habitat challenge... -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I have some models from Multipurpose Colony Modules that I'm reworking. This is definitely not vaporware, I'm in the planning and research stages for the mod. I have to do my homework or else the mod will be a mess. Thanks! I'm looking forward to getting the first pieces ready. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Yeah, for now I'm calling it aurum (latin for gold)... -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
@Edminister: great story. I can see Wild Blue Industries, a bunch of Space Cowboys, seeing the disaster as a marketing opportunity to build stuff for prospectors... The real money is in selling the gear, not striking it rich... speaking of which, there's aurum in them there biomes! -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks! Atomic Rockets is definitely my go to site. I love how Mass Effect 2 even did a shoutout to them. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Hm... maybe Poncho... I haven't tried DangIt, but that might do the trick. I want to standardize on RocketParts though, so as to cut down on the resources needed. I already do that for the MOLE... -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Love the story, nicely done! I think it captures the spirit of the mod well. Thanks for writing that. I want to have a skin of your teeth feel to it, so parts may break down and require fixing. As for the tech tree, definitely early. I see the Ponderosa showing up on the Space Exploration node, for instance, with the solar carpet (need a Old West-themed name for that...), light pole, and the like showing up in early tech nodes. Early prospecting missions help introduce the concept and let you do geology studies. Later ones focus upon finding a good spot for a base. And in the spirit of the 49ers, Football! Er, a valuable, finite resource with an appropriately vague name that will give you a windfall... @Gaiiden: Well, it's a working slogan, meaning it'll do until I find something better... -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ok, there are enough changes to warrant a version bump. Get the latest here! 0.3.23: Warp Speed - Minor bug fixes to the resource switcher. - The FLM-100 now has the correct resources. Thanks for the investigation rabidningawombat! - Refactored templates so that they can be shared across Wild Blue Industry mods. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks! I'm looking forward to playing with some ideas I have for it. It is more of an inbetween mod than a full on colonization mod, something you'd use before dropping in a colony, but I suppose it could be used as such. And MKS in 1.0.x was simplified so you might take another look. -
Here are the notes I took from before, maybe these will help. Thanks for taking on the mod, it is a good one. - management window that is standard toolbar and blizzy toolbar compatible - thaw all kerbals - freeze all kerbals - KAS container with Glykerol, fits standard mounting rack - small KAS grabbable Glykerol processing unit - check resource requirements before freezing - ongoing freeze requirements - 6-person hitchhiker-sized kryopod - IVAs
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Get the latest here. This is the developer thread. For the release thread, please click here. Module Manager by saribian Kerbal Inventory System/Kerbal Attachment System by KospY & Winn78 Community Resource Pack by RoverDude, Nertea, and the KSP community Portions of this codebase include source by Snjo and Swamp-IG, used under CC BY-NC SA 4.0 license Contributors rasta013 ozraven
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Good idea, thanks! i'll write something up. edit: Done -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ok, I know what the problem is. Ok, so the FLM-1800 is the standard tank size that the template values are based on. It has 5600 liters of storage (5600 units). It is named the FLM-1800 for the amount of LiquidFuel and Oxidizer that it carries. That 5600 number accounts for things like insulation, ullage structure, and the like, so it isn't the full volume of the tank mesh. Also, because Community Resource Pack uses 1L units instead of about 5L units for stock LFO tanks, the FLM series holds more community resources than stock resources. So that FLM-1800 holds 5600 units of LqdHydrogen, but 810u of LiquidFuel and 910u of Oxidizer. Yes I know that is only a third of the capacity, but after accounting for internal insulation and such it works out. The resource switcher has a capacityFactor, which is applied to each resource when switching between templates. For the FLM-1800, the capacityFactor is 1.0. For the FLM-900, the capacityFactor is 0.5. At the top end, the FLM-14400 has a capacityFactor of 8.0. The problem is that the FLM-100 has a capacityFactor of 0.5615. I missed a zero. It should be 0.05615 for all resources. If you set the capacityFactor accordingly and delete the override nodes then the FLM-100 will have the correct values. I will fix that tonight and make a stealth update. I appreciate the pull request, thanks. And I'm glad you like the resource switcher, it took me awhile to figure out how to make that work... And not long after, I discovered FireSpitter, heh. But I kept it and used it as the basis for WBIModuleSwitcher, which gives me the ability to add PartModules to the part at runtime. It is akin to ModuleManager that runs during game play (I discovered ModuleManager after creating the module switcher...) That module switcher forms the basis for Multipurpose Colony Modules (currently undergoing revisions for 1.0.2). A version of the swticher code is in MKS/OKS but RoverDude doesn't use it and it is seriously out of date at this point...