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Everything posted by Angelo Kerman
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Not sure about the aero components, I was thinking that the stock fairings would suffice. I will definitely keep the models you did in mind though, thank you for the offer. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ok, I'll have to take another look at that. Part of the problem is that stock resources use 5-liter units and the CRP uses 1-liter units, so it gets confusing. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Lol, so you were able to keep it out of the airstream and use it to cool down your craft? Thanks! I have a bit more to do, mostly polishing at this point. I want to add engine shrouds, for instance, and coolant dump effects to the radiators. I also want to add a fusion-powered turbofan- totally not needed for creating the Discovery II, but fun nonetheless. For Copernicus, I'll stick to 3.75m as that's the game standard. The saddle truss will be slightly larger in order to fit the 3.75m tanks. If I do it right, the saddle trusses will double as a landing frame, something like this: Thanks! It's not done yet but you'll be able to grab that mini reactor and plant it on the ground. I've been doing weekly updates for several months now in order to flesh out the mod. Thankfully the Copernicus won't be as bad to do, though I also have my other mods needing attention as well, heh. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Oh yeah, the Nautilus will be an interesting challenge... Meanwhile, I finished early this week. Get the latest here! 0.3.22: The Final Frontier Supernova - Individual engines now require RocketParts and Science to unlock Pulsed Plasma Mode. This can only be done in flight by an Engineer on EVA, but you can temporarily switch modes in the VAB/SPH to properly design your vessel. - Retuned ISP for Pulsed Plasma Mode. Fusion Reactors - Replaced WB-2 particle effects with specular map to improve game performance. - Added WB-1 Mandarin 1.25m fusion reactor. - Added WB-MF Micro Fusion Reactor. It is a 0.625m fusion reactor. Hex Trusses - Added the Tripple Hex Truss for even longer hex truss assemblies. Bug Fixes - Electrical charge is now being requested properly for the radiators, ArcJet engine, and RCS thruster. - The FLM-100 now holds the proper amount of Liquid Fuel / Oxidizer. - The part categorizer now properly sorts parts when multiple mods are installed. - Vessels with active cooling will no longer explode during high timewarp. - The Supernova will now show the correct particle effects when switching modes. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
I'm just starting to look at the particulars for KIS, and I want to make a part that fits the standard KIS mounts. I can import the small container mesh nut for 3DS MAX, I have to resize it. To make sure I get the external dimensions right, how big is the small container? I know it holds 1,000L but are the physical dimensions 1m? Thanks ! -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Why yes, it is a sly, crafty mountain... -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Sneak peak at the new parts (updated the image): -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks! It's been a long haul with a few hiccups along the way, but I stomped a lot of bugs and just got the Supernova upgrade code worked out. Now I'm building the .625m mini fusion reactor- I already have the 1.25m mid-sized reactor done. Both of these are by request, and the .625m will be KIS/KAS portable. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh don't worry, the Ponderosa will be back in Pathfinder. it just needs some rewok to fit the new KIS container form factor. -
Hi all, I am working on a feature that needs to know the skill type (Pilot, Scientist, Engineer) and experience level of the kerbal on EVA. I'm Not sure how to go about this, but I think I'd need to first determine if the active vessel is a kerbal, then get the skill type from somewhere.. Does that make sense? Will a kerbal on EVA be the active vessel? thanks for the help.
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Just a heads up, this week's DSEV updates, due out Thursday evening, will have more bug fixes, individual Supernova engines will finally require RocketParts and some Science to upgrade to pulsed plasma mode (and a skilled engineer), a new monopropellant storage template, and 1-2 new parts depending on how much time I have. The 1.0 release is just around the corner. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
OK, fixed the FLM-100's LFO amounts, and the ship exploding during high warp. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Then don't use that feature. Hiding parts/functionality is optional, letting the player decide what's best. I'd have to decide where in the tech tree the Pathfinder parts would go, but I don't have the time right now. My focus is on DSEV and getting phase 1 finished. I've got more bugs to fix before it is a solid release. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Actually I have been working on an idea for DSEV known as the Oasis lander. It is a manned lander that brings all your camping gear, and many of the concepts for Pathfinder are shared by it, albeit in a different form. I haven't settled on a design yet, but I am considering the Mars Excursion Module, a Mars Direct type, or a horizontal lander from Copernicus. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nice. So glad they added the stock ISRU, I use a slight variation for DSEV. Anyway, like DSEV and MOLE before it, Pathfinder (working title) will be stand-alone but also integrate via MM patches with other mods for a more consistent play experience. That is standard practice for my mods, with MCM being the exception. I'm starting to think about Pathfinder as giving some sort of biome research task that ultimately gives you a chance to improve the biome's resource levels... Or worsen them. It won't be guaranteed, so if it doesn't work out then it's time to pack up and move. That could be the core mechanic, with requests for biome research done through the contract system. When used stand-alone, you might have some greenhouse or rocket workshop ability. Let's assume that Pathfinder has a greenhouse. With no life support mods installed, it is a decorative set piece. With USI life support only, it produces supplies. With MKS, it is an efficiency part. It's like how with DSEV, if you install Near Future Construction, you clearly don't need hex trusses, so DSEV will (eventually) ask if you want to disable the hex trusses from your game. Anyway, it is a backburner idea right now, just tossing ideas around without any firm plans, as I have more work on DSEV to do and some decisions to make with MCM about its future. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Neat! I like how the patches tie into the stock system. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It will be a new mod, possibly named Pathfinder, with this one perhaps being retired or given a compatibility update for legacy use. It won't have the Ponderosa, as that will be repurposed for Pathfinder and redesigned to fit KIS. @Edminister: MCM has followed MKS/OKS mostly because the mod is roughly a reskin of the modules. There are differences but not enough to cause significant confusion for people using MKS but who are searching for a different look. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, I already know he demoted me to Angel-123... (that's what I get for trying to be cool in my youth...) So imagine a first steps mission. You scan for a good spot, think you got something, set up camp. Ponderosa provides the portable solution. Set up light poles, unroll a solar array, fire up the mini drill to get some water, set up the greenhouse, crank up the recyclers. 3d print what you need ala NASA's printable habitat.. Do some surveys, find out that down the road is better. Pack up, move, set up camp again. Next spot is good, send a fmore paermanent follow-on mission... not exactly Multipurpose Colony Modules, but intriguing to me nonethless. And thanks for the offer, Toyotawolf, I'll definitely need help when it comes time to test things out. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Jebus, I go spend quality family time and all heck breaks lose. Let me be clear, right now I am brainstorming ideas on a direction for this mod, if any. One direction is retiring it altogether, which I'm ok with. Multipurpose Colony Modules served a need at a time when we had no custom part categories, no Mk3 space plane parts, and at that time, MKS/OKS didn't have stock textures. All that has changed and change is good. Change happened before with this mod, when the Mk3 MKS/OKS modules were introduced. MCM kept with the spirit of RoverDude's mod by offering new efficiency parts. With 1.0, new change is afoot. Now, I love the idea of space camping, and I may just create a mod to do that as colony modules in small form doesn't fit the spirit of MKS. The new stock converters make that pretty straightforward. It's the kind of thing you might see before sending down a colony. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I would also point out that the MCM is essentially just one module- yes with mesh variants- but it's essentially the same look, designed to fit a form factor that isn't essential with 1.0. I can also see the "camping set" (for lack of a better term right now) being less effective than dedicated modules. So not totally closed loop life support, refineries not as good, etc. They might be something you'd use during survey missions. Combine that with portable infrastructure, and you have a foothold for bringing in the big stuff. Anyway, still thinking about the future direction of the mod, including retirement if no longer relevant or offering something unique. "Space camping" definitely resonates with me though, maybe what I'll do is have light and portable stuff that you'd use to form an initial settlement. Configure the Ponderosa to be a command center, or survey module, or greenhouse, then add the IMW for storage and a couple of MKS hab domes for living space. Maybe the Ponderosa becomes a 3D print shop as well. A small, limited 3D printer lets you build some stuff (akin to NASA's newly announced 3D printed habitat challenge), turning RocketParts into whatever you need-or forgot to bring. A portable mini-drill will slowly extract resources that could be stockpiled for follow-on missions... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I originally created the mod partly to reduce clutter in the parts catalog, a problem now solved with part categories. I also wanted something that would fit in the KSOS, but now the stock MK3 shuttle parts have plenty of room. And with MKS/OKS gaining stock textures, I don't want MCM to look like a knockoff. That would just diminish the mod IMO. But change brings with it new opportunities, and small, portable, and light is definitely what I'm aiming for. That will definitely give new life to the mod. If people really want an update to the existing parts, I can always build a legacy parts pack as a separate download. I don't really use Remote Tech, (I want to try Antenna Range when I finally start playing) but I could see the surface deployable dish serving as a comm link in Antenna Range and RT. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Sounds like during high timewarp I need to disable heat circulation. Not sure why they exploded... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Squad's temperature gauge has a memory leak and can cause the game to crash. To avoid that, disable the temperature gauges by pressing F10.