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Everything posted by Angelo Kerman
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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
Actually what I mean is attached. With KAS, there's a pylon that, when on the kerbal's back, can be attached to the ground by right-clicking the context menu and selecting Attach. The Ponderosa has a similar feature. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It sounds like you might not have the latest Firespitter installed. MKS/OKS has the latest I believe. Wow, I have not seen that. Thus far I haven't had issues with the Ponderosa, other than exploding when dropped. Did you attach the Ponderosa to the ground? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Glad you got it to work. Exploding Ponderosas is an issue that I have yet to solve. Mind if I ask how you edited the Ponderosa to attach upright? I wasn't able to figure that out. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
With the centrifuge, what I might do is make a longer hub that takes up the entire length of the spindle. That would provide enough room to attach a 2.5m diameter part. I will have to think about the truss more, it's a matter of fitting in with existing parts in stock but also offers something unique or fills a gap, like the 3.75m docking ring. Hm, maybe the truss has a built-in decoupler... as for the Copernicus engines, there's a variety of different nuclear engines out there and I think the LV-N is getting ignored. Its performance is comparable to the Copernicus engine, and I have an idea about how to add the bimodal capability. A little MM sleight of hand combined with a brayton radiator... -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks! I think I'm definitely hitting my stride and figuring out what for me makes a good part- and getting to improve my 3D art skills too. Building the mods has also challenged me to use Photoshop to make good promo images. I rebalanced the engine after reading more about the fusion engine in NASA's Discovery II paper. In the paper, the fusion engine that the Supernova is based upon has a thrust of 67kn and an isp of 35,000sec(!). It is heavier than the Supernova, requires more power to start, and the heat rejection is pretty similar. It was also designed for continuous thrust, which doesn't work well in KSP. So the Supernova is more in line with the NASA counterpart but accounts for KSP's game limitations. I'm not sure if it's underpowered. Compared to stock it has better ISP than the stock ion engine and far more thrust, and that's in NTR mode. ISP is through the roof in pulsed plasma mode as well. I'm building the mod with stock in mind (and yes, I know that many people install a ton of mods, myself included). So if the engine doesn't stand up to engines in other mods you use, then by all means please feel free to edit the config files. As for the larger centrifuge, I'll have to think about how to make that work. Maybe I can keep the Spindle and create a larger hub that lets you attach 2.5m parts. That would reach the goal with only one additional part instead of three, and the 2.5m hub would be distinct enough in the catalog to be recognized as different than the current hub. Thanks for the link. I noticed that over the weekend after doing more research on the Copernicus. I'm kind of torn between finishing the saddle and shelving it, and that mod is another point in the direction of shelving it. Also, one of my design approaches to mods is to not clutter the parts catalog. I have a lot of mods installed, and I don't like the clutter... That's why if you have Near Future Construction installed, the hexagonal trusses will be hidden. Anyway, I figure that the new stock Mk3 cargo bays serve the purpose of the truss. And while it doesn't look the same as a truss, it is Kerbal Space Program, and things are going to look different. If I keep the truss then it has to offer something unique and/or useful to make it worthwhile. Once I finish up the ArcJet RCS Thruster and fix a couple of bugs in Multipurpose Colony Modules, I'll be back to the M.O.L.E. for a bit, then back here to work on other pieces needed for the NAUTILUS-X. I wish I could move faster on part creation but these things take awhile (and most of my free time when I'm not with my girlfriend) to do right. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Apologies, the stats on that graphic are quite out of date. Here's an updated graphic: I've been pretty busy making parts for the mod that I haven't been keeping the promo images up to date. Here's what I did this weekend: I also added in the radial bracing to the HexPort, and the saddle truss: I'm not sure about the direction with the saddleback truss so it's on hold for now while I work on an ArcJet RCS thruster. Once the thruster is done, you'll have everything you need to build the Discovery-K! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It's not an immediate priority for me but I will address it in a future update. There are other issues I'm working on such as the mouse cursor going through the Module Operations Manager screens and selecting parts underneath. Balancing issues are lower priority than functionality fixes at the moment. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I disabled part mass and cost awhile back as I was having problems with making them work properly. As for the template switching, you can use the WildBlueTools to do that. Multipurpose Colony Modules was built on the resource and module switching in WildBlueTools. For resource switching, use: WBIResourceSwitcher //Index of the current module template we're using. CurrentTemplateIndex //Determines whether or not the resource container can be reconfigured in the field. fieldReconfigurable //Decal names (these are the names of the graphics assets, including file path) logoPanelName glowPanelName //Name of the transform(s) for the colony decal. //These names come from the model itself. logoPanelTransforms; //List of resources that we are allowed to clear when performing a template switch. //If set to ALL, then all of the part's resources will be cleared. resourcesToReplace //Name of the template nodes. templateNodes //Name of the template types allowed templateTypes //Used when, say, we're in the editor, and we don't get no game-saved values from perisistent. defaultTemplate //Base location to the decals decalBasePath //Base amount of KAS the part stores, if any. baseKasAmount //Since not all storage containers are equal, the //capacityFactor is used to determine how much of the template's base resource amount //applies to the container. capacityFactor //Shows/hides the editor Next/Prev buttons showGui WBIModuleSwitcher lets you swap out modules in addition to resources. For examples, take a look at the existing templates. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
There might be a bug in the efficiency calculations, but make sure that you set the IMEM to the appropriate production module. So the Aeroponics module should have an Aeroponics IMEM. I'm a bit pressed for time right now but I'll have more time to fix some of the issues in Multipurpose Colony Modules next week. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks! It was a royal pain in the butt to figure out until Master Tao pointed me in the right direction. The artwork is mine but the concept comes from Zoidinfuser and Sirkut. It uses Infernal Robotics along with a plugin I created to smooth out the spin up and slow down. I'm on a truss assembly kick, and today I finished up the HexPort and just got a 3.75m docking ring figured out. No images yet but I'm also working out the saddle truss. It will accommodate 3.75m fuel tanks, so it is slightly larger in diameter than the tanks themselves. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
This looks amazing! Makes me wonder if Squad will ask you to incorporate it into stock at some point. Well done KospY and winn75! -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Still working on the docking port, it's getting there though. Last night I conducted a successful docking. Now I just need to add some radial attachment meshes so you get some infrastructure when attached to other parts. Then the hexagonal truss segments and port will be done. I also found some new inspiration from Atomic Rockets: This is the Bimodal NTR. I figure I can use stock LV-N modded to include a power generator, since its performance is about right. I could also give it a LANTR mode for higher thrust but lower ISP. My Homestead module will fit the bill of Transhab, and I'd just need a saddle truss and smaller tank to fit inside- Near Future Construction's 3.75m hydrogen tank will fit perfectly as the aft tank as would the Kerbodyne S3-14400. Perhaps the saddle truss accommodates a big orange tank and is akin to an exposed MK3 cargo bay... -
Docking ports and part triggers
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Much appreciated, that definitely helped! Now it's just a matter of fine tuning the settings. Thanks again. -
Docking ports and part triggers
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Sorry about that, I was at work. Ok, I restarted Blender and re-imported the clamp-o-tron sr. This is what I see: Turns out the cylinder I saw was a leftover from other part imports. But, I'm definitely having trouble getting my docking port to work. What I'm finding is that the port won't engage, meaning the magnets won't pull the craft together, and the two crafts won't join together. I'm not sure what the issue is. Here is what the part looks like in Unity: And here is the collider: When I use MechJeb to auto-dock, the craft orients correctly (nose forward), and attempts to dock with the corresponding port. it looks like NavyFish's Docking Port Alignment Indicator agrees: I'm using the Module code from the clamp-o-tron sr port exactly: MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2 } And my attach nodes: node_stack_top = 0.0, 0.12, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.12, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 0.0, -0.12, 0.0, 0.0, -1.0, 0.0 and attach rules: // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 Any ideas about what I'm doing wrong? Does the dockingNode transform need a particular orientation I'm missing? Thanks for the help! -
Hi all, I am trying to decypher docking ports. I imported the clamp-o-tron senior port into Blender and can see that I need a dockingNode transform, and I see the collider for the disk shape, but I am puzzled by the small cylinder that is perpendicular to the part. It appears to be a collider... Do docking ports need a part trigger? If so, what tag should I use in Unity, if any?
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Here's what I'm working on next: This provides the truss assemblies for the Discovery-K and NAUTILUS-K when the mod is installed stand-alone. Config files will hide the trusses and port when Near Future Construction is installed (which gives you a better selection of parts to play with). -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Releases
Are there mass restrictions? I know about the warp bubble size, but I am wondering if I can, say, latch onto an E-class asteroid and warp it to Kerbin.- 1,693 replies
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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
I'm testing some more bug fixes and should have a new update later this week. Finally, no more selecting modules in the editor while trying to do stuff with the Module Operations Manager. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm at work, can anybody try simply removing the :AFTER statement from the MM_USI config file and see if that works? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Most curious. Are others having the same problem? Is MKS/OKS still showing up for you? I changed the MM config to AFTER originally to help with mod integration, but if enough are having similar issues then I'll switch it back to FINAL. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for the feedback, I'll take a look when I have more time. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Oh neat! Thanks for the link. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Ok latest patch to 0.3.8 is now up. This should fix the spindle issue, and it fixes an issue with the Supernova's fuel consumption during timewarp. Get the latest version here. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
I'll have a patch posted shortly. Meanwhile, here are the attach nodes for the Spindle: node_stack_top = 0.0, 1.45, 0.0, 0.0, 1.0, 0.0, 2 node_stack_hub = 0.0, 0.307, 0.0, 0.0, 1.0, 0.0, 2 node_stack_torque = 0.0, -0.755, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.45, 0.0, 0.0, 1.0, 0.0, 2 -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Here's video tutorial on how to use the centrifuge: