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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
@riptide, Encenos: Ok, thanks for the feedback. I'll figure out what's going on. @Yemo: Ah good to know, thanks! I'll give that a try. -
[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 logs and screenshot, I'll see what's going on. Pretty frustrating to fix one thing only to break another, but that's the nature of the biz... To answer your question, Multipurpose Colony Modules is compatible with MKS, but MKS doesn't know about MCM's efficiency parts. You'd need a MM patch to make use of MCM efficiency parts with MKS/OKS. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, do you have symmetry enabled or anything? Can you post a screenshot of your ship? -
Actually, the latest Multipurpose Colony Modules already has a fuel processor template that creates Glykerol. The liquid droplet radiator will use Glykerol as its cooling resource. But a small Glykerol processing unit makes sense. Out of respect for the original author's wishes from a few pages back to keep DeepFreeze as is, I'll start posting about my forked version on a separate thread once I get going on it, probably in the next couple of weeks. I have some more work to do on DSEV and MOLE.
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
SystemHeat is Nertea's upcoming mod that is currently bundled with the dev version of Near Future Electrical. My understanding is that it's still in testing and likely will change when KSP 1.0 is released. I'm just starting to learn how it works and integrate DSEV's radiators and the Supernova, so I can't offer much help. I definitely have questions myself. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Much appreciated, Akira. I appreciate the feedback. Thank you for your patience too! MCM is a complicated mod, and figuring out these issues can take awhile. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Here's a look at what I'm working on next: The shape isn't finalized but this is the basic concept. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Actually the Ponderosa is just like the MCM in functionality. It's the Homestead that doesn't require efficiency parts. The Ponderosa can house 4 kerbals. -
Ok so what I see is suggested after reading this thread: - External containers for Glykerol, KAS grabbable - Ongoing freeze requirements: I'm thinking EC to keep it simple, possibly optional support for SystemHeat by Nertea. - Thaw all kerbals option. Honestly it really needs a dedicated management window... - 1.875m tall kryopod that stores 6 kerbals - IVAs - Verify that resource requirements are met before freezing a kerbal An insane Kray superKomputer autopilot that get triggered by flying to Jool...
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Not exactly. I designed it around Near Future Technologies and haven't played Interstellar in months. I'd have to find a version of Interstellar that is .90 compatible. I know there is Interstellar Lite but don't know if that is still active. You'd have to create a MM patch to turn the Supernova into both a deuterium-tritium reactor and a nuclear thermal rocket and I'm not sure that is possuble in the same part. I think you could make it like the cone shaped fusion engine though. Once you do that, you'll need to make the radiators shed WasteHeat, but the radiator might need need a thermal animation- which I think SystemHeat needs too. My radiator doen't use an animation, I just set the temperature color directly. @Nertea: Very cool. I Will play around with that and give it a try. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Glad you like it. my plan going forward is to provide parts to build ships like Discovery II, NAUTILUS-X, Skylab II, Mars One, and the Deep Space Habitat. The engine has a basic heat system that is intended to be disabled in favor of SystemHeat via MM configs. The radiators too, though I need some help to get them to point right with SystemHeat, as I have not built radiators/solar panels before and it was a real pain to get them functional. My goal is to have the mod work standalone if desired but defer to the experts for improved play experience if the appropriate mod is installed. For instance, if you have Near Future Construction then MM configs hide the hex truss and associated hardware that I'm working on. Similarly, you won't need the nuclear reactor that will fit in a standard truss if you have Near Future Electrical. Careful UV mapping will ensure that the texture maps don't go to waste, as they're needed for parts that don't overlap. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Awesome, I'm happy to include that in the mod and credit you for the config if you are so inclined. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Good feedback, thanks. glad to hear there are fewer explosions. If you are inclined and want to experiment, try editing the PonderosaPart.cfg file in a text editor, find mass = 0.25 and change it to mass = 0.1. I'm at work so I can't check right now. I suspect KAS is making the part explode because of its mass. You can also increase the crash tolerance. Be sure to drop anchor when you drop the Ponderosa (not needed if you attach it to the ground) -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Get the latest release here. Feedback appreciated! 0.3.6: Hot Fire Test - Rebranded the mod as Deep Space Exploration Vessels - Deprecated the Nuclear Aerospike engine - Added the WBR-120M Graphene Radiator - Added the FLM-1800 Multipurpose Storage Tank. This 1.875m tank fits inside the hollow octo-truss from Near Future Construction and can be radially attached. Right-click the tank to store a variety of different resources. Right-click to change the endcaps when in the editor. - The Supernova now requires radiators to function properly. You can disable heat management for the engine by right-clicking the engine and accessing the debug window. (For a better heat management experience, check out the upcoming SystemHeat by Nertea.) - The Supernova now requires 48,000 EC to start the reactor before the engine can be used. Right-click the part to start the reactor. The EC startup requirement can be disabled in the debug menu. - The Supernova now has a debug menu. Right-click the part to access the menu. Pressing Debug Reset will remove any overheating, clear out the heat sink, shut off the reactor, and reset a few internal variables so the engine appears as if it just left the VAB/Hangar. NOTE: Existing spacecraft built prior to 0.3.6 should not be affected by the changes but just in case, use the debug menu to disable heat management and the EC startup requirement. IMPORTANT NOTE: To install the mod, DELETE the existing GameData/WildBlueIndustries/NuclearEngine folder before installing DSEV. Be sure to copy ALL the files provided into the GameData folder. FYI: It would be a good idea for new spacecraft built with this version of the mod to stock up on SpareParts. Future revisions will include engine maintennance. Prototype Kerbalized Discovery II: Next up will be a centrifuge that lets you attach parts to the spinning section, an arc jet RCS thruster, and some hexagonal truss segments based on those from the NASA paper. New Multipurpose Storage Tank. My one-and likely only- 1.875m fuel/fusion pellets/whatever tank: -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sure thing. Please note that there is still a lot of testing going on and I might not have fixed things yet. That said, I'll keep at it. My goal is to fix bugs as they crop up before adding new parts into the mod. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Get the latest release here. Release 0.4.4: Rookie Maneuver Edition - (IN TESTING) Fixed a problem with symmetry that prevented parts from updating resources properly. This also fixes the issue with duplicating parts. - Fixed an issue with the Homestead that was rather inhospitable to kerbals trying to enter the module. It's more neighborly now. - (IN TESTING) Fixed an issue with Machinery not showing up on the launchpad after being filled up prior to launch. - Lightened the Ponderosa by a ton- it's a space tent after all! - The Ponderosa's default vessel type is now Base. - The Homestead's default vessel type is now Station. Yup, that is coming from the right-click context menu. This release should fix it. Please let me know how it goes. Thanks again for the feedback! -
[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 information. I am pondering through what's going on and may have a partial fix this evening. As for the Ponderosa, was it classified as Debris? It may be that because you set up the module near the pad, the game decided to clear it out. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The exploding Ponderosa is a KAS issue. Try attaching it to the ground. You will need to use the b/n and shift b/n controls to rotate it. I haven't figured out why KAS causes it to explode. Do lighter parts explode too? Try grabbing and dropping a standard KAS container. If that works, try making the Ponderosa very light, like .25 or so. please send me your logs for the resources issue. I am unable to reproduce it. What are the exact steps you take? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh son of a - (!) Ok, I know why your kerbals are locked out of the Homestead. I've got a fix for that. I also figured out the problem with setting resources on parts with symmetry parts, so that will get fixed next release, which will be by Thursday. I'm puzzling through the cost issue (changing the templates alters the cost oddly), and might or might not have a fix by Thursday. Key word: Thursday... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
I normally dump the tank right before the circularization burn, and use Stage Recovery to recoup some of the expense. I have plenty of fuel in the orbiter to reach a space station thanks to a variant of Avalon's quad booster design. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I have parents in town this weekend so I haven't had a chance to take a detailed look. Hopefully I'll have a fix early next week. Both of the inflatable modules you mentioned are efficiency parts and don't have crew spaces. -
[0.90] Orbital Material Science version 0.6
Angelo Kerman replied to N3h3mia's topic in KSP1 Mod Releases
How about Orbital Science Projects? Definitely checking the mod out, would like to support the mod in M.O.L.E. Out of curiosity is the mod still built to work with Station Science? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sounds like a few are running into this issue. I will take a look over the weekend. Thanks for the bug report. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nice analysis, thanks for that. MKS/OKS is pretty dang efficient with its textures so its memory footprint is already low. Add Active Texture Management and/or the opengl switch into the mix, and you have plenty of space. So unless you're really hurting for space, it's easier to leave the MKS/OKS assets in place. OK, I'll take a look this weekend and see what's going on. In the meantime, be sure when installing the mod to replace everything in your game directory with the equivalent directories in the mod to make sure you have the very latest-overwriting isn't recommended.