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Everything posted by Angelo Kerman
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Try the Regolith mod. You might find the behavior you're looking for.
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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
That is correct. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, I will take a look when I get home. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hm.. that's not good. I've updated the release. Click here to get the latest. Look for the MCM_0_4_2.zip file. Going forward, be sure to look for the version number in the zip file. Those will be the game files. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sounds good. I left a lot of comments in the config files, but feel free to ask questions. If you decide to make custom logos too, I can give you a Photoshop template file that I use. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Angelo Kerman replied to stupid_chris's topic in KSP1 Mod Releases
Ah ok, got it. Thanks! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
MCM could integrate Station Science by supplying a template config for the labs and storage template configs for the resources, but you would still need the experiment modules. I suppose you could create a multipurpose experiment module though... You would also need custom decals as well, which are just PNG images. I do not know if Station Science's license would permit such a thing, but it is technically possible since I designed MCM to dynamically add PartModules it finds in the templates, and they don't have to be MKS part modules. -
Speaking of IVAs, any idea how big a command seat is? I have some IVAs to do as well, but don't know what dimensions to use.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Angelo Kerman replied to stupid_chris's topic in KSP1 Mod Releases
Oh very cool, thank you for the example. How do you set the parachute drag like you do in the stock parachute? I know that some of it is based on materials but I don't see a drag parameter. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Angelo Kerman replied to stupid_chris's topic in KSP1 Mod Releases
Hi stupid_chris, I've been enjoying your mod for some time now, it really rocks. I would also like to incorporate support for your mod into M.O.L.E. and will happily RTFM to do so. It must be a late night because I cannot find a wiki link or post, do you have any docs I could read (aside from existing part modules) that can point me in the right direction? I think I need the basic support and not procedural parachutes, so I'm guessing RealChuteModule is the one I'd use? Looking at the MM configs for stock chutes, it looks like ProceduralChute is used. Is this a required module to make RealChutes work? I appreciate the help, looking forward to getting the M.O.L.E. parachute compatible with your mod. -
Question about parachutes
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Good to know, thank you much! Totally explains a lot. -
Question about parachutes
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Modelling and Texturing Discussion
Ahh ok, I was wondering about that. I know Squad made their risers as a cone with a transparency, so I was trying to duplicate that. See: http://forum.kerbalspaceprogram.com/threads/4463-Transparent-parts?p=55374&highlight=Parachute#post55374 i'll give the risers as meshes a try, thanks for the suggestion. -
Hey all, I'm trying to model a parachute and have run into an interesting problem. I've created the risers as a cone with transparent sides (via a PNG), opaque only where the risers are. The cone is a separate mesh from the canopy. When I look at the cone from below, it seems to prevent the canopy underside from rendering. I know that the risers are the issue because without them, the canopy renders just fine from underneath. Has anybody seen this before? I'm pretty sure it's a materials issue, I am using KSP/Alpha/Cutoff Bumped as the material for the riser texture. Maybe there's a setting I missed?
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Dang, now I want to build a 3.75m rhombus plug nozzle...
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- totm march 2020
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
When you create your texture, be sure to save it as 24-bit at least. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Looks like the Liberty command module still has its texture set to the standard KSO shuttle texture. Definitely check that. -
Hi Beale, The new models are looking great! I like the art style you've gone with. Thanks again for the pointers on how to make parachutes, I was able to create my first chute. I have a question about shrouds though, how did you do them? I hear Squad uses a cone shape with a transparent texture, but I've yet to figure that one out in Unity. Any ideas? Thanks again. Edit: never mind, figured it out. For the curious: KSP/Alpha/Cutoff Bumped is the material shader you want.
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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
Hm. Ok, I'll take a look at that. Sounds like a KSP thing. For now, don't alt-click to add parts. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
A "short time" later... PRE Release 0.4.1 Git it here Warning: This is a pre-release and likely to contain bugs. If you run into an issue, please provide me with details on how to reproduce it. Help me help you... Known Issues: If you drop the Ponderosa, it might explode on impact with the ground. This is a KAS issue. The Ponderosa has no handy attachment nodes to make it store extension parts and such. - Added the Ponderosa, Wild Blue Industries’ top of the line colonization module. The Ponderosa can be stored in a KAS container (it takes up 90 KAS units of space) and stored on a standard KAS container bay. To deploy the Ponderosa, simply grab the module while on EVA, walk or fly over to the desired site, drop the module, and deploy it. Optionally, you can attach it to the ground before deployment, but you’ll need to re-orient the module first. - Added the Portable Crew Tube (PCT). The PCT is just like the Flex-O-Tube except that the PCT has a more stock-like appearance and it can be stored on the MBU for easy attachment. - Repositioned the location where new spacecraft are spawned by the Skydock250 and Skydock375. Hopefully that will reduce the chances of the docks causing an explosion when spawning new craft. - Added MM config file to hide unused MKS/OKS parts. They’re still around, just not shown in the editor. If you want to keep those parts available, simply remove the MM_USI.cfg file. - Added MM config file for KSOS modules: The cupola can now become a Colony Command Center; the station power module can now become a PDU; the KerbaLab can now become a Multipurpose Colony Module; the hydroponics module may be used as an efficiency part for the Aeroponics module; and the habitat module may be used as an efficiency part for the Kerbitat. NOTE: You might need to delete your ModuleManager.CONFIGCACHE and ModuleManager.ConfigSHA.CONFIGSHA file, located in the GameData folder, for the MM config changes to take effect. - Added OSE workshop to the Fabricator template. Now you can print KAS grabbable and storable parts! OSE Workshop by ObiVanDamme downloaded separately. Link: http://forum.kerbalspaceprogram.com/threads/108234-0-90-OSE-Workshop-KAS-Addon-%28v0-2-0-2015-01-26%29 NOTE: If you don't have the OSE Workshop, no worries, Multipurpose Colony Modules won't complain (but you are missing out...) ...And I just had an insight about the original MBU. No need to list it as Obsolete, I can simple MM config it out of the catalog. Duh... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh that's my bad, sorry about that. I originally intended to release the Ponderosa with 0.4.0. I'm tracking down some issues with it but hope to have those done this weekend. One thing I don't like is that due to being inflatable, I don't know how to trick KAS into adding attachment nodes once inflated. That means you have to *gasp* manually align the extension parts. I'll create a pre-release shortly but you're guaranteed to have bugs... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@lurkoholic: oh nice, the models are public domain. I would only need to make a logo panel. Then again, I could just reuse the Ponderosa box and add a boos protective lid. Hm... @Commander Zoom: I can remove the specular map on the transfer tubes, no problem. Glad you like the mod. @LordOOTFD: I will take a look when I get home. What is the error? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh yeah, that one was cool! I need to make a colony template for it... -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Angelo Kerman replied to ObiVanDamme's topic in KSP1 Mod Releases
Totally my bad, dropped the ball on this. GitHub issue logged, though I wonder if 0.2.0 already does this.. https://github.com/obivandamme/Workshop/issues/2 -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
So the part is a tank that transforms into crew quarters? Interesting! My approach is different in that any tank can be used, with the minimum size being the Rockomax-32. I think having multiple colony modules in one physical part is going to be really complicated, but turning one tank into a colony module is more doable, especially given that I already can add module code at runtime. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Multipurpose Colony Modules replaces the classic MKS/OKS modules with ones that are more stock in appearance. But there's more to it than that. MCM provides just a few modules (the Multipurpose Colony Module, Homestead, and upcoming Ponderosa) that can be dynamically configured to the desired colony module (Colony Hub, PDU, etc). The storage units can be configured dynamically as well, as can the efficiency parts. Plus there is an MM config for Porkjet's Habitat Pack to turn them into efficiency parts as well. For the classic look, there is a MM_USI config file that hides the classic modules (coming in release 4.1), but you can easily delete the file if you want to keep the classic modules around. In a nutshell: Multipurpose Colony Module, Homestead, and Ponderosa replace the classic MKS/OKS modules Multipurpose Base Unit replaces the classic base unit Multipurpose Storage Module, Inflatable Multipurpose Module, Homestead (when used for storage, it can be storage or a colony module) replace the ILM and storage drums Inflatable Extension Module, Inflatable Orbital Workshop Addition replace the hab dome, inflatable greenhouses and hab ring- but you can still use them as efficiency parts (I do on my own stations, they're cool) Portable Crew Tube replaces the FlexOTube Skydock250 and Skydock375 replace the orbital dockyard- and can tear down vessels in addition to building them. All the parts are made to blend well with stock parts as much as my art skills currently allow- and I think my skills are getting better, the Ponderosa is the best I've done to date, IMO. Additionally, all the parts fit inside the KSOS Super25 shuttle, though that's a moot point now with the new stock MK3 parts. Actually the whole reason Multipurpose Colony Modules exists- aside from the fact that RoverDude's generous licensing and support allows it- was because the classic MKS modules didn't fit inside the Super25 particularly well, and I was tired of my parts catalog getting so cluttered. So I've been trying to keep the MCM parts to the minimum needed to get the job done while keeping to the stock-like look. Speaking of which, once I finish up the Ponderosa, I'm setting my sights on one of the last colony module parts, something I've been intrigued with for awhile. Here's my reference: Skylab Wet Workshop This presumes I can figure out how to make it work. I think I'll need a part that's basically a door, and you configure it into the desired colony module. Big tanks let you create either several small colony modules within the part, or one of the big ones (fuel refinery for instance). Maybe the larger the fuel tank, the bigger the productivity gains... With the multipurpose wet workshop, you'll be able to convert those shuttle tanks into usable space... Once I have the multipurpose wet workshop, I can turn asteroids into colonies...