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Everything posted by Angelo Kerman
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KSOS-28 has flown! Freedom delivers another Outpost Commercial Space Module into orbit, while Munbase Alpha builds the remaining infrastructure it needs- and tries out a couple of Munbus landers.. Link to album
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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
Just an update, I've been working on efficiency parts a bit more after seeing a problem with using the existing MKSModule. Nothing wrong with MKSModule, mind you, it's just that Multipurpose Colony Modules needs a little extra help to calculate efficiency properly. So I have a new module derived from MKSModule... and I need a little help from RoverDude to make MKSModule's GetEfficiencyRate to be a virtual function. That's the smallest change I could request from MKS/OKS and still do what I need to do in MCM. I do have a pull request pending. Anyway, I hope to have the Homestead done later this coming week. -
The Venturer Program: Tour of the planets
Angelo Kerman replied to RogueMason's topic in KSP Fan Works
Less mass to lug home, likely. Though no landers to display in a museum.... -
[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
Output log should be bundled with the ksp log I zipped up. if not I will post it once I get home. Other mods... I will also have to find the complete list when I get home, but they include DRE, MKS/OKS, Kerbin Shuttle Orbiter System, CactEye telescope, DeepFreeze, MechJeb, Kerbal Engineer, TeakScale, TAC-LS, Texture Replacer, Environment Visual Enhancements. All are latest for .25. KSP complains that the part nodes are invalid for some reason. interesting. I will try removing Tweakscale and see what happens.. -
[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
Hey all, I'm having an issue where I build a vessel and switch away from it, but when I switch back it is missing parts. Has anybody seen that before? I am wondering if it is because of the base where it is built has a lot of parts and I get a lot of lag. Currently though it is in orbit of the mun, and I am having the issue. Here are my KSP and Output_log files if that helps. I am seeing a bunch of entries in the log like this: [WRN 11:15:15.402] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.406] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.407] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.408] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.408] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.409] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.410] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.411] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.411] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.412] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.413] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.414] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.414] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.415] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.416] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.417] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.418] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.418] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.419] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.420] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.421] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.421] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.422] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.423] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.424] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.424] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.425] [PartJoint]: None of the provided nodes was valid! [WRN 11:15:15.426] [PartJoint]: None of the provided nodes was valid! [LOG 11:15:15.701] [PlanetariumCamera]: Focus: Munbus2 [LOG 11:15:16.454] Reference Frame: Inertial [LOG 11:15:16.694] Tac.FuelBalanceController[FFF71C38][251.72]: Rebuilding resource lists. [EXC 11:15:18.078] NullReferenceException: Object reference not set to an instance of an object DistantObject.VesselDraw.DrawVessel (.Vessel shipToDraw) DistantObject.VesselDraw.VesselCheck (.Vessel shipToCheck) DistantObject.VesselDraw.Update () [LOG 11:15:18.519] DistObj ERROR: Tried to draw part probeStackSmall within rendering distance of active vessel! [LOG 11:15:18.520] DistObj ERROR: Tried to draw part advSasModule within rendering distance of active vessel! [LOG 11:15:18.521] DistObj ERROR: Tried to draw part advSasModule within rendering distance of active vessel! [LOG 11:15:18.523] DistObj ERROR: Tried to draw part stackDecoupler within rendering distance of active vessel! [LOG 11:15:18.524] DistObj ERROR: Tried to draw part largeAdapter2 within rendering distance of active vessel! [LOG 11:15:18.525] DistObj ERROR: Tried to draw part Size3SmallTank within rendering distance of active vessel! [LOG 11:15:18.526] DistObj ERROR: Tried to draw part radialLiquidEngine1-2 within rendering distance of active vessel! [LOG 11:15:18.527] DistObj ERROR: Tried to draw part radialLiquidEngine1-2 within rendering distance of active vessel! [LOG 11:15:18.528] DistObj ERROR: Tried to draw part radialLiquidEngine1-2 within rendering distance of active vessel! [LOG 11:15:18.529] DistObj ERROR: Tried to draw part radialLiquidEngine1-2 within rendering distance of active vessel! [LOG 11:15:18.530] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.531] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.532] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.533] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.534] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.535] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.537] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.538] DistObj ERROR: Tried to draw part landingLeg1-2 within rendering distance of active vessel! [LOG 11:15:18.539] DistObj ERROR: Tried to draw part rcsTankRadialLong within rendering distance of active vessel! [LOG 11:15:18.540] DistObj ERROR: Tried to draw part rcsTankRadialLong within rendering distance of active vessel! [LOG 11:15:18.541] DistObj ERROR: Tried to draw part rcsTankRadialLong within rendering distance of active vessel! [LOG 11:15:18.542] DistObj ERROR: Tried to draw part rcsTankRadialLong within rendering distance of active vessel! [LOG 11:15:18.543] DistObj ERROR: Tried to draw part RCSBlock within rendering distance of active vessel! [LOG 11:15:18.544] DistObj ERROR: Tried to draw part RCSBlock within rendering distance of active vessel! [LOG 11:15:18.545] DistObj ERROR: Tried to draw part RCSBlock within rendering distance of active vessel! [LOG 11:15:18.546] DistObj ERROR: Tried to draw part RCSBlock within rendering distance of active vessel! [LOG 11:15:18.547] DistObj ERROR: Tried to draw part mk2CrewCabin within rendering distance of active vessel! [LOG 11:15:18.548] DistObj ERROR: Tried to draw part parachuteLarge within rendering distance of active vessel! [LOG 11:15:18.549] DistObj ERROR: Tried to draw part RCSBlock within rendering distance of active vessel! [LOG 11:15:18.551] DistObj ERROR: Tried to draw part mk2CrewCabin within rendering distance of active vessel! [LOG 11:15:18.552] DistObj ERROR: Tried to draw part parachuteLarge within rendering distance of active vessel! [LOG 11:15:18.553] DistObj ERROR: Tried to draw part RCSBlock within rendering distance of active vessel! [LOG 11:15:18.554] DistObj ERROR: Tried to draw part mk2CrewCabin within rendering distance of active vessel! [LOG 11:15:18.555] DistObj ERROR: Tried to draw part parachuteLarge within rendering distance of active vessel! The version of EL I'm using is 4.4.0 since I'm still on 0.25. Any ideas on what's going on? Thanks for the help. -
parts [1.12.x] Asteroid Recycling Technologies
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Releases
Ahhh ok, that makes sense. I am definitely looking forward to that, I started playing with regolith in my .25 play-through, and saw that it had some neat stuff. Looking forward to seeing what you come up with. -
parts [1.12.x] Asteroid Recycling Technologies
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Releases
Hey RoverDude, I think I'm behind on some your threads. I grabbed your all in one download a few days ago, and saw the AMT folder, which I think is Asteroid Mining Technologies. That's not related to ART, right? Is there a thread for AMT, or is AMT the successor to ART? Really digging the regolith parts you had in the preview, btw.. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Angelo Kerman replied to Porkjet's topic in KSP1 Mod Releases
Very nice! I remember you working on these.. Is that nuclear lightbuilb a 2.5m engine? Definitely downloading this! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@BrutalRIP: Hm, the meshes appear correct- Oh, you mean the description? Ok, I see that the title and descriptions are wrong for the 375, I'll fix that. Good spot. @RainDreamer: That sounds like a clever solution, actually. I would like to see custome IVAs as well, but it will take me time to learn how to make IVAs. I don't have the faintest clue just yet. Nonetheless, once I finish the exterior models and polish up the code, I can look at making IVAs for all the models. Given that I get some time off next week, I'll be able to build out the Homestead and have it done soon. I may have to revisit the Ponderosa design as I don't want to make it like PorkJet's F.L.A.T. module. I'd forgotten about that one.. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Stupid freakin double post... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The Multipurpose Colony Module has part variants that let you configure it for a more orbital appearance. I do have plans for a couple more multipurpose parts. First up will be the Homestead Inflatable Multipurpose Module, based on the Bigelow Aerospace BA330. The name Homestead (and for that matter, Wild Blue Industries) comes from my Contact Lost universe. Here's a picture I did a couple of years ago: Eventually I want to build this: In KSP, the Homestead is a large multipurpose module that, unlike the smaller MCM, can be both a colony module and a large capacity storage module. But it is heavier than the MCM, and specially designed for the orbital environment. Homestead is also large enough to not require efficiency parts, and it appears late in the tech tree. Lastly will be the Ponderosa, at the apex of the multipurpose modules and near the top of the tech tree. The Ponderosa is an advanced inflatable colony module designed for the ground, but it is compact and light enough to be carried by a kerbal on EVA- no more scratching your head on how to deliver modules to the surface. Inspiration for the Ponderosa come from this: This is a NASA design for an inflatable lunar habitat. It might require more Machinery to represent the innards needed to make it a proper colony module that come standard with the MCM and Homestead. For other orbital parts... well, I just use RoverDude's OKS modules like the hab ring and hydroponics module, because I like them. But if you want a more stock-like appearance, I guess one solution would be to create MM configs for Porkjet's Habitat Pack. I could see the Small Centrifuge being used as the orbital kerbitat's efficiency part, for instance, and maybe the PA550 is a greenhouse efficiency part. Or, you could create efficiency parts using Nert's Stockalike Station Parts, which also have some nice stuff. The habitat module could serve as an orbiting efficiency part as well. I could probably work up some MM configs for those mods as alternate parts once I get done with the final art pass. Happy Holidays to you too. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
0.3.0 is now available. You can download it from the front page, or get it here. IMPORTANT NOTE: 0.3.0 is a game-breaking change. Be sure to retire your existing bases/spacecraft before applying this update. - Recompiled for KSP 0.9.0 Beta. - Refactored templates for compatibility with USI Kolonization Systems by RoverDude. Reminder: You need to download the USI Kolonization Systems mod separately. - Added Ore, Metal, and KAS storage templates. - The Colony Command Center can now act as a survey module for Extraplanetary Launchpads (EL). - Removed Rocket Workshop MCM-EL template- building RocketParts is handled by the Machinery template. - Added Skydock 375. The Skydock 375 can support vessels up to 42 meters in diameter. - Added the Multipurpose Storage Module (MSM), a non-inflatable storage unit available earlier in the tech tree than the Inflatable Multipurpose Warehouse. - Added the Inflatable Multipurpose Extension Module (IMEM), a KAS-storable and attachable workspace/living space extension (efficency part). Production modules like the Fabrication, Refinery, Fuel Refinery, Repair Shop, and Machinery Plant use this to make stuff. - Refactored stock tech tree progression of the multipurpose modules (CTT is planned, but is further down the road). Known Issues - Using the MBU or MCM as a root part might cause part separation upon loading the spacecraft. This issue is continuing to be investigated. Don't use them as root parts. - Sometimes the Kolony Logistics module does not transfer resources into inflatable warehouses. Still investigating this one, it seems intermittent. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Oh yeah, definitely. I'm stomping several bugs too. Things like, "you got your machinery plant in my kerbitat!" For awhile it was looking like a old reese's peanutbutter cup commercial, heh. -
Glad you're enjoying the series. It's slowed down for a bit due to working extra hours and updating my Multipurpose Colony Modules mod for 0.9.0, but once that's done I'll be continuing the shuttle missions.
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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
Pull request created, thank you much for being open to the change. -
Wow, looks great! I applaud your fantastic art skills, bravo!
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You helped plenty, thank you i was thinking of making a gemini capsule if that wasn't something you had planned, so I am researching what I would need and the parachute thing came up. Do I understand right that a gemini capsule isn't in your plans? Don't want to step on any toes.
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Hey Beale, that looks terrific! I am also currious about how to make a parachute part, did you find a tutorial somewhere?
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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
Much appreciated, Sir! I'll send a pull request tonight. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@AccidentalDisassembly: One thing you can do is run with ActiveTextureManagement, and/or use the opengl switch when running KSP- I need to do that because of the large list of mods I use... Anyway, I'm almost done with the update. In the interests of time, I'll delay finishing up the Skydock 375. Efficiency parts have been giving me fits; I want to keep the part counts down to a minimum, so the IMEM I previewed supports all the production modules- but don't offer a lot of workspaces per module. My only other issue is how to support multiple efficiency parts so that you can, for example, use the classic hab dome, orbital hab ring, and the IMEM as living spaces for the kerbitat. I think I can do that if the GetEfficiencyRate in MKSModule was made virtual- then I could make a derived class, unless I could do a pull request and build that support in.. Barring that, I could restrict the MCM kerbitat to use the new efficiency part- but I like the hab domes- and create a module for the classic orbital hab ring that would modify the kerbitat efficiency parts when in orbit. That would be a kludge though. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pretty much, yeah. Once finished, you'll be able to remove a number of parts/textures from the Kolonization folder to save on RAM. That will also reduce the clutter in the parts catalog- mine gets really full! On the plus side, you'll have more room for more mods. RoverDude's stuff is pretty RAM efficient though... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@RoverDude: Say, any chance I could convince you to make the GetEfficiencyRate() in MKSModules a virtual function? That would really help! Specifically, I am looking for a way to have one efficiency part that is configured for, say, machinery, but only count as a machinery plant's efficiency part when specifically configured as such. Plus, when in the orbital configuration, I can change, say, the kerbitat template to use that fabulous orbiting ring of yours. -
The Venturer Program: Tour of the planets
Angelo Kerman replied to RogueMason's topic in KSP Fan Works
I sooo want to make a fan-made ISV Enterprise, heh -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Work is progressing nicely. I'm just about finished with the refactoring, and have introduced a new part: The Inflatable Multipurpose Extension Module provides the needed space for the Refinery, Fuel Refinery, Fabricator, Repair Shop, and Machinery Plant. It also doubles as a dormitory. Now I just need to finish up the Skydock 375, and the update will be done.