-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heisenberg 2.19.0 is now available: - Removed BARIS dependency dll. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.39.0 is now available: - Removed BARIS dependency dll.- 3,523 replies
-
- geoscience
- colonization
-
(and 1 more)
Tagged with:
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I can look into an "Unset target" button. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I haven't done any armed conflict in my KSP games in a long time. Last time I had BD Armory installed, it was for set dressing. Nowadays, my kerbal nations got sick of war during their last world war conflict, and now they "fight" by earning Reputation and bragging rights to be the first to accomplish something. Anyway, the History channel did an episode on space warfare: I suspect we'd see more of the same, but with the rapid response abilities of warp travel. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm not understanding how that can be the case. I tested it with Warp Core Breech launched straight out of the VAB. There's nothing in the circularization code that would cause the issue to happen for newer ships. It's just checking the sphere of influence of the two craft and comparing the distance between them. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 1.8.7 is now available: Fixes - If targeting another vessel during auto-circularization, the target vessel must be in the same SOI as the current vessel. - Added additional checks for minimum distance required to rendezvous with another vessel. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, I can fly that's going to get fixed. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
If it is the large jumpgate then the graviolium has to be paid by the ship going through the gate. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
What kind of jumpgates? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
One way to do this is turn on the jumpgate space anomalies. Then you'd only have to fly to the remote star system once, find the jumpgate, and from then on, you'll be able to just warp to the in-system gate and jump to the desired gate. Alternately, warp to the system and deploy a mini-jumpgate (if in range of your previous star system) or build the larger jumpgate. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That was a fun 3D model to make. My skills are much better than what I made back then. Have you tried using @JadeOfMaar’s OPT? It might have the shapes you would need. The Mk33 mod is also kind of like it but without the long nose. I DO have the 3D mesh still, but it was never designed for KSP and would need a lot of work to put it in game. I’d guess that the aerospikes could be fusion engines that use water for reaction mass, similar to the Epstein Drive from The Expanse. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Contact Lost was a fun 3D art project that I did before discovering KSP way back in 2013. The basic premise was that Ancient Astronauts were actually humans that discovered magic and leapt to the stars. They left artifacts behind that were discovered in modern day (the setting took place in the far off year of 2018, heh) that allowed modern society to rediscover magic. Given that implication, various nations spun the discovery as "Black Box Technology." Anyway, the setting allowed me to explore what effects magic would have on spacecraft tech. Some elements of that setting appear in my mods and mission reports. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup! -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm looking into that. Phase 1 is almost done. Phase 2 is (tentatively) base components and finishing up the body parts. Phase 3 is (tentatively) submarine parts, and Phase 4 is (tentatively) Puddle Jumper parts in lieu of the original's airplane parts. The parts are spread out amongst the tech tree. For the wheels, they're available when you unlock Advanced Motors, which is a step above Field Science. As noted, I've been working on Blueshift for the past month, but now that it's done, I'm back to Buffalo 2. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 1.8.6 is now available: Fixes - Fixed jumpgate selection unable to select gates when only 2 gates are in the network. - Fixed jumpgate trigger scaling on Miniature Jumpgate that would cause nearby vessels to explode. I think Blueshift is in a good place at last, so I'll be focused on Buffalo 2 for the near future. Thanks for the feedback. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey I freaked out the first time they added that feature. I think it was with Breaking Ground DLC. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Be sure to tap the "#" button in the upper right corner of the part action window. That'll take you back to the sliders.