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Everything posted by Angelo Kerman
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Work has been pretty rough, and I'm working on updating Multipurpose Colony Modules, but I did finish up KSOS-27! Freedom delivers the last module of Munbase Alpha. Pepe and Lodory go home. And a new station awaits... Link to album -
Work has been pretty rough, and I'm working on updating Multipurpose Colony Modules, but I did finish up KSOS-27! Freedom delivers the last module of Munbase Alpha. Pepe and Lodory go home. And a new station awaits... 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
@RoverDude: Once again Sir, you rock! I just got done refactoring my code, and it went pretty smoothly. I've now got KolonyConverters working properly with the new revision. Now I just need to make a multipurpose efficiency part for the manufacturing modules, something like this from NASA: It's a prototype lunar habitat. I could put together a build tomorrow if people are dying for an update, but it would not have the Skydock 375 and the efficiency part. So if all y'all are willing to wait a few more days I'll have the update done with new goodies too. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, I vaguely recall that RoverDude was originally thinking iof using efficiency parts for the manufacturing modules. Interesting idea, but I get the gist of RoverDude's vision of needing enough physical space in one unit. Tooling machines can be big for instance. So making an infatable efficiency part makes sense. I am thinking that the IMW could be an efficiency part too if configured with the right template. That would save texture space, but maybe a different module design could work... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ah ok, so limiting output isn't the right approach to keep with the spirit of MKS/OKS... sounds like I need to create an efficiency part, like an inflatable workshop. Thanks for the info. Now if I can just figure out how to pull the status field and converter name from the new fields.. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Quick update: Despite the crunch time at work, I'm making progress converting MCM over to the new MKS/OKS system. Some fields changed and I'm hunting them down, and I am trying some ideas to limit production on the fabrication, refinery, machinery, and fuel refinery modules to reflect the MCM's smaller size. I think I should have an update this weekend. -
[WIP] Nert's Dev Thread - Current: various updates
Angelo Kerman replied to Nertea's topic in KSP1 Mod Development
Nert, your nuclear engines look like great concepts. I was thinking of making a 2.5m triton tri-modal engine for my nuclear engines mod but if you are doing that then there is no need for me to because your stuff is simply fabulous. Will the engine double as a reactor? -
[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
Hi all, I have been working on my Multipurpose Colony Modules mod for awhile, it's a mod that extends the USI Kolonization Systems (MKS/OKS) mod by RoverDude. I've really enjoyed playing with Extraplanetary Launchpads and created some parts that complemented the mod, including an inflatable orbital dockyard, a workshop, and storage facilities that are more stock-like in appearance. Someone on my thread suggested that I create a stand-alone mod with the docks, and I thought I'd see if there were others interested as well. To see what I'm talking about, here are a couple of images: I appreciate the feedback, and thanks for creating such a great mod! -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Glad you like it. I'm in the process of sorting out the changes and I've just come up with a way to modify the efficiency on the MCM templates to reflect their smaller sizes compared to the new MK3 modules. Work is kicking my butt so updating the mod is taking a bit but I hope to have something by the weekend. I hadn't considered releasing the Skydocks as a stand-alone download, but I can post in the EL thread and see if others are interested too. If there is then I can create a stand-alone mod just for EL that would include the docks, and perhaps a dedicated rocket workshop based on the MCM as well as RocketParts tank based on the upcoming MSM if people want that too. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I am most definitely brain dead from the end of the year crunch. Spent the day resolving code merge issues at work... I'm hoping by this weekend at the latest I'll have an update, if only to recompile. Preliminary investigations suggest it won't be too much to update to the latest MKS/OKS. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Very much appreciated, thank you sir! I just took a quick look before I head out to work (so nice to say that after beind laid off for a year, which is typical even for engineers in the Silicon Valley). Thank you for keeping the KolonyConverter and MKSModule modules, that makes life much easier since I use reflection to find the modules. I will definitely take notice of the new MK-IIIs and see what has changed in the converters. I may have to adjust the templates to reflect their smaller size. The Homestead will be a large module so it could make use of the MK-III values- with the challenge being it's designed for orbital operations and could be a challenge to land. And it makes sense for the Machinery Plant to make RocketParts- I'll have to modify the rocket workshop template into the EL survey station, but that's an easy change. Thanks again for making such a great mod, Multipurpose Colony Modules wouldn't exist without your dedicated work forming the foundation. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heads up, RoverDude released the latest version of MKS/OKS! It's a massive and awesome update. I'll be updating Multipurpose Colony Modules ASAP, but it may take a day or two. It's crunch time at work... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Well I'm waiting for mods to update before switching to 0.9.0... and updating my own mod, heh. Meanwhile, Dragonfly has reached Duna. It's a nailbiter as it makes the first attempt to reach the Rusty Planet... Link to album -
Thanks! Glad you like the story. Sometimes I get lots of time to play and continue the story, other times it slows down due to work or updating my mod. Speaking of updates, the Dragonfly has reached Duna. It's a nailbiter as it makes the first attempt to reach the Rusty Planet... Link to album
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
No doubt it will after mod updates. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Ok, in that case I have a few more: KSOS-24 Link to album Mission to Minmus Link to album KSOS-25 Link to album And here is Mission 26- er KSOS-26. Freedom delivers BioLab into orbit, and KSC continues to maneuver their new pet asteroid. Link to album -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
FYI, 0.9 was just released. I will be updating the mod as soon as MKS/OKS is updated. I am hoping it won't be too much of an overhaul. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Cool. By the way, is anybodu still interested in the mission chronicles? If not I'll just keep them on my own thread. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
What I did is found the max temperature for the rudders and landing gear in the dre file, and set them to 2500. Then when I reenter the atmosphere, I hold an attitude of 10-15 degrees to use the shuttle body to shield the rudders. That works well for.me. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Are you using the Super 25 or the original 1.8 orbiter? I had to tweak the Super 25's DRE config to survive re-entry. Also, you might try performing a shallow de-orbit to ease the stress. I forget the name of it but there is a mod that predicts trajectories, and that might be helpful to getting down in one piece; just plot a shallow de-orbit that ends up at KSC. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@funk: Thanks again for doing some research on this tricky issue. I took a look this weekend and tried various animation tests. Some were pretty amusing, like watching the MBU pull away from the MCM. Anyway, I did some tests with the classic base unit and found that if I start with the legs retracted, it too hovers above the ground for a bit until physics kicks in: I think that it is a quirk of KSP/Unity. Also, I tried to replicate your problem with your sample craft files and a recompiled MBU. So far I haven't had issues. Here you can find the recompiled MBU model as well as a craft file similar to your crane. One things I did differently: I did not use the MBU as the root part. I'm curious to know what happens if you don't use the MBU/MCM as root parts; do you still have issues? Thanks again for helping me root out this problem!