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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
Thanks, glad you like the mod. It's still a work in progress, and I'm still working out the bugs. I'm also eating my own dog food too as I see what challenges there are to setting up a base (module placement, for one). And doing so has given me some ideas for modules higher up in the tech tree. Here's a for instance: This is the upcoming Multipurpose Storage Module (MSM), which is akin to the classic storage drum. It's smaller size is made up for by the fact that you can reconfigure it. The mechanics aren't in place yet but you'll be able to reconfigure the stuff it stores while out in the field so long as you empty it first. There will be a button that lets you do that. It shows up in the tech tree when the MCM does. Later on you'll get the MBU, which doesn't hold as much as the MSM, and doesn't let you reconfigure it until much later in the tech tree, but you get landing legs. Even further out you'll get a large inflatable module (I haven't built it yet) that supports both storage and colony module types. At this point the MCM can be reconfigured in the field too. You 'll also get the IMW, and the reconfigurable MBU will be unlocked. Eventually you'll get the Skydock 250, and at the top of the tech chain, you'll get the Skydock 375 and the Ponderosa Inflatable Multipurpose Colony Module. There might be other parts too that are designed to help you set up a colony (I'm slowly pondering through how to attach the PackRat rover system to the MBU), but that's the basic gist of where I'm going with this... Next release will not use a MM config on the Skydock and without EL, it'll just be a decorative piece. Floodlights is a known issue I'm still figuring out. It has to do with Unity and the way I set up the lights. I'm also still working on the animation issues with the MBU- it's proving to be a real pain... -
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
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KSOS-25 takes to the skies! Freedom delivers the Machinery Module to Starlab, and three intrepid heroes home. Link to album
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At last, Mission To Minmus! Bill, Bob, and Jeb head for the surface of Minmus to investigate an anomaly. Or try to.. Link to album
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I think I found an issue with the PackRat rover mini-wheel and its interaction with KAS universal storage. I've found that I can unpack the rover once and assemble it without problems, but after it is packed away and unpacked again, I cannot successfully remove the wheels from the KAS universal storage container. I'm not sure if it is a bug with KAS or PackRat or an interaction issue between the two, but I'm able to unpack all the other parts without issue. Checking my logs, I see the following entry: [LOG 12:39:18.950] [iR GUI] vessel kerbalEVA (Jebediah Kerman) [LOG 12:39:18.951] [iR GUI] 0 groups [LOG 12:39:23.197] [KAS] GrabPending - Preparing To Grab part :PackRat.MiniWheel [EXC 12:39:23.305] NullReferenceException UnityEngine.Component.get_gameObject () KAS.KAS_Shared.FinishDelayedCreation (.Part part, System.Collections.Generic.List`1 re_enable) KAS.KAS_Shared+<WaitAndUnpack>d__0.MoveNext () I'm currently using PackRat 0.2.5.0. Any ideas on what's going on?
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Mission 24 is a success! Activity at Minmus heats up, but the Mun is still going strong too. Link to album
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It's definitely a lot of fun. I get to tell a story, fly the shuttle, and show off the Multipurpose Colony Modules mod I'm working on. Speaking of shuttle flights, KSOS Mission 23 has successfully completed! Freedom delivers another Outpost-class commercial space station into orbit for a contractor, and Bill, Bob, and Jeb become the first kerbals to orbit Minmus. 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
KSOS Mission 23 has completed! Freedom delivers another Outpost-class commercial space station into orbit for a contractor, and Bill, Bob, and Jeb become the first kerbals to orbit Minmus 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
Once I get all done with the models and such, one thing I want to do is create batch files that will go in and delete the parts/textures you don't need from EL and from MKS/OKS. They will be optional files to run if you want to clean up your directories and save a bit of memory. I like that solution better than a stand-alone that bundles everything, TBH. So what you'd do is install MKS/OKS, install EL, install Multipurpose Colony Modules, and then optionally run the batch files to clean out unwanted parts, meshes, and textures. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well it is Kerbal Space Program, so you never know if there are actual bears that hang around in trees and do stuff. Sorry to hear you had problems, I've been slowly working through several issues to make the mod solid, enough so that I'm delaying finishing my Nuclear Engines mod until Multipurpose Colony Modules is done and as bug free as I can get it. My goal is to have it done before the new year (it won't be done before 0.9.0 but I will be patching the code to work with it ASAP). I still need to fix the MBU's animation, but that will have to wait until the weekend. It's a little tough because while I'm delighted to be working again, it's a tough job that requires a lot of brain power. Hence the reason major updates happen on the weekends. Interesting. There should be a ModuleManager config in the part for skydock that looks like this: PART[WBI_Skydock250]:NEEDS[ExtraplanetaryLaunchpads] { @techRequired = advMetalworks } I tested it in career and at least for me it didn't show up as expected if I didn't have EL installed. Maybe I'll just fix the node and figure that if you don't have EL installed, you'll have a nice decorative place to park your ships. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Here's what I worked on tonight: It isn't done yet, I still have to animate the hoops. I also revamped the module decals and created the survey module that replaces the survey module that comes with EL. You'll use the survey stakes with the survey module just as you do in EL. I have to do some testing to make sure the template works properly. 42 meters ought to be enough for most purposes... -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sure thing. I can do small updates during the week and this one was a small update. Adding a survey station template should be pretty quick too. Making the Skydock 375 and 500 are bigger projects- setting up the lights is the most tedious part- and redoing the MBU animation will have to wait for the weekend. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I am pleased to say that the Skydock now has the capability to scrap vessels that fly into it. The procedure is quite simple: with the skydock extended, right-click on the dock and select "Activate Recycler." Then, fly a ship into the dock's gaping maw. About halfway in, the vessel will be scrapped. I didn't have to do anything special to make this happen except add a trigger to the mesh. Thanks for the suggestion, RainDreamer. Important Note: EL's modules are out of my control, so be sure to turn off the recycler if you build new vessels with the Skydock. If things look good enough, I'll go ahead and build the Skydock 375 and Skydock 500. Edit: I just found the EL module that handles the survey station. Tonight I'll work up some decals and an MCM template to turn a Multipurpose Colony Module into a survey station. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Lol! Sorry about that, I am on an iPad with auto-correct. Absolutely I'll have the credits. My initial thought to save me some headaches is to provide directions on what to delete if so inclined. Personally though I like the original models and want to make generic multipurpose versions of them. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Cool beans. I will be adding optional MM configs to hide the parts from OKS/MKS for the main version and I believe the license is permissive enough to have a stand alone version that only includes what I need from MKS/OKS and will not have the rest. That also goes on my list. I need to finish up the parts and debug them first. Only concern would be that people may get confused about missing files, and I'm sure RoverDude would like to keep the OKS/MKS intact to reduce support errors.. -
[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
Ha! Will do. Thanks for the info. -
[1.12] Extraplanetary Launchpads v6.99.3
Angelo Kerman replied to taniwha's topic in KSP1 Mod Releases
Do I understand correctly that for the recycle bin, all I need do is right click the part to turn it on, then fly a ship into it? -
[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 the mod currently, Multipurpose Colony Modules provides storage for RocketParts, a workshop that builds RocketParts as well as turn ScrapMetal into Metal, and the Skydock for building new vessels. EPL has parts that turn ore into metal, which is handled by the MKS/OKS Refinery. Multipurpose Colony Modules lacks orbital storage containers for RocketParts but that is on my list. MCM currently does not have a recycling bin, but I like your suggestion of making the docks support the scrapping of vessels. That makes total sense, great idea! I do not know how to use the recycling bin so if you have pointers, I'd appreciate them. once I understand the mechanics I can make the Skydocks build as well as tear apart vessels. Also, MCM lacks a ground-based launchpad and a runway. I think the survey stakes and survey module fit the bill, but I may study the survey module and build an MCM template for it. I haven't used the survey stakes yet either. I'll put that on my list. to make sure I answered your first question, MCM depends upon the module code from EPL, but none of the parts except for the survey stakes and the RocketParts storage containers. Those containers won't be needed after the next major update. first I need to figure out the MBU bugs though... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
New part for the shuttle! There's a new version of Multipurpose Colony Modules available: 0.2.5: Fixed a template issue preventing the Equipment storage template from working. Fixed a problem that prevented the Inflatable Multipurpose Warehouse (IMW) from remembering if it was inflated or deflated. Fixed a problem with the IMW that prevented it from remembering its max storage amounts when the scene loads. Fixed an issue where the MCM would not know what templates it had after loading into a scene. Added Rocket Workshop MCM template and RocketParts MBU/IMW templates. Added Skydock 250 part. As always, the latest version is available on the front page, but you can also download it here. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Very cool, thank you for figuring this out. I appreciate the time you've taken to find this issue. I've been puzzling over this one. I will give this a try with the latest MBU and the one from 0.1.3. I think it might have something to do with how 3DS MAX exports animations but I'm not sure. I know that the original MKS/OKS parts use Blender, which might make a difference. Meanwhile, there's a new version of Multipurpose Colony Modules available: 0.2.5: Fixed a template issue preventing the Equipment storage template from working. Fixed a problem that prevented the Inflatable Multipurpose Warehouse (IMW) from remembering if it was inflated or deflated. Fixed a problem with the IMW that prevented it from remembering its max storage amounts when the scene loads. Fixed an issue where the MCM would not know what templates it had after loading into a scene. Added Rocket Workshop MCM template and RocketParts MBU/IMW templates. Added Skydock 250 part. As always, the latest version is available on the front page, but you can also download it here. Important note: I'm not sure if its an issue with the Skydock or with EPL, but if you release a vessel and then immediately jump away from the scene to another craft, and then switch back to the dock, there's a chance that the dock will explode. As a workaround, once you release the vessel, take measures to move the vessel out of the dock. Also note: The Skydock 250 is just the first in the series. I plan to build the larger Skydock 375 and Skydock 500 once I sort through the MBU issues. -
Thanks! Glad you are enjoying the story. Speaking of which... KSOS-22 flies! Things are busy at KSC, many missions are going on at once. Can the space center keep up with the demand? 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
KSOS-22 flies! Things are busy at KSC, many missions are going on at once. Can the space center keep up with the demand? 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
Glad you like them. The inflatable warehouses attach just like the habitation domes. The storage capacity templates are based upon the classic MKS storage drum (which I'll make a multipurpose version of for earlier in the tech tree). For the inflatable warehouse, it stores four times the resources of the drum. By contrast, the MBU stores 35% of the storage drum. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I appreciate the testing. I'll look at the logs and such and see what's going on. It may be something to do with re-exporting the new MBU model has caused problems. What if you use the latest 0.2.0 to build a new base (temporarily), do you have the same issues? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey Funk,,what do you use to connect your moon base modules together? I use flextubes for instance. I wonder if you are using something different and the interaction between the something different and the modules is causing issues.