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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Definitely don't delete your base. Those exceptions are bugs I fixed. I should have a patch this weekend.
  2. Yeah, I was thinking of how to do that, actually. It would be a shame to hide all the models you did though, and I do have config files for a generic MKS and generic OKS module, so once I get done with the models I want to build, I can add some optional configs to hide the classic parts except for a few converted to multipurpose. The trick for me is to find out what the names of the logo panels are for the storage drums, the inflatable logistics module, and the inflatable orbital storage module. I know it's possible, it's just a matter of having enough time- unlike RoverDude, I require sleep despite my insomnia. Anyway, my current roadmap for Multipurpose Colony Modules looks like this: Skydock 250 & Rocket Parts storage template - EPL support (will be compatible with RoverDude's vision of EPL once released, with optional config for classic EPL). Skydock 250 is the pathfinder for building an orbital construction yard and designed to fit the 2.5-meter form factor when stowed. The Skydock 375 and Skydock 500 will be follow-on products. Homestead - Inflatable Multipurpose Colony Module (think BA-330, configurable as a colony module or massive storage unit, orbit only). I want to make this: but in KSP fashion. For the curious, this is from my Contact Lost art page. Ponderosa - Similar to the NASA inflatable lunar habitat. Think of Porkjet's fabulous F.L.A.T. (which I think was inspired by NASA's design) but with multipurpose, compact enough to be folded up into a box that can be attached to a spacecraft's sides and carried via EVA. (No, I am not using Porkjet's models.) Just pack it up, pile it onto a PackRat, drive around, haul it to the ground, and inflate it. Configure it how you like and then add Machinery. It's my solution to the problem of how to move modules to a colony site, because I suck at building cranes worth a damn. This will be an advanced module that's available in the Meta-Materials node, so very late game. PackRat attachments - If I can figure it out, I want to make PackRat rover extensions that basically let you attach the rover frame to the MBU and drive the module to where you want it. Glad you like the look. RoverDude's licensing lets me make a variant of MKS/OKS that attempts to emulate the look of stock parts while fitting within the KSOS shuttle's payload bay- and for that matter, the upcoming MK3 revamped parts. By the same token, RoverDude and others can roll changes he likes into the core MKS/OKS or other mods because I use the same licensing. It's not only required, it's a dang good idea.
  3. Yes, I changed the MBU and The Foot in 0.2.0. Funny thing is that I used my older 0.1.3 version and got the same problem, so I don't know what the issue is. I'll investigate the issue with the foot and get it oriented properly as well. Thanks for the feedback!
  4. @funk I've gone through your savegame and tested Multipurpose Colony Modules with the fixes I made as well as the 0.1.3 release and in both cases, your base seems to leap into the air for some unexplained reason. That happens whether or not I use my new models for The Foot and MBU, or the prior ones. I don't have this problem with my own base though, so I'm not sure what's going on or even if it's my mod that causing the problem. Nonetheless, you've helped me figure out some issues in the current version and I'll have an update this weekend that fixes the bugs- and hopefully introduces the Skydock 250 as well!
  5. One thing I did not like from kethane was limited resources on planets. Karbonite has been a godsend in that regard. A system that can do what karbonite does today is great, and one flexible enough to have limited resources on asteroids too is definitely appreciated. Given that asteroids in KSP are meters across instead of kilometers, limited resources makes sense. Originally I wanted to use karbonite to make fusion pellets, but it looks like regolith will be a better fit.
  6. Glad you like the mod. I built it to solve my problem of fitting MKS modules into the KSOS Super 25 and am happy to share. Once I fix the remaining bugs I'll be releasing the EPL adaption as well, though I may hold off a bit and wait for RoverDude's EPL adaption to remain compatible. At least my bug fixes solved the problems I had with the Skydock (now called the Skydock 250) as well.
  7. @funk: I've been looking over your logs and especially your savegame- thanks for providing that and the mods you use, you rock! That has been very helpful. I've figured out some of the issues and am in the process of working the bugs out of my stuff. I can also see a bunch of NREs in the log file that come from Extraplanetary Launchpads: [EXC 23:50:22.821] NullReferenceException: Object reference not set to an instance of an object ExLP.ExWorkshop.Update () I thought it was because of the dynamic adding/removing of modules but the stock EPL workshop has this problem as well. You might see if there is an update to EPL that fixes this issue; it would definitely slow down your game as the log is constantly being filled with NREs during each update. If you find an update, let me know, I use EPL too.
  8. Things have gotten pretty exciting! KSOS-21 launches with a new Shuttle Commander and Pilot, and she completes her mission, but tragedy also strikes! Link to album
  9. Things have gotten pretty exciting! KSOS-21 launches with a new Shuttle Commander and Pilot, and she completes her mission, but tragedy also strikes! Link to album
  10. Another mostly successful mission of the Kerbin Shuttle Orbiter System. KSOS-20 delivers the crew module for Munbus, a replacement for Kapollo and ALCOR. Things don't go as planned... Link to album
  11. Another mostly successful mission of the Kerbin Shuttle Orbiter System. KSOS-20 delivers the crew module for Munbus, a replacement for Kapollo and ALCOR. Things don't go as planned... Link to album
  12. KSOS-19 is up! Freedom's 19th mission delivers the Refining Module to the Mun. Will mining munar resources help pay for the space program? Will Bill, Bob, and Jeb ever get to go home? Link to album
  13. KSOS-19 is up! Freedom's 19th mission delivers the Refining Module to the Mun. Will mining munar resources help pay for the space program? Link to album
  14. Awesome, thank you much. that should help me root out the problem. Edit: I haven't forgotten about your issue, I tracked down and fixed a bug in the code, and am doing some refactoring. Once that's done I can look at the problems you're seeing.
  15. @RainDreamer: yup, I have the rocket workshop template built, which uses the standard MKS colony converter. MKS/OKS already has an ore to metal converter via the Refinery. So baseline RocketParts making is supported. It may change when RoverDude creates his EPL adaption though. The new IMW will house RocketParts right alonside the MBUs, and I have plans for an orbital parts container as well. As for the skydock, the initial version is constrained by the KSOS Super 25 payload bay, but I see no issues with creating a version that fits the 3.75m form factor. Off the cuff you might get accomodations for 20m diameter ships that way. I couls see a wee (2.5m), not so wee (3.75m) and friggin huge (5m) sizes as a possibility. @Funk: thanks for the updates. I will take a look. If it would be possible to have a copy of your save, that would be immensely helpful. Not sure why you have lag, I reduced the colliders on the MBU because my munbase is also getting a lot of lag. It might be something else though...
  16. Here is a WIP image of the Skydock I worked on today. It's coming along nicely.
  17. Thanks! I am continuing to hone my skills to come up with stock-like stuff. Lots of challenges but I'm getting there.
  18. Glad you'll be giving it a try. I am currently working on the next addition, which is indeed EPL support. I already have an MBU template configuration for RocketParts and a workshop template too, and I'm making an inflatable orbital drydock today as well.
  19. Interesting. I am not seeing this issue. The worst I had in my mun base was to extend the landing legs on the MBUs. Did you completely replace the MCM directory? Recardless, the download page has the prior versoins on it so you can temporarily revert the files while I figure out what is going on. also, what mods do you have? Do you have a copy of your log files available? Or for that matter your savegame?
  20. Get the latest release here. 0.2: Updated The Foot's art assets. Introduced the Inflatable Multipurpose Warehouse. Fixed a problem with the MBU leaping into the air upon being deployed with legs out from the VAB/SPH- thanks nil2work! Fixed efficiency parts on kerbitat and greenhouse templates. Hint about the next release: E.P.L. On a personal note, two weeks into my new job and I'm kicking butt.
  21. Yup, definite progress! Get the latest release here. 0.2: Updated The Foot's art assets. Introduced the Inflatable Multipurpose Warehouse. Fixed a problem with the MBU leaping into the air upon being deployed with legs out from the VAB/SPH- thanks nil2work! Fixed efficiency parts on kerbitat and greenhouse templates. Hint about the next release: E.P.L. On a personal note, two weeks into my new job and I'm kicking butt.
  22. Yes, I'm still working on it. I've been busy with Multipurpose Colony Modules (I'm right in the middle of releasing the latest version), but I'll be switching gears later today and adding new improvements. In a nutshell: - Normal mapping for the Supernova - New mechanic: Heat. The Supernova generates Heat that must be radiated away by radiators. - Damage mechanics: The engine's performance may degrade over time unless regular maintenance is performed. - New radiator:The liquid droplet radiator is on hold in favor of a simpler design that will appear earlier in the tech tree. These will take a bit, and I'll incorporate feedback if any, but that's the direction I plan on with the mod.
  23. Quick question? If I have multiple workshops as part of the vessel, will all the kerbals in the multiple workshops contribute to building a new vessel?
  24. Looks good, coming along nicely. Not sure if you've seen this or not but there is a promotional website for Interstellar that showcases the Endurance. you can see it here: http://endurance.interstellarmovie.net/
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