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Everything posted by Angelo Kerman
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I had the instant explosion issue as well. I resolved it by attaching the front frame to a structural pylon like it's shown in the video. As for the attachments, when you install the front chassis, click on the front section and "store" the chassis. When you assemble the rear chassis, click on the front chassis and "store" the rear chassis. The wheels go together in a similar fashion.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Angelo Kerman replied to TaranisElsu's topic in KSP1 Mod Releases
No worries, I can understand your frustrations. You've spent a lot of time making your mods work and it's appreciated. I haven't provided any info as I'm still investigating and gathering info. I'm currently using 32-bit KSP and the latest TAC. I've got a bunch of mods installed including Universal Storage - TAC (0.8.3.4) with the 25% resources config, but I'm doing a clean install of KSP with no other mods installed, and will then add TAC 0.10 and see if the problem persists. Once I've done that and compared my results to other mods I'll install, I can file a proper bug report. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Angelo Kerman replied to TaranisElsu's topic in KSP1 Mod Releases
Not spreading rumors, simply stating where I was coming from and what I tried to resolve the situation before asking for your help. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Angelo Kerman replied to TaranisElsu's topic in KSP1 Mod Releases
Sounds like you're having a rough night Taranis. I wasn't filing a helpdesk ticket so much as seeing if others were experiencing the same issue. And other users of your mod were able to point me in the right direction. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Angelo Kerman replied to TaranisElsu's topic in KSP1 Mod Releases
Ah, that's a good tip! I'll give that a try. I just updated to the latest of RoverDude's mods, which has a toolbar, maybe that's why things are borked. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Angelo Kerman replied to TaranisElsu's topic in KSP1 Mod Releases
Is anybody having issues with kerbals receiving no food/air/water when they go EVA with the latest release? I'm having that problem. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Hey that's a nice ship! I'm dreaming up a mod that will make something like that after I finish the engines. I want to do a centrifuge hub that spins if I can figure out how to do that. I'm thinking something like what Infernal Robotics does, only you turn on the spin and turn it off again. You'd be able to put whatever you want on the ends. Actually the engine is good to go right now. It lacks the engine heat mechanics, but if you don't care about that then it's no big deal. I just have to texture the liquid droplet radiator and add the particle effects, then code the module. I have another project I'm working on at the moment, but once that's done I'll switch back to the radiator and heat management and finish up the engine. -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
Angelo Kerman replied to munseeker's topic in KSP1 Mod Releases
By all means. -
[24.2] Karbonite Ongoing Dev and Discussion
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Development
I have something in the works for this since my part catalog is overflowing, and it fits the KSO Super 25. -
[1.02] Triple-Z Radio Astronomy Telescope [May-5-2015]
Angelo Kerman replied to munseeker's topic in KSP1 Mod Releases
This looks cool. I may have to write a science experiment for it. Things like, "Based upon the radio transmissions and TV shows, there clearly is no intelligent life here" which could come up when using the scope in low kerbin orbit. Edit: And here you go. Just unzip the file to get the science defs and modified part file, and you're good to go. -
Finally got my game to run again after installing these new parts. It's a memory limit on my end... Anyway, the mini drill is great. Is there a mini converter as well? In particular one that converts karbonite to LFO... My other suggestions are to make the command pod and karbonite engine KAS/GrabbyStuff storable for on-sight construction. Actually all the new .625 parts could be stored..
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
I had the same problem. What I did is remove all but the super 25 files and then resized the super 25's booster textures to 512 x 512 and saved it as 24 bit. I reduced the super 25's textures to 1024 x 1024 and saved it as 32 bit. Did the same for the normal maps and the IVA textures and normal maps. Then I removed the kso config in Active Texture Maps to let it compress textures even further as needed. That worked, and I am able to use the super 25. Leaving the textures alone and just removing the ATM config wasn't enough to work in my case. Perhaps when KSP x64 is stable I will revert to the unedited texture sizes. One more thing to try. A few pages back was a post to use OpenGL. That may also help you. hope that helps. I don't know if I'm allowed to distrbute my modified textures, but if I am I will post them. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Releases
I suggest flowers, chocolate, a nice dinner... -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Releases
I've been waiting for this mod, it looks great! The mini karbonite drills especially. I want to load them up onto my PackRat Rover bound for Minmus, and refuel the LFO lander. My Kapollo 6 mission is almost ready to fly! Thanks again for making such great mods. -
[SOLVED] Broken Flag Decals
Angelo Kerman replied to Stevie_D's topic in KSP1 Modelling and Texturing Discussion
That did the trick, thank you much! -
[SOLVED] Broken Flag Decals
Angelo Kerman replied to Stevie_D's topic in KSP1 Modelling and Texturing Discussion
Hm, ok. So essentially I need to set up my UV to the length/width ratio of the flag? -
[SOLVED] Broken Flag Decals
Angelo Kerman replied to Stevie_D's topic in KSP1 Modelling and Texturing Discussion
I'm curious to know how properly size a mesh so that the flag shows up correctly. What tutorials did you find? -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks. I'm finishing up the Supernova, then will revisit the aerospike. The blue stripe is a Wild Blue Industries signature, but I can change that area to orange and add the blue stripe elsewhere. -
Yup, check my sig for the Nuclear Engines mod. I have modeled the Supernova fusion engine based on NASA's design. I have some finishing touches to do with the liquid droplet radiator, then the Supernova will be done. It is open source licensed too.