-
Posts
8,734 -
Joined
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Angelo Kerman
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks, I will play with that and make a new patch. I need to fix some MM errors anyway -
You'd just need ModulePowerUnitConverter from the Buffalo 2 plugin. It hasn't been released yet but here's the specs: MODULE { name = ModulePowerUnitConverter // In Breaking Ground Science, Power Unit is an integer, but resources like ElectricCharge use decimals. // The default is 0.25, so 1.0 EC = 4 PU. // This number was derived by comparing the size of the Breaking Ground Mini-NUK-PB RTG to the stock PB-NUK RTG, // and looking how how much ElectricCharge the stock RTG produces. That actually gives us 0.375 (the Mini-NUK is // about half as tall as the stock RTG), but we dropped that to 0.25 to make the math easier. ecPerPowerUnit = 0.25 // The maximum number of Power Units that the converter can provide. // Note that this is an integer value. The default is 10. // Multiply by ecPerPowerUnit to calculate how much ElectricCharge/sec that the power converter will consume. // If you leave focus on the vessel and come back, then the E.C. will be drained accordingly. maxPowerUnitsProduced = 10 }
-
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Again, please check the latest release. I did that already. The only thing that isn't there is the updated particle count. I don't know how to do that currently. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Check the latest Blueshift, I set up the SpaceDust scanners and atmospheric harvesters. Stardust in KFS is about to be updated to support SpaceDust too. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 1.7.7 is now available: - Fixed issue where Auto-Circularization wouldn't respect the minimum altitude required to warp. - Updated SpaceDust configs- thanks for the assist, @Grimmas! - Graviolium now has an exceptionally small amount of mass to support SpaceDust- thanks @Vexxel! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Just saw the PR @Grimmas, Thanks! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@Vexxel I wonder if you could create/improve upon the patches for SpaceDust. It isn't a mod that I normally use, and don't really know much about it. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Graviolium is intended to be rare, but you can find it on Eve and Dres, in asteroids, and- if you can find one- magic boulders. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Today I built the B2 Mini Logistics Module. It has variants for rover, station, and superstructure, as well as "spacer" variants. If nothing else, this will let you use the Buffalo 2 body modules with Planetside. Here's a preview: I also updated the wheels to reduce their size somewhat. That'll help with compatibility as well: I need to figure out what's wrong with the suspension on my wheels, but I tested the docking system and things line up. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
There was an adapter from Buffalo to Lynx? I don't recall making one... -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Benjee10' mod is very cool for sure! It has a lot of nice concepts to it. I remember when it was first released, the intro video was outstanding. Anyway, I downloaded Planetside to check for compatibility, and the two are pretty close (that ugly nose on the Buffalo 2 is the start of the command module): The wheel height is slightly off though. You wouldn't be able to simply drive up in a Buffalo 2 rover and dock with a Planetside base- at least out of the box, with no adjustments. I'd have to make the Buffalo wheels smaller- possibly something to look at after the initial alpha release. If you wanted to use the two together, you'd just need to either raise the Buffalo 2's chassis up a bit, or don't use the Buffalo 2 rover bits in favor of Planetside's dedicated rover, and just use B2's body modules. My estimates are that the standard-length B2 module is 0.625m shorter than the standard length Planetside cylindrical base module, so I can add a small extension (and a half-sized variant to line up with Planetside's half-sized module) to make up the difference. It'll be the B2 Mini Logistics Module, and won't have an IVA. I do have some components planned to support bases made from the rover's body parts, but they're in Phase 3. Phase 1 is what I'm working on now, and Phase 2 has the submarine parts. At the rate I'm going, I might have Phase 3 done by end of the year. *sigh* -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Unfortunately I think I'd need an expert on Space Dust in order to make the patch workable. For now the best thing to do is simply delete it. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
This is supposed to happen. In interstellar space your speed goes way up to cut the time it takes to travel between stars. You can adjust this in the settings.cfg file. This happens because warping during timewarp is very bad. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You’ll need to change the game’s localization files to rename flameout to unstart. Nice abode too! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Uh, yeah, it' not supposed to do that. Auto-circularizing should also obey the planetary radii limit. I'll have to fix that in the next update. I also forgot to mention that the jumpgates use that new tiered price structure. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 1.7.6 is now available: - Adding missing S3 Heavy Warp Sustainer to patch for Far Future Technologies. - Fixed Jumpgate Completed message spam. - Replaced jumpMaxDimensions with jumpMaxMass. Since KSP's vessel dimension in flight are widely off from in the editor, the new jumpMaxMass specifies the maximum mass that a jumpgate can transport. By default it is set to -1, which means there are no limits. - Jumpgates can now specify a RESOURCE_TOLL config node in place of the older RESOURCE node to define the jump toll. Here's an example: // Resource tolls override the older method of charging travelers. RESOURCE_TOLL { // Name of the toll. This is maily for ModuleManager purposes. name = planetarySOIToll // Price tier- one of: planetary, interplanetary, interstellar priceTier = planetary // Name of the resource resourceName = Graviolium // Amount of resource per metric tonne mass of the traveler amountPerTonne = 0.1 // Resource is paid by the traveler that is initiating the jump, or by the jumpgate paidByTraveler = true } -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
When I originally created the text file, I was thinking about the seed ships from Stargate Universe. Absolutely love that soundtrack... Anyway, imagine building an automated warp ship equipped with an EL-OCD Konstruction Manipulator from Sandcastle that built stargates- er mini jump gates (ahem)- and dropped them off on a celestial body's surface. Alternately, it could build a spacegate variant. With such limited jump range, you'd need several of them in order to traverse long distances. They'd need a lot of ore to produce in order to take awhile to make- imagine needing rare elements a single unit of ore doesn't have much of... And an Easter egg: the miniature jump gate's address, networkID = 53.54.41.52.47.41.54.45, is ASCII. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It's more of a doodling than a working thing right now. My work on Buffalo 2 reminded me of this: ... and I realized that in certain configurations, the Buffalo 2 parts kind of look like it... ... so it got me thinking about making a gravitic engine for Buffalo 2 and a small gate for Blueshift that can be placed on the ground or in orbit. Unlike the larger gates, the small gate would have a limited jump range, a small maximum mass limit, and it would pay the Graviolium toll. Absolutely no promises though. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, Buffalo 2 can be printed with Sandcastle. And yes, the parts will have an inventory. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, you can delete the Excalibur folder. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Actually, I'm ok with that. If you look at how gravity braking works (see the OP), you'll end up warping around the planet several times until you circularize your orbit. You can end up in a random location from where you start. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That's... an interesting question. KFS's Flapjack is feature complete. You can build everything from a jet vtol (Avrocar inspired) to a rocket saucer (based on a USAF lenticular reentry vehicle concept) to the gravitic flying saucer. You can even use the saucer parts to form the front of the IXS Enterprise. The Excalibur mothership, which was the original plan for KFS (the Flapjack was originally a proof of concept) is nowhere near complete- I started making the IVAs a couple of years ago, got frustrated, and stopped, so I made Blueshift instead. I've almost removed it from the mod a couple of times, but stopped at the last moment. But with KFS 2 on the horizon, I don't think I'll finish it. Instead, I'll wait for KSP 2 and start again. As for Blueshift, my original plan was to make just a couple of parts for each mode of transport: warp, jump gate, and jump engine. The warp tech really expanded as it proved very popular, and I managed to build the jump gates- and space anomalies! But when it came to the jump engines, I just ran out of steam, so I scaled the mod back. So, today, you have warp tech for local travel, and jump gates for the really long distance stuff- kind of like Mass Effect, which provided inspiration for both Blueshift and Kerbal Flying Saucers. For the Graviolium toll, it is 5 units per metric ton of vessel mass, paid by the vessel making the transit.