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Everything posted by Angelo Kerman
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Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I didn't have a need for the wide variant flatbeds since I redid the whole form factor. The B2 Cargo Bay and B2 Cargo Bay (Short) have flatbed variants though. The flatbed is 1.4m wide, which is about a meter narrower than the 2.5m wide flatbed of the OG version. Anyway, Buffalo 2 v1.6.3 is now available: Changes - Added new Slim part variant to the B2 Gripper Pad. - Added new Standard and Wide part variants to the B2 Hinge. - Added new Standard and Wide part variants to the B2 Flatbed Hinge. - Added ModuleCommand to the B2 Hub Module. - Bug fixes for attachment nodes. - Bug fixes for B2 Laboratory Module when Wild Blue Tools is installed. - Bug fix for B2 Mineshaft texture.- 961 replies
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Oh yeah, the event cards! The closest would be in Snacks. Snacks has the ability to generate random events based upon certain conditions. Stress does that, for instance.
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Kerbal Flying Saucers 1.3.0 is now available: - Hover GUI no longer appears when disabling the UI for screenshots. - Updated hover control keyboard bindings: CTRL + H: Toggle Hover Mode Translate up: Increase vertical speed Translate down: Decrease vertical speed Brakes: kill vertical speed - Terrain collision avoidance can now be toggled in the Kerbal Actuators GUI dialog or the Part Action Window. - Hover GUI controls now organized under the "Hover" group. - Crazy Mode GUI controls now organized under the "Crazy Mode" group. - Fixed overly sensitive hover keyboard controls for vertical speed. - Fixed engine plume effects appearing when engine isn't running. - Fixed RCS plume effects appearing when the RCS isn't enabled. - Fixed boost mode not being disabled in some situations. - Fixed issue where the gravitic engine failed to detect when it was airborne.
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Looks like this will be fun Not using EVA Repairs for this?
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[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'll be removing that patch in the next update. That should help. Trying to get to things as I'm able. -
I'd rather look at the pictures that they posted for ideas about parts/statics, and base models off of that research. Use them as a source of inspiration rather than a source to pull out of KSP 2.
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How to Spawn Models on a Planet
Angelo Kerman replied to averageksp's topic in KSP1 Mods Discussions
Something like this? -
Somebody with expertise is working on it. Check the KK thread.
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Well done!
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- volumetric clouds
- scatterer
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(and 3 more)
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[WIP] I Just Want Colonies (and the rest too)
Angelo Kerman replied to DarlesChickens's topic in KSP1 Mod Development
It does, in fact. Fuel tanks can be set up to sell resources to your ship. But it's an infinite supply kind of thing; I am thinking of something a bit more limited- at the very least restricted to what the colony can produce or have brought in. -
[KSP 1.8+] Kerbal Konstructs (Continued)
Angelo Kerman replied to NathanKell's topic in KSP1 Mod Releases
Thanks! KK needs some help and I'm happy to do the work. I'm sad that we most likely won't get colonies in KSP 2, which prompted me to take another look at KK and how to improve it. To that end, I'm starting to learn how the rotate gizmo works... It currently has a weird tendency to instantly rotate to wherever you click on the wheel with your mouse. I'll have to work that one out... Right now I'm focusing on basic functionality and replicating the VAB/SPH keyboard commands. I plan to replace the current GUI with something fancier, but that's a ways off. -
[WIP] I Just Want Colonies (and the rest too)
Angelo Kerman replied to DarlesChickens's topic in KSP1 Mod Development
For those interested: -
[KSP 1.8+] Kerbal Konstructs (Continued)
Angelo Kerman replied to NathanKell's topic in KSP1 Mod Releases
Hey all, @NathanKell has given me his blessing to do some improvements to the Kerbal Konstructs UI. My aim is to renovate the UI so that it works more like the VAB/SPH parts editor. That's a tall order and a long road, but I've managed to take the first step. Below is a demo reel showcasing the changes I made to the Move gizmo. I'm hoping that these changes will relive some of the headaches associated with using the KK editors of today. This is definitely a WIP; I need to synchronize the UI with the keyboard controls, among other things. You can now tap "F" to switch between Local and Absolute movement modes- just like you do in the VAB/SPH. In fact, it uses the same keyboard mappings as the VAB/SPH! Additionally, you now use the Translation controls (RCS controls) to move the gizmo by keyboard. This frees up the WASD keys, which are used by the VAB/SPH to rotate parts. In the future they'll be used to rotate statics. Right now this only works for the Group Center placement, but I'll be revising the Static editor and Decal editor as well. Once that's done, I'll post a pre-release on my forked copy of Kerbal Konstructs. Once NathanKell approves my PRs, they'll become part of the main KK branch. Savvy users can check out my forked branch here. Note that I don't have any releases created as yet, and this branch is subjected to bugs.- 481 replies
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[WIP] I Just Want Colonies (and the rest too)
Angelo Kerman replied to DarlesChickens's topic in KSP1 Mod Development
@theonegalen@KspNoobUsernameTaken Making statics click together like parts is exactly what I'm aiming for with a remade Kerbal Konstructs UI. This will take time; I'm taking baby steps right now as I learn the code base (I'm a professional software engineer, learning new code bases is part of the job). But in regards to the OP, the kind of colony mod I want: Be a “Forward Operating Base” from where the player can build and launch rockets. Provide new kerbals from off-world locations so they don’t have to be shipped from Kerbin. Or at least ship new kerbals in “off camera.” Contribute to the research of new tech nodes to unlock new parts. Colonies should count as space centers for the purposes of receiving science transmissions regardless of distance from the homeworld. Extend the CommNet range by offering ground station support. Interface with traditional vessels’ resource systems to resupply them. Breaking Ground Science-alike resource management to significantly reduce CPU performance. There are other things I'd want, but that's the gist of what I'd like to see in my next colony mod. I recall the KSP 2 devs mentioning something like having inflatable modules to bootstrap a colony- Pathfinder already does that. My ideal statics-based colony mod would be agnostic, meaning that you could, if desired, just place the buildings and use another colony system than the one that I have in mind. It would just take some ModuleManager patches to get there, but you wouldn't have to clean out the configs dedicated to one system. A good example of this approach is my Buffalo 2 mod. -
[WIP] I Just Want Colonies (and the rest too)
Angelo Kerman replied to DarlesChickens's topic in KSP1 Mod Development
What an interesting coincidence! I too wish there was a more user friendly UI for Kerbal Konstructs, And I'm quietly working on it... Once I have a new editor that works similarly to the VAB/SPH, I have a new colony mod that I keep thinking about... -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, that was from several years ago. I should be taken off the opt-out list as I've had my mods listed for years now... -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I didn't realize that SunkWorks wasn't on CKAN. That's an oversight. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
And the mk2 mult-segment warp coil: I've also refactored the tech tree to disperse the parts and unify the tree with Kerbal Flying Saucers. You can find the latest pre-release here. If you also have Kerbal Flying Saucers, you can download the latest here. Be sure to delete your Module Manager cache. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You can edit the Waterfall config to do that. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Overdue, but work in progress: The S2 Multi-Segment Warp Coil is done, and I'm currently working on the mk2 Mult-Segment Warp Coil. Hopefully I'll have another pre-release by end of the week. -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, though I probably need some help to do that. -
[Min KSP 1.11] WIP: SunkWorks Maritime Technologies
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm not seeing your NREs in my test build, without posting all your logs, can you provide me the last few lines where you see that NullRefrenceException going on? -
Buffalo 2 Modular Space Exploration Vehicle
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Buffalo 2's submarine parts are intended to work with SunkWorks, which handles buoyancy control. The ballast wedges and tanks will automatically be controlled by the dive computer that's built into the Guppy command module. If you don't have that, you'll need this: If you don't use the Buffalo 2's ballast tanks and wedges, then you'll need to use this: And don't forget these for your kerbals: To be honest I don't know how the Buffalo 2 will respond without the dive control computer, so I'm not surprised that you're having trouble trimming the boat and getting it to dive. At any rate, please give SunkWorks a try with your boat and see if the dive computer can help you out.