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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Yup. Mag boots, mag/velcro surfaces, mag/velcro equipment. Same as was done in The Expanse.
  2. Bonus update: B2 Geology Module. The Geology Module is only available if you have Wild Blue Tools installed since it needs several part modules from that plugin. It can research biomes and unlock them, and show the resources that a biome has, just like the stock Surface Scanning Module. Additionally, you can take core samples every few kilometers within a biome for Science, and it provides access to the stock KerbNet. Finally, with Pathfinder installed, the module can go prospecting for caches of valuable resources. Here's a preview: Not sure what you mean by a centrifuge. When I think of using these parts to build a space station, I think of something like this:
  3. Today's update: The B2 Laboratory Module. It's a miniaturized version of the stock Mobile Processing Lab MP-LG-2, meaning that it has the same functionality. The downside is that it doesn't hold as much data, and it costs twice as much. Here's a preview: I have another lab in the works as well, but it isn't done yet...
  4. I don't have plans for making any mk2 parts for Buffalo 2. Currently, I don't have plans to make expandable modules like the old Wagon either- that was an art direction that never really went anywhere. Today I was able to build out the B2 Briefing Module: This module seats 6 in tight quarters- and you have to put away the card tables to get out! Functionality-wise, it doesn't do anything but hold a few life support resources like Snacks. But if you have Snacks' Stress enabled, then you can start the Meeting. As with other activities like Cooking, Relaxing and Exercising, your kerbals will temporarily lose their skills while the activity is ongoing. But in a first for one of my parts, running the Meeting will increase Stress! Because let's face it, meetings are no fun.
  5. Today I had time to quickly build out the B2 Greenhouse Module. With Snacks installed, it can produce Snacks from Ore. If you have Snacks' Fresh Air enabled, then it takes in Stale Air and puts out Fresh Air. Add Classic Stock Resources to the mix, and you'll need Water and Compost instead of Ore. If you have Snacks' Stress enabled, then kerbals can go Gardening to relieve Stress. And if you have Wild Blue Tools installed, then you get an extra omni converter. All that is done through patches, so without Snacks, Classic Stock Resources, and Wild Blue Tools, it's just a nice module to look at. Ideally, someone with an interest in mods like Community Resource Pack or TAC Life Support can create patches to use those resources and then post them somewhere for others to use. If you do, let me know and I can post a link on the OP. Anyway, here are some preview images:
  6. If you have only one wormhole, and no other star systems, then you'll need to make another wormhole. With two wormholes, the gates are automatically activated. With 3 or more, you can select the destination. If you don't have Waterfall installed then you won't see the blue shimering.
  7. 1.875m indeed. Same diameter as the Making History DLC tanks and two-kerbal command pods. It is more akin to MOL than Skylab or ISS.
  8. Today's my day off from modding, but I finished up the B2 Galley Module from last night: Like the gym, the galley can help kerbals reduce Stress if you have Snacks installed with Stress enabled.
  9. Thanks for the offer, but the thing is, the moment I include someone else’s patch for a mod, I’m responsible for it. It is actually very easy to create a github account, and you don’t need special tools to use it. If you do want to create patches for others to use, I would definitely recommend creating a github account. Thanks again for your offer.
  10. In past mods, I've been saddled with maintaining mod support for mods that I don't use, and that ended up being a real chore. I'm avoiding that as much as possible for the mods that I make nowadays. Out of the box, Buffalo 2 will support Snacks. Other life support systems are up to others to make. I do have cargo bays planned including gull wing and shuttle-style. The cargo ramp will be a separate part. Meanwhile, I got the B2 Gym Module done: Also, the parts have a new option to remove the roof windows on the rover body and superstructure.
  11. Currently the plan is to have a rooftop solar panel that is sized for the full-sized and half-sized modules. It'll be the equivalent of the stock OX-STAT-XL panel, so 2.8 EC/sec for the full-sized version, and 1.4 for the half-sized version. From the looks of it, SimpleLogistics would indeed be handy for Buffalo 2, and I like the idea of using the BG solar array and RTG to help power the Buffalo when you're parked somewhere. Thanks! I'm trying to make Buffalo 2 so that it its parts can be used as a rover, a station, a submarine, and a base. At this point I'm not intending to make a smaller body size given how much effort is required just to make the current part set. I want to be done with Buffalo 2 by summer, so I have to stick with my current parts list to achieve that goal. I chose to go with 1.875m diameter/width instead of the older 1.6m width because that enables Buffalo 2 to be compatible with the wide number of 1.875m parts that other mods provide. That also expands how it can be used. Currently, no plans for wings. Oddly enough I got complaints about that... But B2 will definitely integrate with SunkWorks. I have a rough "sketch" of that: The front and back ends will be custom parts with the flat topside and rounded bottom side. A custom conning tower and some kind of hatch provides access. This is a ways off though, I need to make the rover components first. Anyway, yesterday I finished up the B2 Habitat Module: Today I've got the basic shell for the B2 Gym Module done: Thanks to my 3D model templates, I put the external and internal 3D models together pretty quickly. It won't be long before I populate the IVA and snap together the IVA mask. With Snacks's Stress addon, the gym lets you reduce Stress via the exercise equipment. Once again, Snacks is not a requirement, but B2 supports it. If you don't have Snacks installed, then you can still add the gym to your craft- it just won't do anything other than look nice. One thing I'm considering: Should the roof windows be an option? Given the modular nature of the meshes, I can make a solid roof option with now windows, and the IVA would reflect that too. I'm thinking in terms of submarines for that.
  12. Sigh, I really hate B9PS because of issues like this. I could use some help debugging this since I don't use B9PS.
  13. Most likely, for CKAN and stand-alone, I'll stop bundling Pathfinder and recommend Buffalo 2. Today, behind the scenes, I reorganized my library of 3D models for the exterior and IVA views, and added the new rooftop windows to the library as well. Moving forward, I should be able to move faster with rover/station/superstructure/IVA body part creation. Additionally, I got started on the hab module IVA: There are a lot of tweaks to make, but it's a good start.
  14. I made a VTOL flying wing from stock and DLC parts:
  15. Todays's update: the B2 Habitat Module, here shown in station form: Unlike the first version of Buffalo, the second version will not have any hard dependencies on external mods, and that include things like Wild Blue Tools. But if you have things like WBT and Snacks installed, you do get extra goodies. Here, you can see that with Snacks installed you get an air scrubber, soil recycler, and an entertainment center. And with WBT installed, you also get an extra omni converter. The B2 Habitat Module is pretty much the equivalent to M.O.L.E.'s Mark One Habitat so certain individuals wanting to convert their saves over to KSP 1.12 shouldn't have much trouble with using the Buffalo 2 hab modules and ditching the older MOLE ones. In addition to the B2 Habitat Module, I have a full-sized B2 Briefing Module planned, as well as a half-sized B2 Galley Module and a half-sized B2 Gym Module. As with MOLE, the full-sized modules seat 2, while the half-sized modules seat 1. So, you'll have 4 parts dedicated to habitation directly, not including the lab and greenhouse and workshop... And if I can fit the cryopods from DSEV in, I'll include a Deep Freeze Module as well.
  16. Chapter 25 While the First Laythe Fleet and the First Eve Fleet departed Kerbin orbit and the exploration of Duna got all the media attention for the past few months, Orbital Dynamics capitalized on the events. The space company launched another batch of tourists to Homestead Hotel and returned them to Kerbin. Then, right after the First Duna Fleet concluded its mission, Resolute made her maiden flight, taking another set of tourists along with some engineers and a flight crew to Homestead Outpost. * “I understand your desire to leverage Project Laythe technology on Minmus, Gene,” Senator Filmore Kerman responded, “I really do. But the cost to the taxpayer was simply enormous. How can we justify the cost to our constituents when we’re just going to our own backyard, so to speak?” He doesn’t know, Gene reminded himself. He had to try a different tactic. “We still have much to gain from Minmus,” he began. “We’ve barely begun to scratch the surface- literally and figuratively. We haven't been back in years. There’s much more science to be discovered. Plus, building a base on Minmus will help us gain experience with living off the land in non-Kerbin-like environments. We’ll need that experience to live in places like Duna- should we decide to go there. Further, the technologies that we create can help us here on Kerbin too, like how recycling systems and fuel cells developed for Starlab are beginning to appear in the average car and home. Finally, during the launch campaign for Project Laythe, we spent most of our launch capacity on propellant. We know from Orbital Dynamics’ resource data that the Mϋn’s poles have water, and Drax Aerospace’s technology demonstrator proved that it could be extracted. We suspect that Minmus has a similar cache, and if so, it would reduce our need to launch propellant from Kerbin by several orders of magnitude…” “Why not get what we need from the Mϋn,” Senator Stamund asked. “While the Mϋn does have a significant concentration of water, its higher gravity means that more propellant must be expended to deliver it into orbit. If Minmus has water- and we’re pretty sure it does- then its lower gravity means that less propellant must be expended to deliver it into orbit. That translates into fewer fueling trips- and less cost to fuel vessels headed to interplanetary space.” “I see,” Senator Stamund said. “We’ll, take your Minmus Base proposal under consideration. But at nearly 20 million Funds for Project Laythe, I don’t see how we can sell that to the taxpayers- especially since the vonKerman Space Agency is practically broke, and the Ministry of Space is focusing their efforts on Duna. Maybe we can fund another resource satellite to confirm your suspicions about Minmus’s water content. In the meantime, tell me about this, uh, O’Derp of yours.” Gene sighed, and then displayed an image screen for the senators to view. It depicted many satellites, all in similar orbital tracks. He took a moment to gather his thoughts and check his notes before continuing. “Ever since kerbals have been launching rockets into orbit, we’ve been discarding our trash in orbit- spent stages, obsolete satellites, and the like. As you can see, years of doing that has cluttered low Kerbin orbit. More recently, the Mϋnraker flight to Nautilus left its external tank in orbit- something that happened a few times during the Shuttle era as well. Pretty soon we’ll have a situation where all that trash will become a collision hazard. In fact, not long ago, a piece of space trash flew by the Kerbin Orbital Station- er, Starlab. Had it gotten any closer, it would’ve caused a disaster. “ODERP stands for Orbital Debris Removal Experimental Program. It is an initiative to remove the discarded stages, obsolete satellites, and other space junk that is cluttering our skies. The experimental part of the program is represented by the new ion engine technology that we’ve developed. For those not familiar, ion engines use electric charge to ionize propellant and accelerate it using powerful magnets. The thrust is very low compared to chemical rockets, but the engines have great fuel economy. We have two designs- one that uses xenon, and another that uses hexagen.” Gene changed the slide to show a small satellite. “This is the DerpStar, our prototype satellite that’s designed to test the hexagen-fueled GW7202 Gyro-2 Lensed Hall Thruster. The spacecraft is based on the OKTO Bus commercial satellite form factor, and masses about a tonne. In addition to its ion engine, the spacecraft has conventional monopropellant reaction control thrusters to help intercept the target as well as a small grabbing unit to latch on. Once attached to the space junk, DerpStar activates its ion engine to deorbit it. If there’s propellant left over, then the craft circularizes its orbit, rendezvous with more space trash and deorbits it as well. Otherwise, it simply deorbits along with the trash.” Gene changed the slide again to show a cluster of DerpStar satellites standing on a platform. A grabbing unit was nestled between the satellites. “This is our DerpStar Deployment Platform, or DDP. It holds up to four DerpStars and has a grabbing unit of its own. The DDP is designed to interface with commercial rockets like Edna 1F, Moho, and Mk33. The DDP’s grabbing unit enables it to deorbit space junk that’s too large for the DerpStar to handle. “To avoid causing an international incident, we’ll focus on deorbiting our decommissioned Comm Sat and Pulsar satellites that have long been rendered obsolete by the MIDAS constellation. We can also try for one of the Shuttle external tanks that are becoming a navigational hazard. Once we prove the concept, we can negotiate with our international partners to deorbit their outmoded ArrowStar network, discarded ATV stages, and other items of interest. Finally, if the vonKermans are willing, we can deorbit some of their defunct satellites as well...” * While Gene gave his deposition, Orbital Dynamics prepared Finch for departure. Richdin, Crissder, Wilster, and Wildos, the four tourists on the flight, were excited. Two and a half years after signing their contracts, the tourists were headed for the Mϋn! Scott and Frolie were excited too. Scott’s insurers weren’t thrilled, of course, but they’d gotten used to the CEO of Orbital Dynamics personally putting his faith in the products that his company produced. After Scott thanked Shersea and his crew for the ride into orbit and Frolie and the tourists buckled in, Finch undocked from Homestead Outpost. Thirty-eight minutes later, the OTV ignited its engine and burned for the Mϋn. As Finch orbited around to the dayside, Scott swung the ship around so the solar arrays could charge the batteries. Conveniently though, he got a good look at Kerbin. “With each passing second, Kerbin gets smaller and smaller…” Four and a half days later, the media outlets reported that Finch and her crew became the first commercial astronauts to enter the Mϋn’s SOI. While some in the media reported the event as a triumph of the Kerbin Orbital Transportation Services (KOTS) program, others quickly pointed out that that Orbital Dynamics wasn’t selected for KOTS and that they had to pave their own way by singlehandedly creating the space tourism business. In any event, they all agreed that government space programs made it possible for commercial companies to reach the mϋns of Kerbin with less effort. Perhaps someday, commercial enterprises would reach planets like Duna and Laythe. Eight hours and fifteen minutes later, on Jool 11, 2001, Finch reached the lowest point in its munar flyby as it rounded the farside of the Mϋn. Thanks to orbital mechanics, the farside was brilliantly lit by Kerbol. “And if you look out the windows on the left side of the spacecraft, you’ll see the Mϋn,” Scott said triumphantly. He could hear the ooos an ahhhs from the tourists- and Frolie too! He knew that it was only a matter of time before he set foot on the gray surface. Another eight hours later, Finch exited the Mϋn’s SOI. Then 90 minutes after that, Scott made their course correction burn to prevent them from sailing into interplanetary space. Then they had a two-day wait before circularizing back in Kerbin orbit on Jool 14, 2001. Their efficient course enabled Finch to realign with Homestead Outpost, but they lacked the delta-v return to the station. So, Scott put the OTV in a 475.6 km by 692.2 km orbit and radioed Dauntless. Then he addressed his charges. “Not to worry, folks, we planned for this. Dauntless is already in orbit.” They only had a three hour wait for Dauntless to rendezvous with them, dock via its portside service port, and refuel the OTV. As briefly as she arrived, she undocked and backed away. Three hours later, Finch headed back to Homestead Outpost while Dauntless deorbited and landed at Welcome Back Island- or tried to. A navigation error resulted in Dauntless greatly overshooting the island. She turned around over Area 15, a relic of the Last War where secret aircraft were tested. It had long since been abandoned. A long and embarrassing flight later, Dauntless returned to Welcome Back Island. But at least her refueling probe worked perfectly… Meanwhile, Finch returned to Homestead Outpost. As the tourists shuffled back into Resolute, Scott and Frolie went through their closeout checklist to deactivate Finch’s systems. By the time that they finished and boarded Mk33-04, Shersey and his crew were already aboard. “How did it go,” Scott asked. “Great! The engineers set up Sandcastle and built a bunch of rocket parts- well, the machines did, they just supervised. They said we can leave them on automatic. It’ll take longer to make parts that way, but they’ll still get done. The engineers modified the AUS to hold rocket parts as well, and programmed the runnerbots to stuff them into the AUS. So, we’re all set. It’s just a matter of time until we have what we need to build out the station.” As Resolute made her first deorbit burn, Scott got an urgent call from Sara. “Hey, Sara, what’s up? You usually don’t call when I’m in the field.” “I know,” Sara radioed, “but this can’t wait. Check your data feed for the image I just sent.” Scott looked it over. His eyes widened. “Well… mulch,” he said simply.
  17. I may have a relatively easy way to detect if no generators are producing gravity waves. If so then I should have another patch next week.
  18. That might be a result of how the system is set up. Generators will output gravity waves throughout the vessel, but they only drain the tanks that are in the part. So if you have 5 generators and only one is running, then the one with the running generator is the only one with gravity waves while the rest will be empty. To make it so that just one generator will fill all the tanks, and if none are running then the tanks will be emptied will take additional redesign. That's in my todo list, but the current fix will at least ensure that you can use KFS and Blueshift together.
  19. KFS 0.6.9 is now available: - Fixed interaction issue between Blueshift and Kerbal Flying Saucers.
  20. The gravitic generators in Blueshift will drain gravity waves when not activated. The KFS gravitic engine generators do that too if you have Blueshift installed. The WBIGraviticGenerator will drain all the OUTPUT_RESOURCE entries (specifically, GravityWaves and StaticCharge) when switched off as well, and they're only drained from the part with the generator. I think the problem is that Blueshift's gravitic generators are draining gravity waves vessel-wide, as are the self-contained gravitic engines in KFS. Here is Blueshift 1.7.3 to fix that issue. You'll also need KFS 0.6.9.
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