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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Here's the updated windows for the short logistics and regular-sized logistics module: And what happens when you combine "slices" Since I can do the same thing with the roof to add various types of windows, I my plan of having a library of meshes to use will work well.
  2. An expandable greenhouse is possible, though I'm currently planning for something similar in concept to M.O.L.E.'s greenhouse module. The roof of the module will have large windows to support plant growth. In fact, the various crew modules will have a distinct set of windows to help distinguish them. Speaking of, I've made further progress on the short logistics module: The larger version could look like: Here you can see the gray stripe that I added as a nod to the original mod. I may experiment with narrower windows for the logistics module, as the current set looks more applicable to the hab module or the lab.
  3. Circularizing around a star? Hm, I'll look into that. I also want to add a jump engine at some point, but that may wait until after I finish Buffalo 2. That should help cut travel times down.
  4. Max temp matches that of the stock Hitchhiker. I did add in the missing "skinMaxTemp = 2000" in the latest patch to match that of the Hitchhiker as well. I also fixed the B9PS issue that happens when you don't have Extraplanetary Launchpads installed. Here's the 1.0.5 patch: - Fixed issue where B9 Part Switch would generate fatal errors if it is installed but Extraplanetary Launchpads isn't installed. - Added missing skinTempMax to various parts.
  5. From the OP under the section Tips & Tricks: Wormholes only work when you have at least two in game. If you have more than two, then you'll need to select the destination. From the OP: I've tested the wormhole functionality in 12.2.x and it's working as expected- except for the stock docking port issue that I'm investigating. I'm looking into a way to build the ring as opposed to docking sections to it but I don't have an intuitive way to do that just yet.
  6. Thanks! When I made the original, I tried to pattern it after the vehicles around KSC. This time around though, I wanted something closer to the real thing but still Kerbal. So, I looked at the Mk3 form factor, flipped it on its side, and went from there...
  7. I've unwrapped the rover body and started texturing: Once I get that done I'll unwrap and texture the wedges for the station variant. I'm hoping to have it textured and rigged and in game late this week.
  8. I should have a fix later this week. Are you using them as parts of an SSTO, or as payload?
  9. Thanks guys! With the chassis and wheel revamp done, I'm starting in on the body sections. Here's the first one: I'm trying to get a feel for how these will look in their variant forms. A certain @adsii1970 suggested that the logistics module have windows and I decided to go one better and give it a full IVA. I'm starting with the Short Logistics Module to set the tone of the body parts. The idea is that by making half-sized wedges with varying configurations (side windows, no side windows, top windows, no top windows, etc.) I can quickly assemble a "library" of meshes that I can combine into various body parts. Hopefully that will cut down on the creation time and make it easy to come up with new parts. That applies to both external models and IVAs.
  10. Definitely continuing! I've been busy with mods of late, and it's taking awhile for the next chapter, but here's a teaser:
  11. I finished up the revamped Mountain Goat modeling and texturing tonight. As before, there is a robotic version to fulfill the original vision for the wheel: full 360-degree rotation. Unlike the previous version of the robotic wheel, I only need two parts instead of three: The robotic wheel mount, and the Mountain Goat wheel itself. This time around, the Mountain Goat supports two part variants: The only thing left is a part module that I'm currently testing that adds sound effects for when the wheel's motor is running. Then next week I start the body work.
  12. I went like gangbusters on this today... As with the original mod, I'll have a robotics variant that lets the wheel spin a full 360 degrees.
  13. That happened to me when I jumped back from Joolgate to Kerbingate.
  14. Thanks for the feedback. Please give 1.0.2 a try, that should clear up the description issues and let non-engineers drop the survey cones. For the issue with the command pod, as I recall you need multiple survey stakes /survey cones in order to find a center point where the new vessel will go. That's why the dispenser has 10 survey cones- and why, when you're done building or you want to pick up and move, the dispenser can sweep them up again.
  15. That part was inspired by Dextre. The hands and cameras are there so that kerbals don't have to go outside for a spacewalk and can just remotely do things.
  16. If you make whatever tools you used (perhaps named Magrathea) to build planets available to modders, there will be a LOT of happy planet modders out there waiting for KSP 2...
  17. Sounds like fun! But what I should do is figure out a way to assemble the ring without the need for docking ports- that, and figure out why the stock docking ports are turning the ring into a pretzel. For assembly, one option is to use a very heavy jumpgate segment "kit" that you place in an inventory on the command segment, but that doesn't account for the segment's volume. Another possibility is some kind of part module that will destroy the part that was shipped up to the gate and then "add" it to the gate under construction. Just brainstorming some ideas here, just in case I can't figure out what's wrong with the docking port method...
  18. Latest Releases Source Source (WildBlueCore) Wiki CKAN? YES Licenses: Near Future Props by Nertea, licensed under CC-BY-NC-SA-4.0 Source code is GPLv3, artwork is All Rights Reserved The rover kicked up a cloud of dust as it jumped a small hill. Valentina let out a joyful yell. After hanging in the air for a second, the rover dropped back down onto the ground as it kept hurtling along at a breakneck speed. Its stabilizer gyros helped keep it upright. “It’s hard to believe that we drove the older model nearly six years ago on Duna,” she said. “This new Buffalo 2 is a dream to drive! It’s got that new rover smell, and it’s so much roomier than the old version.” “Rugged. Dependable. Reliable,” Bob read aloud from the brochure. There wasn’t much else to do while Valentina careened across the landscape, and it helped him avoid panicking. Mostly. “All new styling and new factory options let the Buffalo 2 Modular Space Exploration Vehicle meet your rover, base, station, and submersible needs,” he read aloud further. “It can be a station and a submarine? How,” Valentina asked. Bob read some more. “It says that you can configure modules to be fully cylindrical,” he summarized. “They have the same functional capabilities as the old Mark One Laboratory Extensions, but they use modernized ‘Omni’ converter technology. Add underbelly ballast tanks, some internal bracing upgrades, the new Guppy Submarine Module, and some engine and dive control components from SunkWorks, and the modules form the hull of a submarine.” “Wow,” Valentina responded. “We’ll definitely need that capability on Laythe…” The original Buffalo mod was created in 2015 and was included exclusively with Pathfinder before the public demanded a stand-alone mod. In the years since, Buffalo has been enjoyed by dozens of players. But much has changed since its initial release- technology improved, Kerbal Space Program 1 matured to completion, and my artistic know-how improved as well. When evaluating the original Buffalo mod for Restock compatibility, it became clear that it would be more effective to create a whole new mod than to update the original. Buffalo 2 offers much the same modular functionality as the original but with modernized plugins and Restock-compatible artwork. You can make rovers, bases, space stations and submarines (with SunkWorks installed). And with Sandcastle, you can 3D print the parts and assemble them with the stock EVA Construction. Buffalo 2 optionally supports EVA Repairs, Sandcastle, Snacks, Sunk Works, Wild Blue Tools, and more. Some promo images from the gallery: Required Mods Kerbal Actuators: (for the tilt-rotor parts) Recommended Mods Wild Blue Tools
  19. They are created as a Space Object. I recently tested the jumpgates and was able to port around the system. I did notice that the "puddle" effect isn't showing up but I believe that's because I don't have Waterfall installed. I have noticed that the buildable jumpgate turns into a pretzel and I'm investigating: I'm getting errors in the stock docking port module, and I don't know why.
  20. Hm, only other thing I can think of is to edit the strongback's config and remove the DockRotate module. See if that helps.
  21. Unfortunately, no, and I don't have time to create new tutorials at the moment. Plus, my experience is that most people don't read tutorials/watch videos, so they're a lot of work for little return. As I recall the GUI values won't change, but when you run the converter you'll see the modified output ratios. It's the same with the stock converters; changing the efficiency doesn't change the displayed rates (at least last I looked), but in the field you'll definitely see an increased output. For Heisenberg, I have a patch from @Chladic88 that I haven't been able to apply yet. Chladic88 generously took the time to rebalance the electrical propulsion in Heisenberg. With Buffalo being replaced by its successor, I don't have time right now to rebalance the electric engines. I can't wait for Buffalo 2 either! I'm excited to apply what I've learned over the years since I made Buffalo and leverage changes to KSP as well. Here's another teaser: I'm in the process of making the part variants for the new Buffalo Chassis. Yesterday I got the Medium length mesh done, and today I'm putting the finishing touches on the Medium-Long mesh (essentially equal to the old 3U mesh). For packing and printing purposes, the packed volume will be the average of the 1u and 4u- 600L, so you'll need a big container (hint: Sandcastle has them). There are a couple of changes compared to the older version. One is of course the use of part variants. Another is that the chassis only holds Electric Charge. And finally, it supports stack symmetry. It's getting to the point where I need to open a new development thread for Buffalo 2 to avoid confusion with the original. Once Buffalo 2 is released I'll sunset this mod and close the thread. No ETA on when that will be, but Buffalo 2 is my top project.
  22. Glad you like the mod. It's something that I've wanted for a couple of years and finally got around to making. Thanks for the video and logs. The issue appears to be the result of Sandcastle finding multiple Item entries for Community Category Kit's Rovers category. I'm not sure what causes that except maybe one or more of your mods adds the duplicate CCK categories. Regardless, I've done some changes on my end to prevent duplicate entries of CCK being added to Sandcastle's icon set. Can you give 1.0.1 a try?
  23. Looks like you are using the launch platform instead of the launchpad. For the platform, the strongback isn’t intended to rotate. Instead, be sure to turn on same vessel interaction on both the strongback and the aft fuel tank. That will help.
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