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Everything posted by Angelo Kerman
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
No issues. If you drop EVA Repairs into an existing save, then you'll want to consider not using its Reliability option (it is turned off) as any ships in the field won't have a built up Reliability rating. EVA Repairs is undergoing rapid development (in other words, frequent updates), but it should start slowing down as more of the features mature.- 571 replies
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- baris
- part failures
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... And here is EVA Repairs 1.2.2... - Removed KRASH support since the wrapper was causing NREs. - Added EVA Repairs app button. This button toggles EVA Repairs on and off. Look for the gear and wrench icon in the KSP App toolbar. It is available in the VAB/SPH and in flight. - Fixed issue where some difficulty options were appearing even when EVA Repairs was disabled.
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Ugh. Ok, this is turning into a nightmare, and EVA Repairs is supposed to be lightweight. Next update will pull KRASH support, and I'll add an app button to the toolbar.
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*sigh* EVA Repairs 1.2.1. is now available: Changes - Fixed issue where KRASH support was preventing parts from breaking. - Fixed issue where broken landing gear could still be toggled through the Gear action group. - Fixed issue where reaction wheels could fail even if they were toggled off.
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EVA Repairs 1.2.0 is now available: New Parts - T-800 T.H.O.M.P.B.E.R.R.Y. Repair Bot: This advanced robot is capable of making repairs on broken parts in place of an engineer. It can also repair tires, solar arrays, and deployable antennas, and it can even repack parachutes. It has a small storage compartment for holding EVA Repair Kits. - T-800 Micro Wheel: This wheel is specially scaled for the T-800 Repair Bot for those times when you need to drive around and make repairs. - T-800 Micro Docking Port: This is an exceptionally small docking port that has been scaled for the T-800 Repair Bot. Changes - Deployable landing gear and deployable landing legs can now break. You'll need to enable the "Deployable landing gear and legs can break" difficulty option. - If KRASH is installed, then EVA Repairs will be disabled while a KRASH simulation is running. - The max science that a part can gain when the part's activation check fails will now vary between 1 and 10 science points. - The science gained when the part fails will also vary, up to the maximum possible science that can be gained for that part. - The science gained when the part fails will now respect the science gain mulitplier game difficulty setting. - Fixed issue where EVA Repairs wasn't being added to probe cores that had no reaction wheels. Obligatory promo images:
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While the artwork is still in progress, I got my repair bot in game for EVA Repairs. The repair bot is an analog to NASA's Robonaut. In-game, the repair bot can fix parts that break via the EVA Repair Kits that it holds. It can repair broken wheels, solar panels, and antennas too. It won't be available until Advanced Unmanned is unlocked, so it's pretty far up the tech tree. Nothing like having a terrified robot go on EVA...
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Thanks for the feedback, that helps! Currently science rewards don't respect the science multiplier, but I can add that in. A random amount of science gained sounds like a good idea as well. A toolbar button is feasible, but... how not sure how many people need that level of control. It's something to think about for sure. Meanwhile, I've made significant progress on the repair bot: I have a use for the stock RV-1X Variable Thruster Block. They work much better than the integrated RCS thrusters that I experimented with earlier this evening. I may have to animate the arms somehow when you activate the RCS.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, the only thing that I can find that might cause that is when you don't hit spacebar to stage the engine and you use the Part Action Menu to Activate the warp engine. I've released Blueshift 1.6.2 to address that. If that still happens, please let me know. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Try installing the latest version from github: https://github.com/Angel-125/Blueshift/releases/tag/v1.6.1 -
Named after Thompberry from @JustJim' Saga of Emiko Station.
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With the plugin finally stable, I'm back to working on the Repair Bot...
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Assuming they survive their first Jool Odyssey, a hypothetical refit of @Kuzzter' K.S.S. Intrepid returns to Jool with a new mission to uncover Vall's mysteries: As best as I could manage from all the screenshots, this is based off the ship from the Kerbfleet graphic novel.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The only size limit to jumpgates is the inner dimension of the ring; your ship needs to be small enough to fit through the inner ring. Technically, you just need a portion of your vessel to touch the shimmering portal in order to initiate the jump, So I guess as long as you have something that fits within the dimensions of the gate, your ship can be humongous if you want. The only limit you might run into is the Graviolium toll that your ship must pay in order to jump. The cost is 5 units per metric ton of ship mass. In terms of making a new jumpgate part, there is no size limit. -
EVA Repairs 1.1.0 is now available: Changes This update introduces the last type of part that can fail: the Probe core. Together with reaction wheels, engines, drills, generators, and converters, EVA Repairs now has a wide variety of parts that can fail out of the box. You can still make other types of parts fail if desired by adding a Module Manager patch to the part. This update also introduces the ability to account for how technological progress improves part reliability- and reduces the Reliability grind later in the game. - New option: Probe cores can fail. When enabled, probe cores are subjected to MTBF, can optionally fail during activation checks, and optionally have Reliability ratings. Probe cores don't lose MTBF when they're hibernating, and they can fail when they go into or out of hibernation. - New option: Tech level affects Reliability. When enabled, the starting and maximum Reliability improves as technology improves. At the R&D building's starting Level 1, the maximum possible Reliability that a part can attain is 90%. At Level 2, the maximum improves to 95%. If parts previously reached the 90% maximum Reliability cap, then further testing can bring them up to 95%. And at Level 3, the maximum caps at 99%. Again, parts can be further tested to 99% Reliability. Similarly, starting with General Rocketry, as you unlock the various rocketry tech tree nodes (General Rocketry, Advanced Rocketry, Heavy Rocketry, Heavier Rocketry, Very Heavy Rocketry), the starting Reliability of a part with no flight experience improves by 1 to 10%, potentially allowing parts with no flight experience to start at the maximum possible Reliability. Example: your starting Reliability is 50%, and you unlock General Rocketry. The game rolls up a 5% starting Reliability bonus for General Rocketry. You start testing the LV-T30 "Reliant," which has never flown before. Instead of starting with 50% Reliability, it starts with 55% Reliability. Since your R&D building is currently at Level 1, the maximum Reliability that the LV-T30 can attain is 90%. - Fixed issue where converter states weren't being recorded properly. - Fixed NRE that happened when ships were loaded into the editor.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The warp engines with built-in rings have everything that you need in order to propel a ship. When you use the S-3 "Trek" Warp Core, S-2 "Planet's Edge" Warp Core, Mk2 "Starflight" Warp Core, they all come with "Main Power" converters, but you need to add warp coils to your ship as well. If you want to add more capacity to go faster or move more mass, then you need to add a Gravimetric Displacement Generator. the FFT fusion reactors don't generate the gravity waves that you need in order to power your warp engines. They just provide electric charge. With FFT, the gravimetric displacement generators will use LqdDeuterium instead of FusionPellets. To limit maximum speed at full throttle, you can adjust the engine's Thrust Limiter. On the warp engine, the Thrust Limiter works the same way as it does on a conventional rocket engine in KSP. So, if you have set full throttle but your Thrust Limiter is at 10% then your thrust will be 10% of maximum. Similarly for warp engines, if you have throttle set to full and your Thrust Limiter is at 10% then you'll only go 10% of your maximum warp speed. This is not the same thing as limiting maximum velocity to 2C, but it should help. Limiting max velocity based on solar system is nearly impossible due to the wide variety of planet packs that exist. I can't do much about the SOI changes as that depends upon the game and its SOI changes. I have re-verified that the Auto-circularize orbit button and functionality is working as intended, and appears when the game difficulty option is enabled, and vanishes when it is disabled. You can only auto-circularize if you are near a planet, moon, or a star with no planets. I also verified that starting the warp engines through staging or through manual activation works and isn't causing KSP to crash. I did manage a few bug fixes for Blueshift, so Blueshift 1.6.1 is now available: Changes Warp Engines - The planetary SOI warp curve won't be applied if the vessel's max warp speed is below 0.001c. This will help prevent underpowered vessels from crawling at a snail's pace when in planetary space. - For lazy players: If a warp engine has power converters built in, then when you start the engine, the converters will also be automatically started as well. - The vessel course (a.k.a. selected target) and distance to target displays will be hidden when there is no target selected. - The Max Warp Speed and FTL Check displays will be hidden when the warp engine is shut down. - The Auto-circularize orbit button will be hidden when the warp engine is shut down. - The maximum warp speed display will be updated even when the throttle is at 0. - The FTL Check display now handles the case where the throttle is at 0. - Fixed issue where the warp engine flames out if the throttle is at 0. - Fixed "double-dipping" issue where warp capacity was affected by throttle, and speed was affected by throttle as well. Now, just warp speed is affected by the throttle. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
This appears to be an ongoing issue that I've yet to resolve, unfortunately. Pathfinder's converters are based on the game's stock converters so I suspect it's something in KSP itself.- 3,523 replies
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- geoscience
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I've been feeling the COVID blues of late and missing the Before Times, so I made a recreation of the K.S.S. Intrepid, created by @Kuzzter for his Kerbfleet: A Jool Odyssey webcomic. I remember eagerly awaiting the next issue of the webcomic... Anyway, my recreation isn't an exact copy since it's difficult to gauge the exact construction details and KSP has changed greatly since Intrepid took to the skies, so I named my ship the K.S.S. Voyager[*]. In my head cannon, KSC's Deep Space Network received a powerful transmission containing the historical documents from a Superimposed Alternate Variant Existence (SAVE) known as Kerbfleet. Learning from their example, kerbals around the world set aside their differences, formed the United Nations of Kerbin, combined rival space agencies, and set out to build an Intrepid-class ship of their own... The bridge. Not quite finished yet, but it's getting there... The bow, with space doors opened: Inside the hangar bay. You can see the life support systems to port and starboard. This ship uses Snacks. Pod 5, known as Pod Q on the Intrepid: SPH view of the bow: ...and the stern. Here you can see that I kept the Rhino engines, but replaced the 24 LV-Ns with 4 DMB0 "Trinity" Tri-Modal Atomic Rockets from my Deep Space Exploration Vessels mod. And one last beauty shot: Voyager has 4 SCANSAT relay probes, an aft Tugboat, and space for a small rover, a pair of "Jool Diver" probes, a Laythe shuttle ("Skimmeroo in Kerbfleet") and a mining and refueling vessel ("Quammer" in Kerbfleet). I haven't made those vessels yet, but I might at some point. [*] In Star Trek Lore, the USS Voyager was an Intrepid-class starship.
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EVA Repairs 1.0.8 is now available: - Fixed issue where engine effects would continue playing when the engine failed. - Fixed issue where parts could not be repaired successfully. Hopefully that takes care of the bugs for awhile...
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EVA Repairs 1.0.7 is now available: - Fixed issue where repeatedly starting/stopping engines wasn't performing the activation check. - Fixed issue where repeatedly starting/stopping converters wasn't performing the activation check. - Parts with reaction wheels can now fail, but you'll need to enable the option in the EVA Repairs difficulty settings (it's off by default). - If a reaction wheel fails, it will either lose one of its torque axis or fail entirely. - When a part fails its activation check, it can gain between 1% and 10% Reliability instead of a fixed 7% gain.
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That applies to engines that can't be shut off, like SRBs. If the engine can be shut off then it won't explode.
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Cumulative update reflecting feedback while watching @Rocketology' Twitch stream: - Fixed issue where part reliabilities weren't updating to the minimum starting reliability when the minimum is increased. - Fixed issue where players gain Science even when the activation check succeeds. - You now gain 2 Reliability when a part succeeds its activation check, but 7 Reliability when the check fails, reflecting that you gain more by learning from mistakes. - If parts fail their activation check, then they'll fail 1 to 10 seconds after activation. - Engines that can't be shut down will explode if they fail their activation check. - Fixed issue where parts weren't gaining flight experience. Thanks for the feedback, Rocket! If I add it, it will definitely be off by default, and something that players will need to turn on.
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Yup.
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More like (WIP)... The problem with BARIS is that it is too complicated for players to use. High-bay integration, hiring/firing workers, vessels breaking even when they're not the active vessel, numerous customization options, and random events proved to be too much. That, and the complaining that a part failure mod is causing parts to fail was a bit much. So, BARIS will shutter its doors in 2022. EVA Repairs is a lot simpler. I don't need any "Breakable" versions of part modules because I found a better way to disable part modules. That also means that EVA Repairs won't brick your save when you uninstall it. Plus, mods like Kerbal Construction Time do a better job of making vessels take time to assemble, so EVA Repairs doesn't need to do that. I might port random events over to EVA Repairs, but not at first. I want to finish up the baseline functionality first, and iron out any bugs before introducing something else.
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With stock KSP, engineers are required to repair tires, broken solar panels, and broken antennas. With EVA Repairs, they can now fix broken engines, drills, generators, and converters. Like they would with a flat tire, the engineer steps outside, grabs a repair kit (or several), right-clicks on the part and presses the Repair button. If the engineer is skilled enough and has enough repair kits, then the part's functionality is restored. The repair bot that I'm working on does the same thing: it separates from the vessel, right-clicks on the broken part, and uses the repair kits in its inventory to repair the part. The repair bot is a kerbalized version of this: I'm hoping that the repair bot will also be able to fix flat tires, antenna, and solar panels, just like an engineer can, but I have to figure out how to do that.
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
LqdDeuterium is from Community Resource Pack. If you use FFT you'll also need CRP. Meanwhile, Blueshift 1.6.0 is now available: Changes - Added new GR-50S Spherical Graviolium Tank. This is a 5m-diameter tank that holds Graviolium. - Added support for EVA Repairs, if installed. You can find the mini-mod here. - Removed built-in part failure functionality in favor of EVA Repairs. - Fixed issue where drills were not harvesting graviolium on planetary surfaces that had the resource. - Fixed issue where blue glowing sections weren't animating.