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KSP2 Release Notes
Everything posted by Angelo Kerman
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I’m aiming for sometime next week for the next release of Kerbal Flying Saucers, so, soon!
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I finished the IXS Cockpit. It is inspired by the IXS Enterprise cockpit by Mark Rademaker. The IXS Cockpit is a size 2 part that hosts up to 3 of the A-51 Flapjack saucer sections from Kerbal Flying Saucers. (Yes I know there's a mod for this...)
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You can remove the drills patch from ModuleManagerPatches/MM_Drills. You'll need to add your own drill configs for the various resources that you extract.- 3,523 replies
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That's the idea. With Blueshift, I created Space Anomalies- easter eggs in space, and now KFS has one. I figured that Kerbal Flying Saucers needed a Space Anomaly of its own, and what better Space Anomaly than a flying saucer like the easter eggs that @SQUAD put in the game? And then I thought, why not make it flyable? And why not have a nice IVA for it too? Well, now I have my answer.
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I built a thing: It's a new Space Anomaly for Blueshift that comes with Kerbal Flying Saucers.
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@taniwha added recipes to EL a few years ago, so there's no need for Sandcastle to do that. The Sandcastle materials list is only used for 3D printing parts, not whole vessels. They're two different systems- Sandcastle will just add a robotic printer or two specifically to work with EL. I'm also considering a small, modular part set that lets you make something like this: The idea being that you build it in sections with EL, then position the EL 3D printer crane to create vessels in space. Functionally, the modular shipyard is just like the existing spacedocks from MOLE: But unlike the inflatable ones, the modular shipyard can have varying sizes and shapes with just a few parts. Given the refocus of Sandcastle, the modular shipyard mini-mod would be perfect.
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I'm taking a short break from SunkWorks to do a bit of an update for KFS. Here's a preview. New A-51 Mk2 Adapter: It's just like the existing A-51 Engine Mount, but instead of the custom shape of the original (which is still around), this version adapts to the Mk2 form factor. A-51 Conference Room: Per request from @adsii1970, this is a variant of the A-51 Crew Cabin that seats 5 in cramped conditions. Kerbals have to fold out the table to sit down, so better hope to use the restroom before having a long meeting... I have a part in mind similar to the cockpit of the IXS Enterprise that would fit the A-51 saucer sections. Additionally, I have ideas for a 1.25m gravitic engine and a 2.5m version as well. These engines will appear in the Gravity Wave Applications tech tree node and be fully self-contained, combining a fusion reactor, gravitic generator, and gravitic engine all in one. Finally, I'm adjusting the textures slightly to be more in line with Restock. My guess is that these new parts will roll out over the next couple of releases.
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Take a look at how Squad deprecates parts. What they do is set category = none and TechHidden = true. Existing craft are unaffected, but newer craft won't use that part anymore- they'll use the newer version. Hidden parts that still can be printed work the same way. You won't see them in the editor, but you can still print them.
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Wiki is now available. Sandcastle 0.3.0 is now available: Changes New Part Module - WBIPrinterRequirements: Added to parts that have a ModuleCargoPart or ModuleGroundPart or a part module derived from ModuleCargoPart/ModuleGroundPart, this part module lists the material requirements and conditions needed to 3D print the part in the VAB/SPH part info panel. 3D Printers - PARTS_BLACKLIST: You can specify one or more blacklistedPart entries in this node. The value is the name of the part (NOT the title). If a part is on the blacklist, then 3D printers cannot print it. If it's a required component for another part, then you'll have to add the blacklisted part to a vessel or inventory while in the VAB/SPH (or cheat and use something like Extraplanetary Launchpads). NOTE: You can specify a global PARTS_BLACKLIST, which affects ALL 3D printers, and/or a PARTS_BLACKLIST to a WBIPrintShop which only affects that specific printer. if a part is on the global blacklist but not on the WBIPrintShop's local blacklist, then the part is still banned from being printed. NOTE: The WBIPrintShop's PARTS_WHITELIST overrides the global/local PARTS_BLACKLIST. Ex: The Kerbal Flying Saucers GND-00 Gravitic Engine requires a TD Blanket and a Black Box. Because they are specialized components that are listed on the global PARTS_BLACKLIST, no printer can print them. To make a GND-00 Gravitic Engine offworld, you'll need to ship the TD Blanket and Black Box to the printer. - You can add an optional minimumGravity field to a part config to specify, in m/sec^2, how much gravity/acceleration is needed to print the part. If the printer's vessel is below the minimum threshold, then the part cannot be printed. If you specify a value of 0, then the printer will need to be in orbit, sub-orbital, or on an escape trajectory, and not accelerating. The default value is -1, which means that there are no g-level restrictions. Ex: The Kerbal Flying Saucers GND-00 Gravitic Engine requires a GN Furnace, but the GN Furnace needs to be printed while in a high-gravity environment like Tylo. - You can add an optional minimumPressure field to a part config to specify, in kPA, how much pressure is needed to print the part. If the printer's vessel is below the minimum threshold, then the part cannot be printed. If you specify a value of 0, then the printer will need to be in a vacuum. A value > 1 requires atmospheric pressure or the depths of an ocean. The default is -1, which means that there are no pressure restrictions. Ex: The Kerbal Flying Saucers GND-00 Gravitic Engine requires a GN Furnace, but the GN Furnace needs to be printed while in a vacuum. - You can add an optional canPrintHiddenPart = true field to a part config to add parts that have a ModuleCargoPart, ModuleGroundPart, or a part module derived from ModuleCargoPart, in their config file. Parts hidden from the tech tree and/or editor that have canPrintHiddenPart = true will be printable with a 3D printer. IMPORTANT NOTE: The part config must set category = none and TechHidden = true. - WBIPrintShop has a new part category that it can print from: none. It appears as "Special" in the GUI. Parts marked with category = none and TechHidden = true and canPrintHiddenPart = true will appear in this new part category. - Removed the optional requiredComponent field, and replaced it with the following config node: REQUIRED_COMPONENT { // The name of the part that is required as a component in order to print the part. name = somePartName // The required number of required parts that must be in the vessel's inventory in order to print the part. Default is 1. amount = 2 } - When specifying one or more resources in a MATERIALS_LIST, the sum of each RESOURCE's rate field must be equal to or greater than 1. If that isn't the case, then the 3D printer will add Ore as a material requirement until the total sum of each RESOURCE's rate is equal to 1. New Part - Box of Generic Specialized Parts: This 0.625m cube contains various specialized components that were originally created by a heroic individual in a cave with a box of scraps. They are used as required components for some 3D printed parts. The specialized parts themselves cannot be 3D printed and must be shipped to the desired 3D printer. NOTE: No parts currently require the Box of Generic Specialized Parts. This part is provided for modders who want a generic part that must be shipped in order to complete printing of a desired part. Sample Config Creative use of the new options makes it possible to restrict parts from being added in the VAB/SPH and requiring a 3D printer to make them. Additionally, with the new prerequisite conditions, you can spread part creation throughout the solar system. For instance, maybe a component made from metastable metallic hydrogen needs Jool's unique conditions, while another component needs Tylo's environment. Below are sample part configs that demonstrate the new features. These parts don't actually exist in Kerbal Flying Saucers- yet. Imagine that they did, and that KFS included these module manager patches. // We're going to modify the GND-00 Gravitic Engine so that it can only be made in space. It requires specialized components, some of which can't be 3D printed, // and others that can only be 3D printed. @PART[wbiGND00]:NEEDS[Sandcastle] { // Hide the part from the VAB/SPH so that it can only be printed from a 3D printer. category = none TechHidden = true // Make sure that the part can be printed from a 3D printer. It will show up in the printer's "Special" part category. canPrintHiddenPart = true // The GND-00 Gravitic Engine requires a TD Blanket, a GN Black Box, and a GN Furnce in order to be printed. REQUIRED_COMPONENT { name = wbiTDBlanket // Remmeber, amount = 1 is the default, so we don't have to include it. } REQUIRED_COMPONENT { name = wbiGNBlackBox amount = 2 } REQUIRED_COMPONENT { name = wbiGNFurnace } } // The GN Furnace can't be bought in the VAB/SPH, but it can be printed. // Here, we are defining the part- but only if Sandcastle is installed. PART:NEEDS[Sandcastle] { name = wbiGNFurnace // Hide the part from the VAB/SPH so that it can only be printed from a 3D printer. category = none TechHidden = true // Make sure that the part can be printed from a 3D printer. canPrintHiddenPart = true // The GN Furnace can only be made in a high gravity environment and in a vacuum- like, say, on Tylo... minimumGravity = 9.81 minimumPressure = 0 // ...And so on with the other config file entries for a typical KSP part... } // Blacklist the TD Blanket and GN Black Box so they MUST be sent from the VAB/SPH // NOTE: You don't need one single global PARTS_BLACKLIST. You can define as many global PARTS_BLACKLIST nodes as you'd like, and Sandcastle will read all of them. PARTS_BLACKLIST { blacklistedPart = wbiTDBlanket blacklistedPart = wbiGNBlackBox } // Define the TD Blanked- but only if Sandcastle is installed. We do something similar for the GN Black Box. PART:NEEDS[Sandcastle] { name = wbiTDBlanket ... }
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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 gate's effects should only show up when you select a destination, or when you only have two jumpgates. -
Yup, if the sum of the rate values for each RESOURCE in a MATERIALS_LIST doesn't add up to 1, then Sandbox will add/increase the Ore required until the sum equals 1. For blacklisted parts, you'll have to add the part to a vessel or vessel inventory while in the VAB/SPH. Sandcastle only recognizes the stock part categories (Aero, Cargo, Communication, Control, Coupling, Electrical, Engine, FuelTank, Ground, Payload, Pods, Robotics, Science, Structural, Thermal, Utility) So if a part isn't in one of those categories, then it can't be printed. It's too much of a hassle to add custom part categories, community categories, and the like.
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The idea behind that minimum rate of 1 on the resource is to ensure that, at a minimum, the mass of resources that are required to print the part is to equal the mass of the part. What I can do is change it so that when you specify multiple resources, the total mass required must, at a minimum, equal the mass of the printed part. If there is a shortfall, then the part will require Ore to make up the difference. As for the batteries, it's meant to be an example of how you can create specialized parts that require other parts as components. I don't consider that wasteful, but rather, a prerequisite for making the part. Since that code is working, I can comment out the battery requirement in the next release. I have some other changes planned for the next release as well: If a part is on the blacklist, then no 3D printer can print it. If it's a required component, then you'll have to ship it from the homeworld (or cheat and use something like Extraplanetary Launchpads). Ex: The gravitic engine requires a TD Blanket and a Black Box. Because they are a specialized components, you can't print them. Some parts may require a minimum gravity, or need to be printed while in orbit. Ex: the gravitic engine requires a Solar Furnace, but the Solar Furnace needs to be printed while in a high-gravity environment like Tylo or Jool. The requiredComponent entry will morph into a REQUIRED_COMPONENT node with "name" and "amount" fields so that you can require one or more parts as components in the printing process.
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@Intercept Games As a longtime developer of KSP 1, I'm definitely intrigued by how the new part module configs are put together, and how a modder will create new part modules. I have no illusions that any of the KSP 1 config files and plugin code will port over to KSP 2, and likely my art assets will need changes too, but if their creation remains similar to how it's done today with C# handling the plugin code and the ability to debug on the fly, then I'll be delighted. And thanks for sharing the design process of your part modules, it sounds familiarly nimble...
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For the wheels, I think you need to add the following to ModuleWheelBase in the Buffalo wheels: adherentStart = 0.5 frictionAdherent = .3 peakStart = 3 frictionPeak = 1.5 limitStart = 6 frictionLimit = 1.3 Stock wheels have those settings in ModuleWheelBase. For the chassis parts, I haven't tried building them from KIS/KAS in a long time. They should have electric charge if you launch a rover from the VAB/SPH though. There is no part upgrade for improving the heat resistance of buffalo parts. If anything, you'd need to create a ModuleManager patch for that.