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Angelo Kerman

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Everything posted by Angelo Kerman

  1. ServoController 1.2.1 is now available: - Recompiled for KSP 1.12.2.
  2. Snacks 1.27.3 is now available: - Recompiled for KSP 1.12.2. - Fixed issue where Snacks events weren't being processed correctly.
  3. Pathfinder 1.37.1 is now available: - KSP 1.12.2 compatibility update
  4. Blueshift 1.5.6 is now available: - WBITechUnlock now supports one or more "unlockedTechNode" entries that will unlock specific tech nodes instead of randomly unlocking a tech node. - Recompiled for KSP 1.12.2. FYI @JadeOfMaar
  5. Buffalo 2.11.0 is ready for release: - Recompiled for KSP 1.12.2. - Aquatic parts use the SunkWorks plugin instead of Wild Blue Tools when SunkWorks is installed. - If you have DockRotate installed, then the Buffalo Wing Root can pivot for compact storage of the aircraft. - Fixed NRE generated when the gas generators are running. - Fixed FLEX Fuel Power Pack constantly generating smoke even when powered off. - Fixed issues preventing kerbals from boarding parts with ladders.
  6. You can use the Micro ISRU to create research kits. Just set up its Omni Converter and search for ResearchKits. The formula supports both Classic Stock Resources and CRP. WBIOmniStorage is the part module that's used to swap out resources. Short Answer: Yes, Play Mode makes a difference when other mods are installed. Long Answer: Play Mode is a way to conveniently switch between Community Resource Pack, which is popular with several mods such as Nertea's Near Future suite, and Classic Stock Resources, which is a resource set that I created that's based on HarvestR's original vision for KSP resources. CRP support is considered legacy (not updated or maintained) at this point but it is included for interoperability. The biggest difference is in the resource chain needed to produce certain products. All my older mods (Buffalo, Pathfinder, MOLE, DSEV, Heisenberg) all support Classic Stock and CRP. My newer mods (Blueshift, Mk-33, SunkWorks, Sandcastle) are resource agnostic and don't support Play Modes. If you want to use them with a particular resource chain, you'll need to provide the configs to do it. I'm noticing that issue as well. It is a result of Squad's changes to how ladders work. I have a way to mitigate the issue but not completely eliminate it. I'll have that fix in the KSP 1.12.2 compatibility update that I'm currently working on. I'm hoping to be done later this evening or by the weekend at the latest.
  7. I've been modding KSP since 2013. It is surreal to think that KSP 1.12.2 could very well be the last time that KSP is updated. But well done @SQUAD, thank you for so many years of great updates! I look forward to many more adventures in KSP before KSP 2 is released.
  8. Since KSP 1.12.2 released today, I just finished upgrading my development install and have recompiled the plugins. All is well as far as I can tell; no issues with the GUI and such. To be on the safe side, wait until the weekend at the latest for the next release of Snacks to be certified for KSP 1.12.
  9. Ok, gotta take a break for a bit to make sure my other mods are KSP 1.12.2 compatible, but until next time...
  10. Definitely have to fix that, thanks for the tip! Meanwhile, ladders and animated hatches: Configurable in case you don't want them: All on a single part!
  11. Clever use of the crane and Buffalo aquatic engines. Buffalo's aquatic parts and diving plugin are the precursor to SunkWorks. Eventually I'll replace Buffalo's part modules with those from SunkWorks when you have the newer mod installed. But my bandwidth is limited right now, and they can wait. Meanwhile, today I did some research. Below is a test deployment. The hull sections are hollow, and two are stacked on top of each other. I haven't figured out how options for ladders will work yet- you can turn them on or off through mesh variants, but I need to figure out the specifics. This is just a fit test to make sure you can fit parts into the hull section with little to no clipping. The top deck has a pair of Size 2 (2.5m diameter) Rockomax-16 fuel tanks, while the bottom deck with the kerbal has 3 simulated Standard Shipping Containers (1 SP-S18 panel tall and wide, 2 SP-S18 panels long). The SSC is roughly the size of a real-world twenty-foot equivalent unit shipping container, rescaled to kerbal scale. I do plan to add specialized parts like elevators, but I need to work through the basic hull design first. Once that's done I can make half-height decks (which potentially gives me the basis for crew facilities).
  12. Glad you like the direction the mod is going in too. SunkWorks is aimed at vessel recovery ships, science vessels, and cargo ships. Technically the parts can be used for warships but that's not the aim of the mod-there are plenty of others out there for that. Anyway, I'm working through the design of the bow hull. Its configuration options follow that of the keel sections so it should be easy to configure. Depending on how hard it'll be, I want to incorporate a few deck options too to keep the part count down. Specialized decks like elevators would be separate parts.
  13. The small stock drill does have limits on what it can drill. Below that limit it won't pick anything up. The surface scanner is bizzare; in my game it shows up. My career game, for instance, shows that the asteroid has 27% graviolium. Have you tried the big stock drill?
  14. The stock surface scanning module will tell you what resources the asteroid has. Have you tried that? It should tell you if the asteroid has Graviolium. To mine it, just use the stock drills, and make sure to have graviolium tanks on your ship.
  15. Catamaran-type hulls are something I've thought of, yes. I'm not sure how it will play out yet, but I'm definitely thinking about it. Meanwhile, I have the prototype hull in game: Height of the hull: 2.5m:
  16. Nice to see the keel parts already getting use. Keel sections aren't designed to be habitable; that's the job of the hull sections and superstructure parts that sit on top of the keel. The keels parts are intended for ballast trim- fill the port, starboard, fore, and aft tanks or empty them as needed to keep the ship level. To give you an idea of where the hull parts are going... Support machinery in the form of generators, crew cabins, and the like will be added to the mod after the hull parts are done. Things like screws to propel the ships will have high thrust but only work when the craft is splashed down and IntakeLqd is available. They will run on Intake Air, Liquid Fuel, and Intake Liquid, or Intake Liquid and Electric Charge. They'll be among the first things that I make once the hulls are done.
  17. It sounds like the patch for Blueshift's graviolium isn't installed. Do you have a definition for graviolium? Do you have Kerbal Flying Saucers installed?
  18. SunkWorks 0.2.6 is now available: Changes - Finished the modeling and texturing for the SW-75 keel sections. - Replaced SWTextureVariants and SWMirrorHelper with SWPartVariants. Unlike the stock ModulePartVariants, you can have multiple SWPartVariants in the same part config. Admittedly this isn't much of a change from 0.2.5, but the keels are done, and it sets the stage for me to design the hull sections. I'm taking an approach similar to how @AlphaMensae makes launchpad parts with lots of configurable options. I'm hoping that will help keep the part count down.
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