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Everything posted by Angelo Kerman
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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
Ok, if you have Wild Blue Tools, then it has OmniConverter configs to produce fusion pellets. What mod are you using that has Wild Blue Tools? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It should show up if you don't have Wild Blue Tools and Far Future Technologies installed. Do you have either of those? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
This will also help: -
Ah ok, that is a known issue with the saucer parts. You may need to play around with attachment locations and then move them where you want them. FTL is indeed planned once I get back to KFS. Blueshift was created specifically for adding FTL to this mod, but it expanded to include a variety of parts for those who wanted FTL without the flying saucers. While currently on hold, the mothership is also poised to become a saucer section for starships, and I am planning an IXS Enterprise like adapter part for the smaller saucer.
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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
Auto-circularization lets you spend some Graviolium to circularize your orbit without having to use gravity braking or other means to do so. Just press the button and your ship will handle the rest. You will end up in an orbit that matches your inclination. I might add an inclination slider as well to make it easier to warp to a “standard orbit” as well, but it would cost extra Graviolium. You can also use it to rendezvous with another vessel in orbit. Just get within 100km of the targeted vessel and auto-circularize. Jumpgates weren’t intended for use on the ground; doing so voids the warranty. It is something that I have thought of though. Having a Stargate that is built on the ground and is wide enough for kerbals and small vehicles to drive through would be neat. It would need to teleport your craft to the ground next to the destination gate. Think of the game’s cheat menu for landing a vessel to see what I mean. Glad you like the mod I wanted something that would work well and look good, especially when used alongside the Restock mod. The latest changes even let you perform repairs using the stock EVA Repair Kit if you have that option turned on. Think of it as a very light version of BARIS. To make new Fusion Pellets, use the stock ISRU and drill for Ore. Also, a heads up that in the next day or so, I will have another update to fix some bugs and improve the warp speed performance. I have found that the calculations to determine warp speed aren’t what I was looking for. Currently when you add more generators your speed drops instead of increasing, which isn’t intended. My new formulas ensure that speed improves when you add generators, sustainers, and engines. It will affect existing craft, unfortunately, but hopefully for the better. -
Be sure to install everything included into the GameData directory. There is no support for USI LS. Not sure why CKAN doesn't update to the latest, that's a @linuxgurugamer question, who generously created the CKAN configs.
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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
Blueshift 1.4.0 is now available: - Warp engines, gravitic generators, warp coils, resource harvesters, and the Astria Porta Arbitrium can now optionally require maintenance in the form of one or more EVA Repair Kits after operating for long periods of time. Check the part's MTBF rating, which also lists the skill required, skill level, and number of EVA Repair Kits. NOTE: This feature is enabled through the "Parts require maintenance" Game Settings difficulty option, and it is turned off by default. - Warp engines have a new option to "Supercharge Warp Coils." When enabled (it is enabled by default), the engine will use any excess Gravity Waves- or whatever resources the warp coils consume- to gain as much Warp Capacity as possible from the coils. Now you don't need to spam warp coils and gravitic generators to make heavy haulers; just spam gravitic generators instead. NOTE: If you have part maintenance turned on, then warp coils will wear out faster when you also have "Supercharge Warp Coils" enabled. - Highly skilled 5-star kerbals with the Converter Skill (Engineers have this) can coax a bit more power out of the warp engines and enable them to go just a bit faster. Scottish accent is optional. NOTE: You can configure the WBIWarpEngine's warpEngineerSkill (defaults to "ConverterSkill"), warpSpeedBoostRank (defaults to 5), and warpSpeedSkillMultiplier (defaults to 0.01) to adjust which skills provide which speed benefits. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I've not seen this before, are you getting any errors in the log when you go through the wormhole? -
They show up in the Snacks window now. When KSP broke the resource display I changed how EVA resources are stored since I didn't know when/if Squad was going to fix the issue. I can change it back at some point but I want to ensure that Snacks is stable first. Glad to know the latest has fixed your issue.
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Here is Snacks 1.27.2: - Added new SKILL_LOSS_CONDITION named Gardening to the list of conditions that will cause skill loss when a part with an active SnacksConverter is running, it lists Gardening as one of its skill loss conditions, and a kerbal resides inside the part. For example, a kerbal can be working in a greenhouse. Hint: The greenhouse could also reduce a kerbal's Stress while it is running. - Fixed issue where too many Snacks were being added to kerbals sitting in external command seats. - Fixed issue where kerbals sitting in external command seats upon vessel launch weren't receiving EVA resources like FreshAir. - Fixed NRE generated while opening the Snacks window when a vessel has kerbals in external command seats. - Fixed issue where crew capacity was incorrectly calculated when kerbals sat in external command seats. Yay for circumventing a KSP bug!
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Yeah, just a heads up that readers can subscribe to the thread and the forum itself will let readers know of a new post, so you don't have to tag people.
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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
Thanks to @OncaLupe, I have a fix for the problem with the command seat. I need to figure out how to handle the case where you start a launch with kerbals in command seats, then I can post the fix. Thanks again Onca! -
Ok, is anybody else able to reproduce this issue with 1.27.1?
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What version of Snacks are you using? I can't reproduce this on Snacks 1.27.1. If you can reproduce it on 1.27.1, what steps did you take?
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That's kind of how it is. If you can't find what you're looking for, making it yourself is the way to go. SunkWorks is made for KSP 1.11; SCUBA gear requires 1.11 for the cargo parts and Stock EVA Construction changes.
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JNSQ: Commercial Space Ventures - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Chapter 9 The ground crew rolled Skyranger out to the pad, attached the winch cables, and winched it up the ramp. Then they backed it onto the strongback and bolted it to the structure. Once satisfied, they rotated the Mk-33 vertical and swiveled the crew access arm into place. Skyranger was ready to fly... * “Perfect, guys,” Fabner Kerman, the Community Manager for Orbital Dynamics, said. “Now, let’s get a shot of you with your helmets on.” Scott, Mabo, and Frolie- another veteran astronaut recruited from KSP, who flew 8 Shuttle flights- put their flight helmets on and stopped fidgeting long enough for Fabner to take more pictures. “Great. Now let’s get a shot of you guys heading to the elevator.” Scott sighed, but he listened to his publicist and wrangled the crew over to the elevator. This was a momentous occasion. The trio crowded in and waited for Fabner to do his thing before they rode the elevator to the top. Then they posed once more at the top of the launch tower before Fabner scurried down the crew access arm to get shots of the flight crew as the walked the corridor. But once Scott, Mabo, and Frolie climbed inside and closed the hatch, Fabner packed up and headed back down. * An hour later, as Skyranger went through its automated pre-flight checklist, the Mk-33’s propellant tanks completed filling. With everything flight ready, the countdown clock resumed, and at T-0, Skyranger lifted off the pad. The launch went flawlessly; the Mk-33 gradually arched over, gaining both altitude and speed. As planned, MECO 1 happened six minutes later, at an altitude of 92.3km. As they coasted up to orbital altitude, Scott switched the Velociraptors over to orbital mode to reduce thrust and conserve propellant. Two and a half minutes later, Skyranger entered a 200.3km by 219.6km orbit. “Wow,” was all Scott could manage as he took it all in. All their hard work paid off. He was in orbit! “Welcome to space,” Mabo said. She and Frolie knew exactly how he felt. Off in the distance they could see the Mϋn. Someday, she hoped to go there… “Rolling upright,” she said, “Frolie, open the cargo bay doors.” “Doors coming open,” Frolie answered as Skyranger rolled over. The payload bay lights that they’d installed turned on, illuminating the bay and its contents. The front had an airlock based in part on the Shuttle’s while the back had a combination mass simulator and technology demonstration satellite. They hoped to use the technology for custom satellites- if they could make the company profitable. “When we swing back around to the dayside, we have a delta-v burn 102.4 meters per second,” Mabo said. “That’ll align us with Starlab.” While Skyranger was not cleared to approach and dock with the Kerbin Orbital Station, they were still practicing as if they could. Plus, it let them perform additional tests on the Mk-33. At orbital dawn, Scott tapped the RCS thrusters to slew Skyranger to port in preparation for their orbital maneuver. A few minutes later, the spacecraft performed its alignment burn. Mabo checked the numbers. “Nicely done, Scott,” she commended. “Thanks, skipper,” Scott responded, “I-“ “Skyranger, Flight,” Frobert Kerman, the voice of Orbital Dynamics’ Mission Control radioed. “Gene Kerman is calling. He’d like to speak with you.” Mabo smiled. “She’s your ship, you have the controls,” she quickly said. Scott looks surprised. “Uh, sure, uh, copy that, Flight,” he answered. They switched places just before the call. “Hello Skyranger,” Gene began a few seconds later, “Greetings from Kerbal Space Center. I just wanted to call and congratulate you on your achievement. Orbital Dynamics has worked awfully hard to bring your Mk-33 to life, and it’s paid off. Skyranger is a revolutionary step for spaceflight. Single-stage to orbit is an amazing feat! And as you orbit over KSC, I can’t help but wonder what could’ve been…” The crew could hear the sadness in his voice. “…But there’s no telling what opportunities will present themselves to Orbital Dynamics in the future…” Scott looked to Mabo, who gave him a puzzled look. “Anyway, congratulations on achieving orbit, Skyranger, well done,” Gene concluded. “Thanks, Gene,” Scott radioed back, “Uh, on behalf of the crew, we appreciate your call and, uh, words of encouragement. So, uh, does this mean we’re cleared for our orbital rendezvous?” He already knew the answer, but he wanted to record the response for posterity. “Uh… that’s affirmative, Skyranger,” Gene responded, a bit confused. “We uh, look forward to what you find. Fly safe,” Gene said as he signed off. Scott turned his head to change a setting, and suddenly the world spun. * On Flight Day 2, Scott was still feeling spacesick. “It happens to everybody at some point,” Mabo consoled. “I was fine for my first three flights, then on SLS-21, I lost it. I was sick for three days. Eventually though, you get used to it if you fly enough.” He tried not to think about it, but every now and then he felt vertigo and nausea. He kept his spacesickness bag nearby just in case. “I’ll take your word for it,” he croaked. “Ugh. It’s worth it though, the view is amazing.” Mabo smiled. “Yeah… If you keep your eyes on the horizon and watch the world go by, it’ll help.” Scott nodded, taking in the advice. “I take it we’re not going to rendezvous today,” he said, trying to distract himself. Mabo shook her head. “Nope, Flight wants to wait a day and give you time to recover. We swapped tasks with Flight Day 3…” As Scott recuperated, Frolie got to work by powering up and unlocking the ship’s Kerboarm 3. Based on a combination of the Shuttle’s original Kerboarm and KOS’ Kerboarm 2, Kerboarm 3 was a commercial variant of the famous robot arm that offered the same functionality. It could grapple with payloads and satellites in orbit via its end effector, but like Kerboarm 2, it also had a magnetic locking mechanism for those times when targets had no Power Data Grapple Fixtures. For this test, Frolie grabbed DemoSat 1, plucked it from Skyranger’s payload bay, and deployed it in orbit without any issues. Then he stowed the arm, satisfied that it operated properly. Orbital Dynamics’ Mission Control then took command of the satellite as it sailed away. It had several days of tests ahead of it before being deorbited. With DemoSat 1 deployed, Mabo checked the rendezvous data for their target and elected to increase their orbital altitude by 100km to reduce the time to intercept. That worked well; they had a rendezvous burn in half a day. * On Flight Day 3, Scott still felt nausea, but the spacesickness medications were improving his situation. He paid attention to Mabo’s directions as she shared her experience with rendezvous and docking. His company was lucky to have hired her before Drax Aerospace could. Offering her command of the Mk-33’s first crewed flight certainly helped- especially since she never had a chance to command a Shuttle flight. After some additional maneuvers, Skyranger met up with their target- the External Tank launched into orbit nearly a decade ago on SLS-5. During the mission, the tank’s deorbit kit- the first of its kind- lacked the delta-v that it needed to push the tank into the atmosphere and burn up. As a favor to KSP- and to give them practice- Orbital Dynamics agreed to rendezvous with the tank and photograph it to determine how well the structure faired during its years-long stay in orbit. While Frolie snapped pictures, Mabo expertly flew around the tank and Scott called out the ranges. After a while she let Scott handle the maneuvers to get some practice. “It looks like it’s held up pretty well,” Scott said after they had completed their survey and began slowly backing away. “Yeah,” Frolie agreed. “Too bad we can’t deorbit it. Kerbin orbit has accumulated a lot of spent stages and other space junk ever since the start of the Space Age. Many of them share a similar orbital plane to Starlab. Mulch, even the old Skybase hasn’t been deorbited yet... Sooner or later, all that junk is going to become a navigational hazard.” “Yeah,” Scott said absentmindedly. He kept gazing out the window. “Kerbin looks… fragile, from up here,” he said simply. For a short while, he forgot about his nausea. * On Flight Day 4, Scott nearly had his spacesickness under control- just in time for Skyranger to head home. As the Mk-33 automatically ran through its deorbit checklist, the CEO-astronaut thought about the future of his company. With both Drax Aerospace and Phoenix Aerospace handling resupply of Starlab, they had to look outside of KOTS to find work. But what would turn a profit? Specifically, was there a business in cleaning up low Kerbin orbit? He was not sure, but it was worth a look. He also thought about the Magellan and its ongoing mission in Minmus orbit. The Ministry of Space sent several expendable tankers into both Kerbin and Minmus orbit to refuel the ship, and he figured that it cost the mcKermans a large amount of Funds. Could Orbital Dynamics convince them (well, KSP, since they owned the Mϋnar Shuttle that the Ministry of Space was borrowing) to ship propellant into orbit aboard Skyranger instead of on expendable rockets? Again, Scott did not know. Unfortunately, he was out of time to brainstorm. Skyranger’s computer finished its checklist, and Mabo directed him to close the payload bay doors and plot the deorbit burn. A short time later, they were headed back home. As part of the Entry, Descent, and Landing procedures, Scott shifted the remaining propellant to the central tanks to balance the craft. With the vehicle reconfigured, they were ready to land. “Atmospheric entry in 3, 2, 1,” Mabo called out. Skyranger flew through its reentry corridor, keeping a 5-degree glide scope- a far cry from the 40-degree angle of the Shuttle. A few minutes later, the Mk-33 was passing through 1,100 m/sec and 16km above Welcome Back Island- right on target. At 10 kilometers altitude and 40 kilometers out from Welcome Back Airfield, Scott banked back towards the island and air-started the Panther jets. After cruising for a couple of minutes and flying over the shore of Welcome Back Island, Scott handed the controls back over to Mabo for the final approach and landing. She lined up with Runway 27 Left. “Gear down and locked,” she said. The Mk-33 touched down gently a few seconds later and rolled to a stop near Mission Control. “Wheels stop,” she called out triumphantly. “Welcome home, Skyranger,” Frobert Kerman, the voice of Mission Control, announced over the radio. “Well done!” “Much obliged,” Mabo responded. “It’s good to be back.” Once Welcome Tower cleared them to taxi, Scott nudged the throttles forward and made a u-turn to head back to Hangar 4- Skyranger’s home. Once parked, he and Mabo shutdown the engines and closed out the Mk-33, readying it for the ground crew. As they exited the vehicle and walked down the air stairs, they were greeted by a growing crowd- including veteran KSP astronauts Dudmon Kerman and Chief of The Astronaut Corps Valentina Kerman. They cheered and congratulated the flight crew for their groundbreaking flight. * As Scott exited the main building after the crew’s debriefing, he was met by a kerbal wearing a rodeo hat and sporting a VIP visitor’s pass along with his escort employee. “Hey, Scott, congratulations on your successful flight,” the visitor said with a drawl. “That’s quite a feat!” “Thanks,” Scott said warily. After several days in space, he was again feeling spacesick- on the ground- and had trouble walking. “Uh…” “Tito. Tito D. Kerman.” “Tito. Nice to meet you. I hate to be rude, but it’s been a long day…” “Say no more, Scott. But before you go, I want to hire your company.” Scott looked both confused and surprised. “Uh, hire us? You want something flown into orbit?” “Yeah,” Tito said excitedly. “Me.”- 94 replies
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Thank you, that helps. I'll go digging and see what I find.
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I remember the cross-over event between the two, it was loads of fun. I still have the screens that I made for Kuzzter's comics, and Kuzzter Instruments is a powerhouse in my mods that makes a bunch of computer gear...
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