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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
Actually, Waterfall now has distortion effects. I was going to investigate using that on the warp field. -
Snacks 1.27 is now available: - Added the ability to store the SOCS Oxium Candle as a cargo part. - SNACKS_PART_RESOURCE now supports unitsPerDay and daysLifeSupport. They specify the number of units per day that is consumed (per kerbal), and the number of days of life support to add to the part, respectively. If they're specified, then amount and maxAmount are ignored. - Fixed missing resource infos in the editor's part info window.
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Sure thing, great idea. Thanks for the suggestion! Sandcastle 0.2 is now available: Changes - Implemented WBICargoRecycler. It lets you recycle parts from your inventory back into resources and (if enabled) other components that were required during construction. You don't get the full amount of resources back during recycling, but you will get all your components back. - You can now whitelist a 3D printer's part categories and individual parts if desired. Simply specify a CATEGORY_WHITELIST and/or PARTS_WHITELIST node, respectively. Check out the Patches/StockParts.cfg for details. You can specify both a category whitelist and a parts whitelist, or just a category whitelist, or just a parts whitelist. For the Sandcastle parts they won't use these nodes but other parts will be able to make use of them.
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Kerbal Flying Saucers 0.4.11 is now available: Changes - Gravitic engines no longer set the throttle when hover mode is active, but resources are still consumed. - Lowered the unit cost of Graviolium. - Added stock inventory support to storage sections. - Graviolium is no longer produced in the Refinery (which was available at the Space Center). - Graviolium is no longer removed when you launch a vessel. - With Blueshift installed, parts with Graviolium storage will be able to add the resource in the editor when the resource tweak button is enabled. - Fixed issue where gravitic engines without a rotating gravity ring would disable Crazy Mode. - Fixed issue where Graviolium never appears in asteroids.
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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! I have another update to do for @JadeOfMaar's Impulse Party, but I wanted to get this fix out ASAP to unblock people looking for Graviolium in asteroids and comets. Expect another update sometime next week. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 1.3.6 is now available: NOTE: Be sure to delete your Module Manager cache before applying this update. NOTE: After this update, be sure to scout new asteroids for Graviolium; existing asteroids might not have any. - Adjusted Module Manager patches for adding Graviolium to asteroids and comets; in some circumstances the patches wouldn't be applied. - Added new Asteroid & Comet Scanner to the stock surface scanner. This new UI will let you know what resources the asteroid or comet has. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift uses custom meshes for the warp field effects and a custom controller. For the other mod you'd probably want to start over with the effects. In the meantime, I'm investigating the missing graviolium issue and am finding that in some circumstances the patches aren't applied. I'm currently testing some solutions. Additionally, I'm adding a new feature to the stock surface scanner that will display the contents of an asteroid and/or comet: -
No, this is designed to work with stock EVA construction. My older Pathfinder mod is designed for KIS. Technically you could add KIS support but it won't have KIS inventory out of the box. So long as the parts had a dirt texture and a mesh to go with it, it would be possible. Meanwhile, I'm testing the new cargo recycler:
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Snacks 1.26.1 is now available: - Fixed issue where the PAW would flicker whenever adjusting settings on another part. - Fixed issue where players could not copy parts with Snacks resources in them.
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[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
As the picture says, yes. -
[Min KSP 1.11] Mk-33: X-33-inspired parts for KSP!
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Mk-33 is calibrated for JNSQ and carrying two large ore cans full of Ore into orbit. If you are flying stock scale. Check out the Pro Tips secion of the OP: Are you using stock scale? -
JNSQ: Commercial Space Ventures - Epilogue
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mission Reports
Chapter 6 “LDV-5 is cleared to launch,” the voice of Flight Control called out over the radio. The fifth Laythe Development Vehicle stood on Launchpad A at Kerman Space Center and was the Ministry of Space’s major contribution to Project Laythe. LDV-5 was the first LDV built to fully test the Laythe Ascent/Descent Vehicle design. For this test, the vehicle had a special Boost Stage to get the vehicle up to the desired altitude and speed. To be successful, LDV-5 had to decouple the Boost Stage and land- fully fueled- at the landing zone. The vehicle had mass simulators in place of actual cryogenic propellant for this test. LDV-5 lifted off successfully and decoupled its Boost Stage, but it veered off course with no hope of reaching the landing zone. Worse, the lander could not lift its nose for gliding. As LDV-5 hurled towards the ground, flight controllers anxiously waited for the parachutes to deploy. Just as they resigned to watch it crash and explode, LDV-5’s chutes deployed, and the vehicle crushed its landing gear as it landed at 12.2 meters per second. With LDV-5 written off for scrap, engineers modified LDV-6 with new wings, an additional set of landing legs, two new sets of drag chutes and 8 new main chutes. Then they tried another launch. LDV-6 lifted off without incident, but when it arched over, the Boost Stage exploded! Flight Control reacted quickly, leveling off the craft as best as possible before it too nosed over. As they frantically deployed the parachutes, LDV-6 flipped tail first and landed hard like its precedessor. Their next attempt needed a lot more work. * “Mϋnraker 1, launch,” Alan Kerman, the voice of Drax Mission Control, stated simply. Aboard the Shuttle, a crew of seven, including two Drax Aerospace shuttle pilots along with Jeb, Bill, Malus, and Seanner and Sammal mcKerman two veteran scientists from the McKerman Ministry of Space, lifted off from Pad B for their flight into space. Jeb did not like being a passenger, especially on the maiden spaceflight of a Shuttle, but he had no choice since Drax Aerospace owned the vehicle and had complete control over the flight crew. It did not help that ship needed a software patch just two days ago… With its upgraded solid rocket boosters, Mϋnraker 1 had no trouble lifting off the pad and slamming Jeb into his seat. He tried to quell his nervousness by mentally reviewing the new ship’s specs. Its "wet-wing" tanks held fuel for the jet engines for the inevitable time when the Drax flight crew missed the entry corridor. Its 5-segment SRBs and super-lightweight external tank- developed during SLS- enabled the Block 2 Shuttle to loft 17 tonnes into orbit. And from what he heard, Drax had ambitions to make five more Mϋnraker shuttles, though he could not figure out why since they had the new cargo rockets, and four of the original Shuttles was more than enough during the SLS days. A minute and eighteen seconds later, the upgraded solid rocket boosters dropped away. Jeb breathed a sigh of relief. As a pilot, he did not have time to fear the things, but as a passenger, he could not help but feel anxious as they thundered and burned. Five and a half minutes later, the former OV-205- cancelled before completion- achieved a 173km by 192km orbit. They even had an impressive 406 meters per second of delta in the tank thanks to the design changes. Jeb held is tongue as the flight crew let the orbiter tumble for a bit until they finally activated the digital autopilot and oriented the craft prograde. At least they got the ship upright in time to jettison the external tank. He remembered back on the very first SLS flight- the one which he commanded- the external tank dropped away and remained in orbit. It took Bill working with the Drax engineers to create a de-orbit kit to ensure that the tank re-entered the atmosphere and burned up. At least Drax kept the kit for the Block 2 Shuttle, and it performed flawlessly. Ten hours later, Mϋnraker 1 approached Starlab, "the space station that I helped create", Jeb had to point out. "This is my sixth Expedition," he added. Nobody was impressed. Jeb watched painfully silent as Mϋnraker 1’s pilots wrestled the orbiter to the station’s primary Shuttle docking port. He breathed another sigh of relief when the two spacecraft finally connected. After the official handoff of the station, Jeb took his place in the cupola while Bill headed for the airlock and Malus and his scientists took over in the lab. The shuttle flight crew deployed their manipulator arm to grab the craft’s primary payload, but when they unlatched it, the arm failed to grab the payload’s grapple fixture! Bill scoffed at the flight crew’s embarrassment, quickly exited the airlock, and boarded the station’s Kerbal Maneuvering Unit. He remembered a similar problem on SLS-4, when the remote manipulator failed to latch onto the logistics module that they needed to dock with Skybase. As he did with the logistics module ten years ago, Bill chased down the wayward module and expertly docked it to Starlab. With the new module attached, Bill had the Shuttle crew unlatch the Pressurized Mating Adapter, and he quickly plucked it out of the payload bay. A short flight later, he had the PMA attached to the Pier module’s zenith port. With its primary objective complete, Mϋnraker 1 departed Starlab an hour later, wobbling off the docking port. Jeb cringed and shook his head as the orbiter backed away awkwardly, and he wrote the results down in his flight log. If Drax is going to supply their own flight crews, those youngsters have to do a much better job, he wrote in his notes. The de-orbit and reentry went ok, except that Mϋnraker 1 completely missed the KSC entry corridor, and the pilots’ frantic efforts to slow down left them over the water and well short of land. Fortunately, the jet engines that were originally intended just for the first few SLS test flights but kept throughout the entire program proved their worth once again. The orbiter made an emergency landing at Welcome Back Island, a feat that was always an option during SLS but never used. After a brief stopover and refueling, Mϋnraker 1 taxied to Runway 090, lifted off, and flew back to Kerman Space Center. The first commercial Shuttle mission came to an ignominious end. * Just before dawn, Drakken 28 lifted off from the Darude Launch Complex, carrying Hanse vonKerman (PLT), Sarah vonKerman (SCI) and Jebman Kerman (ENG). It was the first time that a Kerman rode in a vonKerman spacecraft. After a nominal launch into orbit and a six-hour flight, Drakken 28 rendezvoused with Starlab! Until now, no vonKerman spacecraft had ever visited the orbiting station. Drakken 28 approached the Pressurized Mating Adapter delivered by Mϋnraker 1 and docked without issues. Hanse, Sarah, and Jebman met up with Jebediah in the station’s Tranquility Habitat Module and exchanged pleasantries. Jeb barely contained his distrust of the vonKermans, but at least he kept things professional. After exhausting all their topics of conversation, Sarah got to work in Starlab and met with the research team while Jebman and Hanse made their way over to the prototype Cryo Module that Mϋnraker 1 delivered. They spent several hours checking and re-checking the module before the two settled into their assigned pods. “See you in a year,” Jebman said as his pod closed and activated. Minutes later, his body was frozen solid moments after Hanse vonKerman had a similar experience. * LDV-7 lifted off Pad A and detached its Boost Stage after its propellant ran out. Its large, redesigned wings were set well forward of its predecessors to generate lift. At last, the craft’s nose pitched up and it began to fly! LDV-7 glided towards the landing zone, pitched up, and deployed its chutes. Though it missed the landing zone, LDV-7 did manage to set down on one of the taxiways- and lost the lower-left quad of landing gear. With LDV-7’s survival, Arrow Space, the prime contractor, repaired the legs and modified the craft with even more chutes to survive Laythe’s thinner atmosphere. They also planned to extend the landing struts to double as emergency landing gear. Arrow’s engineers figured that the mission engineers would need to remove all the used chutes- and possibly the wings- to reach orbit after landing. After making the repairs and modifications, LDV-7 again sat on Pad A- this time on its own legs and with a full propellant load. For this test, the craft had to launch into sub orbit and test its thermal protection system. It launched to a height of 104km before burning out its propellant. After biting through the atmosphere, it made a turn for Desert Isle, a small island east of Welcome Back Island. Flight Control did not expect to land LDV-7 on the island, but devoid of propellants, it did splashdown safely offshore. * Designed and used since the early days of the Space Race, the venerable Drakken spacecraft was showing its age. Only capable of flying a crew of 3 and requiring a fleet of rescue and retrieval vehicles in an age where reusable shuttles reigned supreme brought criticism to the vonKermans. Critics both in and out of the vonKerman Republic claimed that their spacecraft were old and obsolete and making the country look bad. But with their limited budget and a desire to keep crew and cargo launches separate, they never had the means or desire to develop their own reusable spaceplane. Until now. Perched atop a fresh Fleigenross (“Flying Steed”) second stage that was about to be boosted by a veteran first stage and well used boosters, the vonKermans’ new Kallisto space plane was ready to fly. At about the size of the K-24 Kerbal Return Vehicle, Kallisto was far smaller than the Shuttle Launch System orbiter. And while it lacked the cargo capacity of the Kerman States’ craft, it had the same crew capacity. On this flight, however, Kallisto carried no crew. The Fleigenross easily lifted off the pad and quickly built speed. A couple of minutes later, the spent boosters rocket away as they have done many times before and parachuted to a safe landing. Several minutes after that, the core stage dropped away and began its preparations for landing. Finally, the upper stage completed its 147.07 km by 152.17 km parking orbit with 1,243 m/sec of delta-v remaining. It seemed like overkill, but the vonKermans wanted the ability to match planes with either Drakken Palast or the Kerman States’ Starlab at any point in their orbits. The upper stage then performed the plane change maneuver for Drakken Palast before separating from the small orbiter and performing its deorbit burn. A day later, Kallisto made its rendezvous burns and docked with Drakken Palast. Rudolf vonKerman, the current station commander, took a tour of Kallisto and perform system checks before re-sealing the inner hatches. A week later, Kallisto concluded its Orbital Soak Test and departed Drakken Palast. Still flying on automatic, the orbiter lined up with Darude Launch Complex and lit its orbital maneuvering engine. It completely missed the entry corridor, going subsonic a good 247km away from Darude. Calculations showed that the orbiter lacked sufficient range to reach the launch complex, so Kallisto flew as close as she could before making an emergency landing in the arid lowlands. An old vonKerman Air Force tanker flew out to Kallisto not long after, landed, and refueled the space plane. Afterwards, with the orbiter’s autopilot re-engaged, Kallisto lifted off of the desert floor and flew the remaining distance to the space center, bouncing on landing but finally settling down safely and rolling to a stop. Once they perfected their landing techniques, the Drakken spacecraft would at last be retired.- 94 replies
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If you mean have the ability to do construction without kerbals, no. Stock EVA Construction is built around kerbals doing the construction. At present there is no way to get around that unless Squad changes something under the hood. But that's where @taniwha's Extraplanetary Launchpads comes in. With EL, you can design your base in the VAB/SPH, then send a printing robot out to the site and print the base. I have some ideas on how kerbals and robots can work together to build bases in situ, but I have a few things to work out first. Meanwhile, my time is split between Sandcastle and one other mod, so it may be a bit before a trove of parts appear. But next up will be a cargo part recycler so you can clean up your inventories.
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Latest Release Source 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 Bill watched the printer impatiently as it used additive manufacturing to produce the new component. As anxious as he was, he was grateful for the new technology- in years past, they had to carry every conceivable item for every possible contingency. Now they just had to bring along a 3D Printer like the Sandcastle and a stock supply of ore. With the right plans, they could print just about anything that could fit in the printer. The print head stopped at last, and the engineer pulled the component out of the print chamber. He checked it over and was satisfied with the result. "Here you go, Gilford," Bill said. "Take this repair kit and go fix the solar array. You broke it, you fix it." Sandcastle is inspired by NASA's 3D Printed Habitat Challenge as well as NASA's In Space Manufacturing experiments ongoing at the International Space Station. It enables you to 3D print parts compatible with the stock EVA Constructions system using no fancy resources except for stock ore, and entire vessels if you have Extraplanetary Launchpads installed. Best yet, you can print up parts and vessels without the need for kerbals! Features include: Print parts in 3D printers compatible with the stock EVA Construction system. Build bases through EVA Construction, with additional support for @taniwha's Extraplanetary Launchpads. No complicated resource chains- uses stock Ore as the building material, but Sandcastle can easily support other mods via Module Manager patches. And if desired, the parts you print can require other parts as prerequisites! Restock-alike texturing. Read more about how complicated you can make Sandcastle's production chains A couple of pics: Recommended Mods
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I finished my first feature for Sandcastle. You can check it out here. Sandcastle is an idea that I've had for awhile now, but there will be more to it than just a 3D printer for stock parts.
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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
There should be a "parking brake" button on the Constoga's part action window. That should prevent it from moving around. Unfortunately KSP has some slippery ground now...- 3,523 replies
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It depends upon the feature. If it had a graphical representation of a solar storm in the map view, that would take longer than some type of plugin that just randomly generates some numbers and text. It also depends upon whether it uses an existing system like Snacks's events, or is standalone.
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Funny enough, solar storms was one of the things I considered when I made Snacks' event system. It could technically be done in an abstracted way. Some random number generator rolls up a storm, vessels in flight could get a warning, and you'd have some time to move kerbals to a storm shelter. Those that aren't moved when the storm hits (a separate event) take on a lot more Stress.
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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
You're not guaranteed to find Graviolium in an asteroid. If the stock surface scanner reads 0 Graviolium, then it means that the asteroid has none. You'll need to find another asteroid at that point.