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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
How much Graviolium is in the asteroid? -
Thanks for the bug fixes!
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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 button to "Setup Distribution" that will let you distribute resources.- 3,523 replies
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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
Try downloading Buffalo from CKAN directly. Not at this time, no. But in general: You need Equipment to assemble the modules, and you need an Engineer. If you don't want either requirement you can turn them off in the Game Difficulty menu. The Manage Operations button lets you change the configurations of various modules. It will tell you what the Equipment requirements are. Pathfinder was designed for KIS, and has some support for stock EVA construction, but definitely use KIS. It supports CRP as well as Classic Stock Resources. A few pages back there are procedures for how to switch modes.- 3,523 replies
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And the Hypernova lasers: But don't take my word for it... DSEV 3.8.0: DSEV Restocked is now available New Part - Rotating Hub: Available if Breaking Ground is installed, this hub has a section that rotates. Changes - Retextured nearly all the parts in order to better match the Restock art color palette and style. - Added stock inventory support for the K2 cargo parts and the ED-3 Cargo Drone. - Hex trusses, ED-3 Cargo Drone, and K2 cargo parts now use Omni Storage. - Added emissive effects to the WB-6 "Viper" Nuclear Aerospike. - Added Waterfall support to the Viper, ArcJet, Trinity, Supernova, and Hypernova. - Removed reference designs. - Fixed emissive effects on the Trinity. - Fixed Dual-Axis Solar Array's inability to generate electric charge in some orientations.
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Hypernova - Cruise Mode and Torch Mode: Supernova - Cruise Mode and Torch Mode: Pre-flight of next DSEV release tomorrow!
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The KerbalSpaceProgram folder has a file called KSP.log. That is the log file that modders are looking for. It's best to not paste the contents of the file into a forum post since the file tends to be quite large. Instead, upload the file to a service like DropBox, and post a link to that file.
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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
In Career mode, they have a chance to randomly unlock a tech tree node. -
Snacks 1.26.0 is now available: Changes - If a kerbal on EVA consumes a resource and it dips below minimum safe levels, then the player will receive a warning message. - In Debug mode, the Snack Time button will become available in the Snacks flight app window. - Fixed Snacks App Window not updating resource values properly after snack time. - Fixed NRE generated when opening the Snacks window and there is a kerbal on EVA. - Fixed issue where EVA resources were consumed when the jetpack is used. NOTE: Use the in-flight Snacks window to see the EVA kerbal's resources, they're no longer visible in the Resources window due to the stock EVA resource consumption bug. - Fixed crash issue that occurs when placing parts with crew capacity in symmetry. - Fixed issue in Snacks App Window where kerbals on EVA would display their crew count.
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I think I finally hit on how to make this work: Each astronaut already has astronaut data associated with it, and it's pretty robust. I'm testing out a way to add resources to that data. When a kerbal goes EVA, those resources are replenished as they are now. I'll also have a resource helper that will display the current/max amounts in the part action window. Essentially, this setup avoids the stock resource display/burn bug and moves the output to the PAW. If it turns out that Squad fixes the eva resource display/usage bug, then I can undo the changes.
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Maybe. The Shuttle EMU had support for 8 hours with a 30 min backup. To me, that says "timer" for the resource. So I could have a part module or setting somewhere that defines how long an EVA resource lasts. I already have SNACKS_EVA_RESOURCE { resourceName = FreshAir amount = 1.0 maxAmount = 1.0 } That node tells Snacks what resource to include and how much to include when a kerbal goes on EVA. I could also specify something like "consumptionTime" and a value like 8.5, to let Snacks know how long the resource lasts. So I could see: - A resource like Snacks is consumed when the kerbal returns to the vessel depending upon how many snack cycles he/she missed, if any. - A resource like Fresh Air is consumed on a timer, with the potential to delay or reset that timer if the kerbal has something like an air cylinder cargo part that provides extra air.
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Exactly. I can see a kerbal go outside for several hours, then come back inside and grab a meal or three. For Fresh Air, I'm not quite sure how to handle that, other than the timer. Updating a cargo part's resources is relatively straightforward when the kerbal is in scene and running around. It gets harder when you're focused on, say, a vessel around Duna, and your kerbal is in Kerbin orbit. I can consume resources but I need helpers to update the cargo part. I do have a prototype working for that, but I've also realized that players aren't going to be frequently checking their inventory to see how much of a resource they have left. So I think the timer is the way to go.
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I haven't seen that issue. But there are other mods out there. Have fun. In addition to this fix, I'm zeroing in on what to do with EVA resources. In my testing, one thing I've noticed is that despite setting Snacks and Fresh Air to specific values, the game treats them as if they had the same amounts as the EVA Propellant- and reduces them all when the jetpack fires. I've been trying various approaches including a dedicated Snack Pack cargo part that holds the resources, with varying success. This morning, I also realized that most of the time, a kerbal steps out for just a few minutes, does something, and then goes back inside. As a result, it's not often when they will consume life support resources while on EVA. That got me thinking- do we really need them to have EVA resources on their person? Given the above use case, if we just assume that a spacesuit has about a day of life support, all I really need to do is keep track of when the left their vessel, and how long they've been outside. If you leave them outside for more than a day, then you'll have problems. But if not, and you just go outside for an hour or two, then the kerbal can consume some "reserved" resources or some such when he/she goes back inside. I think that would simply things and get around the KSP bug.
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Thanks for the detailed bug report, I was able to reproduce the issue and fix it. I should have a new update this weekend.
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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
Are you using stock aero? Be sure to 1) move your fuel load aft and 2) engage the RCS thrusters. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Nope, you don't. But you do need the BARIS bridge.- 3,523 replies
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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's FTL travel is fictional, but in reality we might be one step closer: https://www.uni-goettingen.de/en/3240.html?id=6192 -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That's already built-in There is a sound that plays when you cross the light barrier that's actually from the Shuttle's double sonic boom. -
It's not quite the same. More like, you have an inventory slot for your EVA jetpack, parachute, and soon, a snack pack.
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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
Yup, there is a setting in the warp engine parts. Look for minOrbitalRadius in the part’s WBIWarpEngine. Way cool! For the engine, Kerbal Flying Saucers has one... -
Since I'm almost done with DSEV Restocked, I'm looking at how to fix the EVA resource problem. As I mentioned before, I want to build a new cargo part that kerbals can take with them on EVA. Think of a lunchbox: but with something more kerbal related like @JustJim's Saga of Emiko Station:
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