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Everything posted by Angelo Kerman
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@MOARdV I am currently converting my old DSEV ASET RPM IVAs over to MAS 1.2.2 on KSP 1.11.1, and have run into an issue: I have the flight computer added to the part config, and this is happening during game startup. Has anybody else seen this? To convert my IVAs, I've been doing a 1 for 1 swap of the RPM prop to MAS prop. I wonder if that's causing problems.
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Show and Tell - New engine exhaust effects
Angelo Kerman replied to StarSlay3r's topic in Show and Tell
That purple pink exhaust looks like methane. Love the effects, reminds me of Nertea’s Waterfall!- 77 replies
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From the OP of the Blueshift thread
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Retexturing efforts continue, here are the restocked DSEV hex truss and saddle truss parts: The next update will convert the fuel tank options over to omni-storage. They'll be able to hold just about any resource that way. The K2 storage parts will also support stock inventory. Existing parts will be deprecated so that craft don't break. Once again, this isn't a redo of DSEV, it's just a texture update so that they look better when combined with Restock parts.
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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
Is that your first discovered gate? You need 2 or more. -
totm april 2021 [WIP][1.11.1+] KHSK - Kerbal Heavy Exoskeleton Kit
Angelo Kerman replied to Issac's topic in KSP1 Mod Development
From the sound of it @Issac is doing something similar to KIS, which attaches the mesh to the bones in the kerbal. The backpack and parachute and new experiment/equipment pack are built into the kerbal mesh directly.- 27 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 1.3.5 is now available: Changes - Added Max Warp Speed display field to the warp engine PAW. It is available both in flight and in the editor. - Added Effective Warp Capacity field to the warp engine PAW. It is available in the editor. - Added new FTL Check field to the warp engine PAW. It is available both in flight and in the editor. It will let you know if the warp engine lacks sufficient effective warp capacity to achieve FTL. - Removed vessel size restriction on jumpgates; the stock vessel size calculations are too inaccurate. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
No ETA. I have other projects that need my attention. Yes. Ships should be no wider or taller than 24 meters. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Next update I'll add a max warp readout. One already exists, but it is lumped in with a bunch of debug data. you can set debugMode = true in WBIWarpEngine as a temporary workaround. -
totm april 2021 [WIP][1.11.1+] KHSK - Kerbal Heavy Exoskeleton Kit
Angelo Kerman replied to Issac's topic in KSP1 Mod Development
This is a fantastic idea! Great job!- 27 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
Yes. Simply right-click on the control segment (it has a bunch of alien symbols on it), then press the "Select Destination" button. If you built and/or discovered only two gates, then the portal should already be open and you can just fly through. Otherwise, you'll need to build and/or discover three or more gates in order to select a destination. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for the feedback, here is the fixed version that works with Community Tech Tree . Glad you're enjoying the mod. As for the lag, I haven't seen that unless I install Galaxies Unbound- in its defense, the mod has many planets and stars to explore... -
With Blueshift in a good place, I'm starting to make some texture updates for DSEV. The goal is to not redo the mod, just update a few textures here and there to make them closer to Restock. Here's a preview:
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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 1.3.1 is now available: NOTE: After installing this update: 1. Disable space anomalies from the Game Difficulty menu. Be sure to apply the changes. 2. Exit the game back to the main menu. 3. Re-load your save. 4. Re-enable space anomalies and/or jumpgates. Changes - Fixed issue where jumpgate anomalies would continually spawn at the last planet in the star system. - Fixed issue where newly created anomalies were immediately cleaned up. - Fixed issue where expired anomalies weren't being cleaned up properly. - Fixed issue where jumpgate anomalies would spawn even when the option to do so was turned off. I think Blueshift is in pretty good shape at this point. As I mentioned, I'm holding off from creating jump engine parts until I know how well the existing parts are working. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks for the info! I am testing a fix and should have it ready later today. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Egads! It sounds like there is a problem with the spawn rate. For now you can disable space anomalies from the Game Difficulty menu and they should be cleared up. So we have OPM and JNSQ. What other planet packs are experiencing this?