Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. That's normal. Most IVAs have unused or negative space. You won't see that once the IVA mask is done. That's the last step.
  2. Doesn't look like much of a difference, but I've unwrapped everything and updated the galaxy map: I just have to add some light strips and then I can finally start painting the interior.
  3. No worries, it’s something that I can revisit when I have more time. Right now my focus is on finishing the unwrap of the cockpit so I can texture it. If that gets done this weekend then I get to move onto the ship’s landing gear.
  4. My ideal would be to display the current planet and moons, or current solar body and planets in the holo display. That would be a major undertaking though. So for now a generic galaxy map will have to suffice. And yep, I plan to port KFS and Blueshift over to KSP 2...
  5. AirPark has always been problematic. I find, for instance, that parking over water will result in explosions when you reload the vessel. Over land I had to set the parking brake, F5, then F9 to get it set up properly. I don’t recall if there were issues with other vessels in the 200m range once I did that. @Violet_Wyvern love the airship!
  6. Thanks! I'm definitely looking forward to seeing the interior finished and doing more than just test flights. My plan is to have it ready in time for KSP 1.8. I'd be delighted to have the landing gear designed and built by then too- I'm debating something that radially attaches and sticks out of the bottom versus a design that is "grown" from nano-metals stored in an inner section. The latter would provide space for an IVA so the kerbal would walk up the ramp in the landing gear. You'd sacrifice some storage space in the inner section, but there's a lot of space in there...
  7. Today I finished up the modeling of my mothership's cockpit and did an in-game IVA test: Next up is painting and lighting the interior..
  8. In-game test of the IVA's seating: Helm: Captain's chair: Captain's ready room: Briefing room: Galaxy map: There's a lot more to do, but the seating arrangements are done. Off to the races...
  9. @theonegalen I would suggest not using any of the Snacks addons (Stress, Air, etc) If you have Kerbal Health installed. KH handles equivalent concepts and more; the radiation system in KH is quite nice (unless you’re a kerbal) for instance, and not something that Snacks will have. If you’re looking for an all-in-one solution, maybe go the other way and define some life support resources and events for Kerbal Health.
  10. Deploying the Castillo parts in orbit is something intended, but the current plugin design isn’t allowing for it. When 1.8 hits I’ll address that. For OSE Workshop, the workaround fixes should be enough for now; also planning to wait until 1.8 is released before updating a few things. My modding time is very limited right now so I’m trying to make efficient use of my time..
  11. See if Snacks 1.23.2 clears up the issues: - Reduced timewarp ElectricCharge cap to 3x. - New game settings: you can turn on/off ElectricCharge consumption for Snacks converters during background processing. Default is ON.
  12. That’s a nice way to moor the airship! It would be neat to see a dedicated mooring mast, but I don’t know how you’d bolt such a thing to the ground.. In the absence of KIS, it could have a small docking port as well. To engineer: You had ONE job!...
  13. There should be a restock whitelist in the latest Snacks to fix the issue. It prevents Restock from removing the stock monopropellant tank model that’s used by the Snacks radial snack tin. I don’t have the specifics offhand, but check the folders in Snacks.
  14. Do you have Restock installed? That might work. I still have to fix the issue for craft currently loaded. I can try reducing the timewarp cap to 10x and see if that helps.
  15. That’s actually Robbie the robot from Forbidden Planet. The one from Lost In Space looks like this: https://images.app.goo.gl/F5KhUi4Aeo99AgmK7
  16. I pinged JewelShien, who is maintaining Hooligan Labs. Hopefully I won’t need the backup. Me too! Without Hooligan Labs, the Heisenberg would literally not fly.
  17. Still doable. I built a ballast system into Wild Blue Tools that cheats and changes part buoyancy as the part takes on ballast. Works like a charm. @JewelShisen Are you planning to update Hooligan Labs after KSP 1.8 is released? Apparently there is a Unity version update in the next KSP, and it might require a recompile of the plugin.
  18. As mentioned the elevator is an animation so it won’t move parts attached to it. Hard to believe that I released the Heisenberg almost three years ago! I’ve learned a lot since then. Were I to do things differently, I’d add more airship hull parts to make different designs with, and redo the Bison parts. Unfortunately time is extremely limited these days. Anyway, KSP 1.8 is on its way, and that means many plugins will break. In the event that Hooligan Labs breaks and isn’t updated (it is ARR so I can’t update it), I do have a backup plan in the works.
  19. I don’t know if dynamic battery storage works in the background. Recently I did two things to help get around the KSP converter timewarp issue. First, I capped resource consumption at the 100x mark, so timewarp past 100x would be treated as 100x. Second, I capped electric charge use to the recycler’s base usage plus crew capacity, so it won’t be consumed faster for more experienced crew members. For the issue with OmniConverter and Air recycling, I should have a fix later this week.
  20. Ah, that arm looks to be from Kerbal Actuators. I recently made a version that is based on the Breaking Ground robotics. I like the space station Independence!
  21. Thanks! It’s definitely getting there. I need to add railings and then drop it into the game to test the seating arrangements. Then I get to prep the model for texturing. Since my free time continues to be limited, the bulk of that work will happen next weekend. I still want to finish the mothership by end of the year... The cockpit is definitely one of the difficult IVAs, but some of the others should be easier. I already have the props for the disco bar made, for instance.
  22. Thanks! Star Trek is certainly one of the influences, the other being Mass Effect (Graviolium is my analog to Eezo..) Quick update today, but here's another influence from Mass Effect: Seat count is now up to 19! I don't expect every seat to be filled; I'm planning on a seat swap utility so you can move your kerbals around for story purposes..
×
×
  • Create New...