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Everything posted by Angelo Kerman
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I finished up the S.L.O.T.H. rover parts: Next is the cargo palette, then the SLOTH mini-mod will be done.
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I finished modeling the S.L.O.T.H. rover body and put it into the game: As with the NASA Tri-ATHLETE system, a pair of S.L.O.T.H. robots work together to lift the payload off its lander and transport it around. I just need to finish the rover body and then decide if I need to make a cargo palette or not..
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Awesome, thanks for pointing that out. See if Snacks 1.20.2 fixes the issue...
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Tutorial for making new resources to track is now live. @klyith It looks like if you close and reopen the Part Action Window, the correct resources are displayed. Meantime I can see if I can get the display to update properly while the PAW is open. Here is the 1.20.1 update to support the tutorial.
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@DMagic I see that you updated SCANsat to work with the Breaking Ground surface features, thank you! Do I understand correctly that ROCs will appear on the orbital scanner, or just on the BTDT? Are they flagged as anomalies? If not, thinking ahead a bit on a project that I have in mind, could there be a way to tell SCANSat to flag specific ROC types as anomalies on the map?
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You're welcome! I tried to make it as comprehensive as possible for people to write their own processors and events.
- 933 replies
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Yup! You could even emulate @Kuzzter‘s “Hydrazine” in Snacks, with the potential to pass out each time you consume the beverage. If desired, you could have no penalty for running out except maybe more Stress, and with the possibility of passing out, you could also reduce Stress... Something like: Drink a unit of Hydrazine, no penalties for running out. Precondition: Stress > 10. Precondition: random chance. Event: successful consumption of Hydrazine reduces Stress. Event: successful consumption of Hydrazine has a chance of the kerbal passing out. SnacksConverter converts MonoPropellant into Hydrazine. The above will first check to see if the kerbal has some Stress, then check a random number to see if the kerbal consumes Hydrazine. If so, the events will reduce Stress, and then have a possibility of the kerbal passing out. Homework: figure out how to edit config files to do that. I might also use Hydrazine as a tutorial...
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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
Depends on which pipeline model is attached to your base. The new design has an octagonal concrete base and connector ports while the older model, which is in the deprecated folder, uses KAS to attach to your base.- 3,523 replies
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- geoscience
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You can definitely add Water if desired. Just use Air as a template. You can’t replace Snacks though, that is integral to the mod for obvious reasons. At most you could remove the vessel and Eva resource definitions for Snacks to stop the plugin from adding snacks to vessels and crew, then define your own resources to consume and the outcomes to apply when said resources are depleted.
- 933 replies
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Buffalo ballast tanks are designed to lose buoyancy as they gain IntakeLqd, but if you use a lot of stock parts then you could still stay afloat. Effectively, the ballast tanks cheat and reduce buoyancy on the part as their tanks fill to capacity, but I don’t have the same ability for any generic part from any mod. That said, the reference Guppy design works just fine. What you could do is create a ModuleManager config to add WBIOmniStorage to stock tanks so that they can take hold IntakeLqd, and then attach the Ballast Vent part to that tank. It would then work like the dedicated ballast tanks in the Buffalo form factor. OmniStorage needs to know how many liters of storage space it can use; for stock fuel tanks, one unit of resource equals five liters. I am at work so I don’t have the specifics but something like this: https://github.com/Angel-125/WildBlueTools/blob/master/GameData/WildBlueIndustries/000WildBlueTools/Templates/ClassicStock/Storage/OmniStorage.cfg
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No incompatibility that I know of. I also made sure to not run Snacks processes constantly, and use techniques that don’t tie up the UI, so not sure why you see a slowdown.
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Your PC may slow down when you open the Snacks window as it needs to do some calculations for the display.
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I got my NASA Tri-ATHLETE inspired rover’s wheel done: I still need to make the rover body and a couple of other parts, so the I-beam is standing in for now.
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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
Hm, your templates are giving you index out of range errors. Are you using CRP play mode? Or Classic Stock play mode?- 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
I appreciate the sleuthing, thank you. Not sure what is causing your issue though.- 3,523 replies
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I was thinking the other day about Bill hopping a ride with the aliens some time ago... was he a groupie? A secret agent? A Hitchhiker with a guide to the galaxy?
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- fan fiction
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I make some robot leg parts: First time for me playing with stock part variants (I've had my own system in Wild Blue Tools for years, but these parts aren't designed to use it). These parts are based on this:
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I built and rigged my Tracking Servo, a part that I was hoping @SQUAD would have an equivalent of in the BG expansion: I already have a tracking controller in Kerbal Actuators, but it needs to be slightly adapted to support the DLC servo. Tracking Servo by @Kuzzter Industries...
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I've been doing some work with my Kerbal Actuators mod and creating servo parts out of my single-part Mk1 Station arm: I added a "snapshot" plugin helper to the KAL-1000 so that I can move the arm's servos around via axis/action group, then "play" the snapshot to return the arm to its stored position. It works great, except that the servo joints are very bendy and I haven't figured out why. I've copied the config nodes from the small servo motor but I'm quite new to the Breaking Ground robotics, so I don't know how or even if I can tighten up the joints. Any ideas?
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- surface features
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Today I made new servo parts out of my existing Mk 1 Station Arm to leverage the new DLC:
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Right now that's a known issue of background processing, possibly the SnacksProcessor running in the foreground too.
- 933 replies
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If you're using Classic Stock Resources, then I think all you need to do is edit the DSEV/Templates/ClassicStock/MM_Snacks.cfg file, find the patch for the mini cupola, and add ":NEEDS[SnacksStress]" without the quotes so the config node starts with: @PART[wbiMiniCupola]:NEEDS[SnacksStress] I should have a patch later this morning.