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Everything posted by Angelo Kerman
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Coming real soon... Next update is a bit more than just bug fixes BARIS 1.9.0 is now available: BE SURE TO REPLACE EXISTING BARIS BRIDGE TOO! New Part Capability - Launch Clamp: The stock Launch Clamp now contains a test stand. If you enable the test stand and then manipulate your vessel via the Part Action Windows or action buttons, and a part fails, then there's a chance that the part's quality will improve. The higher the part's quality, the less likely that it'll experience a part failure, and the less likely that it has a chance to improve. There's also a chance that the vessel will explode when performing tests... and the chance goes up each time that a part fails... Bug fixes & enhancements - If Snacks is installed and Stress is enabled, part failures and staging failures will cause Stress! - Seconds per day and seconds per year are now calculated based on the homeworld's solar day and solar year instead of hard coded from KSP's 6hr/24hr day. - Fixed issue where repair projects weren't being saved and loaded properly. - Performance improvements when applying game settings. - NRE fixes.- 571 replies
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[1.12.2] BARIS - Building A Rocket Isn't Simple
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Unfortunately that's not possible. At best I'm able to integrate with KCT's vessel construction, which is currently implemented. I found the bug, there's a fix in progress...- 571 replies
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DSEV 3.3.4 is now available: - Updated to support Snacks events. - Increased breaking force and breaking torque for the truss parts.
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Snacks 1.20.0 is now available! When I started reworking Snacks to add in the penalty system, I tried to follow the same design philosophies that Squad did when making KerbNet: make it a challenge but don't brick your game or save. I've kept that philosophy and stuck to the original concept as a lightweight life support system as I've made improvements over the years. This update is the collmination of weeks of work that keeps the simplistic life support out of the box but opens the doors to so much more. All it needs is a bit of legwork on your part, but there are plenty of examples. I'm happy to say that Snacks is feature complete! Custom Life Support Resources: Snacks now has the ability to define custom life support resources besides just Snacks! All it takes is a config file. With this feature you can: - Define your own life support resource to consume and/or produce. - Optionally track its status in the vessel snapshot window- with support in the multithreaded simulator! - Optionally apply one or more outcomes (like penalties) if the consumed resource runs out, or if space for the produced resource is full. As an example of a tracked resource, check out the LifeSupportResources folder for the FreshAir.txt file. Rename it with the .cfg extension to enable it. NOTE: You can make FreshAir using the stock ISRU and mini ISRU, and all the stock crew cabins have Air Scrubber converters to turn StaleAir into FreshAir. New Part: SOCS! Similar to the real-world Solid Fuel Oxygen Generator, the Solid Oxium Candle System burns a solid fuel to produce Fresh Air. Once started it can't be stopped and it might explode... It's available at the Survivability tech tree node, and only available if you enable Air. Roster Resource: Roster resources can now be defined via the SNACKS_ROSTER_RESOURCE config node. A roster resource is a characteristic of a kerbal as opposed to a resource stored in a part. Better yet, the SnacksConverter can work with roster resources- with background processing! New penalty: The OnStrikePenalty removes a kerbal's skill set without turning him or her into a tourist. That way, should you uninstall the mod for some reason, you won't brick your mission or game. Stress: You now have an optional resource to keep track of: Stress! Stress reflects the difficulties of living in confined spaces for extended periods of time. The more space available, reflected in a vessel's crew capacity, the longer a kerbal can live and work without getting stressed out. Events like a lack of food and FreshAir, arguments with other crew members, and low gravity can also cause Stress. And when a kerbal gets stressed out, they'll stop using their skills. You can reduce Stress by letting the kerbal hang out in the Cupola, but you won't gain use of their skills while they're relaxing. To enable Stress, just rename the LifeSupportResources/Stress.txt with the .cfg extension and restart your game. If you already have Kerbal Health then you won't need Stress, but it can serve as an example for how to use roster resources. And if you have BARIS installed, part failures and staging failures will cause Stress! Events: Random snacking is now reworked into an event system to add flavor to the game. Kerbals might get the munchies, or eat bad food. Maybe a crew member snores and it causes Stress. With a host of preconditions and outcomes, you can make a number of different and entertaining events. Check out the Snacks.cfg file for examples. Wiki: updates describe all the preconditions, outcomes and events along with other API objects.
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No stock life support at this time. For the other resources, just rename Air.txt to Air.cfg in the LifeSupportResources folder. It isn’t officially released yet but it does work. You can use the contents of the Air.cfg file as a basis for Water or ElectricCharge as well... I haven’t updated the wiki yet for documentation, but it is definitely possible to track other life support resources with the Snacks mod.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I don’t recall offhand if I added the air recycler to the hab. -
Sure, just turn off the death penalty in your game settings.
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They're not officially released yet, but if you go to the LifeSupportResources folder and rename Air.txt to Air.cfg, and Stress.txt to Stress.cfg, then you can activate them.
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CKAN is not supported. DSEV 3.3.3. is now available: - Added support for Air and Stress from Snacks.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heisenberg 2.16.0 is now available: - Added support for Air and Stress from Snacks. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.33.4 is now available: - Fix for drills breaking. - Fix for kerbal retraining. - New OmniConverter templates for when Air and Stress are enabled from Snacks.- 3,523 replies
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Next bugfix tomorrow... .. or now, with 1.16.4... - Fix for kerbals taking too many snacks with them when going on EVA.
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The DLC give us some awesome new toys to play with including things to explore on the surface. Poking around there's a rocsdef.cfg (and curiously a ROCsFX.cs file) in the Serenity/Resources file. I can see how to set up a ROC for a particular planet and biome, but let's say for sake of argument I wanted to make a ROC shipwreck for an undersea "surface" feature that appears on the seabed? How would you set up the 3D asset and how do you set up experiments to work with the 3 robot science arms? Anybody have a guide?
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It is probably an issue with going on EVA. I will look at the gluttony this weekend.
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totm sep 2021 [1.12] Stockalike Station Parts Redux (August 14, 2024)
Angelo Kerman replied to Nertea's topic in KSP1 Mod Releases
I do, but there were some issues around them, and they became redundant when @taniwha created construction ports in Extraplanetary Launchpads. They are a much nicer solution than docking and destroying docking ports IMO, and the end result is the same: a craft built in space. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@capi3101 Can you give 1.33.3 a try and see if it clears up your issue? Please be sure to have a CommNet connection back to the homeworld... This also fixes drills.- 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
Cool. I learned a couple of things when working on Snacks, so I am hoping they might help with retraining. I will give it a shot tonight.- 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
Ok, please give the latest WildBlueTools a try: - Fix for drills breaking. - New OmniConverter templates for when Air and Stress are enabled from Snacks. Regarding your tourists: can you describe in detail the steps you're taking?- 3,523 replies
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My question is what happens to Jonbald, Wernher, and Gene since they're stuck on Kerbin... will they get reset? Will they become Forgotten?
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It was sabotage! The monks warned him...
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All penalties for processed resources (FreshAir as one example) honor the same settings you use for Snacks. So if you define a funding penalty, faint penalty, and death penalty in the Air processor, but tun off the death penalty, then you only have the funding penalty and fainting penalty to contend with.
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Snacks 1.16.3 is now available: - Fixed issue where Snacks was being consumed by occupants of vessel that's part of a rescue contract. NOTE: Once the craft is loaded into the scene, they will be tracked by Snacks.
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