AdmiralTigerclaw Posted October 12, 2015 Share Posted October 12, 2015 I wonder, is it possible for you to make a part along the form factor of the Doc, but make it look like a hyperboloid cooling tower that's been wrapped with a garden hose?http://www.gammonindia.com/areas-of-specialisation/thermal-power/raichur-cooling-tower.jpg Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 12, 2015 Author Share Posted October 12, 2015 I wonder, is it possible for you to make a part along the form factor of the Doc, but make it look like a hyperboloid cooling tower that's been wrapped with a garden hose?http://www.gammonindia.com/areas-of-specialisation/thermal-power/raichur-cooling-tower.jpgPossibly, but it would be awhile. Perhaps use one of the stock radiators? Looks like you lose a bunch of steam that way... Link to comment Share on other sites More sharing options...
Svm420 Posted October 14, 2015 Share Posted October 14, 2015 My brain decided that it needed to let the Buffalo designs percolate for a bit, so here's what I'm working on next:http://i.imgur.com/ib7BBAc.jpgForgot to mention four words: Duna, Eve, Kerbin, Laythe. Any news? Link to comment Share on other sites More sharing options...
Sunclover Posted October 14, 2015 Share Posted October 14, 2015 This looks like an interesting mod. I do wish that USI-LS was supported though, without having to depend on a third (fourth?) party mod to a mod. That sort of thing almost always turns into a giant can of worms, and usually isn't worth the hassle. It is your mod of course, and as you said, USI-LS doesn't fit your vision. Unfortunately for me, Snacks and TAC don't fit my playstyle. And I've already got many of the other USI mods. (They also support Snacks and TAC of course, but I felt USI-LS best fit the overall theme of the game. Which is playing with physics that are "close enough" to real, while still nodding to the fact that you are, in fact, shooting bobble-headed muppets into space.) Thank you for taking the time and effort to make this. It looks like you've put a lot of care and research into it. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) Any news? I'm doing some research into how to control the wing while on the back of a kerbal. So far not much luck.This looks like an interesting mod. I do wish that USI-LS was supported though, without having to depend on a third (fourth?) party mod to a mod. That sort of thing almost always turns into a giant can of worms, and usually isn't worth the hassle. It is your mod of course, and as you said, USI-LS doesn't fit your vision. Unfortunately for me, Snacks and TAC don't fit my playstyle. And I've already got many of the other USI mods. (They also support Snacks and TAC of course, but I felt USI-LS best fit the overall theme of the game. Which is playing with physics that are "close enough" to real, while still nodding to the fact that you are, in fact, shooting bobble-headed muppets into space.) Thank you for taking the time and effort to make this. It looks like you've put a lot of care and research into it.The mod does have USI-LS support but it doesn't have reputation hits if you run out of food, which is a component of the Pathfinder economy. I suppose I could just fork USI-LS and add it into a custom dll. Either that or figure out how it stores life support info and create an add-on that watches the timers and adds rep hits when they run out. That might work too. Edited October 14, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
Sunclover Posted October 14, 2015 Share Posted October 14, 2015 My apologies for my misunderstanding then. I must have missed the post (or posts) where you added it. The first post in this thread doesn't list it as supported or recommended, and I'd read far enough to have seen several replies where you had stated that you didn't think it fit your design.I'm not certain what "forking" the code would mean exactly. But I tend to download new plugins from their original authors when they update them. If you modify something from another mod, and then that mod gets updated, is there a chance that the files you altered might get overwritten and break stuff? Especially since for most mods, I think it's a recommended part of switching to an upgrade that you delete the old mod folder and then install the new version. I don't know enough about programming to know what the best course of action would be though. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 14, 2015 Author Share Posted October 14, 2015 (edited) Forking means I create a custom version of (in this case) a mod. It can cause headaches though, I remember problems that arose when ORS-X was created from ORS. Ultimately that resulted in the stock resource system we have now... Anyway, an add-on to an add-on might be a better bet.I've updated the front page on so there won't be confusion in to future. Edited October 14, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 17, 2015 Author Share Posted October 17, 2015 Latest update is available on the release thread. Link to comment Share on other sites More sharing options...
Maars Posted October 17, 2015 Share Posted October 17, 2015 (edited) Angel,I just checked the latest version of Pathfinder with Antenna range on a clean stock install and it does indeed somehow break the Antenna range connections. It happened between 0.85 and 0.86. I tried deleting the MM antenna range patch but to no avail. Went through the parts config files but only a remote tech module was present in one of the parts files. Basically, all antennas are treated like stock antennas again and antenna range doesn't recognise them any more. Would you have any clue what could be happening from pathfinders side? Sorry to bug you about this but I'd really like to finally update pathfinder to current version from 0.84 and keep antenna range as it's integral to the game.EDIT : Fixed. I removed the MM patch and I also removed the MODULE section for Remote Tech from the Buffalo AuxEn.config and connections are now restored.And btw, thank you for the wonderful mod Edited October 17, 2015 by Maars Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 17, 2015 Author Share Posted October 17, 2015 Angel,I just checked the latest version of Pathfinder with Antenna range on a clean stock install and it does indeed somehow break the Antenna range connections. It happened between 0.85 and 0.86. I tried deleting the MM antenna range patch but to no avail. Went through the parts config files but only a remote tech module was present in one of the parts files. Basically, all antennas are treated like stock antennas again and antenna range doesn't recognise them any more. Would you have any clue what could be happening from pathfinders side? Sorry to bug you about this but I'd really like to finally update pathfinder to current version from 0.84 and keep antenna range as it's integral to the game.EDIT : Fixed. I removed the MM patch and I also removed the MODULE section for Remote Tech from the Buffalo AuxEn.config and connections are now restored.And btw, thank you for the wonderful modAh, so the AuxEN is causing troubles? Thst is really odd. I will ffix that next update, thanks! Link to comment Share on other sites More sharing options...
CajunInABox Posted October 17, 2015 Share Posted October 17, 2015 (edited) How do you repair the hot springs? When I click perform repairs, it says "insufficient resources: you need 500 RocketParts". There's 1000 rocket parts in the hot springs. What do?Which brings up a second question. How do you transfer resources into the outback? I can alt right click on it and a building to bring up the resource transfer dialog, but clicking "in" does nothing. edit: I'd also like to note that the "perform repairs" button is only available from EVAedit2: Apparently I just can't surface attach the outback to pathfinder buildings. Oops! Edited October 17, 2015 by CajunInABox Link to comment Share on other sites More sharing options...
CajunInABox Posted October 17, 2015 Share Posted October 17, 2015 Oh yeah, one more little thing. I noticed there wasn't a way to store XenonGas other than jury rigging the stock xenon tanks with CCR2s. I discovered that copying one of the existing storage templates and changing all the resource names to XenonGas worked just fine Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 17, 2015 Author Share Posted October 17, 2015 How do you repair the hot springs? When I click perform repairs, it says "insufficient resources: you need 500 RocketParts". There's 1000 rocket parts in the hot springs. What do?Which brings up a second question. How do you transfer resources into the outback? I can alt right click on it and a building to bring up the resource transfer dialog, but clicking "in" does nothing. edit: I'd also like to note that the "perform repairs" button is only available from EVAedit2: Apparently I just can't surface attach the outback to pathfinder buildings. Oops!Oh yeah, one more little thing. I noticed there wasn't a way to store XenonGas other than jury rigging the stock xenon tanks with CCR2s. I discovered that copying one of the existing storage templates and changing all the resource names to XenonGas worked just fine Thanks for the report. I'll take a look when I get back. Link to comment Share on other sites More sharing options...
CajunInABox Posted October 17, 2015 Share Posted October 17, 2015 (edited) Aaaaaand time for yet another post over here.I just quickloaded a game where I had a base made of pathfinder modules connected to a landed ship by a ccr2 connector linked to a saddle, which the ponderosa was sitting on (and everything else connected to it). I believe one of the landing legs for the ship loaded partially in the ground, causing the ship and the entire base to go flying into the air, breaking lots of things with lots of explosions. The whole episode occurs almost the same every time I quickload. Should I not connect landed ships to bases that are mounted to the ground?edit: so i browsed through the debug for ....s and giggles. When it first loads, I see the following line: [Ike Duna Lander]: Ground Contact! - error: -0.863mcould this be causing problems? Edited October 17, 2015 by CajunInABox Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 19, 2015 Author Share Posted October 19, 2015 (edited) @CajunInABox: I found a couple of issues over the weekend (last night, actually) related to your inability to repair the HotSprings and I'll have a fix next update along with a XenonGas storage template. For your lander, I'm not sure what's going on, but it does sound like the lander being slightly below ground might be the issue. I've not had that problem when connecting just the base modules together, or when connecting a rover to a base. Edited October 19, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 20, 2015 Author Share Posted October 20, 2015 (edited) Get the latest version here.This update has a bunch of bug fixes- gotta reduce that technical debt!Templates- Added the XenonGas storage template.Bug Fixes- Fixed an issue preventing the repair of the Solar Flare and Hot Springs.- Fixed an issue with converting the Buckboard MC-1000 and Outback into a battery.- Fixed an issue with converting the Chuckwagon into a greenhouse.- You can now reconfigure your modules again.- Fixed an issue with Snacks where the inflatable modules weren't adjusting their maximum amounts correctly.- Fixed an issue with the AuxEN that prevented AntennaRange from working correctly.- The MC-3000 now has the correct amount of KIS storage when storing something other than KIS items. NOTE: You'll need to switch our your resources for this change to take effect. Edited October 20, 2015 by Angel-125 Link to comment Share on other sites More sharing options...
FatherLawrence Posted October 22, 2015 Share Posted October 22, 2015 Is there a plan to bring back the SkyDocks in Pathfinder? I used to use MCM and they were my favorite option for building with EPL, and I recently got back into KSP and found that MCM was retired in favor of this (very awesome) mod. If not, how hard would it be to grab just those docks from the MCM mod and make them 1.0.4 compatible? Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 23, 2015 Author Share Posted October 23, 2015 Is there a plan to bring back the SkyDocks in Pathfinder? I used to use MCM and they were my favorite option for building with EPL, and I recently got back into KSP and found that MCM was retired in favor of this (very awesome) mod. If not, how hard would it be to grab just those docks from the MCM mod and make them 1.0.4 compatible?I was planning on reintroducing the docks when I got to the orbital elements of Pathfinder, but I get this question a lot so they'll be available next release. I'm having trouble getting the floodlights working but the rest is working ok. Link to comment Share on other sites More sharing options...
CajunInABox Posted October 23, 2015 Share Posted October 23, 2015 Strange question, for dealing with the "landed ship connected by pipes to a ground attached part equals kraken attack" problem. I had the idea of a "landing pad" part, that ground attaches, and when you land a ship on it, you can then attach the ship to it (kind of the reverse of building a ship using Extra Planetary Launchpads). Maybe have built-in pipe ports like a Saddle, for refueling? Or hell, even a part that simply connects to a Saddle?(unless that's why the Sky Docks mentioned in the previous post are. In which case, nevermind ) Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 23, 2015 Author Share Posted October 23, 2015 Strange question, for dealing with the "landed ship connected by pipes to a ground attached part equals kraken attack" problem. I had the idea of a "landing pad" part, that ground attaches, and when you land a ship on it, you can then attach the ship to it (kind of the reverse of building a ship using Extra Planetary Launchpads). Maybe have built-in pipe ports like a Saddle, for refueling? Or hell, even a part that simply connects to a Saddle?(unless that's why the Sky Docks mentioned in the previous post are. In which case, nevermind )The Skydocks are orbital elements for EL, actually. Think of the construction frame that the USS Enterprise is parked in. I have thought of a landing pad part or a huge concrete slab that you could attach things to. It's one of the things I'm considering to solve the issues caused by uneven terrain. I could see it being compact enough to fit into a Buckboard (like one mega slab per Buckboard MC-1000). Like the Saddle, the big tarmac slab would be made on site from local materials; the stuff in storage just represents the chemicals needed to form the concrete. Unfortunately that's hard to depict in game; you'll basically pull out this 10m square slab from a Buckboard and bolt it into the ground. Ideally, the slab(s) would be single use; once you put one down, you can't pull it back up again and stick it back into storage. I could create an experimental part out of the Saddle and see what people think; it definitely needs nodes on the sides to make it easy to clip together. Link to comment Share on other sites More sharing options...
Pretender6 Posted October 26, 2015 Share Posted October 26, 2015 Just noticed, should WBI_Chassis2u maxStorage be 200 not 100 and the WBI_ChassisEndu be 75? Also i know this pack is more surface exploring, its but just an idea, a (inflatable) bi-adapter which connects 2 inflatable half sphere's into 1 seeming looking sphere? Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 27, 2015 Author Share Posted October 27, 2015 Just noticed, should WBI_Chassis2u maxStorage be 200 not 100 and the WBI_ChassisEndu be 75? Also i know this pack is more surface exploring, its but just an idea, a (inflatable) bi-adapter which connects 2 inflatable half sphere's into 1 seeming looking sphere?Hm, yup, I'll have that fixed in the next update. Thanks for pointing that out. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 29, 2015 Author Share Posted October 29, 2015 Get the latest here.0.8.9This update brings some new parts, some more bug fixes, and minor tweaks. By popular request, the orbital construction docks from Multipurpose Colony Modules (MCM) are back as the Stockyard 250 and Stockyard 375. These parts need Extraplanetary Launchpads to function properly. To help with your orbital construction needs, the new Homestead provides the same industrial facilities as the Hacienda- minus the Hot Springs. For now these are the only orbital elements of Pathfinder; I have plans for other modules but they'll take awhile to build properly.New Parts- By popular request, added the Stockyard 250 and Stockyard 375. Use these parts to build vessels in orbit or recycle them.- Added the Homestead, the orbital equivalent to the Hacienda. Unlike the Hacienda though, the Homestead lacks a Hot Springs configuration.Spyglass- The spotlight now rotates. Clockworks- Increased maximum part volume that can be produced to 14,500L, and increased maximum KIS storage to match it. You'll need to switch away from the Clockworks and switch back for the changes to take effect.Buffalo Crew Cab- Adjusted the default EVA airlock to the right side, just like the command cab.- Adjusted the ladder colliders to make it easier to climb up.Command Cab- Adjusted the ladder colliders to make it easier to climb up.Buffalo Chassis- Increased the Chassis 2u KIS storage to 200L.- Decreased the Chassis End Unit KIS storage to 80L.Bug Fixes- Fixed the rocket parts production in the Ironworks when Extraplanetary Launchpads isn't installed.- Fixed the rocket parts to material kits production in the Ironwoks when OSE Workshop is installed.- Fixed CLS issues with the Casa.- Adjusted the costs of the Hacienda.Other- Updated to latest CommunityResourcePack and ModuleManager.@CajunInABox: I'm working on a large concrete slab that might help with your issue along with potentially helping with bases exploding on uneven terrain. 10 meters is a big piece to lay down so I'm thinking of ways to deploy it. I couldn't ready it for this release as I'm a bit stumped but hopefully next release it'll be ready. Link to comment Share on other sites More sharing options...
CajunInABox Posted October 29, 2015 Share Posted October 29, 2015 *snip*@CajunInABox: I'm working on a large concrete slab that might help with your issue along with potentially helping with bases exploding on uneven terrain. 10 meters is a big piece to lay down so I'm thinking of ways to deploy it. I couldn't ready it for this release as I'm a bit stumped but hopefully next release it'll be ready.Oooooooh I like it! Good luck on making it work!Also, I never imagined pathfinder in orbit. Life is going to be soooooooooo good. Thank you so much for making this mod! Link to comment Share on other sites More sharing options...
CajunInABox Posted November 4, 2015 Share Posted November 4, 2015 Hmm. What counts as a surface scan to unlock core samples? I've got a TERRAIN probe in orbit and ran the geosurvey. Also ran a low-res ScanSat scan using the radar scanner. Link to comment Share on other sites More sharing options...
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