IgorZ Posted June 28, 2016 Share Posted June 28, 2016 1 minute ago, Angel-125 said: Lol! Btw, how does KIS calculate how far to position a part when attaching it to a node on another part? A ray is projected from screen mouse position to the part's surface under the pointer. The hit point is the attach position. In order to figure out the orientation a hit normal vector is used. Be aware of hitting the ground: it works really weird at VAB and SPH launchpads, and hit points may become really wrong. Quote Link to comment Share on other sites More sharing options...
DiceCaller Posted June 28, 2016 Share Posted June 28, 2016 I found this for a little inspiration; (Ignore @RoverDude 's Karibou Rover in the korner... >grin<) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 28, 2016 Author Share Posted June 28, 2016 31 minutes ago, DiceCaller said: I found this for a little inspiration; (Ignore @RoverDude 's Karibou Rover in the korner... >grin<) Looks like the Karibou has Mountain Goat wheels, too. Definitely saving that for reference. It will be awhile before I get the printed base parts into the game; right now I'm just working out the coding needed to spawn parts and attach them. Once that's done, I have a few new parts to create. Definitely making progress though! Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 28, 2016 Share Posted June 28, 2016 10 hours ago, Angel-125 said: @IgorZ My initial attempts to create a part and couple it to another part have been met with some rather amusing results: I can successfully create and automatically couple the part like so: This is of course experimental test code. Anyway, the expansion part is created and attached to the "createdPart" but I think the location is off. Not sure how KIS figured out how to attach a part to a stack node with the correct distance between them. If I can figure that out, then that's a significant piece of the puzzle. Just to clarify: We're not going to have to brave the gates of hell to get our parts, right? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 28, 2016 Author Share Posted June 28, 2016 29 minutes ago, DStaal said: Just to clarify: We're not going to have to brave the gates of hell to get our parts, right? Uh, no..... (note to self: change plans), why do you ask? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 30, 2016 Author Share Posted June 30, 2016 (edited) With my 3D part printing experiments done for now, I'm working on the next batch of updates for Pathfinder. @TheReadPanda might like this one: And, I'm working on the Doc IVA. The module is slightly redesigned, but it still looks nice: Edited June 30, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
ComatoseJedi Posted July 2, 2016 Share Posted July 2, 2016 Ran into a slight problem with the DocSciLab when trying to put it into a larger KIS container. Somehow, it won't recognize as a part that is supposed to go into the container. It won't give a weight warning or anything. It just won't go. I was looking at the code and it appears to be in line with the other KIS configs. Unless you did some kung-fu to not have this part go into containers? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 2, 2016 Author Share Posted July 2, 2016 5 minutes ago, ComatoseJedi said: Ran into a slight problem with the DocSciLab when trying to put it into a larger KIS container. Somehow, it won't recognize as a part that is supposed to go into the container. It won't give a weight warning or anything. It just won't go. I was looking at the code and it appears to be in line with the other KIS configs. Unless you did some kung-fu to not have this part go into containers? Known issue with KIS. @IgorZ is aware of the issue as well. Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 3, 2016 Share Posted July 3, 2016 Just a heads-up that EL 5.4.0 (for KSP 1.1.3) is out now. It even includes some very rudimentary documentation. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 3, 2016 Author Share Posted July 3, 2016 11 hours ago, taniwha said: Just a heads-up that EL 5.4.0 (for KSP 1.1.3) is out now. It even includes some very rudimentary documentation. Yay! Thanks for letting me know. I've made more progress on the Doc Science Lab, the basic set design is almost done. I have some props to make, and with luck I'll have it done later this week. I might do the Spyglass IVA too before the next release, we'll see. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 4, 2016 Author Share Posted July 4, 2016 IVA work for this release: DONE! One more part to do and then the next version of Pathfinder is good to go. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted July 4, 2016 Share Posted July 4, 2016 NOICE!!! Now you wanna do IVAs for a couple of MY parts?...lol Quote Link to comment Share on other sites More sharing options...
taniwha Posted July 4, 2016 Share Posted July 4, 2016 Ooh, I like that Spyglass IVA. Very nice. Now to pop it on the front of a spherical tank and add a pair of large hexagonal solar panels to the sides Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 4, 2016 Author Share Posted July 4, 2016 (edited) 13 hours ago, Stone Blue said: NOICE!!! Now you wanna do IVAs for a couple of MY parts?...lol Lol, I really don't like making IVAs, but I'll be glad when they're done. Really helps give the mod life. But once I get them all done I can get going on the end-game 3D printed parts. 5 hours ago, taniwha said: Ooh, I like that Spyglass IVA. Very nice. Now to pop it on the front of a spherical tank and add a pair of large hexagonal solar panels to the sides That sounds like a like a cool idea. The new Spyglass IVA should catch the part up with your latest EL release. Edited July 4, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted July 4, 2016 Share Posted July 4, 2016 1 minute ago, Angel-125 said: Lol, I really don't like making IVAs, but I'll be glad when they're done. Really helps give the mod life. But once I get them all done I can get going on the end-game 3D printed parts. Yes, IVA's absolutely take "habitable" parts to a whole new level... I'm just learning basic modelling, but when I'm ready to try an IVA, I thought I might try it with ZZZ's Habitation/Storage Hubs,,, I already have the layouts planned... So I see many of your props would be PERFECT to use... Are they open-licensed?... Have you thought about releaseing them separately, like alexustas did with ASET Props? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 5, 2016 Author Share Posted July 5, 2016 (edited) Get 0.9.28 here! 0.9.28 The Doc and Spyglass finally get their IVAs! Just two more to go, then Pathfinder will finally be 1.0 complete! New Parts - Added the Buffalo ISRU, built from the stock mini ISRU. It has several configurations to choose from. - Added the Flex Fuel Power Pack. The Power Pack is a 2U part that has solar panels and also a generator that can burn Ore, MonoPropellant, or LiquidFuel & Oxidizer. Power output varies depending upon the configuration. IVAs - Added IVA to the Doc Science Lab. - Added IVA to the Spyglass. Tundra & Wagon Parts - The Tundra 200 and 400, as well as the Wagon, can now become a resource distributor or consumer. As a distributor, the storage part shares its resources. As a consumer, it fills its resources from the distribution system until full. Hacienda - Added an industrial greenhouse template to the Hacienda, because pandas chew through a lot of bamboo. Thanks for the idea, @TheReadPanda! Contracts - Added a first stab at contracts for the Ponderosa, Casa, Hacienda, Conestoga, Chuckwagon, and Doc. Bug Fixes - Fixed an issue where converters weren't benefiting from research projects in the geology lab. Edited July 5, 2016 by Angel-125 Quote Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted July 6, 2016 Share Posted July 6, 2016 Hey Angel, something to look for/potential bug. When water is actively in any inventory on a pathfinder field base, the temperature of the hottest base part (usually the cooling tower) spikes to 600+ kelvin. This is regardless of open or closed cycle cooling and only if there is water IN an inventory. If all water inventories are empty, temperature returns to the 300 kelvin range. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 6, 2016 Author Share Posted July 6, 2016 50 minutes ago, AdmiralTigerclaw said: Hey Angel, something to look for/potential bug. When water is actively in any inventory on a pathfinder field base, the temperature of the hottest base part (usually the cooling tower) spikes to 600+ kelvin. This is regardless of open or closed cycle cooling and only if there is water IN an inventory. If all water inventories are empty, temperature returns to the 300 kelvin range. Wow, that's weird! I don't do anything special with water, so it is likely a KSP issue of some sort. Quote Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted July 6, 2016 Share Posted July 6, 2016 Does there happen to be a walkthrough/wiki for this mod?? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 6, 2016 Author Share Posted July 6, 2016 14 hours ago, Yuri kagarin56 said: Does there happen to be a walkthrough/wiki for this mod?? Yup! See the first post, it has a link for the wiki. Quote Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted July 6, 2016 Share Posted July 6, 2016 17 minutes ago, Angel-125 said: Yup! See the first post, it has a link for the wiki. It just takes me to the github. Where is the wiki from there??? Quote Link to comment Share on other sites More sharing options...
rasta013 Posted July 6, 2016 Share Posted July 6, 2016 25 minutes ago, Yuri kagarin56 said: It just takes me to the github. Where is the wiki from there??? Look at the top and click the link labelled "Wiki" Quote Link to comment Share on other sites More sharing options...
Yuri kagarin56 Posted July 6, 2016 Share Posted July 6, 2016 There is no link to the wiki from there. Quote Link to comment Share on other sites More sharing options...
rasta013 Posted July 6, 2016 Share Posted July 6, 2016 (edited) 1 minute ago, Yuri kagarin56 said: There is no link to the wiki from there. I just realized that myself. I went to double check it and make sure all was well and realized it isn't... @Angel-125 The GitHub 'wiki' link goes nowhere but the main GitHub page and the link on the 1st page is going straight to the main page also...hrrrmmmm.... Edited July 6, 2016 by rasta013 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 6, 2016 Author Share Posted July 6, 2016 Looks like I need to restore the wiki from backup. That is why I have backups. Quote Link to comment Share on other sites More sharing options...
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