Angelo Kerman Posted November 27, 2018 Author Share Posted November 27, 2018 Revised ground pipeline: Not sure which I'm going with, but the revised version lets you attach it directly to your base. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 27, 2018 Author Share Posted November 27, 2018 (edited) After doing some research, I may add both ground types into Pathfinder. The revised version above will retain its current stats but its launch azimuth will be restricted. That means you have to place the part so that it’s aimed in the general direction of the targets. The turreted version is comparable to the Electromagnetic Aircraft Launch System (EMALS) in power so it is shorter ranged but it can be oriented to a variety of different targets. Edited November 27, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Titan 3001 Posted November 28, 2018 Share Posted November 28, 2018 9 hours ago, Angel-125 said: After doing some research, I may add both ground types into Pathfinder. The revised version above will retain its current stats but its launch azimuth will be restricted. That means you have to place the part so that it’s aimed in the general direction of the targets. The turreted version is comparable to the Electromagnetic Aircraft Launch System (EMALS) in power so it is shorter ranged but it can be oriented to a variety of different targets. In my opinion, having both is just adding unnecessary complexity to the mod, unless you are trying to go for extreme realism then I wouldn't the aforementioned restriction. I like the new model you created more than the previous model. On another note, the Casa in habitat setup in CRP mode in KSP 1.3.1 and Pathfinder 1.2.1, I can't attach anything to it with KAS. The game acts like it isn't even there for KAS. Is this a bug that is fixed in later versions or a feature? If it is a bug is there a quick bugfix for it and/or if it is a feature then how can I change it? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2018 Author Share Posted November 28, 2018 12 hours ago, Titan 3001 said: In my opinion, having both is just adding unnecessary complexity to the mod, unless you are trying to go for extreme realism then I wouldn't the aforementioned restriction. I like the new model you created more than the previous model. On another note, the Casa in habitat setup in CRP mode in KSP 1.3.1 and Pathfinder 1.2.1, I can't attach anything to it with KAS. The game acts like it isn't even there for KAS. Is this a bug that is fixed in later versions or a feature? If it is a bug is there a quick bugfix for it and/or if it is a feature then how can I change it? Not sure what the deal is, maybe a config setting? I've attached things just fine in my 1.3.1 game. Meanwhile, I've redefined the base a bit: I'm linking this direction much more and will apply it to the ground station and Castillo too... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2018 Author Share Posted November 28, 2018 I got the azimuth restriction implemented last night but what I will also do is add a setting that lets you turn it off. That way you get the option to choose between realism and playability. Quote Link to comment Share on other sites More sharing options...
BRAAAP_STUTUTU Posted November 28, 2018 Share Posted November 28, 2018 2 hours ago, Angel-125 said: Not sure what the deal is, maybe a config setting? I've attached things just fine in my 1.3.1 game. Meanwhile, I've redefined the base a bit: I'm linking this direction much more and will apply it to the ground station and Castillo too... "Extreme G-forces, May cause death" That's not gonna stop Jeb from trying to launch himself with it! Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted November 29, 2018 Share Posted November 29, 2018 On 2/24/2018 at 2:05 AM, Krakatoa said: Hey, @Angel-125, I'm having a bit of trouble in my game, and I'm fairly certain it's a simple thing. I'm getting this error when focused on a craft bringing a load of tourists home after a WBI stay in a base. This particular contract wanted me to bring them home, but it counted that check mark for returning them when I loaded onto the launchpad, and it stayed checked after I sent the mission rather than reverting to unchecked till the rest of the contract was satisfied. The time finally ran out, but when I focus on the craft with them in it, I suddenly can't save or go to any other screen. Tried staying focused on that craft and brought it all the way home, but couldn't recover it, either. Every time I hit either, I got this NRE in the output log and a giant mess in the KSP.txt file with references to protoCrewMembers. Also see that the game tried to remove the tourists, but it can't quite succeed. Basically, I think it tried to fire the delete tourist thing while they were still out on the mission rather than on recovery of the vessel. [EXC 16:10:44.103] NullReferenceException: Object reference not set to an instance of an object KerbalRoster.ValidateAssignments (.Game st) Game.Updated () GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) KSP.UI.Screens.AltimeterSliderButtons.returnToSpaceCenter () UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent.Invoke () UnityEngine.UI.Button.Press () UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() I can upload the full things if you like. They're huge, as I think I'm having a few things going sideways with this install. Thank you muchly for any insight you may have. @Angel-125 Were you able to find something on this? I only have the Buffalo Mod installed, but that one also brings Wild Blue tourist contracts with it... I had to bring 6 tourists to my Minmus base and have them there for about a month. I time accelerated (and overshot by quite some days), then my contract popped up as satisfied, even though I still hadn't brought them back. Now after some (random?) time, I'm unable to save the game, same problem @Krakatoa had... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 29, 2018 Author Share Posted November 29, 2018 1 hour ago, infinite_monkey said: @Angel-125 Were you able to find something on this? I only have the Buffalo Mod installed, but that one also brings Wild Blue tourist contracts with it... I had to bring 6 tourists to my Minmus base and have them there for about a month. I time accelerated (and overshot by quite some days), then my contract popped up as satisfied, even though I still hadn't brought them back. Now after some (random?) time, I'm unable to save the game, same problem @Krakatoa had... Can’t reproduce that. Not needing to return tourists is by design and intended as a way to get more astronauts into your program. You can convert tourists into other classes. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted November 29, 2018 Share Posted November 29, 2018 4 minutes ago, Angel-125 said: Can’t reproduce that. Not needing to return tourists is by design and intended as a way to get more astronauts into your program. You can convert tourists into other classes. Hmm, so my memory tricked me... I was sure it was a WBI contract, but it had another company name. Could still come from your mod, though. Is there a way to identify this? It gave me 16 million funds, plus some 4 million or so for every tourist. Never had these amounts of money in a contract before. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 29, 2018 Author Share Posted November 29, 2018 Getting there.. remaking the dome.. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted November 30, 2018 Share Posted November 30, 2018 (edited) 8 hours ago, Angel-125 said: Getting there.. remaking the dome.. It doesn't look like it belongs. It looks like a giant observation dome from a space station. Maybe it's all the angles... Edited November 30, 2018 by shdwlrd Saved too soon Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 30, 2018 Author Share Posted November 30, 2018 (edited) I'm happy with how this turned out. If you aren't then make your own. Next up is to finish the turreted version, which you won't need if you turn off the azimuth restriction from KSP's Settings screen.. Edited November 30, 2018 by Angel-125 Quote Link to comment Share on other sites More sharing options...
capi3101 Posted November 30, 2018 Share Posted November 30, 2018 So, how does it attach? Does it still come in a steamer trunk? On a similar vein - best way of getting a Rangeland hooked up to your base these days? Wound up with a launchpad on a nice flat surface moving itself up to a 45-degree angle the other day, half above the munar surface, half below... The changes to KAS (and the unwelcome deprecation of KAS pipes) suck. IMHO. At the risk of suggesting more work than it's worth, would it be possible to hard-code the old-style KAS piping behaviors into Pathfinder? Just asking about the possibility here. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 30, 2018 Author Share Posted November 30, 2018 18 minutes ago, capi3101 said: So, how does it attach? Does it still come in a steamer trunk? On a similar vein - best way of getting a Rangeland hooked up to your base these days? Wound up with a launchpad on a nice flat surface moving itself up to a 45-degree angle the other day, half above the munar surface, half below... The changes to KAS (and the unwelcome deprecation of KAS pipes) suck. IMHO. At the risk of suggesting more work than it's worth, would it be possible to hard-code the old-style KAS piping behaviors into Pathfinder? Just asking about the possibility here. Yes, it is a boxed part to start. You deploy it just like the Castillo. To attach to your base just select one of the kis nodes. All the new boxed parts work this way. I am not a fan of the new KAS pipe system either but it’s not my mod so I adapt to it. Adding the old KAS connectors isn’t feasible at this time as KAS completely does away with the old system in the near future. That reminds me, I need to revamp the Rangeland too. I have an idea for letting the pad access EL vessel productivity from a nearby base, letting you use it remotely... Quote Link to comment Share on other sites More sharing options...
capi3101 Posted November 30, 2018 Share Posted November 30, 2018 2 hours ago, Angel-125 said: Yes, it is a boxed part to start. You deploy it just like the Castillo. To attach to your base just select one of the kis nodes. All the new boxed parts work this way. I am not a fan of the new KAS pipe system either but it’s not my mod so I adapt to it. Adding the old KAS connectors isn’t feasible at this time as KAS completely does away with the old system in the near future. ...k. I don't entirely follow, but I think that's because I obviously need to go read up on all the changes to KAS. Apologies in advance if I ask dumb questions in the near future. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2018 Author Share Posted December 1, 2018 Back to the omnidirectional Pipeline: Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted December 1, 2018 Share Posted December 1, 2018 On 11/17/2018 at 8:20 PM, Angel-125 said: You only get one of them. Which one... who knows at the moment, haven't gotten that far. Could it also be a massive relay, i.e. For people using planet packs with other stars? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2018 Author Share Posted December 1, 2018 New art direction for the konkrete bases is working great: Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2018 Author Share Posted December 1, 2018 Finally satisfied with the design of this... Quote Link to comment Share on other sites More sharing options...
Beale Posted December 1, 2018 Share Posted December 1, 2018 3 minutes ago, Angel-125 said: Finally satisfied with the design of this... Now that must have been fun! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 2, 2018 Author Share Posted December 2, 2018 Ok, after giving it a lot of thought, I've decided to shelve the omnidirectional Pipeline. The ground version will retain the ability to restrict its launch azimuth for realism, but there will be a game setting to turn it off for gameplay reasons (and it'll be off by default). Meantime I'll concentrate on the other Sandcastle parts. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 2, 2018 Share Posted December 2, 2018 what was the deciding factor? It was looking like the omni was short range and the inground for long range. Just that general notion made sense to me Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 2, 2018 Author Share Posted December 2, 2018 4 minutes ago, Drew Kerman said: what was the deciding factor? It was looking like the omni was short range and the inground for long range. Just that general notion made sense to me It was a tough call between game play and complexity. Plus, I found it hard to justify the short launch track of the omnidirectional version versus the power it would need to be usable- the Electromagnetic Aircraft Launch System (EMALS) for instance has a 91m track to chuck a 45000kg aircraft to 67m/sec. The shelved pipeline was 1/3 that length and over 6x the power. Just couldn't justify that. The revised version was created to imply that a good chunk of the track is underground. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted December 3, 2018 Share Posted December 3, 2018 Has anyone else have a mound or pad disappear on them? I didn't see any warnings or errors, but it was there for a couple seconds during the scene load; then puff, gone. Dropped my base a couple meters. The only thing I did was wipe out my MM cache since not all my custom patches loaded. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 3, 2018 Author Share Posted December 3, 2018 New storage depot: Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.