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Releases: Angel-125/Pathfinder

1.8.8

14 May 15:51
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  • Fixed Crash To Desktop issues experienced at startup that are associated with Kerbal Actuators.
  • Revised Kerbal Actuators GUI.
  • You can now scrap parts and distribute the resources while in orbit.
  • You can no longer scrap kerbals. That's just mean.
  • Fixed NRE issues with the JetWing.

1.8.7

07 May 15:38
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  • Made it easier to climb onto the roof of the Buffalo cabins.
  • Kerbal Actuators recompiled.

1.8.6

30 Apr 16:17
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  • Minor update to consolidate RPM/ASET ModuleManager patches into one file.
  • VTOL Manager has improved hover management during low framerate conditions.
  • Fix for IVA screens not remembering what image they were displaying.

1.8.5

23 Apr 23:55
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Gold Strike

  • Some locations now have a higher chance of containing valuable resources than others.
  • WBT update

1.8.0

18 Apr 04:21
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Buffalo MSEV

  • Added new Buffalo Wings parts. See the Buffalo readme for details.

New Part

  • S.A.F.E.R. : The Safe Affordable Fission Engine with Radiators generates ElectricCharge for your spacecraft needs. It is based upon the real-world SAFE - 400 reactor created by NASA.

Bug Fixes & Enhancements

  • Fixed airlock issue on the Chuckwagon.
  • Part scrapping now requires a confirmation click (which can be disabled in the options screen).
  • With Extraplanetary Launchpads installed, you can turn Equipment into ScrapMetal.
  • When Far Future Technologies is installed, FusionPellets are made from LqdHe3 and LqdDeuterium.
  • Fixed an issue where Equipment wasn't being recycled after deflating a module.
  • If you have insufficient room on your vessel to store Equipment recovered during module deflation, then the remaining amount will be distributed.

1.7.5

12 Mar 22:55
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1.7.5: Shipbreakers

Part Scrapping

This release introduces the ability to scrap individual parts- and if you're skill is high enough, entire vessels- and salvage some Equipment in the process. You'll need a kerbal with the RepairSkill (Engineers have it) to perform the operation. The amount of Equipment recycled depends upon the mass of the part/vessel and the skill of the kerbal. A level 3 kerbal can scrap individual parts, while a level 5 kerbal can scrap entire vessels. For safety reasons, you cannot scrap a part or vessel that has crew aboard.

When you scrap parts and vessels, any resources it contains can be distributed to any nearby containers participating in Pathfinder's resource distribution system. The container must be within 50 meters of the part scrapping kerbal, and the participating container must have resources you're interested in set to either Share or Consume. So if you want to recover resources from the part, then be sure to turn on resource distribution for your storage containers. You can always scrap a part regardless of distance to an available container.

Bug Fixes

  • Restricted the number of contracts that are offered and/or active.
  • Fixed a situation where experiments weren't registering as completed.
  • Contracts won't be offered until you've orbited the target world and have unlocked the proper tech tree.
  • Contracts that must be returned to the homeworld must be landed or splashed.

1.7.0

08 Mar 02:04
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1.7.0 Spring Cleaning

Pathfinder Geology Lab

  • Geology Lab experiments can now be completed as part of a contract.
  • Gold Strike prospecting ability removed from the Pathfinder Geology Lab; you can continue to use the Buffalo's Crew Cab and the Gold Digger drill.

Iron Works

  • Removed RocketParts->Equipment converter; this was in place during the transition from RocketParts to Equipment (necessary because, at the time, I thought RocketParts was a 1-liter resource).

IMPORTANT NOTE: Extralplanetary Launchpads is still fully supported; you can smelt Metal, recycle ScrapMetal, and make new RocketParts in the Iron Works when EL is installed. The Spyglass still serves as a survey station, and all inhabited Pathfinder parts provide some production ability.

Watney

  • Removed Rainmaker (LFO) converter; it's redundant with the Fuel Cell converter, which also uses LiquidFuel and Oxidizer to generate ElectricCharge and Water.
  • Increased LiquidFuel and Oxidizizer inputs on the Fuel Cell, and doubled its ElectricCharge and Water output.
  • The Watney can now burn Ore to produce ElectricCharge, just like Buckboards converted to generators.

Bug Fixes & Enhancements

  • Repairing broken parts now requires Equipment.
  • The OPAL correctly outputs Water instead of using it as input.
  • Increased ElectricCharge output of the Nukeworks' nuclear reactor.
  • Buckboard generators are now using the correct engineering skills for enahanced efficiency and repairs.

Mod Support

  • WBT Update
  • Updated the Snacks converters to the latest standards.
  • Dropped support for MKS; the mod changes too much to keep Pathfinder's MM patch up to date.
  • Removed WBIGreenhouse from the TAC-LS Prairie; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P.
  • Removed WBIGreenhouse from the TAC-LS Cropworks; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. (with higher production rates).
  • Removed WBIGreenhouse from the USI-LS Prairie; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P.
  • Removed WBIGreenhouse from the USI-LS Cropworks; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. (with higher production rates).

NOTE: The C.R.A.P. greenhouse remains in place for now, but be sure to convert your greenhouses over as it will be removed in a future update.

NOTE: USI-LS is out of date. Since it changes too often, I'm not inclined to update Pathfinder's MM_USILS patch. If you want an up to date version, send me a pull request. :)

1.6.2

20 Feb 23:51
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Wild Blue Tools update.

1.6.0

13 Feb 22:10
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New Parts

  • SCP Adapter: Use this to adapt standard crew ports (like the Mineshaft) to 1.25m parts. Thanks for the suggestion, JustJim!
  • AKI Power Strip: If you have the Surface Experiment Package (SEP) by CobaltWolf installed, then you can tack one of these power strips onto the sides of your modules or along the base of the Saddle and gain extra AKI plugs.

WheelJack

  • The top node of the WheelJack now serves as a docking port. Simply bolt the WheelJack to the ground and attach a stock Clamp-O-Tron Jr to the top (in KIS, cycle through the nodes until you select the "top" node). Then, attach a chassis or other part to the docking port, and continue your rover assembly. When finished, do a quicksave and reload, and finally, decouple the Clamp-O-Tron Jr. Thanks for the investigations, Sudragon!

Ponderosa Inflatable Habitat Module

  • Added a probe core for automated vessel control (both Switchbacks already have them).

Pathfinder Geology Lab

  • The Pathfinder Geology lab can now serve as a SEP Central Station. Thanks for the config file, Bombaatu!

Saddle, Gaslight, Telegraph, & Sombrero

  • Added additional attachment nodes to make it easier to attach things like KAS ports and AKI plugs.
  • Adjusted ground attachment nodes to help reduce the chance of parts exploding when bolted to the ground.

KIS Attachment

  • To help with base assembly and correctly orienting inflatable modules, simply press "R" to cycle through the attachment nodes, and find the "KISMount" node. Use "KISMount" when attaching inflatable modules to your base.

Bug Fixes

  • Fixed an issue where CropWorks was using the Snacks version of the CropWorks when USI-LS was installed. Ditto for the Prairie.
  • Updated Buffalo ASET cockpit to use ASET 1.4: https://spacedock.info/mod/1204/ASET%20Props
  • Fixed seating in the Doc Science Lab to prevent kerbals from poking through the seats.
  • Fixed starter craft file so that it loads properly. Thanks bmaltby!
  • Wired up the Switchback and Switchback2 for KerbNet.
  • WBT update

1.5.1 Geoscience

31 Jan 23:31
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This release updates the Pathfinder Geology Lab to use the WBI Experiment system originally developed for the Mark One Laboratory Extensions. The old efficiency studies have been replaced with new experiments that generate science reports just like the stock science parts do (HELP WANTED: science results text. Contribute to the results to improve your game!), and they will either improve or worsen your production efficiencies just like the original studies did. You can try to improve your production efficiencies in the current biome even when the experiments no longer generate science. Features of the new and improved Pathfinder Geology Lab include:

  • A new resource called CoreSamples. The Pathfinder Geology Lab produces CoreSamples through basic research along with bonus science.
  • Four new science experiments including: Soil Analysis, Metallurgy Analysis, Chemical Analysis, and Extraction Analysis. These are found under the Geoscience button.
  • KerbNet access with Resource, Biome, and Terrain views. This access is provided under the new Biome Analysis button.
  • Unlocking a biome's abundance summary and the TERRAIN uplink are now found under the new Biome Analysis button.
  • Continued support of the Impact mod by tomf: The Pathfinder Geology Lab has a built-in bangometer.
    NOTE: The Geoscience button will be unavailable until you unlock the local biome's abundance summary.

Bug Fixes & Enhancements

  • The Chuckwagon has a new greenhouse option for USI-LS: the Continually Regenerating Agricultural Product greenhouse.
  • Fixed an NRE issue with adding the TERRAIN to a vessel while in the editor.
  • Fixed an NRE issue with the Conestoga lights.
  • Fixed IVA issue with the Buffalo command cab and ASET props.
  • Fixed control issue with the AUXen.
  • You can properly configure a part to be a battery by using the ConverterSkill.
  • Fixed an issue with IVAs spawning in the editor when inflating parts.
  • You can now select the default image for the Plasma Screen in addition to screens in the Screenshots folder.
  • Moved the kPad and plasma screens to the Utility tab.
  • The Watney Chemistry Lab now produce a small amount of LqdDeuterium in addition to LqdHydrogen and Oxygen.
  • Minor MM patches (thanks kerbas-ad-astra! :) )