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Releases: Angel-125/Pathfinder

1.2.6

16 Oct 19:29
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  • WBT update
  • Fixed graphics issue with the Doc.

1.2.4

13 Oct 16:25
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  • Updated Snacks support
  • Updated USI-LS support
  • Fix for KPBS greenhouse
  • Added Multipurpose Colony Modules (MCM) to the Extras folder.

v1.1.2

10 Sep 22:53
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Last update before KSP 1.2!

New Parts

  • Added the Telegraph deployable communications dish.
  • Added the Sombrero Solar Array. This dual-axis solar array can point at the sun in two directions.
  • Added the Radial Engine Mount. It is particularly helpful for getting rovers onto the ground.

Greenhouses

  • Growth time is no longer reduced based upon experienced Scientists. Yield is still affected by experience though.
  • Greenhouses now show where they're at in the growth cycle and show up in the Ops Manager.

USI-LS

  • Replaced Water usage with Dirt. Apparently Fertilizer is mostly water.
  • Adjusted the resource consumption amounts to be comparable with stock USI-LS.
  • While Dirt is an extra added resource, it accounts for the possiblility of improved yields.
  • The Pigpen now produces Fertilizer from either Ore, Minerals, or Gypsum.
    NOTE: expect additional changes once KSP 1.2 is available. It sounds like USI-LS is changing.

Other

  • Updated support for CLS.
  • The Sunburn lab won't have the ability to produce Coolant unless you have DSEV installed.
  • Buffed the Doc Science Lab's data capacity to reflect changes in the stock MPL. It is still optimized for ground operations.
  • Added a small nuclear reactor to the Nukeworks for those times when you don't land in a place that has geothermal activity.
  • Fixed some KAS and lighting issues with the Gaslight.
  • Adjusted tech tree positions of various modules; they'll show up roughly in Tier 6.

1.2.3

22 Sep 21:46
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  • Moved the Mule to Space Exploration. It also appears in the Payload tab.
  • Moved some Pathfinder game settings to the Wild Blue tab in the Game Difficulty screen.
  • Removed deprecated parts. Reminder: If you want spacedocks, the Mk2 Homestead, and more, download Multipurpose Colony Modules for Pathfinder.
  • The OSE Workshop templates now recognize KSP's new part categories.
  • Rendering performance improvements for the Spyglass.
  • The OSE Workshop templates should now recognize KSP's new part categories.
  • Rendering performance improvements for the Spyglass.
  • For the modules that used to require Engineers, now any class that has the ConverterSkill qualifies to reconfigure modules. For modules that used to require Scientists, now any class with the ScienceSkill qualifies to reconfigure the modules. Ditto for converters.
  • The Claimjumper now includes an industrial version of the Geology Lab's Prospector. Simply drill for Ore, and the industrial prospector will sort out all the available resources in the biome. It has a lower Slag output due to its higher quality processing equipment.
  • Fixed collider issues with the Doc Science Lab.
  • The Telegraph can now function as a relay transmitter.
  • The Ponderosa can now level up kerbals.
  • The Ponderosa also serves as a probe control point. You need a minimum of two pilots.

Removed Parts

  • Removed the Stockyards and Homestead. You have two options if you want these parts. First, the Mark One Laboratory Extensions' Drydocks replace the Stockyards, and MOLE's Bigby Orbital Workshop replaces the Homestead. Second, you could download the Multipurpose Colony Modules for Pathfinder mod extension. In addition to the Stockyards and Homestead, you get an old favorite, the Pioneer Multipurpose Colony Module and Settler Multipurpose Base Unit.

1.0.0

04 Sep 22:24
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This release introduces a couple of new parts and refactors some old ones. It also delivers the Chuckwagon IVA.

New Parts

  • Added standard width 1u and 2u Solar Flatbeds. If you have parts attached to them then they won't generate ElectricCharge. Thanks for the suggestion, DStaal and Bombaatu! :)

Gaslight, Saddle, Patio & Switchback2

  • Adjusted the colliders to help alleviate explosive parts when attaching them to the ground.
  • Due to the way that KAS works, the Saddle and Gaslight now only have one pipe connection. The older versions have been deprecated, so your existing bases will be ok.

Chuckwagon

  • The Chuckwagon finally has its IVA! :)

Inflatable Modules

  • When inflating or reconfiguring modules, you can now pull Equipment from vessels participating in resource distribution. This happens automatically as long as vessels are sharing their Equipment.
  • Due to the way that contracts work, inflatable modules will have a crew capacity listed once again. Please don't flat-pack kerbals. I'm looking at ways to auto-kick kerbals out of deflated modules while in the editor.
    NOTE: You might have to return to the space center and then go back to your new base in order for contracts to recognize the inflated crew capacity.

USI-LS

  • All inflatable modules will now have the capacity to store Supplies.
  • Increased the recycling capability of the Ponderosa template to 90%

Doc Science Lab

  • The Doc Science Lab template now participates in the WBI Experiment System. You can load up to four experiments into the lab and conduct research, either from a suitable experiment container (Mark One Laboratory Extensions has several) or by generating new experiments from their list of required resources. Coming soon in KSP 1.2: you'll also need a connection back to KSC to receive instructions. Experimental results can be transferred into the mobile processing section, and the experiment lab generates bonus science.

Watney

  • Adjusted the Water production for the Rainmaker converters.
  • Added a fuel cell converter to produce ElectricCharge from LiquidFuel and Oxidizer.

0.9.39

12 Aug 19:50
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  • You can climb into the Doc Science Lab again.
  • Part mass is now correctly calculated.
  • Updated formula for producing Glykerol.

0.9.38

11 Aug 02:56
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  • All generators (Buckboards, HotSprings, SolarFlare) now list how much EC they are generating.
  • If a part is participating in resource distribution, and the resource isn't required by a converter or on the blacklist, then you can now individually set a resource to be shared, consumed, or ignored.
  • Added support for USI-LS to Buffalo parts.

0.9.36

03 Aug 02:39
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New Part

  • Added 2U Slim Chassis.

Flex Fuel Power Pack

  • The Flex Fuel Power Pack now uses the standard configurable storage window to select flex fuel types. You still need to go EVA to change it, and it requires an Engineer (unless you turn off the skill requirement).
  • The Flex Fuel Power Pack will have the appropriate fuel resource storage for the selected fuel type.

Spyglass

  • The Spyglass now counts as a cupola in base building contracts. Thanks for the suggestion, lukeduff! :)

Resources

  • Added the Uraninite template. Thanks for the suggestion, lukeduff! :)
  • All Buffalo chassis parts can now participate in Pathfinder's resource distribution.
  • The Outback now uses the standard resource configuration window.
  • You can now change the configration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks.

Nukeworks

  • The Nukeworks can serve as a radioactive storage container if you have Near Future Electrical installed. Thanks for the suggestion, lukeduff! :)

Bug Fixes

  • Fixed an issue where the Buffalo asteroid scanner would not display the results window after scanning an asteroid.
  • Fixed an issue where duplicate entries for the commercial science lab were visible in KPBS labs.

0.9.35

25 Jul 01:30
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  • Fixed an issue with the editor locking up when using the M1-A1 Mountain Goat.
  • The M1-A1 can now self-destruct in addition to decoupling (both when surface attached and node attached).
  • Reduced the ejection force used when the M1-A1 is decoupled.
  • The Buffalo Command Cab window lighting now toggles on/off with the headlights.
  • If fuel tanks are arrayed symmetrically, you'll no longer be able to reconfigure them. It's either that or let the game explode (ie nothing I can do about it except prevent players from changing symmetrical tanks).

0.9.34

23 Jul 23:43
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Flex Fuel Power Pack

  • Flex Fuel Power Pack can now run on LiquidFuel & IntakeAir. It produces as much ElectricCharge as LiquidFuel/Oxidizer. Thanks for the suggestion, Geschosskopf! :)
  • Added exhaust effects.

Buffalo Crew Cabin

  • Added a node on the top to help facilitate mounting the Flex Fuel Power Pack.

M1-A1

  • you can now decouple the OmniWheel when it is surface attached as well as when node mounted.

Rendering Performance

  • Improved performance and reduced memory footprint for resource distribution.
  • Improved rendering performancs of the Operations Manager.