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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. hrm let me see what I can do to repro this - this one is one of those nagging ones that a couple of folks get yet I cannot Out of scope for this project for now - tbh, at that altitude you would get too little Karbonite for it to be useful. If you are using the particle collector (this is important) - i.e. the one where the four big blades fan outwards like a giant air brake - it works at 100% - 110% of the max atmo. So for Kerbin it is a narrow band of 70K-77K (approx). By design - this is just atmosphere skimming so folks can gather Karbonite on rails. Do you have the antenna to show you deposits? It's under science (and there's a new, prettier model coming). Correct You want the extractor deployed, the collector enabled, and odds are since Kerbin is so karbonite poor, you are looking at miniscule amounts. No way to change the altitude, but you can change the rate in the configs. Higher = more. This is mostly a Jool thing tbh because even there it's pretty scarce outside of the atmosphere (i.e. it makes no sense for there to be more Karbonite out of the atmosphere than in it... Scooped air is similar to intake atmosphere of KSPI. And looks like there's a patch on engines Excellent, ping me if you need any assistance - I appreciate it!! Thanks!! Side note - I'll see how you have set these up, and modify the next patch accordingly, using the MKS/OKS pattern of a parts folder and an assets folder (should make things a lot easier for sharing textures).
  2. Stock ORS / KSPI is broke right now. Broke bad. You're probably getting log spam. I use exactly the same DLL as the KSPI Experimentals right now.
  3. Case sensitive - fixed in the next patch, but use this: engage = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Start disengage = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Stop flameout = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Stop power = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Running - - - Updated - - - Best bit is you can always release your own config pack, too
  4. Oh! Yeah the part activate bit is related to how we handle the ScoopedAir resource as well as dynamic velocity (the thicker the atmosphere and the faster you're going the more air you get). So that's why it activated There's a flag I use for engines that basically keeps it shut off till ignition, whereas the various scoops aren't activated by staging.
  5. That's old and breaks KSP-I. You should completely delete out UmbraSpceIndustries and ORS and install from the current ZIP. Yup See above - don't use old versions, and you need to delete the folder not overwrite it or you will have sadness. I'll check that one now. May have missed one. Particle collection works over Jool, Laythe, and Kerbin. But it's a pretty easy config change if you want to add others. For now I'm looking to have some variety in what bits are where.
  6. Texture Replacer is my personal bane, I hate that mod. Where did you get 1.1.1.0? I'd have to recomp or, yes, everything will not work. I'll check on the sound. - - - Updated - - - Also, very obvious question, FireSpitter was included with the mod. Did you unpack the ZIP and not grab that or no? (EDIT) Ok - for sound, I had to do a config fix. In the PropFan config, just change propfan/ to UmbraSpaceIndustries/Karbonite/Parts/PropFan for the different sounds.
  7. They are already there - Imgur album I wonder if it dislikes the Karbonite fuel (which would not surprise me). Thanks! I'll take a look at those nodes Oh... and here's the render of the replacement antenna
  8. No worries at all Honestly, I have no issue at all pushing release out a day or two if we can get more parts in, especially the tanks. Gives me time to do some other updates. The capability is already there, just waiting on parts
  9. 0.0.8 IS UP!!! IMPORTANT! We are 'Feature Complete' from a gameplay standpoint, and you have the parts to test everything out. Atmospheric mining is in. Mining just above the atmosphere is in. Jet engines are in. And we already had basic conversion stuff and drilling. This does not mean we are feature complete forever - and I *might* sneak something else in - but for now I need to make sure that all of the core gameplay stuff is solid enough for an initial public alpha release. So my focus will be on the parts front, getting configs finished up, etc. Speaking of which - now is the time to raise config issues. Cost, mass, aerodynamics, etc... If folks can help ferret out all of these issues that would rock. Play. Build stuff. Go crazy. The intent is to fix any breaking issues, log the rest, and get this whole train of awesome out to the showcase this weekend, likely Saturday night. Thanks everyone!
  10. That ship above is absolutely a blast on Jool (since it's a Karbonite-rich atmosphere). Result is that at around 30K altitude, I can infiniglide at 75% thrust. Granted, getting the fuel OUT o the atmosphere is a whole different problem, but I expect there will be some incredibly crazy stuff within about fifteen minutes of the next release, which wil lbe happening as soon as I can test the particle collector...
  11. I believe a couple of folks are working on community patches to switch EL over to ORS. It would be nice if eventually it becomes one of those out of the box options for EL.
  12. The way things are rolling, Jool is going to be one amazingly entertaining planet when this mod hits.
  13. No worries at all! I had never heard of counter rotating prop engines either till I saw one in this thread
  14. This leads to: [LOG 18:31:07.751] numWeightedKerbals: 6 [LOG 18:31:07.751] numWeightedKerbals: 7.35 [LOG 18:31:07.752] WorkSpaceKerbalRatio: 1.479167 [LOG 18:31:07.752] WorkUnits: 10.87187 [LOG 18:31:07.753] eff: 1.087188 [EXC 18:31:07.754] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.755] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.756] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.757] NullReferenceException: Object reference not set to an instance of an object The NullRef a couple thousands lines, everytime you switch vehicle.It seems the NullRef are from MKS as there are more NullRef inbetween. Will post there the complete log. Looks out of date. If you use MKS and Karbonite, make sure you completely delete OpenResourceSystems and UmbraSpaceIndustries. Then reinstall the mods. The ORS I use is the same one as KSPIO-Experimental to avoid conflicts, etc.
  15. Not in the current release. In the next release, yes (there will be a part swap with the current scoop being our particle collector and the more aerodynamic scoop being atmospheric) Well outside the bounds of ORS, but always something someone can add in
  16. Got one Scroll up for the test video... it made me go *squeeee!* Coding it now, going to go flying on Eve
  17. I'll take either, go with what the rest of the gang wants We can alo sneak in parts before release, final test is more to make sure we have all of the core mechanics tested And thanks again!
  18. Thanks! No way at all that I could have pulled this off without the community. I have very high hopes for this mod
  19. It's totally a matter of what parts I get. The one reason I like the new engines being in is it gives me a chance to test all bits of the plugin code. And this will of course not be the only release I'll likely be plugging in new parts pretty frequently as they roll in - I just don't want to delay an initial release.
  20. Quick update. Some new modules - a particle collector (That lets you get atmospheric resources on the edge of the atmosphere). Current range is 10% of the atmosphere (so for Kerbin, this is about a 7K band). Also a very generic ScoopedAir resource and matching intake specifically for jet engines, can be used alone or in conjunction with an atmospheric scoop. I'm going to add in the atmospheric engines, and any bits that are at a completed or close to completed state (for some of the newer assets folks are working on, we can add these once the modeling process is done as we have a few WIP's). So I think the code is almost wrapped up. I'm going to go through the thread one more time for issues that I may have missed, with the intent of posting a real RC tonight. We'll then enter part/model freeze (so keep working on stuff, but nothing new will make it into the first release) and focus on launch. My request is going to be for everyone to swarm on this and make sure we're ready for an initial public release this weekend
  21. Those are built into ORS. At some point I want to do some cleanup on that and propose an alternate resource set as those are either KSPI specific or not used. By design - you lose a lot of mass in the refining process, and some processes in the end will only do a partial refine.
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