RoverDude

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  1. I expect a lot of us will be starting new career saves after the release of 0.90. So in anticipation of that day, and because the idea of grinding science on the launchpad makes me sad, I give you Sounding Rockets! This mod adds a series of very simple 0.35m parts to the start node, including: Two SRB engines. One with high thrust, one with high efficiency. Neither have decouplers, but will instead automatically jettison when out of fuel (this is especially handy for the upper stage below your payload). A nosecone containing a basic parachute, gyro system, and control module. Note: These run off of StoredCharge not ElectricCharge, and by design cannot be recharged. You will have enough juice for a short mission, but don't expect to get to the Mun with it. Four new science experiments to serve as payloads for your sounding rocket. Note, that trying to stack more than one will likely exceed the parachute's capacity. Enjoy! Go forth and find bees, feedback rocks. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Pick it up on GitHub! https://github.com/BobPalmer/SoundingRockets/releases
  2. Introduction Interplanetary Colonization represents one of the largest technological and logistical challenges on the horizon for manned spaceflight. USI's Modular Kolonization System (MKS) provides a huge array of new gameplay systems and supporting parts to support the experience of designing, building, and maintaining interplanetary colonies in Kerbal Space Progam. For over three years, MKS has been the definitive Colonization mod for KSP, with continued refinement of the parts and core systems (including the resource system now integrated in the stock game) based on extensive community feedback and continued development and design. MKS is not a parts pack. It is a gameplay mod that adds a massive amount of end-game content for KSP, and can serve as the perfect capstone for your career save. It can be soul crushingly hard, and as unforgiving as gravity. But it can also be an incredibly rewarding gameplay experience, bringing back that sense of wonder and accomplishment that many of us remember from our first Mun landing. If you want a parts pack where your idea of a colony is landing a single ship and call it a day, this is probably not the mod for you. If you want something that transforms your gameplay, and gives you unapologetically difficult goals where you have to juggle planning, logistics, and the harsh constraints imposed by space, then you will likely get as much enjoyment playing MKS as I have received building and designing it. Features MKS adds a rich array of new features to support the challenge of building interplanetary colonies, including: A huge assortment of parts suitable for surface and orbital bases and stations, drawing inspiration from real-world parts and concepts from Bigelow, NASA, and others. A clear progression of parts, from simple outposts and mobile bases to larger manufacturing complexes and permanent colonies. Extended ISRU operations with more resources and more complex harvesting, refining, manufacturing chains, and new mechanics. Discoverable resource lodes for more interactive resource harvesting and exploitation Customizable and field-configurable converters and harvesters to allow post-launch customization of your colony. Tools for handling large bases, such as ground tethering and automated resource transfers for disconnected bases Tools for building out your base In-Situ with harvested resources, whether it's by expanding and kitting out modules, or through in-situ construction via the bundled Ground Construction mod by @allista Parts and tools for contructing bases including weldable ports, magnetic couplers, and heavy construction equipment via the bundled Konstruction mod. Parts for mobile bases via the bundled Karibou Expedition Rover Expanded Kerbal traits and effects in support of Kolonization Comprehensive and seamless integration with USI Life Support, including life support, habitation, and homesickness. Kolony rewards, providing ever increasing efficiencies as well as tangible bonuses in career mode, as your Kerbals gain experience colonizing other planets and moons. The ability to support permanent colonies as well as ark-ships as your Kerbals expand their knowledge and become more experienced with off-world colonies. Part disassembly and recycling Wireless power transmission and Geothermal wells Equipment wear and tear along with manual and automated maintenance tools And much more! FAQ I hear MKS is really complicated - is that true? MKS has significant depth and breadth, but provided you don't try to do everything at once, you will find the learning curve can be pretty reasonable. Start with life support, and don't get fixated on trying to build everything at once. The patterns learned with a small base quickly scale for larger ones. What about documentation? Thanks to @dboi88, MKS enjoys full KSPedia documentation. There's also an excellent community maintained wiki available here. MKS Documentation even has its own development thread here. I can't seem to fit a 100% self sufficient base in a single launch - what am I doing wrong? Building a self sufficient colony is hard. Like... REALLY hard. It's going to take a lot of launches and a lot of work. The idea of MKS is that it is not about plunking down a base and being done. Rather, it's the journey to get to that point that is the fun bit. So yeah... you are going to need a few more rockets. I can't find a place to create my base that has all of the resources! Good. Now you get to enjoy some of the challenges that result from resource constraints. Do you ship things in? Do you set up multiple bases? Or use low-efficiency harvesting to get trace materials and salvage the rest from scrapped components? I feel overwhelmed... I try to make a base, and it seems I just need so many different parts! Start small. Start with just a habitation module or two and ship in supplies. Then add some agroponics and ship in fertilizer. Once you get those down pat, you are ready for more complex systems. I am still lost - where can I get help? Ask in this thread. A lot of the folks here have been using MKS in their games for years, and are a pretty friendly lot. This looks amazing, and I didn't have any plans for my weekend anyway - where do I get this stuff? Great question! Links are below Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license. This mod redistributes ModuleManager, which is covered under its own license. This mod redistributes Ground Construction, which is covered under its own license. NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  3. So I have been considering over the past month or two the creation of a life support system tailored to fit in with the USI mods, and also bring together some the bits I like about other mods already on the market, and add a few of my own tweaks, etc. This is pretty much my interpretation of how, if I were to go buy Kerbal in a store, I would expect a stock-ish life support system to work. I've been playing with it and minus a few refinements am very happy with the result. With that, I am pleased to introduce USI Life Support. Basic overview stuff. Mechanics wise, it's pretty simple. Kerbals require supplies. Kerbals also require EC. these are both on the same timer, so I just check supplies for the status window. When Kerbals are done consuming supplies, leftovers, scraps, and 'anything else' is either tossed overboard, or (if storage is available) tossed into a 'mulcher'. The resulting organic slurry is called 'mulch' and can be used to feed greenhouses, etc. at the player's discretion (or in the case of MKS, converted into Organics at varying levels of efficiency). 15 days out, the visuals go yellow (sorry, no auto-warp-slowdown-thingie, use KAC). When supplies run out, things go into the red. If you leave them unsupplied for 15 days... well, they just say 'screw it', get grouchy, and quit. They are still in the pod. they still take up a seat. But they can't fly, can't EVA, and essentially do the Kerbal equivelant of spinning around in their office chairs, refusing to work, until resupplied. This is a design consideration in that all of us, at least once, has just flat out done goofed, and lost a whole colony of Kerbals via glich or other sadness. Yes, death/despawn will be an option. Not the default one tho. Mechanics wise, they are transformed into tourists, as they are essentially on a self-imposed vacation Once resupplied, they are happy as clams and will return to work. While on EVA, they will not quit. But if they are brought back aboard a ship and have been starved (and can't find a hot meal waiting) they will promptly go in strike, and begin their self imposed vacation immediately. Orange suited Kerbals (Jeb, Bill, Bob, and Val) are immune to the ill effects of life support. They will still consume supplies if given, but do not leave the job, because they are just that awesome. This always gives a player (especially a new one) an 'out' to test out a manned mission before actually committing your other kerbals, etc. to a horrible fate of snack deprivation. Yes, it's a bit more 'Kerbal' than TAC-LS, but also a lot more predictable and with harder consequences than 'Snacks'. It does, however, feel 'right' (at least to me) from a design standpoint. Parts wise: Three inline storage compartments. No extra recyclers needed. No resourced added to pods (the 15 day window covers all of the Kerbin SOI so no point). No random contracts. MKS/OKS Changes MKS wise, closed loop just got a lot harder/more interesting (depending on your point of view). The old C3 (now renamed to the Pioneer Module) will have a basic mulcher and greenhouse and can do recycling at 50% efficiency for up to four Kerbals. Kerbitats operate at 75% efficiency. Mk-IV modules (once released) will operate at 90% efficiency off-world, 100% efficiency on the surface (pulling in of local material is inferred, no extra drills required). Supplies come from organics. Organics come either from mulched supply waste, or from a combo of water/substrate. So surface bases are easier to get to self sufficiency - if they are on water/substrate deposits. Orbital will always be a pain - so you will need to fly up fresh organics or keep large stores. And since organics creation is not tied to the life support loop, building large surface farms is also pretty easy now. Dealing with hungry Kerbals So you can do some very interesting things. Run a command pod to dock reviving supplies/snacks to a starved out colony ship. Use one of your orange-suits to lead a mission and conserve supplies. Note that Kerbals are pretty damn aggressive about getting their snacks - the only way to lock them out of the biscuit tin is to click that little feed button by the resource on a part (same way we reserve some battery power for a probe). Note that a Kerbal about to starve (i.e. no supplies for 15 days) will in fact happily break open said biscuit tin. witty screen message included Design side note: So 'Mulch'. Waste was used, and too generic. And I wanted something that showed that the stuff was kinda useful, not edible, and felt more 'kerbal' (and less like poo!) if that makes sense. The idea of Kerbals tossing all of the spare bits and scraps into a contraption and getting out a semi-useful generic organic slurry had a certain appeal, hence the abstracted mulchers and mulch resource. The resource itself is just 'supplies' and has the visual representation of a translucent, semi-rounded green cube. What are they? Well... leave that to the imagination. But the labeling will read 'N.O.M.S. - (Nutritional Organic Meal Substitute)' on the tins LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD: Get it at the GitHub Repo! https://github.com/BobPalmer/USI-LS/releases
  4. RoverDude

    Only 1 Konstruction port per ship/vassel?

    They work and dock exactly the same way, as it is the same part module. The only difference is Konstruction ports can also go poof. Also, the forum thread for Konstruction is probably a much better place to get questions answered.
  5. RoverDude

    Only 1 Konstruction port per ship/vassel?

    Konstruction port behavior is consistent with stock docking port behavior - i.e. multi-node docking is a super tricky thing.
  6. Animated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD HERE Source can be found here
  7. Download via the USI Catalog Page LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
  8. RoverDude

    [1.3] - Modular Kolonization System (MKS)

    Performance.
  9. Introducing Konstruction! Konstruction adds new parts and game mechanics to KSP centered around base and orbital construction! Features: Weldable, configurable construction ports, with auto-rotation and configurable parameters on the fly. Once connected, these can be removed, resulting in a permanent joint between the parent parts of the two ports. Design your assembly in the VAB, cut it up and add construction ports, reassemble in-situ. Great for large bases and stations, or building larger vessels in orbit! Konstruction also includes an array of parts that can be used to create forklifts, cranes, magnetic couplers, stabilizers, etc. - ideal for building vehicles to help with in-situ assembly. If Module Manager is installed (not included till an official 1.2 version drops), the claw will have a magnetic grappler added to it automatically. Lastly, Konstruction includes the absolutely adorable Akita Rover. Small enough to fit in a Karibou cargo bay, great as a little runabout for your base. And now the important bits! Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license (see attached). Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
  10. I'll have a patch release tomorrow, new PC and have to load a few things
  11. This is a bundled release of the USI nuclear reactors and the various kontanier types that are used accross many USI mods - tossing this out as a separate bundle by request (and to version this separately for ease of distribution) Uses KSP-AVC. Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely [Link removed by moderator, Kerbalstuff site dead and hijacked]
  12. Download via the USI Catalog Page Background: What's more awesome than asteroids? Asteroids you can put stuff in! Asteroid Recycling Technologies (ART) allows you to remove asteroid mass and attach multiple reconfigurable storage tanks to the asteroid's surface. ART is a collaboration between myself (plugin code, configs, and Unity), and WaRi (modeling and textures). How it works: First, Attach (via the same mechanism as the ARM Claw) a mass extractor to the surface of the asteroid. This device (aka the Jaw) uses a high powered laser to vaporize asteroid mass, transforming it into rock (a new resource) and prepare the interior space for use. Next, attach one of several reconfigurable storage tank hatches to the asteroid. Each of these contains a specific resource (LiquidFuel, Oxidizer, XenonGas and Karbonite are included, mod creators and players are encouraged to create more!). These begin with zero capacity, but can be inflated once attached to the asteroid and take advantage of the space created by the Jaw. Better yet, these storage tanks can be reconfigured on the fly based on your needs - need more Karbonite space and less XenonGas space? no problem - just compress and expand the different tanks. There's even an option to bleed off the contents if you need to make room for something else. What do I do with all of this rock?! You can bleed it off - just select 'Vent Rock' on your asteroid's right click menu to toss some out into space. Or, use one of our handy low-yeild extractors (ones for Karbonite, Minerals/Water, and Substrate/Ore come with the release) to transform rock into useable stuff. Example: Using the Jaw, a player can create available space of, say, 50,000 units. They could then attach tanks for Karbonite, Liquid Fuel, and Oxidizer, and distribute that 50K capacity among all three, and change it as needed (i.e. reduce Karbonite space and expand LFO space during conversion, etc.) There's some extra stuff too! Lastly, there are two new parts for other rocky goodness: a nifty mass driver engine that runs off of Rock, as well as an accompanying storage tank. These are similar to ion drives, but with much higher thrust at the expense of ISP (so they sit somewhere between the nuke and the ion drive). I'm still lost... can you make an awesome video or something? Ask and ye shall receive. License and stuff License is All Rights Reserved. But if you wish to use some code or a model, etc. toss me a line! In the event of my absence from the official KSP forums for 120 days or more, the license will revert to CC 4.0 BY SA NC. Uses the FireSpitter plugin by Snjo What's next: Habitable modules that let you turn your asteroid into an ant colony. More complex high-yield mining technologies, and integration with Freight Transportation Technologies (FTTP) ChangeLog 0.6.0 - 2014.12.16 [LIST] [*]KSP 0.90 Comatibility [*]Converted most parts to Regolith [*]Boosted Jaw efficiency by tenfold [*]Fuel hatches and the Jaw must be directly attached to an asteroid to function [*]Deprecated ORSX [*]Updated DLLs - including TEMPORARY FireSpitter patch for 0.90 [*]CTT Integration. Mass driver and rock tank are under Resource Utilization, with the balance of the parts under Off-World mining. [/LIST] 0.5.4 - 2014.11.01 [LIST] [*]Cleaned up resources [*]Moved out some dead code [*]Converted all TGAs to PNGs [*]Updated USI Tools/ORSX/ModuleManager [*]Moved to full version of CRP [*]Moved rock to the CRP as it will be multi-mod [*]Updated FireSpitter DLL [/LIST] 0.5.3 - 2014.10.10 Fixed name for Crew Hatch, added DRE config 0.5.2 - 2014.10.07 [LIST] [*]KSP 0.25 Compatability [*]Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves). [*]Crew Hatch automatically expels Kerbals in the event of disconnection [*]CRP and USI DLL refresh [/LIST] 0.5.1 - 2014.09.28 [LIST] [*]ATM configs [*]DRE support [*]MFT support [*]Added FireSpitter version file [*]Updated to ORSX [*]Updated Module Manager [*]Updated USI Tools [*]Increased JAW laser strength and energy usage [*]Fuel hatches now have a top node so they can be stacked for delivery [*]Updated CRP resources [/LIST] 0.4.5 - 2014.09.12 [LIST] [*]Updated KSP-AVC info [*]Updated FireSpitter plugin [*]Updated USI DLLs [/LIST] 0.4.4 - 2014.09.02 [LIST] [*]Fixed resource issue that caused a Karbonite conflict with cost and flow type (yay for shooting myself in the foot) [*]Updated version info [*]Updated DLL dependencies [/LIST] 0.4.3 [LIST] [*]Updated USI_Converter [*]KSP AVC Support [*]Fixed missing transform on mass driver [/LIST] 0.4.2 [LIST] [*]Final configuration updates and licensing [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Split parts into two packs - ART and ART_PartPack [*]RCS and 2.5m Mass Drivers are deprecated, RCS is coming back with a new model. [*]Hollowing potential jumped up to 75% of mass. [*]Simplified the converters at the expense of efficiency - now go straight from rock to resources. Ratio is approximately 1000:1 to account for conservation of mass (asteroids are fluffy), and to leave breathing room for mining specialization. [*]The probe now gives science. Analysis results are non-game impacting for now, but there to support the next expansion. [*]Some FX adjustments [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Mass drivers in 1.25/2.5 form factors along with a high-thrust RCS version. Yes, you can fly asteroids around. No, they have no more gimbals. Oh.. and the fade of the emmissive is prettier. [*]The probe now requires direct activation to perform it's analysis. IT also shows analysis results (so does the asteroid). [*]Turns out asteroids are very fluffy... conversion rates and hollowed out volume adjusted accordingly. [*]A new part - Intermediary Separation Module - handles the separation of rock into the specialized types. It will attempt to do this when it sees you have a lot of rock. It also handles Rock=>RockDust conversion. [*]Fixed the whole 'probe zooming in the VAB' thing [*]Mass should now remain constant (until conversions start expelling waste). [/LIST]
  13. RoverDude

    [1.3] The Malemute Rover [0.2.0]

    Glad you dig it :)
  14. Introducing the Malemute Rover! Based on the Mars rover from 'Last Days on Mars' (great rover, horrible movie), this pack includes parts for cargo, geo-science (no more awkward Narrow Band Scanners sticking out!), crew transport, and general shenanigans. Over a dozen parts with full IVA support. Interconnects with other USI bits and pieces, and can be configured both as a rover, and also a really sweet biome hopper or VTOL. Have fun! Download, Source, and Change Log! Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Configuration files and code are licensed under the GPL v3 license Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely This mod redistributes Firespitter, which is covered under its own license.
  15. RoverDude

    [1.3] - Modular Kolonization System (MKS)

    Umm... yes it is? (I can do this all day...)
  16. RoverDude

    [1.3] USI Life Support [0.5.0]

    For a single-converter part, yeah.
  17. RoverDude

    [1.3] USI Life Support [0.5.0]

    FYI - the changes are actually pretty simple. Some module names have changed: ModuleLifeSupportRecycler = USILS_LifeSupportRecyclerSwapOption ModuleResourceConverter_USI = USI_ConverterSwapOption ModuleHabitation = USILS_HabitationSwapOption And because everything now uses the swappable converter classes, you need to add three extra part modules as shown below (these defaults are fine for the single-mode converters most mods will have): MODULE { name = USI_SwapController } MODULE { name = USI_SwappableBay bayName = Bay 1 moduleIndex = 0 } MODULE { name = USI_Converter UseSpecialistBonus = false } If you want to add in multi-module support you can use MKS as an example.
  18. RoverDude

    [1.3] USI Life Support [0.5.0]

    Umm... I did not. There have been no changes since I first put up the USI-LS / MKS balance sheet. I've had to tamp down this misinformation before, not sure how it keeps growing legs. And there are, literally, no additional changes planned or in the works that would affect balance or API compatibility.
  19. RoverDude

    [1.3] USI Life Support [0.5.0]

    Which is odd given that this is the first API change in USI-LS in an extraordinarily long time, and the last from an API standpoint. There are no planned changes that would affect this. (So if someone is waiting for a 'final' change.... it is going to be a very very very long wait ;)) Also to add - the balance stats did not change (those too have not changed in an incredibly long time), so it should just be a matter of partModule changes.
  20. RoverDude

    [1.3] USI Life Support [0.5.0]

    As long as it used 1.1.0 you're golden
  21. RoverDude

    [1.3] USI Life Support [0.5.0]

    Pure awesomeness.
  22. RoverDude

    [1.3] USI Life Support [0.5.0]

    Yep, we warned folks that this would be a breaking change a while back, and did a very long-running constellation pre-release to give folks a chance to get patches ready. Hopefully folks were sitting on their patches. Sorry about having to break a few eggs on this one, but it was necessary for the next big thing (hopefully to coincide with 1.7, mostly reliant on some design and modeling work as most of the code is done thanks to @DoktorKrogg).
  23. RoverDude

    [1.4.5] Global Construction

    Odd, given the lack of API changes.
  24. RoverDude

    [1.4.5] Global Construction

    What exactly is the problem with it?