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RoverDude

Parts Hero
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Posts posted by RoverDude

  1. 25 minutes ago, jd284 said:

    Oh yeah, that's a fair point. Using it as a feeder for standard MKS setups at first, and then moving to Wolf parts for scaling up.

    I guess I got thrown off by the tutorials that all seem to start at the deep end first. This makes way more sense.

    I actually do all of that with 100% WOLF.    And I've been saying for years people need to not try making all-in-one bases as their first go to.

     

     

  2. 3 minutes ago, jd284 said:

    There's little point in offering the depot early in the tech tree when you need all the other modules anyway just for transport credits.

    Except you don't.   You can easily set up a whole resource network on the mun (or anywhere really) with zero need for life support, with multiple feeder routes from different biomes to a centralized base.   

  3. 39 minutes ago, HeavyDestroyer said:

    I'd like to know where are the values for Wolf harvestable resources stored for game saves.  Like where it says that in that specific save, KSC biome has x amount of Ore. Because I want to change some stuff, or even add new resources.

    I looked in the save files and couldn't find anything, or maybe I'm just blind.

    It leverages the stock resource system, so it's determined by a seed which is used to determine stock resource levels, which we then extrapolate into WOLF values.

     

  4. 3 hours ago, Artificer_Drachen said:

    Turns out after booting up a new sandbox and testing things, rational resources likely does mess with WOLF resources. Now is there a way to "reset" the resources on existing saves or am I gonna have to go about mostly using the old fashioned mks colonization since it doesn't fix the resources on said existing saves. 

    Disappointing.  Since despite the fact that when this first came up, in the interest of harmony we removed all opinionated resource definitions from CRP, looks like Rational Resources still plays poorly in a shared sandbox and is screwing with things it should not.  In theory, all you have to do is just delete Rational Resources, and that will allow the stock resource system to work as designed.

  5. 1 hour ago, Artificer_Drachen said:

    Hm, I checked the GPP_resources/Res_CRP and there's already a config for water for the planets, Iota included.

    Here's the entry:

    BIOME_RESOURCE:NEEDS[CommunityResourcePack]
    {
        ResourceName = Water
        ResourceType = 0
        PlanetName = Iota
        BiomeName = Droops
        
        Distribution
        {
            PresenceChance = 1000
            MinAbundance = 4
            MaxAbundance = 10
            Variance = 40
            Dispersal = 10
        }
    }

    Also I do have rational resources installed too, would that cause an issue or is it unrelated?

    I'd remove Rational Resources and see if your problem vanishes.  If so.. there's your answer.

  6. 3 minutes ago, Artificer_Drachen said:

    I use Galileos planet pack and water doesn't exist on iota so far except as hydrates for WOLF, is there any way to mess with configs and add water to it? If it is possible, I'll need to modify the resources I get on Gael too since it doesn't match up to Kerbin.

    In theory, just add a planetary resource config (there should be some examples like Kerbin you can borrow from).  Planetary overrides Global.

  7. 11 minutes ago, priles said:

    @RoverDude, Having some problems with recovering a part from the USI mod. When I recover the part the game charges me 31million funds vs giving me money back. Is there some way for me to fix this? I was going through the part files but was not smart enough to figure out what part it was exactly or if this will happen with other parts. 

    Thank you in advance for looking at this!

     

    3ulFnup.jpg

    This is a bug with stock.  I recall there are some workaround mods to sort it.

  8. 50 minutes ago, Brigadier said:

    Agreed.  Had you been referring to KSP 2 (and a few people have already tried to cloak their questions regarding "...the other game"), I would have simply been repeating what RoverDude has said many times.  Just trying to help out.:)

    I was mistaken in your intent.

    Yep - NDA for KSP2 is still very much there ;)  All good!

  9. 1 hour ago, Brigadier said:

    If you're referring to KSP2, his NDA will prevent him from saying anything.   If you're referring to another game, my apologies.

    I assume @dlrk means the other game I noted that @DoktorKrogg and I are working on in the release post earlier in the thread, in which case no NDAs (yet!).  Short version - 3X (Explore/Expand/Exploit - no Exterminating!) with adorable robots and other shenanigans.    I've been doing some modeling streams and there's a ton of work going on in the background :)

  10. 11 hours ago, TheMorx said:

    Hi @RoverDude me aigan...

    I´ve asked my question in the CKAN section and they told me that Konstruction requires two other mods to run and these mods are not availabe for my KSP version. Due to the fact that one of these mods is also from you, I´d like to ask, if I can run Konstruction without them or can use these mods in its older versions?

    y4mHxPr6pfj4TjJJZOLpXjHbPKk36aBZD8KDLAie

    Thanks again

     

    Morx

    Your best best is to pull it from the repo in the OP.  If it's included there - it's needed for the mod and will not work without them.

  11. Just now, TheMorx said:

    Hi @RoverDude,

    I have the latest Version of KSP and CKAN doesn´t let me install the new version of Konstruction. I don´t know why, but other Mods are also unistallable due to a 1.12.9 rating.

    Have you any Idea what the matter is? ( I started just days ago with modding and have only [x] science and Kerbal Engineer Redux installed via CKAN)

     

    Thanks

    Morx

    Talk to the CKAN folks.   Neither @DoktorKrogg or I use CKAN, but they are pretty good about sending us pull requests if something is sketchy.

  12. 14 minutes ago, lBoBl said:

    The large Atlas parts have attachment nodes inside the model, and I initially thought that at some point we would be able to use them to have the Atlas parts resting on flat surfaces, that attaching something there would shorten the physical model of the part, exactly like the inner nodes on the tundra modules do. Is that a functionality that is planned in the future or did I misunderstand what they were meant for?

    Planned for the future :)

  13. Version 112.0.1 of the Malemute Rover has been released, and the thread has been updated to reflect the updated download location and KSP version supported.  CKAN should also be catching up for those of you who use it.  You can also nab the latest release here:

    https://github.com/UmbraSpaceIndustries/Malemute/releases

    This is pretty much what was in the bleeding edge releases for 1.11, plus a few small tweaks.  Barring any major issues, this is likely going to be the release we stick with for the foreseeable future, as @DoktorKrogg and I are both neck deep in a new indie game we're both working on :)  

    So while we're totally still around and active in the forums and on the USI discord, I would not anticipate any major new USI releases, at least in the short term, though there are still a few major things we both want to knock out (including updating all of the wheels, and some other large system changes).

    Lastly, a couple of handy links.  First, the discord server for all things USI (though this also covers our new game as well), and a reminder that I'll be doing a bunch of streaming around game dev (mostly the art side, so Blender, Substance, Unity, etc.). though it's going to be exclusively work on the new game, vs KSP stuff.  

    Discord:  https://discord.gg/FNBwUXRgX8

    Twitch:  https://www.twitch.tv/RoverDude

    Enjoy!  And make sure to let us know if any bees got into the build process.  If so, we'll do a fast follower in a week or two if necessary to update the releases.

  14. Version 112.0.1 of ART has been released, and the thread has been updated to reflect the updated download location and KSP version supported.  CKAN should also be catching up for those of you who use it.  You can also nab the latest release here:

    https://github.com/UmbraSpaceIndustries/ART/releases

    This is pretty much what was in the bleeding edge releases for 1.11, plus a few small tweaks.  Barring any major issues, this is likely going to be the release we stick with for the foreseeable future, as @DoktorKrogg and I are both neck deep in a new indie game we're both working on :)  

    So while we're totally still around and active in the forums and on the USI discord, I would not anticipate any major new USI releases, at least in the short term, though there are still a few major things we both want to knock out (including updating all of the wheels, and some other large system changes).

    Lastly, a couple of handy links.  First, the discord server for all things USI (though this also covers our new game as well), and a reminder that I'll be doing a bunch of streaming around game dev (mostly the art side, so Blender, Substance, Unity, etc.). though it's going to be exclusively work on the new game, vs KSP stuff.  

    Discord:  https://discord.gg/FNBwUXRgX8

    Twitch:  https://www.twitch.tv/RoverDude

    Enjoy!  And make sure to let us know if any bees got into the build process.  If so, we'll do a fast follower in a week or two if necessary to update the releases.

  15. Version 112.0.1 of Nuclear Rockets has been released, and the thread has been updated to reflect the updated download location and KSP version supported.  CKAN should also be catching up for those of you who use it.  You can also nab the latest release here:

    https://github.com/UmbraSpaceIndustries/NuclearRockets/releases

    This is pretty much what was in the bleeding edge releases for 1.11, plus a few small tweaks.  Barring any major issues, this is likely going to be the release we stick with for the foreseeable future, as @DoktorKrogg and I are both neck deep in a new indie game we're both working on :)  

    So while we're totally still around and active in the forums and on the USI discord, I would not anticipate any major new USI releases, at least in the short term, though there are still a few major things we both want to knock out (including updating all of the wheels, and some other large system changes).

    Lastly, a couple of handy links.  First, the discord server for all things USI (though this also covers our new game as well), and a reminder that I'll be doing a bunch of streaming around game dev (mostly the art side, so Blender, Substance, Unity, etc.). though it's going to be exclusively work on the new game, vs KSP stuff.  

    Discord:  https://discord.gg/FNBwUXRgX8

    Twitch:  https://www.twitch.tv/RoverDude

    Enjoy!  And make sure to let us know if any bees got into the build process.  If so, we'll do a fast follower in a week or two if necessary to update the releases.

  16. Version 112.0.1 of Sounding Rockets has been released, and the thread has been updated to reflect the updated download location and KSP version supported.  CKAN should also be catching up for those of you who use it.  You can also nab the latest release here:

    https://github.com/UmbraSpaceIndustries/SoundingRockets/releases

    This is pretty much what was in the bleeding edge releases for 1.11, plus a few small tweaks.  Barring any major issues, this is likely going to be the release we stick with for the foreseeable future, as @DoktorKrogg and I are both neck deep in a new indie game we're both working on :)  

    So while we're totally still around and active in the forums and on the USI discord, I would not anticipate any major new USI releases, at least in the short term, though there are still a few major things we both want to knock out (including updating all of the wheels, and some other large system changes).

    Lastly, a couple of handy links.  First, the discord server for all things USI (though this also covers our new game as well), and a reminder that I'll be doing a bunch of streaming around game dev (mostly the art side, so Blender, Substance, Unity, etc.). though it's going to be exclusively work on the new game, vs KSP stuff.  

    Discord:  https://discord.gg/FNBwUXRgX8

    Twitch:  https://www.twitch.tv/RoverDude

    Enjoy!  And make sure to let us know if any bees got into the build process.  If so, we'll do a fast follower in a week or two if necessary to update the releases.

  17. Version 112.0.1 of Karbonite/K+ has been released, and the thread has been updated to reflect the updated download location and KSP version supported.  CKAN should also be catching up for those of you who use it.  You can also nab the latest release here:

    https://github.com/UmbraSpaceIndustries/Karbonite/releases

    This is pretty much what was in the bleeding edge releases for 1.11, plus a few small tweaks.  Barring any major issues, this is likely going to be the release we stick with for the foreseeable future, as @DoktorKrogg and I are both neck deep in a new indie game we're both working on :)  

    So while we're totally still around and active in the forums and on the USI discord, I would not anticipate any major new USI releases, at least in the short term, though there are still a few major things we both want to knock out (including updating all of the wheels, and some other large system changes).

    Lastly, a couple of handy links.  First, the discord server for all things USI (though this also covers our new game as well), and a reminder that I'll be doing a bunch of streaming around game dev (mostly the art side, so Blender, Substance, Unity, etc.). though it's going to be exclusively work on the new game, vs KSP stuff.  

    Discord:  https://discord.gg/FNBwUXRgX8

    Twitch:  https://www.twitch.tv/RoverDude

    Enjoy!  And make sure to let us know if any bees got into the build process.  If so, we'll do a fast follower in a week or two if necessary to update the releases.

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