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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Sure, I'm wrapping up on a few things right now, but by all means lets chat
  2. I'll need to investigate - would be helpful if anyone else on the thread can lend a hand and help troubleshoot this one. I'm up to my elbows in a code base at the moment, only here while I wait for KSP to load (testing code for Hollow Asteroids) No byproduct at the moment, right now we lose about 50% - 75% of our mass in waste based on the product. The design intent is to start with one resource, and encourage people to add on (via MM, etc.)
  3. Your drill rate is probably faster than your conversion rate?
  4. Bear in mind you're chasing down a problem that only exists because people tried to hand-edit the resources config. You are, by design, only supposed to have 10-100 hotspots per planet. It's just not the same kind of mod as Kethane, and handles resources in a very different way. Not that I would not be pleased if Fractal changed how ORS handled mapping, just that you're delving into a fairly challenging problem space. A more lilely solution would be a plugin that adds better surface mapping to ORS, then you just turn off the hotspots and use the alternate vizualization.
  5. It does! True Not working right now - on the list Incredibly busy - I have another mod to wrap up then I can circle back to these
  6. I kinda like my stuff too I count it a good day when I don't shut down Blender and Unity in disgust
  7. Concur. Why I ditched all Kethane support in MKS/OKS. It was broken, and Karbonite is already at a state where it can replace what it did. Plus any issues that have popped up have been nice easy fixes as everything is based on open license stuff. And having absolutely amazing modelers and artists chip in has not hurt either They are just ARM Klaws... not opposed at all to making an analogue in a small form factor, but that's going to be AFTER I get my other stuff sorted
  8. That's about it. Just have a tank that can hold that resource... which is also just a cfg edit.
  9. The small engine's model is just fine, it's my config skills that were lacking Fixed in the current version. Also - the OSR spheres in that vid are self-inflicted lag. You should not have that many visible. Updated configs in the current release. Alternate drills and tanks are on the drawing board.
  10. Every time someone purges a mod with bad licensing, an angel gets it's wings.
  11. It fills a similar space, but nothing in Karbonite will conflict with Kethane. Which mods have the dependency? It would be nice to provide open license alternatives to all things Kethane.
  12. I would love radial engines. Will add them to the parts wish list Bug tracker, please use Github - it makes my life a LOT easier Karbonite is already integrated into MKS as of 0.19 More will occur, and it will be plugged into hollow asteroids as well. Not a bug, those are not tied to the landing gear functionality. I do need to add an action group thingie for them though.
  13. 0.0.5 is up. ORS maps are all done with new thresholds. Texture Replacer update All joints are now stronger... less floppy rockets
  14. I have a fix for thresholds in the mix - was a pain, and a lot of trial and error but it's done. RE toggle/display/etc - ORS thing. RE the domes appearing... just toggle hotspots on or off. If I have time, I'll make a science part that's ground based only with no display. The bubbles are an ORS thing. Part of setting thresholds is the threshold for when those appear. If there is a specific action group people want... you gotta let me know. Only one I am aware of that has been asked for is for the landing frame. You need neither. Once there is a new patch, you will quickly see little orange bubbles both on land and on orbit when you toggle hotspots on. To be clear, these are just high concentration spots - Karbonite is almost everywhere in varying concentrations. Correct, you just need Karbonite.
  15. Good deal. Odds are it was sad when I fixed monoprop which would have changes the generators... I've seen KSP flip out when I do that.
  16. Specificity - are your linkages failing or is the part breaking?
  17. It's a standard KSP generator with the slight change that the generators are turned off if I see you have no space for what you are about to convert. Module wise, just steal the converter and the Karbonite part module and go crazy, have fun. SCANSat is a secondary display - I need to set up a part to be a scanner for SCANSat. Concentration is all over the place, so scanning is less of an issue.
  18. Which direction are those fuel lines? Send me a craft file via dropbox Also, humor me and re-build the ship, could be something stuck in the ship's persistence
  19. Some folks agree with more resources, some want it simple Our scope is to keep it simple and fill a similar spot that Kethane does vs., say, KSP-I. That being said, this is CC 4.0 so folks are welcome to extend it. But stock will be one element. Did you turn off the monoprop generator? It may just be a case of monoprop taking priority. Let me know how that goes, and I'll do some of my own tests. Side note - still tweaking with the display threshold, fairly close on a decent number.
  20. There are about ten posts in this thread that the hotspots are not showing up because I need to tweak thresholds. If it says 'Karbonite abundance: x" where X > 0.... which is pretty much almost everywhere... start drilling.
  21. Can you please be a lot more specific? What doesn't work? What action groups are you talking about? (And see below RE scanner) ..Because the antenna will still show densities, and you have to try real hard to find a spot without some level of the resources, just won't be the most efficient spot in the world, but it gets you rolling. Yes I am aware of this, and will look into this in the next update. In the interim, given how ORS works, you can land just about anywhere with a PPM > 0 (which is... since I use logorithmic resource mapping... pretty much anywhere) and start testing. (Edit) Just a reminder - ORS != Kethane. There are not clearly marked 'deposits', only concentration levels, and resources do not deplete to zero.
  22. Thanks! (That's kinda the point - It's purely experimentation, etc. to get a light distribution of points. Yep, I have ideas
  23. Problem is, that's a Kethane config not an ORS config The thresholds are more like this: PLANETARY_RESOURCE_DEFINITION { name = Karbonite celestialBodyName = Kerbin resourceName = Karbonite mapUrl = UmbraSpaceIndustries/Karbonite/ORS/Kerbin_Karbonite resourceScale = LOG_SCALE scaleFactor =1.03 scaleMultiplier = 8 displayTexture = UmbraSpaceIndustries/Karbonite/ORS/KarbonitePoint displayThreshold = 0.005 }
  24. Known issue - all me, unless someone wants to volunteer and fiddle with the threshold amounts until we get the right mix of hotspots (versus horrible lag) and toss a pull request.
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