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Everything posted by RoverDude
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Sure, I'm wrapping up on a few things right now, but by all means lets chat
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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.) -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Your drill rate is probably faster than your conversion rate? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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 -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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 -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's about it. Just have a tank that can hold that resource... which is also just a cfg edit. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Every time someone purges a mod with bad licensing, an angel gets it's wings. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
0.0.5 is up. ORS maps are all done with new thresholds. Texture Replacer update All joints are now stronger... less floppy rockets -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Specificity - are your linkages failing or is the part breaking? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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 -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Thanks! (That's kinda the point - It's purely experimentation, etc. to get a light distribution of points. Yep, I have ideas -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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 } -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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.