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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. DO IT!!! I really want this to be a community driven thing Already done Hollow Asteroids. Wrapping that mod up, and it gets a nice Karbonite tank now I concur. This is absolutely spectacular. Cloud harvesters are on the list, both in the form of ones on rails with over time collection, and more active ones that can dip in and then blast back out for better rewards (you could do a high speed aerobrake, harvest as you blast through, then on the Ap, burn to get back on rails). A mechanism where the faster you blast through the atmosphere the more resource you harvest would be wildly entertaining and lead to some very interesting designs. I want to see how the default ORS collector works, since I will have to poke around anyway to see how it handles speed and atmospheric collection. You would get Funds just through recovery - so you could in theory just decouple and parachute in tanks full of Karbonite onto Kerbin and collect your funds. Some debeate the middle one as well, whether from privacy concerns or purely from being rubbed the wrong way over a perceived entitlement to their date. It could have been handled better, but in any event has resulted in the community equivelant of poking a bear with a stick. Sometimes poking the bear is good, it results in innovation. Honestly, I had considered taking on KAS previously, purely because of licensing, but it's low on my list right now. And yes, that implies that at some point, I may very well build something in that same problem space that the communty can own. Simple is good - vessel recovery handles this already The variance is in the value of what you ship back (examples being the exotic minerals and rare metals in MKS/OKS which are there purley to make funds once I run through their configs).
  2. Nope, just different natural forms of the same element. Off to dinner, wrapping up a radial intake since a lot of the other parts are well under way
  3. Which one? The fact that it explodes ships right now in certain versions, inclusion of ModStats, or the licensing? In any case, my plate is full at the moment. Back to Karbonite! So I like the idea of the Eve ocean being full of liquid Karbonite (there was always the long standing joke that it was rocket fuel...), and Jool having a Karbonite-rich atmosphere (just because I want to build a cloud mine). I'll be testing out both of these in the next day or two.
  4. Oh dear god, I have children. Who I do wish to see on occassion!
  5. There will be a test build and I will ask folks to join in and test Just bear in mind that by test build, I mean a build that has a lot of white cylinders until such time as models catch up.
  6. We'll most definitely need testers here once things are a bit more solid. I'm going to see how many part configs I can crank out for the 'ugly white cylider' version, then swap in the pretty ones as people finish models. And I may have to get in on the fun now that I'm seeing a style emerge I have some absolutely ludicrous ideas, possibly bordering on perposterous.
  7. GitHub Repo is up: http://GitHub.com/BobPalmer/Karbonite For you awesome folks making models - if you're comfy with GitHub do a pull reqest with your model/texture and I will start making part configs. ORS maps are done as is ther Karbonite resource. I need to work on thresholds, etc. but this laptop is not the best platform for that Going to make a ton of test parts (no-texture stock parts) so I can work through the configs and keep ahead of the modelers
  8. nah, I like these And I like that it blends with both my mods as well as stock.
  9. Present but in different forms... Eve oceans, Jovian air come to mind. Solids elsewhere. Concentrations will vary from very rare through fairly common. And these are of course always customizable, extensable, etc. They use a grayscale PNG which can correspond to whatever you'd like Dear god yes. Orange and black, row five it is. Sold. More rep incoming once I can spread it around some more I like this! Thank you sir!
  10. Gorgeous! And yep, Kethane is definitely green. Taking a nod to Alexustas' logos, why not that shade of red he's using?
  11. Replying to the thread in general on scope (and trust me I already have my share of complex multi-step mods). Intent will be to start with a simple scope. One resource. Find, mine, convert, store, and use. Handful of parts - detector, extractor, converter, tanks. And some accompanying engines/generators. But since the entire thing is CC, folks are absolutely free to extend it. Swap out the converters and make a more complex process, change conversion rates, add resources, go crazy. ORS is there. The parts will be all CC. Any custom plugins will all be CC. I totally get that this may not be everyone's ideal one way or the other, but it hits the widest audience, it's a proven formula, and it leaves it the most open to extension and enhancement (it's easier to take stuff away than to add new stuff).
  12. Hey all - so here's where we're at: Karbonite resource now set up in ORS. In the box will be a single resource - Karbonite. If you have MKS/OKS, EL, whatever - you get more stuff. I want to keep this as a narrow focus, because there are plenty of choices out there already for adding more stuff. Initial parts will be an extractor, a converter, and a tank. Antennas will use stock. On the drawing board will be multiple tanks, generators, jet engines, rocket engines, etc. with different form factors, from micro sized to jumbo, and the community is free to add more, as all plugin code will be CC I am doing 'white mock up' parts using stock models for all of the parts both for release and noted above so we can get balance, etc. set up. Mechanic to randomize maps is being worked. Need to research how to swap out the ORS textures at runtime. Building 'on rails' resource extraction. Both this and the random maps are not required for release, but are nice to haves. Will also be looking at on-rails generators so that these can 'catch up' when your mining op reloads if these were left on. - - - Updated - - - Take a look at Orbital Logistics with MKS/OKS
  13. That's really good work! I love the idea of modular station components like that!
  14. Should be fine since I am adding modules not sealing it or overriding ones that RT probably uses MKS already overrides these in the same way I like that - lemme ponder
  15. Ok here is the parts list (Nertea, rather than influence your creative process, just go with what you think looks awesome). Consider Karbonite is a solid in it's natural state, extracted from rocks. But can be found in some planets in liquid or gaseous form. Parts needed for lauch - we'll start with the 2.5m form factors because mining stuff should be hard, and have big parts. An extractor (see discussion above, any option works). A storage tank to store our Karbonite. A converter. We can use stock antennas for detection for launch. Bonus items (Do whatever ones you have ideas for) Oceanic extractor Atmospheric scoop Karbonite-fueled engines (you could probably just reskin ones you already have) in 0.625, 1.25, and 2.5 form factors. A Karbonite-fueled jet engine Different sized tanks Our own antenna Different size converters/extractors A generator to turn Karbonite into ElectricCharge I think it makes sense to have one person work the models so the look and feel is consistent. That being said, I can absolutely lend a hand either in modeling or texturing if this is too much. I'm going to work on configs, getting ORS set up with the resources, planetary base maps (at least till we have procedural ones), and a mod to operate the extractors on rails, plus anything else I think of
  16. Good stuff I'm going to whip together an 'ugly white cylinder' version of the mod, and start getting some bits together. Let's see if I can start flying around Eve on vaporized Karbonite...
  17. Karbonite uses ORS. So think of it as a new standard resource with accompanying parts. There will very likely be some gameplay extensions, but really that's the crux of it. There are three that I am considering, First is procedurally generated resource maps (so every game is different). Second is a mechanism to impact that map, so it can change based on player actions. And lastly, a way (I need to fiddle with this) to operate ORS on rails, so you don't have to resort to time warp.
  18. Question for folks - I'm not a fan of the radial drills since you always have to do them in pairs or mess with balance. How do people feel about having the extractor as the bottom part of a ship (i.e. belly mounted)? The plan would be that I'd bundle the MKS struts as a platform, and the extractor would rest below that so you would have to drop it in via a sky crane or parachute. Thoughts? Alternate ideas?
  19. Coding challenge: If anyone wants to volunteer for this, PM me. Want to make sure only one person works on this to minimize cross efforts. What I would like to see is some code that procedurally generates a 640x480 greyscale PNG. basically I would like to have randomized ORS maps, so each player's experience is different. This is not a launch requirement, but one that I think would add some nice depth. I'm envisioning something procedural where it affects the density, scatter, size, etc. of the deposits in grayscale for ORS. Bonus would be for it to take an existing PNG (like the default greyscale ones I use for MKS/OKS, but could be anything) as input so that the randomness has some correlation to terrain. Bonus: Ability to add to this map after the fact. The play would be that players could, on land, 'explore' a point and have a chance of generating a new hotspot for the given resource So we'd need to change the ORS map. Conversely, there could be a mechanic where a spot's density decreases over time due to resource depletion, encouraging the player to find a new hotspot.
  20. I will PM you shortly with a short term and a long term list. Even better - I'll just show relative sizes with primatives in Blender and send you screenshots
  21. Possible, but not day one - there would be code involved. Rest assured once I get the initial scrappy release out there (and I want *something* out there in a matter of days), I will start logging enhancement requests, or hope that folks contribute/fork/or do awesomeness. Mimic behavior of Kethane plus include MKS resources along for the ride since they also cover EL. Contracts are not for launch, but you never know. Noodling - but not for the first pass And no, no desire to fork Kethane, all licensing aside (which is very real). I want a nice, clean, friendly, open licensed competitor to give folks more choice, and to let people modify, extend, share, retexture, and enhance as they please (and then I can pull in all of the best bits and make stock Karbonite even better).
  22. Awesome! I truely hope that once done it catches on, and becomes the go-to for resources. ORS deserves a lot more love than it gets right now
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