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Everything posted by rabidninjawombat
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[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Id imagine since there are only traces on Laythe and Kerbin, which have nice thick hearty atmospheres, that the thin atmo on duna would have such minuscule amounts that it wouldn't be worth it. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Thanks for keeping up EPL Taniwha (its an awesome mod that i dont like to play without!) +Rep to you On that note of a MM config , i wrote a quick one that lets you use the ExWorkshop to convert Metal--> Rocketparts, this uses the Converter from Karbonite, if someone is useing that instead of Kethane. On that note: I belive Roverdude used a slightly modified version of this (http://forum.kerbalspaceprogram.com/threads/87700-0-24-Generic-Resource-Converter-v1-0) for Karbonite,(Universal Storage uses it too) Might be something to look into if you wanted to make EPL without any dependencies. Module Manager Karbonite Config for EPL Rocketparts EDIT: (Deleted Config as its from an older DEV version of Carbonite, working on a new one now) -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Yea I am, the scrapmetal byproduct, I purposely ignored it in the conversion (I just don't feel liked i needed the extra layer of complexity ) MKS/ORS is complex enough EDIT(To avoid double Post) Dr. Axel, your config is fine, but you not addressing the part name correctly, Open the part.cfg files for the part your adding, and look at the name in the file, for the antenna for example its "Karbonite_Antenna" you wanna use the part name as its stated into the part.cfg file -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Sorry if this is a repost of info already here, (its hard keeping up when we are almost to 100 pages lol) For those using ExtraPlanentary Launchpads, but dont want Kethane, (EPL uses the Kethane Converter module to process Metal into RocketsParts, without Kethane installed the conversion wont work) Here is a Module Manager Config to make the parts useing the Karbonite Converter Plugin that Roverdude added in the latest patch. The config adds conversion functionality to the 2 parts in the base EPL pack, and the RocketsParts Printer from Bahamuto. This should get rid of the only dependency EPL has to kethane, (as you can get ore, and metal from MKS) @PART[baha3dprinter] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Rocket Parts Conversion INPUT_RESOURCE { name = ElectricCharge rate = 10 } INPUT_RESOURCE { name = Metal rate = .5 } OUTPUT_RESOURCE { name = RocketParts rate = .07 } } } @PART[RocketBuilder] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Rocket Parts Conversion INPUT_RESOURCE { name = ElectricCharge rate = 10 } INPUT_RESOURCE { name = Metal rate = .5 } OUTPUT_RESOURCE { name = RocketParts rate = 0.7 } } } @PART[ExWorkshop] { MODULE { name = KarboniteResourceConverter deactivateIfFull = true deactivateIfEmpty = false displayName = Rocket Parts Conversion INPUT_RESOURCE { name = ElectricCharge rate = 10 } INPUT_RESOURCE { name = Metal rate = .5 } OUTPUT_RESOURCE { name = RocketParts rate = 0.7 } } } I kept the conversion rate the same as the Kethane converter uses, (but it can obviously be tweaked) And thanks Roverdude for the adding this Conversion module (its super easy to work with lol) i finally deleted Kethane from my install, as I was holding onto it due to EPL (nothing bad against Kethane itself or Majiir, just no point in having two competing systems installed, and i'm liking Karbonite more) -
Can we all agree to not be like this?
rabidninjawombat replied to Drew Kerman's topic in KSP1 Discussion
Damn, literaly just spit coffee on my keyboard, ROFL, Awesome work Snjo, that the flying bananna is totally going to the Mun! -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Re: A trailer, If no one else is working on one, ill gladly throw one together, since i'm not an expert coder or modeler, this is one thing i can do Give me a couple days and ill get something put together. Do you have a full res version of the USI company logo to use? -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Nice vid! And good looking engine Just for giggles, im thinking maybe Karbonite should burn a little differently then LF-O, not sure how hard it would be to implement a different FX for the engine exhaust. Or what color would be good. Maybe a deeper red (like the color from the pallet ) -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Awesome! I wanted to complement you on the ventral drill you made... its bar none, the best looking mod part ive seen i think (Love the small touch with the cord going to the drill part. beautiful) -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Speaking of which I really like using the expandable storage containers from Bahamutos EPL pack, So i took the container and edited to be a Karbonite container, (even did a noob attempt at texturing it to match Karbonite colors. I can share it if you like (i assume its ok as Bahamuto uses the same licencing as Karbonite. )EDIT: Here is the link https://dl.dropboxusercontent.com/u/19908938/BahaEPLKarbonitetank.zip You'll need to Baha's EPL pack that i linked above obviously. And of course all credit for everything goes to the orginal author, Bahamuto, I just edited the config to hold Karbonite, and edited the texture a bit (which ive now noticed its not orange enough. ill have to change that ) Empty: Full: -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
No you don't wanna put it into the part file, Module manager configs, should be their own file, or added to an existing module manager config file. @PART[commDish]:FOR[Karbonite]:NEEDS[SCANsat] { MODULE { name = SCANsat sensorType = 262144 fov = 4 min_alt = 5000 max_alt = 750000 best_alt = 100000 scanName = Karbonite Scan power = 0.5 } } @PART[mediumDishAntenna]:FOR[Karbonite]:NEEDS[SCANsat] { MODULE { name = SCANsat sensorType = 262144 fov = 4 min_alt = 5000 max_alt = 750000 best_alt = 100000 scanName = Karbonite Scan power = 0.5 } } That should add Karbonite Scansat support to the two stock dish antenna's, stick that in a text editor, and name it Whatever you want and use .cfg extension, put it in the game data folder and you should be good. -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Here's what he posted a few pages back @PART[*your_part_name*]:FOR[Karbonite]:NEEDS[SCANsat] { MODULE { name = SCANsat sensorType = 262144 fov = 4 min_alt = 5000 max_alt = 750000 best_alt = 100000 scanName = Karbonite Scan power = 0.5 } } -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Not sure why hotspots are not showing , but scansat isn't a requirement for the Karbonite as far as i know, -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Im getting the same issue Rev: Debug log give this error when attempting to refine Monoprop Resource System Error: Requested resource (id: 7948168) does not exist -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
I somehow managed it Ill try it elsewhere on the surface to see if its just the launchpad that does that. EDIT: Whoops! Sorry bout the misinfo then, i thought i saw you post something about adding karbonite in somewhere. Sorry again, went back and looked and it was just you posting the config info for adding karbonite to the module Thanks for that too btw. -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Just testing the rig at KSC, i did notice one thing, the Extract Karbonite, and Deploy drill are two seperate buttons, and you can actually extract karbonite without deploying the drill first. Thought it was pretty amusing -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
You may wanna check for an update on scansat, I know DMagic just added Karbonite support for scansat in the last couple days. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
rabidninjawombat replied to TaranisElsu's topic in KSP1 Mod Releases
Nope, im using the 32bit windows version, (i know i had this same bug when i was using the 64bit version. I went back to 32bit, deleted TACLS, and reinstalled. still no resourses. -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Awesome looking!! .... animation man! Suggestion I know that electromagnetic fields are invisible (generally) but for coolness factor what about some fx in the center for the field generation? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
rabidninjawombat replied to TaranisElsu's topic in KSP1 Mod Releases
I appear to be having the issue were all kerbals have zero supplies in EVA, I saw the bug posted later back a few pages back. Did anyone come up with a workaround or solution? My search appeared fruitless I have the mod disabled till till i find a solution (though im engineering all my missions with tons of Life support for when i get it figured out lol -
[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Thanks for adding that so quickly! =) -
[0.25] Aligned/Formatted Currency Indicator
rabidninjawombat replied to xEvilReeperx's topic in KSP1 Mod Releases
Hah! i was just in the process of trying to figure out how to do this (and being new to coding it woulda taken me a while ) and lo and behold its been done! Thanks for the plugin! this was setting off my OCD