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Umbra Space Industries - (Roadmap and WIPs)


RoverDude

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Hi everyone, I've download the experimental version of USI but after install it correctly in my gamedata folder KSP says that firespitter is not compatible with the latest version of KSP. How can I solve the problem? (sorry by my bad english btw)

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RoverDude, I've been following your work for sometime and I have to say you are definitely committed to your mods. I love them all by the way. I have often thought that you must suffer from insomnia like myself. What better way to get all your mods updated than you can't sleep. Whether that's the case or not, good work man. Much appreciated.

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I would like to ask, just to clear up so that I don't make any mistakes...can I include your USI Tools in a mod of my own creation? I'm working on a ship pack, and I'm considering having some converters in the future, and maybe an inflatable module, and using your Tools would make it a lot easier instead of me having to figure out everything to make it work.

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Ha, found your roadmap. I know we aren't on the exact same page but I think you have the right idea. I'm open minded... and excited. Need any constructive criticism let me know. Oh and testers. I can do that too.

Can you outline your plans for a community tech tree or something in the first post?

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So some more general WIP musings. AMT is coming along nicely, though I want to make a more traditional excavator model at some point. Also looking at EL integration in the short term, as well as some bigger surprises on the MKS front

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Hey RoverDude, I'm playing around with some cfgs and I was wondering what does the true/false variable in the USI_Converter is for?


MODULE
{
name = USI_Converter
converterName = LFO Mix
conversionRate = 1
inputResources = ElectricCharge, 3, Karbonite, 2
outputResources = Oxidizer,0.55,[U][B]False[/B][/U],LiquidFuel,0.45,[U][B]False[/B][/U]
}

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I am curious if the current R&D unlock costs as well as the part costs in your current release are intended to be final.

I'm in my .25 career and I've noticed that many of your parts seem a bit too inexpensive.

If this is something that's still a to-do, I'd love to submit a patch with my shot at it, but I don't want to waste my time if you're already happy with where they are :)

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I would say this RE parts - if a part price feels off compared to stock, then by all means do a patch. if it's cheap in comparison to a mod (say, NFT) let me know before submitting a patch (I may or may not want to be in sync with a mod). And as noted, for the MKS bits please factor in equipment costs as those are pricey.

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I'm not sure yet (testing), but it seems that USI_ClearIVA conflicts with JSITransparentPod/JSINonTransparentPod. I get all sorts of glitches when vessels are in the same scene. Like, getting kerbal portraits from the wrong vessels, being able to see another vessel's IVA in kerbal portraits view, or even IVA floating around in external view.

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I would say this RE parts - if a part price feels off compared to stock, then by all means do a patch. if it's cheap in comparison to a mod (say, NFT) let me know before submitting a patch (I may or may not want to be in sync with a mod). And as noted, for the MKS bits please factor in equipment costs as those are pricey.

Gotcha. After looking at it more closely it's only the UNLOCK prices that seem way too low (which only became relevant in .25), although I will review stock carefully to make sure I'm comparing it to the right thing. I know NFT opts for extremely expensive unlock costs for the advanced stuff which I am a big fan of. Seems to me like anything that can potentially generate unlimited resources (drills especially) ought to be decently pricey. I'll give it a review against stock and see if I come up with a recommendation via a patch.

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