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KSP2 Release Notes
Everything posted by RoverDude
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Start very low. Work up from there. Do not just turn it on at 100% or it will flip. Your Akita control issues are a design issue - look how you are placing your probe core, etc.) or your wheels. The crane can lower it's magnet via the horizontal/vertical servos. And thanks! Career or Sandbox? There will be a new release today, let's see if it gets sorted.
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discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
IMO a good rule of thumb should be something that at least two modders want to share. So I will still have some not here, as I expect a lot of others will, but it will cover the bits where we overlap. -
Sorry, that just makes absolutely no sense.
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That's usually how custom stuff like that is done with resources - you inherit from baseconverter (or one of the super classes) and fiddle with the hooks as needed. So if you needed it in another class (say, something that culled all of the results), just add a public property, set it in post process, and do your thing. Actually.. two more ways. There's an event (OnEfficiencyChange) that will also kick the most recent TimeFactor to you. You can also access this directly with lastTimeFactor (totally forgot I exposed these in 1.2!)
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discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
@Kobymaru - no reason folks can't just use both. @IgorZ , @JPLRepo, and @Nils277 - you all have collaborator access. Most of the stuff is just convention based, the biggie is I decided to use tags (preceded by cck) to identify parts. No need to waste the overhead of a part module for this, and we don't want to break saves by changing names, or force conventions in manufacturers. I just have life support in there for now, and have to sort out some CKAN metadata (yay). But by all means poke about, see what I missed, etc. @IgorZ - feel free to add a 'Container' category for KIS containers -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Download it manually... CKAN can be sketchy sometimes. You can get it from the GitHub repo -
This is why you look at the stats in the VAB Did you turn the habs on? There is an EC requirement and they need to be activated.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Probably some kind of log spam. Obvious questions - KSP version? Karibou version? And did you try without other mods? -
The lab is a geology lab not a science lab - i.e. it has (or should have, I need to tweak some things) resource stuff.
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There were some significant balance changes with 1.2. Did your Kerbals die because the greenhouse could not keep up or because you ran out of fertilizer? i.e. if you see your life support timer either static or going up, that's good. If it is going down and you still have fertilizer, then that is bad.
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It has nothing to do with the booster. On your home world, hab is a constant 30 days. Once you get past a certain point, it kicks in and calculates the real values for both timers (short term and long term). I was thinking more in terms of adding a configurable flat rate similar to the grace period for supplies.
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Oh! That's easy then There's a hook for post-processing. This will give you delta time and a time factor. You can use this as a multiplier on the recipe's EC use to get actual consumption rate (this way it takes into account all of the calculations including thermal, etc.) some of my modules use this hook (for example, the life support recycler in USI-LS)
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Sorry, I simply can't see your screenshots. If you are going to request support, please provide ones that are significantly more clear.
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Sorry, but with all due respect, do you have any idea how long it takes to produce video tutorials? Plus they are pretty much impossible to update - you have to redo them every release. You're asking quite a bit for something done for free, when there is a perfectly good community wiki made available.
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There are already entire wikis dedicated to both mods. If part of the wiki is confusing, etc. let us know, as they are community maintained.
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Will need to check - I moved Tundra 375 bits on Kerbin in testing...
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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The idea is that to get past the mun you at least need a little bit more space. Tho I could be talked into tweaking that a bit.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I also noted this is by design, since these are going to be available in the nuclear propulsion nodes. While I may consider an upgrade option down the road (using the fancy new part upgrade options), it will not be any time soon. -
discussion Discussion - Community Category Kit
RoverDude replied to RoverDude's topic in KSP1 Mods Discussions
Depends - I try to use stock categories where possible (i.e. the DERP is a pod, etc.). as folks mix and match things a lot. -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
RoverDude replied to Nils277's topic in KSP1 Mod Releases
heh yeah wrong quote sorted it.