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KSP2 Release Notes
Everything posted by RoverDude
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The v1.2 Hype Train Thread - Prerelease is Out
RoverDude replied to Whirligig Girl's topic in KSP1 Discussion
A big one when it is implied it is part of the 1.2 update - the distinction is important And that one very likely will not be released publicly.- 1,592 replies
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The v1.2 Hype Train Thread - Prerelease is Out
RoverDude replied to Whirligig Girl's topic in KSP1 Discussion
That was a mod, not stock- 1,592 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The limitation on the warp bubble size is a conscious design choice and part of the balance between the different parts. Eventually there will be a larger version with differing constraints, but not quite yet- 1,694 replies
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Glad you are enjoying it
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Depends on the part tbh, some can stick out a bit... some blow up.- 1,694 replies
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And you get radiation soon... plus permanent habitation (so Kerbals born on Duna are homesick for Duna...), and ways to expand your habitation timer without building a new ship. Tho some of these will be reliant on my other mods, the hooks will be there.
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Add a 'Plane' craft type
RoverDude replied to OrbitalBuzzsaw's topic in KSP1 Suggestions & Development Discussion
No need to ping - we peruse these forums on a regular basis -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This is fixed in the next update- 1,694 replies
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Actually... what you do not want to do is collide with CRP names (by making your own food resource called 'Food'). Given that TAC-LS is part of RO, I would be surprised if they chose to change it, as it would affect a lot of folks. And yes, there was a lot of research that went into that.
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Well... yes and no The parts are changing (rebalance, and new capabilities) but I gave them all new names so old stuff if you choose to keep it, will not break.
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Generally we only add stuff to CRP once it's used by a few mods. Those belong to TAC-LS, so check over there on the why's
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Thank you
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Pic of craft, pic of gamedata folder, ksp version? -
Correct. The loneliness modifier is strictly a UKS thing
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
See the post immediately above yours. DV readouts simply don't work for this engine, it kinda does its own thing. -
You are reading it wrong. It means 40,000 lbs every year that station is in orbit... i.e. for the life of the station. See above where I said 90% of that 16.2 is water... about 14.58kg. 1. We are beating a dead horse that we have beaten to death multiple times in this thread. 2. It's shifting to just over 10 in the next major update, which I still feel is extremely reasonable (doing so for other balance reasons, more to make sure recyclers scale properly to stock so everything meets in the middle). 3. If you disagree, and want to assume everything has a 100% water recycler with no mass cost... just change your config.
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Yes. You are not accounting for the massive amount of water used for purposes other than drinking and food prep. To quote NASA: " The ECLSS Water Recycling System (WRS), developed at the MSFC, will reclaim waste waters from the Space Shuttle's fuel cells, from urine, from oral hygiene and hand washing, and by condensing humidity from the air. Without such careful recycling 40,000 pounds per year of water from Earth would be required to resupply a minimum of four crewmembers for the life of the station. " Basically, you got about 32kg of mass used per astronaut per day WITHOUT recycling. We chop that down for our Kerbals to 16.2 (tho I am looking at dropping it to just over 10kg with 1.2 as part of an overall rebalance). And yes, Kerbal time is scaled down. But Kerbal distances are also scaled down, so an analogue to an Apollo mission should still feel about right in terms of relative mass and the duration that mass lasts. Basically - once you're past a couple of weeks... you REALLY need recyclers. See previous note. Supplies are not just the water you drink, but also food prep and hygiene. Water is like... 90% of the mass. It changed when recycling was introduced. i.e. originally, very efficient water recyclers were assumed. Now they are not, they are separate parts.
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I also make this..
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Not easily. USI-LS and Kolonization will have their own tab revamp shortly tho, breaking out the kolony bits by function.
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I've never seen this issue before.
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@Sarxis - via the settings, just set wear to a non-zero value. Also still fiddling with the new balance guidelines and making sure progression makes sense - these are the pre-reqs for the next release (i.e. I am down to just configs)
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For UKS, just install everything that comes with it (it is all included in the ZIP) and you will be fine. Sounds like you were messing with your install... Put the stuff in GameData... in GameData. Done.
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Yeah.. this only works on 1.1.3. (And probably any 1.1.x ;))