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KSP2 Release Notes
Everything posted by RoverDude
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KSP version? Screenshot of the VAB toolbox? Also - grab it from here: https://github.com/BobPalmer/Malemute/releases (latest version)
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Also be aware that I am wrapping up updated guidelines, plus (as you will see in the next release) some parts can have their roles switches. For example, the nom-o-matics can act as greenhouses, biological filters, or pretty parks that act as multipliers. And reconfigured in flight if needed.
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For balance reasons It's allocated as living space. Making it also a multiplier would reduce its effectiveness in that role, and there are already other multiplier parts.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sooooooo.... when it is fixed it will be posted here. -
They do stack, with an upper cap based on the best recycling rate.
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KSP Interstellar - Alcubierre Drive
RoverDude replied to TwinKerbal's topic in KSP1 Mods Discussions
Sem-related: If you are just looking for a stand-alone Alcubierre drive: -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Placeholder so I can use the throttle controls Everything for this mod is bundled with it - show us your craft, show us a screenshot of your GameData folder as well. The rub being you get all of the baggage that is KSPI-E. Probably best to just help the user sort his install issue since, as indicated on the tin, this mod works perfectly fine in 1.1.3- 1,694 replies
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Known issue, fixed in the next release
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry I don't understand the question -
FYI - working on a new USI-LS version and will likely need some testers Will post here with further info later.
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Someone made configs for this as I recall
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Yes - mostly environmental control, and keeping things like air cyclers/etc. running.
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To be fair, you would never have noticed it without a readout Similar to how if you leave a drill running in the background and come back a year later, its chock full of Ore (and even handles thermal correctly... i.e. if you leave while it is warming up, when you come back, it will be at its stabilized temperature).
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Close. Stock converters track the last time they had an update. Normally a conversion takes place 50 times per second. When you go back, it chunks these into larger time segments so that it can catch up to the current time. these chunks are six hours (by default). So if you left your base for 30 hours. If we processed this all real time, that's over 100,000 updates. If, instead, we wait until the ship has focus again, we do that same net change in five updates. Which is a pretty significant difference. Now multiply this by 100 craft, each with 20 converters. Note that this catch up is even happening when you are there with an active vessel. i.e. if you are at 10x warp, we are still chunking your updates from 50 times per second to 5 times per second.
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What does not work as advertised?
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What @DStaal said. Focus on life support first, and you will find it's pretty easy to get started. Maybe drop off a few crates of machinery and you will be set for years. In other words, think about how we'd do a real colony effort... we would send lots of pre-placed stuff to support our colony until (way down the road) it could achieve a level of self sufficiency.
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To be clear, this is not a problem - it's simply how stock works in order to keep things nice and performant, even with hundreds of craft all chock full of converters i.e. - it works as intended, and without issue. Visually showing this is really just a matter of extra code tbh (and my plate is a bit full). The compromise Kerbalism makes is that it drops a lot of the stock mechanics in favor of an alternate model. So as long as you don't use things that leverage some of the stock features such as dynamic efficiency, thermal, required resources, etc. you are ok. But to be clear, it's definitely a compromise - there is no such thing as a free lunch (or free processing of hundreds of converters 50 times per second).
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Dude. Your entire title implies this. Can you please not? There is no such thing as a UKS-Kerbalism patch (that will not totally break UKS, or break Kerbalism). Again, sorry for being harsh, but we have had this talk multiple times. Normally I just say rock on and do your thing, but you are explicitly pushing something out there that will cause me headaches. And that is not cool.
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@Merkov - Even at 5 hours there's still catch up, just in 6 hour or less chunks. @tjt - assuming you have the right number of radiators, they are powered, etc. you should not be overheating, heat is specifically coded to account for this. So if you are having an ISRU heat issue, please take that to the support forum vs. this thread as you can get better help that way.
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That's kinda the thing... all of that stuff I mentioned (and I've said this before to you :)) is that it's what makes UKS UKS... So with all due respect (and to keep me from getting the support headaches when core UKS systems (i.e. the entire efficiency system) break, can you please not imply that this is in any way something that makes UKS and Kerbalism compatible?
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What @merkov said is correct. Its an artefact of catch-up mechanics.
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How are you handling dynamic efficiency (including efficiency parts and crew), required resources (like machinery), and thermal efficiency? Only because its the lack of these stock mechanics (and the replacement of the converter modules) that makes UKS and Kerbalism incompatible.
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I do nothing with the camera, and the docking ports work fine in space or on land Glad you enjoy the parts!