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Everything posted by RoverDude
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Stock Communications System: What's the Word Now?
RoverDude replied to Geschosskopf's topic in KSP1 Discussion
They simply function as omnidirectional, regardless of model. It's assumed they point where they need to point to off-camera to download instructions, or do other antenna-things. @regex noted all of the fun bits that would have to change. Then add in things like antenna placement on your ground base, rework of all of the models to have sufficient movement (and for some this would be more than a bit of a pain), etc. -
Stock Communications System: What's the Word Now?
RoverDude replied to Geschosskopf's topic in KSP1 Discussion
Stock antennas are omnidirectional, there is no pointing. (or rather, any pointing involved is inferred and not done by the player) -
Stock Communications System: What's the Word Now?
RoverDude replied to Geschosskopf's topic in KSP1 Discussion
Oh my! So much to reply to! Preface: The probe and antenna changes are very much alive and well (as noted in the last devnotes). When it was delayed from 1.1 at the time I made it pretty clear I 100% supported the decision not to add it into the mix at that time, and I expect everyone sees the 'why' of that now This is a stock feature. It has a toggle, so you can turn it off. Your saves will be fine. Even if you have a ship with no antenna stuck somewhere on Eeloo, it will not be bricked. You will have options. Note also that stock does not have the same artificial reliance on relay networks that some existing mods do. In real life, sometimes we use relays (i.e. Curiosity to the MRO). Sometimes we don't (like New Horizons). Saying that the stock changes to aero and reentry 'have not made anybody happy' is completely false. Asserting that once this feature is implemented, 'once again, nobody will be happy' is again completely false. Conversations are welcome, dialogue is awesome. blanket assertions, especially false ones, do not move the conversation forward. There is no signal delay planned for the stock system. Not 1.1.3, 1.2. And your save will be fine, this was a major consideration when building out the system. There will be ways to sort this. Tho your options will be enhanced if you have some kind of antenna already on said vessel. It does. There is a toggle. No signal delay. Existing antennas work, so having them on your craft is not a bad idea (it buys more options). The relay antennas are separate, but not required (think New Horizons vs Curiosity+MRO). Pro-tip: If you drop an 88-88 on your vessel, you will be fine to Eeloo (again, think New Horizons). The system covers science as well as probe control. It was a lot of talk over a feature that's pretty much code complete, but was written in Unity 4 and I'm buttoning up (as noted in the Dev Notes) for Unity 5. This is incorrect. It will not only add a science buff, but will also impact probes and how probe control works. You are being doom and gloom. It may surprise you that some folks like stock features,even if you do not. It's a missing part of the game as right now, there's not much point of having more than one antenna, and certain mission profiles cannot be adequately reproduced in the stock game. As noted, it will not break saves (in some extreme cases there might be an inconvenience, but nothing will be 'bricked'), and no, the idea is not being 'forgotten' or made into a mod (not much point there really). If you dislike it, toggle it off.- 104 replies
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This is 100% caused by a bad install. Screenshot of your GameData folder please. Even better, install KSP-AVC and show me the mod list and versions it generates. -
I stopped reading at 'Mini wheels suck balls'. Learn a bit of courtesy, please. Then come back and try again.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This is by design so they have some utility past the beginning of career -
tbh if someone is going through that much trouble to game the system, all the more power to them
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Sure, but one could (in theory) extend your life support by multiple orders of magnitude. Probably not really worth it, but there it is
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Pretty close, tho I am not aware of the original Squad design You can starve your crew for 14 days, hop out, slap a life support canister on your ship and take a snack, drop it back in KIS storage, rinse and repeat. It's a huge pain, but still technically an exploit.
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One of them does but I forgot which one. May even be one of my parts I don't have as a released thing at the moment.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry, they are still just one part. See all of the discussions above RE TCA. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Haven't checked that yet tbh -
Ok - looks like something in wheels changed again - if there's not already a github issue please log one and I will take a peek
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Thanks - humor me, and add the two middle wheels per side.
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Screenshot of your rover please
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bug - would love to get a PR for this -
tbh I just use stock ones
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Screenshot of gamedata. Help us help you. And don't expect people to spend any more time helping you than you spend answering our requests for info to help you.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Time to fix that OP... -
@Streetwind is correct. They are grouchy, with the bonus of trashing the place on the way out.
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It's coming... just not soon, other fish are being fried right now
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Ah, I was not aware Nertea was working on something for radiation - seems we're in a renaissance of life support stuff right now Very likely something a bit simpler on my end - shielded parts, storm shelters, and more of a proximity based model instead of shadow shielding to keep things simple.
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Not sure if that really makes sense - all it does is make more work for me, and it's one of the primary bits of this mod. Easy enough to just change your supply consumption to zero in the nice GUI I provide
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