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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. 1.1 Pre-Release is up! 0.5.0 - 2016.03.29 -------------- Interim 1.1 Compatibility Download from GitHub: https://github.com/BobPalmer/FTT/releases
  2. 1.1 Pre-Release is up! 0.5.0 - 2016.03.29 ----------- Compatibility with KSP 1.1 Conversion to stock buoyancy model for floaties Download from GitHub: https://github.com/BobPalmer/srvpack/releases
  3. 1.1 Pre-Release is up! 0.4.0 - 2016.03.29 ------------ Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/warpdrive/releases
  4. 1.1 Pre-Release is up! 0.2.0 - 2016.03.29 ----------- Compatibility with KSP 1.1 Updated NFE configs (thanks Businfu!) Fixed 0.625m reactor to not produce too much depleted fuel Download from GitHub: https://github.com/BobPalmer/USI_Core/releases
  5. 1.1 Pre-Release is up! 0.2.0 - TBD ----------- KSP 1.1 Compatibility Download from GitHub: https://github.com/BobPalmer/karibou/releases
  6. 1.1 Pre-Release is up! 0.4.0 - 2016.03.29 ------------ Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/soundingRockets/releases
  7. 1.1 Pre-Release is up! 0.2.0 - 2016.03.29 ----------- Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/NuclearRockets/releases
  8. 1.1 Pre-Release is up! 0.4.0 - 2016.03.29 --------------- Compatibility with KSP 1.1 Dependency Updates With the advent of part search, moved all USI parts back to standard categories Planetary Storage and Warehouse Distribution now respect disabled warehouses Warehouses are disabled by default LightGlobe is now a logistics consumer Dirt auto-jettison is now based on a positive Periapsis Added ReplacementParts recipe for EL Fixed an issue where overflow was not properly transfering into planetary logistics during long catch-up mechanics Download from GitHub: https://github.com/BobPalmer/MKS-LITE/releases
  9. 1.1 Pre-Release is up! 0.6.0 - 2016.03.29 ----------- Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/KarbonitePlus/releases
  10. 1.1 Pre-Release Is Up! 0.5.0 - 2016.03.29 ----------- Compatibility with KSP 1.1 Download from GitHub: https://github.com/BobPalmer/ExplorationPack/releases
  11. 1.1 Pre-Release is up! 0.5.0 - 2016.03.29 ------------------ Compatibility with KSP 1.1 Lowered cost of Supplies, Mulch and Fertilizer Download from GitHub: https://github.com/BobPalmer/CommunityResourcePack/releases
  12. FYI the KSP 1.1 Pre-Release version is up. I fully expect all of the landing gear will explode. There are likely other issues. Please log github issues. This is being pushed out there primarily for the modders who have a dependency on Firespitter (like me!). If you are not on the 1.1 Pre-release, please use the prior version.
  13. Yep, I'd likely just add a gypsum drill. As for base parts, MKS-Lite and UKS really have the best synergy with this mod
  14. Actually, not a bad idea tbh - I would also not consider it cheaty since it still requires you to dig stuff up. The main limitation with fertilizer is for interplanetary travel (i.e. having a 100% efficient recycler means that your Kerbals can eat the same bag of Cheetos for twenty years).
  15. With a reasonably large 2.5 or 3.75m payload, the inflatable heat shield ' s survivability gets a lot more sketchy, so I would not consider it op.
  16. Ok, so not an OP issue but rather a tech tree placement issue. Toss up a github issue
  17. Define OP? Their mass/power/etc. should be comparable to stock.
  18. Mostly correct - other than the purpose of core heat, which is to provide mechanics for a much wider range of internal temperatures that would blow up things if used as a normal part temp. Consider a book sitting on top of your laptop. The book gets warm because of the conductive heat from the laptop (this would be akin to the internal temp of the laptop bleeding into it's skin temp and transferring to the book). Core temp would be like putting your finger directly on the CPU sans heat sink - i.e. a LOT hotter. Another example (and closer to what we use for KSP) would be something like an arc furnace - which can cook at 2000-3000 degrees Kelvin (i.e. a temperature where a lot of parts get all glowy and start going poof!). Most of core heat is assumed to dissipate in exhaust and leavings, and is heavily insulated by the part itself. Hence why it works on a completely different level than your basic conductivity/radiative/convective thermal stuff. It affects it, and can be affected by it, but we have tools for managing it effectively, including overheating and thermal efficiency, without having to artificially lower it to avoid exploding your parts. (source: I wrote it ;))
  19. How close are you to a planet or moon?
  20. UKS will not be very happy if you have both installed, so I would not recommend it. (Side note - if you're looking to just swap out LS without breaking existing ships, leave the TAC-LS parts, and remove the TAC-LS DLLs, etc. and that should sort it)
  21. Log a github issue, I'll take a peek and can certainly adjust things if it's too toasty.
  22. tbh 100% focused on 1.1 right now. Patience is a virtue
  23. Ok. For my next mod, I am making this: Now let's ping @taniwha
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