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Everything posted by RoverDude
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Efficiency of ISRU has dropped?
RoverDude replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Actually, unmanned ore miners are completely viable, but as noted, the OP is doing pretty much everything to cripple their operation (no radiators, no prospecting, power starved). -
If you're losing out during catch-up mechanics your likely culprit is insufficient intermediary storage.
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Stock Radiator physics help?
RoverDude replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
Hopping in late - but (a) show a pic of the craft, there's something going on. and (b) if you tweakscale those radiators, I would not be surprised if truly horrible things happen because you are dramatically changing their radiative area, and their balance.- 35 replies
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Efficiency of ISRU has dropped?
RoverDude replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
Looking at the OP - you're pretty much doing every single thing to cripple the stock resource system and guarantee failure. You are not prospecting (tools are provided for this, ignore at your own risk). The prospecting game is a mini-game unto itself. You are not cooling your drills (this has a significant impact, take a peek at what your thermal efficiency is - I bet it's below 20%) You are on an unmanned mission. By the way, if you correct the first two, the latter is still a barrier but likely only about 50% of your problem. It makes unmanned mining ops possible, but more in line with unmanned missions where you don't have the advantage of someone clearing jams, monitoring the hardware, etc. If your drill is shutting off between runs, there's likely a good reason - provide an example craft, and I can likely tell you why. Hint: If you're dropping half a dozen large drills and an ISRU on a vessel and trying to power it with a couple of solar panels and a 100-EC battery, you are going to have issues. -
Jeb stuck on moon because game thinks he is a tourist...
RoverDude replied to Pixel Kola's topic in KSP1 Mods Discussions
Yup this is a USI-LS thing, and something I warned about when we did the update Get Jeb some supplies -
hopping in despite still being under the weather. Rest assured, the homesick mechanics are already laid out, and will not require moving folks around, etc. - I don't think that's an overly fun mechanic personally.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Log a github issue It's what I cull when I go through the various mod updates -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Possible, but would require a change to the model itself so something that would be very low on the list -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's not even finished -
Then you are probably in the wrong thread
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[1.0.5]AutoRove - autonomous rovermovement in the background
RoverDude replied to Wotano's topic in KSP1 Mod Releases
Excellent work! Can't wait to try this out!- 139 replies
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If you toss a pull request I'd be happy to add it - I personally don't use RT
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
RoverDude replied to EnzoMeertens's topic in KSP1 Mod Releases
Brilliant work!- 735 replies
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Good deal - glad to hear it's sorted
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parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Good thing I already included ballast tanks - both with an initial (coarse) adjustment in the form of lead, and with a fine-tuned adjustment in the ability to move IntakeLqd in and out of the tank via the ballast slider. -
As always, all of this stuff can be tweaked via the settings file, so for folks using the mod now, they can plunk the values back down until they update their save. @blu3wolf - let me know if your issue persists once Kerbals have a rest stop back at Kerbin to reset the clock. Seems the update wrecked a little havoc with existing missions, but based on the other posters, looks to sort itself out once vessels are cycled and crew get in supply again.
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@blu3wolf - can you please confirm which version you were using?
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@mcortez - you probably had a bunch of your stuff wiped from the persistence file by the prior (not-not-buggy) version, so revisiting would sort that as it adds them back in if their info is not found @Kowgan - me too! And you're welcome
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Are you on the version I just released? That was (supposed) to be fixed All settings are on by default, but can be overridden with new values individually (so a vet might be immune to home sickness, but still be able to starve)
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Yep working on those now. Here is the short version. Every vessel will have a calculated Habitation value (representing how long a Kerbal will tolerate being stuffed inside of it). Each Kerbal tracks how long they have been away from home, and how long they have been on their current mission. When these values push past the hab's tolerance level, the relevant penalty kicks in. Working on the new UI now, will be plunking this stuff in pretty soon. Though I would not recommend turning these on till MKS/MKS-Lite/Karibou/etc. get their updates
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FTT has a lot of 5m parts -
Check the new release
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0.2.1.0 IS UP 0.2.1 - 2016.01.01 ------------------ Fixed bug where crew were starving on Kerbin Fixed vessel display issues (hopefully) in flight The EVA tourist bit should now be sorted - please let me know if folks are still having issues
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Working on this even as we speak
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Let me poke around
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