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Everything posted by RoverDude
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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
Odd - they are all set to scienceTech, and there is no separate CTT config. Thanks They should not be - all of the configs explicitly state science tech Just a standard engine, with the direction shown in the pic at the top of the thread -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Specificity please.... -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ahh... the joys of Macs -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Or just install this last from the ZIP on KStuff -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Actually, don't list this on CKAN for now. It's just going to cause support issues. -
parts [1.2] 'Otter' Submersible (USI Submarine Parts) [0.2.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You need to remove the lead weights either in the VAB or by jettisoning, then tweak the ballast values to bring in/pump out water till you hit equilibrium. It's a lot of experimentation. For the sub up there, I left the 50 lead only in the little adapter bit, and have the rear ballast tanks at 0% and the front ones at 61% I generally don't share the model source files, but you're free to use the mu's for whatever you like (including 3D printing). -
That's more than a bit disingenuous. The *STOCK* game works perfectly fine on Windows, and even has space for a few mods (heck, I can run my entire constellation of mods on Win32 no prob).
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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
That's incredibly sweet! -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Very cool- 1,694 replies
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I will very likely be expressing this in terms of a simple EVA timer.
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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
Manual activation is expected - they have to be activated underwater. Regarding engines - you got some jinkiness going on there because the engines have been working perfectly fine throughout development... -
There's no value in over-saturating the nom o matics (mulch will be your limiting factor).
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My recommendation would be to just use survey stakes for ground bases, and the orbital dock from UKS for a larger space base. I have some ideas on how to make this a bit easier to work with when I roll out the next major UKS/MKS-L versions.
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Very WIP! Introducing the 'Otter' submersible from USI! Pick it up on GitHub: https://github.com/BobPalmer/SubPack/releases Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely
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OSE Workshop uses MaterialKits, and MKS-L/UKS will be following suit - short version is that RocketParts was the only non-CRP resource (and the very last 5L vs 1L one) left, so made sense to get some standardization in place.
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Nice! And yes, new stuff is in the works... I've been busy in the background really noodling over the entire end game experience, from life support to the most advanced colonization bits, tossing out a lot of assumptions, and making new ideas. On the life support side, this will mean some new, interesting bits - I'll do a larger reveal once I am ready to play with it in my own save
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Should be 1 and 4 not 1 and 10, but I'll take a peek
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Odd, the only issue I've ever had is when the throttle was > 0. Reason being that it's still applying force (based on what your throttle is) until the shock wave is over. So throttle zero, wait until it stops pushing you (i.e. watch the G-Force meter), then you should be fine. Max wait would be a few seconds. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Very odd - I will take a look. if you can attach this pic to a github issue that will make things go faster Also - (unrelated to quoted post) SpaceY is not one of mine, so not quite sure what shared asset that refers to Which shared asset is out of whack? -
You should generally pick one mode or the other tbh (this is something I plan on correcting in a new version)
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I do not -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RoverDude replied to ObiVanDamme's topic in KSP1 Mod Releases
MKS does that - Excess is thrown away with a warning message (though the scrapping mechanic is a bit different)