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KSP2 Release Notes
Everything posted by RoverDude
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The IVA should be perfectly fine -
You very likely ran out of EC, and the kerbals stormed the supply closets. I'll be tweaking this in a future release.
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The reactors are underutilized, so they automatically lower load to what you actually are using. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Glad it's sorted - and if someone does a dds pull request or reminds me via an issue I'll add it in the next release -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, fuel / texture switching -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Can you provide more specificity please? Regarding efficiency, you need radiators -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No donation required, and as noted - I am more than open to adding more wheels I shall take a look - there may be more wheels in the works Awesome!! Thank you! -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
RoverDude replied to Nils277's topic in KSP1 Mod Development
Not really Ore != Metals (although most Ores on earth are metallic - though not all are. For example, Asbestos comes from an ore). The actual definition of Ore is simply 'valuable stuff extracted from dirt or rock'. And in the case of KSP, our Ore is modeled after hydrate-rich rock that we can crack oxygen/hydrogen from and transform into valuable fuel products - similar to some of the plans to use asteroids for refueling (and asteroids were the primary use case, but we added planetary support as well since it already existed in the mod I based all of the stock stuff on). Go into your back garden, and dig a shovel of dirt. The second it becomes economically viable to extract stuff from that dirt, it becomes Ore And in space - Oxygen and Hydrogen are very valuable commodities indeed! -
Yep I do lots of very creative air drops with the Kontainers
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Yes, change the CausesDeath flag to true.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The source is there - Dynamic Tanks is the only unique stuff it has. Not sure what other source you are looking for RE tanks - yes, I will add some more Rock Kontainers -
[WIP] Nert's Dev Thread - Current: various updates
RoverDude replied to Nertea's topic in KSP1 Mod Development
Thermal Efficiency affects production - it reflects that you produce less as you overheat or while you are warming up. And less heat production is what causes it to eventually reach an equilibrium state. At work now so I can't look at your test rig, my recommendation is starting with a stock set of parameters and carefully expanding from there. But it's absolutely possible to work with no radiators (see above RE equilibrium). -
[WIP] Nert's Dev Thread - Current: various updates
RoverDude replied to Nertea's topic in KSP1 Mod Development
Heya! As noted, chatted with Nertea over IRC hopefully have the bits sorted. If you have any specific questions on how the modules work, let me know. There are a LOT of levers and you can do interesting (or horrible) things. One bit to note is that you will see several bits in the stock ISRU/drills that are set to zero - these mostly deal with internal->corebleedoff. Generally I kept things that were variable based on internal temp at zero since they can be the most unpredictable with high loads in analytic mode (it's why we have core heat in the first place!) -
Good deal, and yes it's 50K
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Stored Charge is CRP, and in any case has been deprecated for a while now -
No worries, will take a peek and see what we can figure out
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, well given this is free stuff... the only way I get paid is via donations and my Patreon page (link on the main USI catalog page in my sig ;)) Very odd that rock is not going up.. I'll have to poke around and see why. -
What mods support Community Tech Tree?
RoverDude replied to Windspren's topic in KSP1 Mods Discussions
Yep, pretty much what @Streetwind said. That being said, some of the larger collections that support it include NFT and USI -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Someone actually made an entire parts pack for those somewhere -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ah - probably just legacy from when temps used to be that high Github issue is the best way to sort that -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Get it from Github. I make nice pretty releases for you - link is in my signature. CKAN is an automated support issue spawner. I will do defensive coding for it when I have the time, and while I contemplate all of the nice things I am not making for you folks while I spend my time trying to keep CKAN from messing things up and causing me more work. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Whoops! Let me sort that! Ok - 0.7.1 is up on GitHub. Same stuff as 0.7.0 minus all of the extra Firespitter files