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Everything posted by RoverDude
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[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll take a look - Github issue helps as well - - - Updated - - - I just started a stock game and I see them there under HeavierRocketry... -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What in-game behavior are you seeing tho? -
So to hop in on the ISRU discussion (as always, I like to do the early reveals so we get a chance for constructive feedback). Usual caveats, anything below is subject to change based on QA, experimentals, etc. There has been a thermal overhaul on ISRUs and drills - this is not insignificant, since now it's an extremely effective lever. The mini ISRU is not as efficient cooling, cannot make monoprop, and is significantly less efficient (both in terms of ore use, making it a very poor choice for those 'ore powered ships' out there, and in terms of raw speed. I recognize that any efficiency number is out the window if you can just 'warp to infinity and get all your stuffs'. This has been addressed in the case of the mini ISRU - it is optimized for relatively short operation cycles - i.e. it's the wrong bit to use for your mining base because it cannot operate for years on end without a break. But it's excellent if you just need to do short-term conversions (i.e. refueling a biome hopper, etc.). Radiators will be important - critical - for ISRUs and drills. That being said, if you have one of the 2.5m ones out there on a ship with no radiators, you will still be able to operate, but the efficiency will be very low since it will overheat quickly (but not down to zero in the case of the 2.5m ones - they will tend to hit equilibrium with a net positive in processing capabilities). The design choice here is to provide two very clear options with each one having it's benefits and drawbacks. A large, more robust ISRU for bases and such where you want continuous, unattended operations, and a smaller, less industrial-grade one that's better for quick fuel runs. Take your pick.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.3.0.0 IS UP 0.3.0 - 2015.10.16 ------------------- Recompile for KSP 1.0.4 Reduced thrust of the xenon thrusters dramatically increased cost- 1,694 replies
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[1.12.x] USI Core (Reactors and Kontainers)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.0.1.0 IS UP 0.1.0 - 2015.10.16 ------------------ Broke USI_Core out from the USITools DLL Moved nuclear reactors to Advanced Science Tech in the stock tech tree, and Nuclear Power/ Large Nuclear Power in CTT Bundled container CTT configs from MKS Moved KIS kontainers into appropriate CTT nodes Swapped DepletedUranium for DepletedFuel in reactors and containers -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.1.0.1 IS UP 0.1.0.1 - 2015.10.16 -------------------- Synced with current USI Tools Deprecated original Karibou wheels in favor of a new model with better braking, etc. - old vehicles will not break, but the old wheels are no longer researchable and will be removed with KSP 1.1 -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.2.2.0 IS UP 0.3.0 - 2015.10.16 ------------------ Fixed dry mass issues with fuel tanks Adjusted engines to be comparable to stock analogues Bundled updated USI Core *NOTE: Reactors and Kontainers are not bundled, just the DLL - - - Updated - - - @Prezombie - thanks for the feedback! Let me noodle over that list -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.0.1.0 IS UP 0.1.0 - 2015.10.16 -------------------- Synced up with current USI Core code (This should fix the drive-not-working issue) Added KSP-AVC support -
0.0.6.0 IS UP 0.0.6 - 2015.10.16 ------------------ USI Core updates (containers, reactors, etc.) Added proper version file (to fix the missing resource issue, grab Community Resource Pack - I'll bundle it in the next version).
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.5.1.0 IS UP 0.5.1 - 2015.10.16 ------------------ Moved round tanks into Kontainers (you can find these in Karbonite now) Added a 2.5m Torch drive -
0.4.5.0 IS UP 0.4.5 - 2015.10.16 ------------------ Fixed density LqdDeteurium and LqdTritium - - - Updated - - - (Note: There were a couple of pull requests into MASTER not DEV - need those sorted, and I can roll out a patch next Friday).
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Just the containers, and this one is next in line for a refresh once the DERP is fixed up. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I don't consider that an exploit at all... it's using parts as designed -
hrm you should not be producing supplies with TAC-LS, could be something is missing from the config. If anyone else has had similar issues please let me know
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If you're starting with an anchor hub, anchor it to the ground first so it doesn't tip. Also be sure to always be on the latest version. Optionally, land in with a scout pod and it's hub and build your base from there. Usual model for this is to anchor a few hubs, and wire them together with flex o tubes... or, just park a Karibou in the vicinity and you get automated resource transfer, so less flex o tubes to tempt the kraken. Lots of options
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Yep, just making sure since 'No IVA' != 'Stock IVA/IVA could be better'. Which is fine - it totally makes sense that for some modders, IVAs are a priority. For others, it's gameplay mechanics, and others may focus on the model and texture work. No wrong answers there. It's why it's good to have lots of choices. It's like, while I like sushi, I would not want a buffet every night of nothing but sushi... sometimes you want a steak
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Actually, almost every MKS module has an IVA... just that they are stock IVA's Now if you want custom IVA's then yes, said princess is in another castle
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Yep - basically if you run out of EC to the point where the converters can't run (it's about 220 or so per day..) then horrible things happen.
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EC is not taken into account in that display
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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
(edit - nm saw it's a tech tree issue) Make sure you are on the latest CTT -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
On the list And the DLL issue is fixed in the next update, working on getting the constellation of mods on a more regular cadence (and investing in some automation) -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Missing hydraulics is intended because of how the look constraints work. RE sliding... the mesh has nothing to do with grabbability at this time The question would really be if it slides any more or less than other stock wheels of similar sizes. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Pretty much the wheels