-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I will happily take a FAR mm patch as a pull request -
Sounds good
-
Congrats on being featured on Modding Monday!
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There will be a way to make these at UKS colonies that goes along with advanced manufacturing. I'll fiddle with the bottom node, along with a few other tweaks. May have an update today, just bear in mind it will very likely result in older craft looking funny -
I am perfectly fine with pushing the advanced tech out a bit and making room for nukes. That being said - Nertea, if you're considering a revision let me know, I may use the opportunity to slightly expand out the colonization tree (i.e. it would be nice to have distinct nodes for RabidNinjaWombat's CivPop, which makes a nice follow-on for UKS).
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the feedback - fixing several of these with the next update. Whole reason to toss this out early is to get a lot of early feedback to roll back into the mod -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Mildly uncool. I get that there are two of these, but this thread is about this mod, not your reboot. (edit) Thanks for the edit. Aware of this one, taking a look. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope, not without rebuilding everything- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You're probably pushing a payload that is too small. This works with larger payloads, and in the next version I'll have some recommended payload sizes to go with the various cartridges (and also reduce the granularity of the controls). -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry, this is not as difficult as you would expect, I do this on a regular basis, even in cases where I have to change engine throttle limiters on the fly. Toss me a MM config and I will be more than happy to bundle it. KF wheels are excellent. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
New models are pretty trivial- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup, 'Abandoned' would be a wrong choice of words. As folks who watch me stream know, I build all of this stuff for me first, so the order I work on things tends to reflect that (or tends to reflect the current state of my KSP save ) ART required the K+ update... for reasons. It's still very much on the list, but FTT takes precedence at the moment (along with any other bits I want to handle along the way). -
Sorry, I don't understand this message.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
As noted, IVA already exists Regarding the Eagle... yeah, you're getting one of those with the Honeybadger FTT refresh Ensure CoM is over CoT, make sure the fuel is balanced as well. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Gimbal is a possibility, sure. I'll look into some other possibilities as well. Additionally, I'll be doing some tweaks to the pulse effect, etc. -
Probably very well, with strong enough struts. Oh. And don't try to use both at once. Interesting things happen.
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep I'm revisiting the throttle feathering and making some fairly significant adjustments. Part of the reason for the pre was to get it in the hands of people and get some good initial feedback. I'll interdisperse the mini mag, medusa, and usaf orion accross the nule prop nodes, just need to decide which order makes the most sense. I may do some separate colliders since I have to slice off the magazine anyway to accomodate what I want to do for bomb sizes, but I'm still noodling that one over. Depends, I may have the mini mag be the most advanced of the three, so you go Orion-Medusa-Mini Mag -
Let us be a bit less passive aggressive yes? I maintain a LOT of mods. I work on stock code. I'm also human. And I have PMs, forum threads, IRC, etc. - I'm not exactly a hard person to get ahold of - so a very simple 'Hey I did not see this change in the release?' would have sufficed please.
-
Actually... it's available today (the link was posted earlier). And for clarity - this is a mod, not stock (And new screenshots....)
-
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What could possibly go wrong? -
That would be it then. If you run out of EC the Kerbals kinda freak out
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In what way? TAC already adds it's stuff to all pods Welcome to KSP wheels. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You did not install USITools then. You need all of the bits in that ZIP. S\urprisingly, it really is not the best thing for all designs and has some of it's own constraints. In career, your limitations will be cost and the irradiation of the KSC when you launch these from the surface Granted in reality you'd launch it from elsewhere - but each time you're irradiating your launch pad so there's a financial hit from a Kerbin launch. Also doing some tweaks where you're going to lose a lot of the 'feathering' you can do right now, so it will really be a one-trick pony (i.e. dramatically cut down transfer times, get massive payloads to orbit). As noted (a few posts above yours) this is by design. Looks like you sorted the DLL which is good. Yeah... don't just hit full throttle. I've had no launch clamp issues - please be specific. And nothing is too big to not be surface attachable - engines are generally not surface attachable, and the awkward design considerations are there for a reason. And yes, the animation is fixed - also as noted above, it's a matter of syncing the particle effects, the animations, and your physics frame rate... and I have control over about one and a half of those Yep I'm going to be doing some tweaks - bear in mind this is pre-release It does not have a bottom attachment node by design. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Again, by design. I don't want greebles all over those charge magazines. And the magazines have to be reloaded manually,the resource is no_flow. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So the funny bit is trying to synchronize physics frame rate, animation frame rate, and particles. The engine is on a roughly 1.25 second cycle with the bombs going off ever 0.25 seconds (which is roughly timed to the propellant sparks you see simulating the canisters, and the animation of the lower pressure plate. So very little can be done to sync all of these up so they are precise.