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Everything posted by RoverDude
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, the mod is going to be called Nuclear Engines. Starting with the three mentioned on the tin. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not a bug. You can surface attach TO them with struts, but they intentionally do not allow stuff to be surface attached directly to them. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct, it is not supposed to function in atmosphere And don't just hit max throttle, odds are your ship can't handle that much force being put on it. Ease up to it, and note than in the streams the highest I got the throttle was 60%. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Oh I would not even look at MechJeb for these (or KER) given the engines kinda do their own thing -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Release is out, see OP -
Yep, though it's very likely not suitable for what you are looking at for radiation
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No, do them in the DEV branch and I'll merge them in or they will be closed
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What's your EC situation like?
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parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yup! Nope Yup! Yup! -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I added a magazine-only part (basically clipped off the cylinders on the current drive) and working on the Medusa variant for launch -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
...it already has that. Four color choices actually. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No dampeners, sorry. But an interesting idea I may take a look at after 1.1, given landing gear is based on wheel colliders and these have changed in U5. No. 5m, possibly a 7.5m if I get punchy and make appropriate adapters. Already in the works - - - Updated - - - Most of the above actually And add that it will be pushing that texture to go 7.5m without looking fairly horrible. But yes. Tweakscale. And again, the reference model is the 10m USAF Orion (which is fine as a 5m Kerbal model). - - - Updated - - - -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Update. Moved it to a 5m part, did some more tweaking on the pulse engine code (thermal, and a few other goodies). Will be streaming the texturing portion likely this evening -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Awesome Yeah I always had vehicles about this form factor whenever I made a base, so I know how fun these can be -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, yeah also streaming a lot of the of the work on it. Side note. Given how many variants of this were out there, our reference for this one is the (relatively) dinky 10m USAF Orion. -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There will be a separate shaped charge resource, the uranium is just a placeholder right now. And that pic is out of date (you're looking at the prototype). -
parts [1.12.x] 'Project Orion' Nuclear Pulse Engine
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Actually it now has custom particle effects -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's a collider issue - fixed will be in next patch -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You may need to zoom out - the bubble is pretty big- 1,694 replies
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Includes a 5m USAF Orion as well as a 5m Medusa variant. Download Link: https://github.com/UmbraSpaceIndustries/NuclearRockets/releases Post bugs and whatnot 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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Essential mods for weak computers
RoverDude replied to Boom_Mcsplodey's topic in KSP1 Mods Discussions
Speaking only for the USI stuff (Which looks like he has a lot of), all of my part packs are pretty lean (case in point, the new Karibou mod is only 4MB...) and with resources being stock, it makes MKS and Karbonite pretty lean too -
heh, a bit of a necro, but would add in (since this was created before my mod existed) USI-LS http://forum.kerbalspaceprogram.com/threads/116790 Minimal resources, variable penalties, also plunking in separate tracking and penalties for stuffing Kerbals in close quarters (basically a habitation requirement). Plus built-in support with all of the USI goodies.
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Sure, will do that when the next release heads out (which is pretty soon, working on it hopefully today)
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
RoverDude replied to TaranisElsu's topic in KSP1 Mod Releases
Not sure why a thread comparing two mods would be closed immediately, provided folks weren't jerky and got it locked.