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Everything posted by RoverDude
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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
I'd also add that this particular thread is probably not the best place to be having a debate over USI-LS vs TAC-LS, and to remind folks (in general) to be cool, given all of this stuff is provided to you for free, and as noted, rumors of this mod's deprecation appear greatly exaggerated. Support the mods you like, quietly vote with your feet on the ones that do not suit your playstyle, but don't be jerky - whether that's hijacking another mod's thread to advertise other stuff, or talking trash about other mods (hint: Any sentence that starts with 'No offense...' usually means you should rethink that post...). I expect Taranis would appreciate it if folks got things back on topic -
Especially since it's 1.08 per Kerbin day not Earth day. But 0.00005 u/s is universal.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Best bit for this is to only deploy two sets of landing struts. -
Better than Better Than Starting Manned?
RoverDude replied to stijnovic's topic in KSP1 Mods Discussions
There are of course several mods that change progression, but that's different than changing gameplay - which is what your idea sounds like, and could be very interesting -
Still math
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Yeah, just noodling to be honest.
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Right now (and it will continue to be this way) penalties are adjustable for each category, and can vary between vets and non-vets
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said opt-in would be TAC-LS About the only split I'd consider would be breaking apart long-term supplies (food, toothbrushes, etc.) with short-term consumables (water/oxygen), only because you can extract the latter in different ways than the former. But it's a slippery slope, depends on demand.
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FYI - I pulled the Alpha tag given how pretty darn stable this has been While there will be some extensions added (I have a few ideas), these are going to be done in ways that are 100% opt-in and also backwards compatible - and since each layer will add both depth as well as a constraint, they will be tagged off by default. This should also make forward testing of new features a bit easier, keep everything nice and non-save breaking, and help folks test things out.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks, easy bits to fix I need to fiddle with a release anyway as there have been a few things that have needed tweaking -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That too As I said, those wheels are meant to power some fairly heavy loads - so if you're spinning/bucking, you need to turn some of them off (or use the lighter wheels). -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Use the smaller ones (non-deployable, narrower). - - - Updated - - - Side note - the wheels assume you probably have a fairly heavy load on the Karibou - so if you're running unladen, expect doughnuts (and you probably want to turn off the motors on some if you don't need the extra power). -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
Grats on the release- 3,523 replies
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Are you using the smaller wheels? Pics please -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ask in the CKAN thread -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In the case of Duna, just add parachutes. Or do a vertical landing and keel it over with SAS or RCS... lots of options. I leave landing as an exercise for the user. RE packing, I suppose with enough KIS storage and some patience, but at 2.5m you'd have just as much issue (if not more) landing and assembling a KIS-packed version tbh. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nice stuff Mynar! -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
RoverDude replied to ObiVanDamme's topic in KSP1 Mod Releases
heh, well I think we're in the right book but not on the same page. What I am really trying to avoid is to have people's resource chain change in OSE if they install MKS (and to be honest, a single resource path to specialized parts completely breaks MKS). i.e. right now, in the MKS adaption of OSE, it's three harvestable resources to make materialkits (and likely the same three but combined with some of the existing commodities for SpecialziedParts). Understanding that Taniwha was moving that direction as well (he mentioned things like ceramics, etc.), the idea was for us to sort out and standardize what those would be, so integration would be a lot more seamless. As it is, given it's been about a month and gentle reminders are not getting us an EL resource list, I figure the two of us can at least come up with something and get it sorted - but ultimately that's your call If a multi-resource path does not fit in with OSE, I can just move forward with something on my own, since I'll have to do that with EL anyway, until such time as Taniwha changes the EL 'hard' mode, at which point I can circle back. -
While I am not a BDArmoury user, I still appreciate a really nice set of models when I see them Excellent work - have some rep!
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To be even more exact, there is only one seed and that's created per - save.
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Bear in mind though CRP is nothing more than resource definitions
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[1.3.0] Inline Ballutes [IB] (v1.2.8) [30.05.2017]
RoverDude replied to riocrokite's topic in KSP1 Mod Releases
Nice work- 220 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No reason why not- 1,694 replies
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Nope.