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Everything posted by RoverDude
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@Errol, no signal delay.
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Assuming unmanned, fairly easy assuming you keep the TAC container parts and just scrub the DLL (or, better yet, use KAS/KIS to destroy any TAC-LS parts then just do a clean cutover)
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Actually, there are specific plans in place to address probe control while occluded (subject to QA/Experimentals feedback, etc.)
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.0.4 is up! - Decreased mass on the RoverCab to 3 tons - Increased RoverCab EC to 500 - Added USI-LS support and gave the RoverCab a bit of extra habitation space (due to the built in bunk). - Added a new inline VTOL descent engine - Increased crew cab mass to three tons, added USI-LS support for habitation space (two years at full complement) - Added USI-LS hab support to the inflatable emergency shelter (one year at full complement) - Halved the capacity of the switching tanks - Flatbed mass lowered to 1.25 - Adjusted flatbed top node - Lowered mass of the crate/tanks - Added a KIS storage crate - Lowered mass of adapter plate - Lowered mass of emergency shelter - Added new RCS/SAS 2.5m part - Added a radially attached probe core to better aid with VTOL landings -
There is no life support tab added by Kolonization - I add a Kolonization tab
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Added. Need more because we have new antenna mechanics coming in. And @Rocketeer - awesome And in general, I make stuff by having a collage of source documents, pick the elements I like, and pull them together (hence the Apollo/Hubble/Soyuz look of this one). And thanks to the folks providing constructive, specific feedback (there are a couple of productive points buried in this thread) - it's helpful, and appreciated.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the ideas -
Not quite.
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On a side note, I do read these threads to observe feedback. And a small pro-tip, things presented in a constructive way (i.e. 'the shade of grey appears a bit darker than stock') will receive considerably more attention, whereas posts who's sole contribution to our shared conversation is 'Hideous' or 'SuPaK4rB4lZ mod did it better!' will pretty much be disregarded. So while it may make you feel good about yourself to vent in a non-constructive way, it will promptly remove you from the dialogue and feedback loop.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I feel we are about ready for launch... New pre-release tomorrow -
The three you saw before (and reposted above) are your relay antennas. The new antenna is very small (0.5m diameter dish) and as many folks have noted, a kerbalized version of real antenna with features/homage to the hubble, apollo, and soyuz. (edit) So without going into too much detail (NDAs and such), the little foldable one you see in this post is meant to complement the other deployable antennas (i.e. the three existing ones you have in game now, only two of which actually have dishes). (double edit) And all of this is because once the antenna diversity feature is in, just plunking a whip antenna on your ship and calling it a day will no longer cut it So I need to make sure we have an appropriate stable of antennas available in stock to support the feature and it's mechanics.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Well you will probably like the new VTOL engines then... -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, fixing a few things, working on a few extra bits. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
IVA is done, we were working on VTOL engines -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
...and because they are, you know, fuzzy dice. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@brassehad start with a clean install, install your stuff manually. -
@Sharkman - your best bet is to ask your question on the relevant sub-forums (plugins, models) or see if someone in #KSPModders can help out
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No idea if you linked the wrong thing or not... I have no idea what it is you are pointing out to me
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep. I provide no support for SETI users just because of how Yemo 'balances' things. -
Since the penalty for a lack of food is completely and separately configurable for the penalty for being stuffed in a can, I'm going to pass on adding additional detail other than the current penalty list - simple is good. Range is also configurable, default is 100m. Docking a new hab would in fact bump up the habspace values (or even landing a new hab nearby). Remember, two values - the best they have ever seen, and their current situation. Stats are not yet finalized, but in general it will go from nothing (zero days) to something approaching the five year mark, to something approaching the 100 year mark (and that is about as long as you can go in a KSP save). Granted, that's for MKS - there will be relatively few parts that come along with USI-LS, mostly I'll just MM-up the stock crewed pieces
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Insufficient specificity. Did you install manually or via CKAN? Screenshot of GameData and your UmbraSpaceIndustries folder? -
..and if your hab is an orbital colony type thingie (i.e. the larger MKS ones) then this rating is effectively as long as a KSP save. But even if you're born in space, you are not going to be too keen to be shoved in a tin can capsule for twenty years. erm... no Likely more boring, mundane things like nicer hab modules. I just don't see how being a better or worse scientist would affect how nutty you go. I'd much rather keep the selections fairly simple and predictable, with the only distinction being an alternate effect for vets.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the feedback - I appreciate it! -
You have an independent flag for orange immunity of hab effects. I'm not keen on having experience affect the duration, just because that makes the system very unpredictable.
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It's a separate flag so you can mix and match. Resetting is the wrong answer. Having habitats that can have extraordinarily long habitation values is the right answer, and the design intent. Correct
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