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Everything posted by RoverDude
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
We do, but not in this smaller form factor - - - Updated - - - In other news... choo choo. -
soon
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No idea tbh, will cross that bridge when I get to it. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.0.2 is up (grab it on KerbalStuff for now, it will be on DropBox later this eve) Added new custom wheels, and attachment nodes to various modules. Fixed stuck levelers that were missing their animation toggle Fixed missing 'TechRequired' nodes Fixed missing colliders on cargo bay door Added hatch and airlock to the inflatable shelter Added missing crew tunnel nodes Fixed texture issue on flatbed modules Not done but on the list Extend the Flatbed to accomodate KIS containers, etc. (may be a breaking change) Add KIS storage to the adapter tanks Longer term: IVA's VTOL engines -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bear in mind it uses a standard 2.5m stack, so you already have tons of engines and structural components available -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Already fixed - coming in the next release - - - Updated - - - Good suggestions! The flatbed was actually set up with 0.625m nodes, but I expect it can be slightly stretched to accommodate KIS crates -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Check around the nose of the rover. I need to do a pass and plop in all of the auxiliary hatches (edit) Yep - custom wheels are coming. And with custom wheels, likely a movement of the crew hatch now that I'll have control of the wheels/wheel placement. -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks! I'll push an update tomorrow once I see any other bugs that trickle in -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
kk, lemme bundle up another release for tonight. This is why we have pre-releases -
Sheesh. You guys are really getting confused because of other posters jumping to conclusions. Nothing is being used up. There is no resource. It's as simple as saying 'A Kerbal can't spend a year in a tin can, nor can they spend 100 years in a tiny inflatable bubble'.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I shall take a look - I assume the others work fine? -
parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Download link is up Go play, report bugs! -
The dual hinge is there to swing that dish out of the way of the various dangly bits people will likely have on a 1.25m stack while remaining parallel to the vessel like the original Sentiel (otherwise I would have had it just stick out perpendicular). It collapses so that it will still actually fit in a 2.5m fairing when stowed. So while it may not make any sense to you, it does make perfect sense given it's purpose and design constraints.
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parts [1.2] Karibou Expedition Rover [0.3.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
More the LER vs the SEV (understanding that the SEV has had a multitude of iterations). - - - Updated - - - heh, well I needed it for MKS Was playing and realized I needed a nicer way to land horizontal rockets, and build horizontal bases -
So I've been streaming this mod's creation over Twitch for the past several weeks... and since things are wrapping up on an official pre-release, I figure I will just drop this right here Download: https://github.com/BobPalmer/Karibou/releases 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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Life finds a way... I think you completely misunderstand how it works... there's no resource, nothing consumed. I look at various counters and evaluate it against how long a given amount of space can support a given amount of Kerbals before they go nuts. Bingo. At the upper end, the lifespan would (effectively) be infinite (or at least last as long as a KSP save goes before going wonky), but stuff with that kind of durability would be reserved for mods to implement - a hitchhiker is just not built to last hundreds of years when stuffed to the gills.
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They are toggleable, and there will be appropriate balance.
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Most definitely not an extra resource Will be done via math Oh... and here's a little part I just made for the Karibou Rover that I needed these code changes in place to make happen:
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
Side note as well.. if the concern is a cargo bay friendly form factor, keep your eyes open as I'm knee deep in a total model rework and there will be some interesting changes -
Grumpy = tourist. Mutiny = tourist plus a case of random part decoupling. Hilarity may ensue. RE the hab function, It's less a case of 'stuff' and more a case of how said stuff is configured. - - - Updated - - - No habitation restoration at this time. Despawn = 'Missing' vs 'Lost'. Sure, I can do some alternate configs for those.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Less 'Obsolete' and more 'On the list behind a lot of other stuff' as there is only one me -
I think you're a bit off on MKS - there was a pretty drastic part reduction a while back. So now, to go from harvesting all the way to machinery can be done in six parts... and two of those are drills, and two are tanks. Or if you're clever, you can do recycling and cut this down to just two tanks and one part. Resource count wise, you add two. Two, because one is scarce and one is uncommon, and base site selection matters. Also there's a pretty significant difference between simple in terms of complexity (less moving parts, less resources), and simple in terms of overpowering gameplay (I can, with only a few tons, turn that tin of vanilla wafers into infinite supplies). I like the former, but I'll always put my money on avoiding the latter. - - - Updated - - - Unrelated note. Changes are afoot! I'm wrapping up some USI-LS updates, and wanted to toss out some preview info. First - there's a whole host of new 'fail' options (five in total, including death, despawn, mutiny, grumpiness, and just wandering back to the KSC). These can be individually configured for your orange/vets and your default astronauts - for both supply shortage and for habitation issues (see below). Habitation is now a thing. A single default crew capacity gives you one Kerbal-month of space. Hitchhikers significantly increase this. So no more stuffing Kerbals in lander cans for ten years. Note that the default is for these to be OFF, so your existing saves are not borked. And of course you can configure this independently for vets/non-vets, and this setting is independent of what happens when supplies are exhausted. There's a partmodule included that lets you set the habitation space of parts (and an MM for the hitchhiker is included). Use with reckless abandon. Habitation works based on a 'rest' state. So whenever your Kerbal is in a ship, his rest is bumped based on that hab's remaining lifespan (based on it's capacity as well as kerbals in the vessel). This also opens the door to add emergency inflatable habs to your ship so your Kerbals not only have enough noms, but also a place to rest while they await rescue. Lastly, resource scavenging is being added. If a vessel is short on supplies, it will attempt to automatically pull supplies in from any nearby craft (note that this is basically the same code I use in MKS, minus the MKS requirement). (edit) Oh! And you can customize your vet names too
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I'm always curious when folks say MKS is complicated... given it got seriously pruned in 1.0. Which bits do you find complicated?
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