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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. As noted, nothing personal at all, just that there's a really specific balance I have in mind for this. And (more importantly for me, likely for other folks as well), this is meant to properly balance with and dovetail straight into MKS. Or of course it can be used stand alone. Granted, you're more than welcome to distribute alternate parts, alternate configs, and what have you. But I would not consider adding them into the core mod if they are going to unbalance or break other bits in the constellation that I maintain.
  2. MKS has some pretty massive ones, and the Kontainers folder can be used stand-alone.
  3. At that point you might as well just crank up the conversion rate 100% self sufficiency is incredibly hard (and downright impossible in space), we cover this in UKS via resource overlap (and water is usually a bear) and complex/heavy parts. I would not want that as part of the basic USI-LS mod (at this time). It's also a catalyst and still requires those original supplies to be purchased. A sack of plant food is significantly cheaper than a sack of compact, nutritious food.
  4. Heya It's not that I did not read your PM. The reason I do not have a fertilizer converter is that it's meant to be hauled in in the case of out of the box USI-LS, and would be one of the really large converters in the case of MKS/OKS (for some serious balance reasons). i.e. the mass tax for something the size of a 1.5m tank that takes in Ore would be vastly superior to the cultivators in UKS.
  5. 3.125 would not make a lot of sense - as noted, it's not a standard size. Also - OP, have some rep
  6. Another difference is that there is a significant difference in the degree of mod interop and support for stock vs Kethane (and was before Regolith was stock). So the stock system tends to dovetail into more mods (including Karbonite).
  7. FYI core USI-LS is very stable, if anything I'll do a secondary extension to it (only resource scavenging is going to be in the base kit).
  8. It's efficiency is a lot higher, so a stock bug (let me make a note of that!)
  9. Now they are 0.5.0 is up! **NOTE: LOTS OF CHANGES, DELETE YOUR OLD KarbonitePlus FOLDER!** Rebalanced all engines Deprecated the 5m Torch Drive Added a 1.25m Torch (Candle) Drive Added an extra large ore drill Deprecated the older K+ tanks in favor of new Kontainer-style tanks Added Karborundum harvesting capabilities to all Karbonite drills
  10. Well for clarity, there are no spare parts. Rather the lifespan is abstracted out.
  11. Not my mod But I am sure Taniwha can answer your issue on survey stakes
  12. @Taniwha - so how do you propose handling the issue of the localized nature of 'dirt' - Assuming you want location-specific abundances in a mixable resource - without killing the save file with persistence data?
  13. I'm very curious to see what Taniwha weighs in with as well.
  14. Actually, spare parts do break down. Especially in space. Everything has an MTBF and an appropriate duty cycle. At some point stuff breaks. Catalyst materials run out, and filters wear out. Parts are cannibalized. Duct tape is wielded with reckless abandon. This is simulated by a flat curve where, after the rated lifespan of the gear, it will begin to degrade. So yeah... dropping a bit of complex life support gear on Eeloo that was built for a trip to the mun and expecting it to work at 100% efficiency 100 years later is a bit of a stretch. And yes... if you plan your trip and go to Eeloo for a 50 year trip and expect your life support gear meant for a 5 year duty cycle, you should not be surprised if things go pear shaped. Yet this would be completely self inflicted. Final note - the third tier will be the heavy-but-effectively-infinite-lifespan version (infinite because there's a max duration on a KSP save).
  15. (From the OSE Workshop thread) I'd like to open the floor to new resources - both harvested and their refined forms - to support off-world manufacturing. This is primarily to establish commonality between the UKS, OSE Workshop, Pathfinder, and EL mods. Currently the CRP contains: MetallicOre -> Metals Substrate -> Polymers Minerals -> Chemicals Uraninite -> EnrichedUranium We also have Water, ExoticMinerals, and RareMetals, Karbonite and Karborundum. Finished goods include Machinery and SpecializedParts. I am very likely missing a few I'd like to split the conversation into two parts - the first (more critical) is about what harvestables and refineables we want to add. For the record, I'm fine with an MKS breaking change in the name of commonality if it makes sense. So rather than anchor the discussion, I'd like to open things up for other folks to toss in their ideas first
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