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Everything posted by RoverDude
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bad things.- 1,694 replies
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Looking for a coder for a small-sized project
RoverDude replied to More Boosters's topic in KSP1 Mods Discussions
You're going to have a heck of a time getting a volunteer with no info on precisely what you're considering building. Also if you're handling the modeling side of things, a few pics of your work would not be a bad idea. (edit) Also - general advice. Same as the tech startup world, there's no value in keeping stuff seekrit. It deprives you of early feedback, and at the end of the day, ideas are cheap. Execution is everything. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Preview of the new torch drive model... Torch Drive Engine by roverdude on Sketchfab -
Sharing stuff, CC-BY
RoverDude replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
I may very well bundle those sweet engines with Karbonite now that it's becoming more of an engines mod -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, very likely you're too close. Try it from orbit.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Glad you dig it- 1,694 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Use the stock drill -
Space Station and Colonization type mods.
RoverDude replied to HappyAngryCatfish's topic in KSP1 Mods Discussions
I dunno. Look at all of the NASA concept art for bases... I'd say MKS comes pretty close -
Space Station and Colonization type mods.
RoverDude replied to HappyAngryCatfish's topic in KSP1 Mods Discussions
Well I meant more in the context of what mods were available, and what the OP was looking for. -
Those are leftover modules from the animation module (it's shared by several parts). ISRUs do not have a deploy mechanism (they auto deploy) so those actions would have no effect.
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Thoughts on stock communication system in ksp 1.1
RoverDude replied to ouion's topic in KSP1 Discussion
Actually, the reason we announced this feature early was to give the community some time to mull it over, and to provide constructive feedback (a great deal of which has already been reincorporated into the design). -
This. I intentionally made sure noms were about 1 unit per day, keeps things simple. Simple is good.
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Thoughts on stock communication system in ksp 1.1
RoverDude replied to ouion's topic in KSP1 Discussion
What I am saying is that there are other ways to simulate partial control other than 'signal delay and a flight computer', simple as that. -
Thoughts on stock communication system in ksp 1.1
RoverDude replied to ouion's topic in KSP1 Discussion
I think your princess is in another castle... or rather, your feature request is in another thread -
Thoughts on stock communication system in ksp 1.1
RoverDude replied to ouion's topic in KSP1 Discussion
Sorry, signal delay (it was typing early). And I consider the time frame in which a command is executed from the time a player touches a physical keyboard to the time the in-game ship 'does something' orthagonal to local control. So the design goal is to simulate, in a reasonably believable way, how that probe would behave when occluded. YMMV. - - - Updated - - - Apples and tractors - there's probably a different thread for that topic Yes, stock will assume a planet wide DSN with an expanding range based on your Tracking Center upgrade level. I am not a fan of signal delay, and it is not on the table at this time. That being said, we're exploring some interesting options from a gameplay standpoint that put you (roughly) in the same place, but will not require a flight computer UI (the latter being a massive can of worms). I expect signal delay and flight computers will remain a mod thing. Well, I did do resources and that turned out reasonably well Also I'd say this system is significantly simpler than something as far reaching and complex as thermal and aero. I've been having a blast setting up and testing little relay networks in my dev build. I assume what you're covering there is something more akin to the additive range feature in the existing antenna mods? -
Space Station and Colonization type mods.
RoverDude replied to HappyAngryCatfish's topic in KSP1 Mods Discussions
Really depends on your thoughts as to what colonization is. For example, you do have the CivPop mod which has some very large nifty ones that fit late-game stuff (and there are similar MKS ones on the books in the 5m/10m form factor). Whereas MKS (through it's different internal options) takes you from flags and footprints all the way to self sufficiency (and side note, if you're not using life support, also has no other dependencies other than stock). -
Thoughts on stock communication system in ksp 1.1
RoverDude replied to ouion's topic in KSP1 Discussion
Occluded meaning there's a planetary body obstructing your vessel and any other vessel that can serve as a relay or control point. So a probe on the dark side of the mun with no line of sight to Kerbin, and no other satellites to bounce off of would be occluded. (Also for clarity) as has been stated before, signal loss is not on the table. So all control is, from the point of view of the player, instantaneous. -
Space Station and Colonization type mods.
RoverDude replied to HappyAngryCatfish's topic in KSP1 Mods Discussions
MKS/OKS since that's pretty much what it does, and has been doing for over a year Includes both station and surface versions. Also if you want LS, that's bundled in - so you have colonization/station and life support built to work with eachother like peanut butter and jelly. (Links on the USI page in my sig block). -
I already do this. There are categories for Kolonization and Freight already pre-bundled that move the parts from Utility into their own custom tabs.
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Thoughts on stock communication system in ksp 1.1
RoverDude replied to ouion's topic in KSP1 Discussion
FYI - there will be a solution regarding occluded ships (i.e. direct control is always better, but we need something in between 'full control' and 'no control'). Can't really go into details as several options and balance factors are being weighed, but since that was one of the larger feedback items, it's been under a lot of discussion, and I wanted to make sure folks knew it was being addressed so that we can move the conversation forward. And thanks again for keeping this discussion going, it's very helpful. -
Make bases unaffected by physics
RoverDude replied to cwriter's topic in KSP1 Suggestions & Development Discussion
As a fellow who's spent significant time working with bases... rest assured, just flagging them to ignore physics does not quite work