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Everything posted by RoverDude
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DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
Yep, radiators (ISS style active as well as passive panels) were your new goodie. Was glad to be able to get it green lighted for inclusion in the patch -
Just random flavor text, folks No mysteries
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See above where I noted that the config already has everything grouped by curator. The config will be the most accurate source of record.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Right - the only exospheric Karborundum there ever was was around the sun. This is by design. -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
RoverDude replied to Superfluous J's topic in KSP1 Mod Releases
Please give clear credit to Nertea for the model Thanks! -
As noted, I do not consider this an exploit, it's a perfectly valid gameplay choice (i.e. if you want to have your space program funded by capital investment in a fuel refinery) for the reasons above. It's perfectly fine if we agree to disagree on this, merely clarifying that it was not an oversight, rather it was a conscious design decision when evaluating the mechanics involved. That being said, if you feel strongly about this, feel free to log feedback on the public bug tracker.
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Sure. I'll add them to the sounding rockets mod.
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And if you increase the cost of ore, then your new 'exploit' is to just drill on the pad. I mean, really.. you're going about it all wrong. Just make a ship with a couple of drills, and lots of ore tanks, and drill on the pad. You'll turn a tidy profit that way too. And running one of these in the background to generate fuel... even on Kerbin... is a completely valid gameplay choice. As noted, the margin (by the time you are that far down the tree) is ridiculously low. Increase the ore cost, and the scenario above becomes even more profitable.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You looked on the surface of eeloo and the surface of Eve? Also note that it will not be in all biomes. -
As the guy who wrote this... I don't consider this an exploit. Way I see it, if you want to play 'Kerbal Fuel Refinery Program' instead of 'Kerbal Space Program' that's your call. It's completely legitimate. The reason they are fillable is because people need to be able to test designs, including the actual ISRU process. This is why it's specifically allowed. Pretty much No, as noted above, they need to be able to be launched with content for testing, etc. (and drillable for testing, etc.) - and Ore is not free, still costs funds. Not a lot, and less that liquid fuel, but if you really want to go full 'exploit' just launch a drill instead and drill to make a few more funds It is not an exploit. If someone works all the way down the tree to ISRU, and is willing to make the capital investment in a local refinery, and then source local ore in order to either (a) fund their space program, ( roleplay where they have to harvest their own fuel, or © reduce launch costs, that's a totally legitimate and valid gameplay choice. Filling in the VAB is there by design. Drilling on Kerbin is also there by design. Ore being less valuable than LiquidFuel is there by design. Changing any of those levers invalidates other gameplay choices. If someone wishes to build giant refineries (for any of the reasons mentioned above, or others) then they are free to do so.
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Pretty much what it says on the tin A tech tree a bunch of us share (and one that anyone can use), and that Nertea curates.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No, Exospheric karbonite is randomized (also you're in the K+ thread) -
@Yemo - of course it still fits the definition of Community in this context - specifically, 'here's a set of convenient, pre-configured nodes that we can all depend on that you can freely add your stuff too'. They don't break stock (so mods with stock fallbacks work fine), and I always know that the colonization tree starts after survivability and recycling (and won't suddenly end somewhere else). Same way that I know there are very specific (and sometimes optional) paths to a given node (and don't have to worry about suddenly having the paths change, or having nodes suddenly change from 'Any' to 'All'). That was pretty much the intent, since when this was created (back in TechManager days) the issue was tech tree fragmentation, so Nertea whipped up one that we could all share, and it's worked incredibly well thus far as a shared community resource.
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I thought the entire point of the CTT was that it *was* locked in place. Anything that moved the nodes around (not the parts themselves, but the actual shape of the tree) is, by it's very definition, not CTT - since the entire point of this mod is to provide a solid and reliable set of interrelated nodes that we can count on to always be present, and always be in a very specific shape.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It already has Karbonite, and it would be a bit too easy to harvest there. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, it does -
IntakeAtm should be in there - it's the same one KSPI uses so we share it.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Github issue please -
Thanks! Also been trying to hunt you down on IRC for the past week
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Help! the Science Lab doesn't obey its cfg file!
RoverDude replied to Sokar408's topic in KSP1 Mods Discussions
ScienceMultiplier is an int not a float. You're using the wrong data type. -
I'll hunt down the link. Tho the config should already have comments noting curation. @nathankell - feel free to do some of mine while you're doing yours, I trust ya and it makes my job easier. I'll ping Nertea if he does not post here first.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Awesome! Yeah turns out we both went with the 0.35m form factor, which works out pretty well! -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You installed it wrong then. Show a screenshot of your gamedata folder. -
Well that was more of a general statement - If you curate something send a pull request. If you don't pester whoever owns that mod to submit one
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Send a pull request for the items you curate.