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Everything posted by RoverDude
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The latter is completely by design. The former is due to the nature of the command seat, so I'll have to look into it.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Install issue. -
Reentry heating - are you kidding me?
RoverDude replied to Agost's topic in KSP1 Gameplay Questions and Tutorials
It's actually a balancing act - making Kerbin challenging without making Eve impossible, etc. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FYI for hover questions, hop over to the FireSpitter thread Just helps me keep stuff separated -
I'll likely add that in as a config flag.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Those are karbonite legs, grab em there -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A bit busy but will circle back when I have time. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
In fairness you're asking a mod question. There are a few vid tutorials out there on the stock resource system. And yes, a stock asteroid drill will drill the asteroid and all constituent resources by design. -
This is the solar power you need to mine ore at Vall
RoverDude replied to RocketBlam's topic in KSP1 Discussion
MKS has bits that do that in the next release, tho that's limited to a 2KM range as well as local connectionless transfers for converters and such -
This is the solar power you need to mine ore at Vall
RoverDude replied to RocketBlam's topic in KSP1 Discussion
Good thing I gave you guys fuel cells - - - Updated - - - Side note - EC usage while warping uses a lot of interpolation because of how solar arrays and batteries work. In the end, I always have it default to the player's benefit. I would rather have a ship produce an excess of EC than have it produce less than it should. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
tbh, if someone wants to turn any of these into money printing machines.... it's a sandbox game.- 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
Unfortunately, that's more of an EL issue as it treats 1 ton of a fuel tank the same as 1 ton of highly specialized components.- 1,694 replies
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Pretty incorrect. Every integrated mod that I am aware of had the direct involvement of the original author (including PorkJet for spaceplanes, Arsonide for FinePrint, and myself for Regolith).
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I would prefer you to ask your users to download this mod, and then they can use your MM files. Makes it easier support wise for me. And yes, these use regular EC now. -
DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
Actually the safe area is a hexagonal cylinder, and those edges are pretty small. -
DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
Yes the doors would - they have colliders. Basic.syntax - that diagram is correct, there are six side colliders formed by the two sides and the four doors. Having stuff intersect those can cause issues. -
DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
Your first sentence is contradictory. The doors are hinged, they do not vanish into other pieces. And many folks have had no issue with service bays, only folks that cram them so full of stuff they start to intersect with eachother and the other colliders (like when Das Valdez stuffed an ore drill inside of one). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No longer, that was deprecated. And why would you consider it overpowered? there were some long discussions on this, and it still takes mass, etc. to make it work. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Did you add batteries? -
DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
I dunno, I think the guessing games and speculation is fun Both as someone fueling it, and someone speculating on it. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ah yeah, sorry I don't have a compatibility pack for RT but if someone makes one and sends a pull request I'll check it out -
DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
That would not change the colliders tho. -
DevNotes: "something rather brilliant from RoverDude"
RoverDude replied to AbacusWizard's topic in KSP1 Discussion
So. I will say this. The correct answer is in this thread. Also to repeat from the other thread - set expectations appropriately. This is a featurette, not anything overly massive. A very cool one, and one I think people will like (and I expect modders to extend - I made sure there were appropriate hooks, and the coding bits were done with modding in mind). It's more than just a single part (like the Flea or the Xenon Tank), but not as large of a thing as, say, asteroid mining. Size wise (to get a feel for what to expect) I'd put it at roughly the same magnitude as the heat shields, maybe a bit bigger in scope, but not much. Let the speculation intensify.