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KSP2 Release Notes
Everything posted by RoverDude
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7.1.2 is up Cost fixes and engine first-pass. Essentially since ISP varies thrust not fuel efficiency, I adjusted the thrust amount to put all of the engines at their ASL thrust level, with engine thrust decreasing as you gain altitude using the original FS float curves. This seemed the least invasive way of dong this. @Snjo - let me know your thoughts on the lifting surfaces, etc. - i.e. do you want to convert over to stock? Also if you have the original models I can start doing some art passes
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Sorry, this does not even make sense. It's really not that complex... it takes a unit of mulch and turns it into half a unit of supplies. That's 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
By design because they are a starter battery. Discussed earlier in the thread, keeping those as-is. If anything I might up their mass/form factor a bit. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And I will expend as much effort in supporting you as you expended in your support request.- 1,694 replies
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What's your refinery style: orbital or surface?
RoverDude replied to ShadowZone's topic in KSP1 Discussion
Pretty specific gameplay reasons why it's mass neutral. No, it's good gameplay when taken into account that the only other options either broke other subsystems, or violated conservation of mass. Totally get that it may not be your style, but there were some very specific reasons we went this way. ISRU, as it stands, is hardly easy. The lossiness factor is simply not a challenge component, it's a limitation factor that does not make the game any easier or harder whichever way you move the dial, it just encourages one choice over another. As noted, they do not deplete. -
0.4.1 is up! Added NeonGas Added ThermalPower Tweaks for CO2, Antimatter, RocketParts
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Log a github issue with specific repro steps please- 1,694 replies
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Enorats - log a github issue with repro steps. *AFTER* trying it on a clean install with just ExpPack. -
Wow! Serves me right for going away for the weekend I prefer the latter, the former is redundant IMO but can be done with module manager. You do not consume supplies until you're past 50K of altitude. You lose them when you either try to lock them away, or freeze your kerbals in which case stuff gets lost in the process. This is to prevent exploitation by just locking a container in an attempt to force-hibernate your kerbals The nom o matic *extends* your range - so your 100 day supply will last 200 days. My stuff does not tend to have missing components. As noted, your report was exceptionally vague. Log a github issue with details RE the Taurus HCV
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Thanks! Sounds good
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
heh, if it worked you lucked out- 1,694 replies
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Catching up on the thread... I expect folks are now seeing why I have removed out of the box support for anything other than stock aero / stock chutes Feel free to share away tho -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
RoverDude replied to TaranisElsu's topic in KSP1 Mod Releases
Duplicate resources only issue a warning, and would not cause lag. Otherwise MKS would be crushed by it yeah, logs will answer this one. - - - Updated - - - Should take this one to the mks thread as it would not be a tac-ls issue. -
Yeah, MM. This came out before we had a new MM done yet. I'll bundle it next time Please do not post random mod zips - violates the posting rules, and while I expect yours is not full of cooties, it's a bad practice
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heh, yeah they can get a bit aggressive if they can't heat up their snacks... Welcome to the joys of non lethal life support
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You have a mini greenhouse in the current release Github issue please
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Really. Because I am the guy that has to do a ton of configs, and it's a lot easier for me to work with multiples of 0.00005 than multiples of 0.0000462962962962963.
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Multiple modules for drills, for asteroids just add a new asteroid resource (same deal, look for samples in the squad/resources folder Toss me an alternate config - vaguely recall we sorted this out as ml, so toss a pull request for whatever you need, need to do a release anyway as there were some minor updates.
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Bingo, I do occasionally sleep
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But they are the 1 unit = 1 liter standard. You're confusing unit of measure with consumption rate And yes, it's so that per second conversions are nice round numbers.
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