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KSP2 Release Notes
Everything posted by RoverDude
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Thanks, glad you dig the new toys. And I am taking a lot of notes along the way, so the dialogue and help is definitely a two way street
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Not quite unlimited as you have to feed it fresh data (can't run the same experiment twice in the same lab for science over time).
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They should be. Also remember they don't push to 100% battery capacity, so if you have solar it will take priority and the fuel cell will kick on and properly throttle only when battery levels drop below 95%
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Log a github issue
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Let me see if I can decipher this... Nope. They do not. It's actually ECLSS that happens to have the same name, and as noted, I'll change mine in the interest of being neighborly. No, this mod does not hide anything by the way Re-read the OP. No idea what is even being said here. It's a word no need for the over analysis. I do not even understand this statement... TAC-LS is quite a bit heavier with three times the resources, plus different mechanics. It's CC 4.0 BY-SA-NC - rock on.
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No food in the capsule, and happiness upon reentry into the kerbin atmosphere is by design
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Actually... you do have a way to dump fuel There's a fuel jettison module used on the ore tanks. Note that it is an all or nothing (i.e. it will dump the entire tank contents of either all resources or a specific resource) but I expect you folks are pretty creative
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What version of KSP, what other mods?- 1,694 replies
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Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Aerindel - I'm reviewing the heating mechanics - expect it to iterate as I observe how players use it and fine tune the system. MiniMatt - you now have high level detail for that entire biome This reflects in the NBS and the Survey scanner. Congrats -
Sure, will change it in the next patch Also - 1.08 units per kerbal per day because math
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Noted this as a bug. It's been looked into
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New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
Also, by having a potentially (with sufficient effort) science pool, more options for this currency are opened up for modders. -
TAC-LS MM files are included
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New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
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New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
You can do both. Also, five times the science. But requires an investment in infrastructure. -
New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
No stored science is gained on recovery. Only via transmission from the research lab. -
Awesome! Thanks Nertea!
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I'll probably sneak something in to correct that
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New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
No archive info visualized for the science lab, sorry. -
New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
Actually I wrote the system -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Can you provide some more details on this? Ideally on the tracker (including screenshots)? The design is that resources should retroactively show - i.e. once a planet is unlocked, you do not have to do subsequent scans to have modded resources light up. @Paelleon - only that the name Ore was chosen since it was ambiguous to represent a single valuable thing. Right now, the valuable stuff we get from it is LF/Ox/MP -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
RoverDude replied to KospY's topic in KSP1 Mod Releases
Thanks for the hard work on this KospY!