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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. I disagree with paid mods. Build stuff for yourself. Share it if you think others will enjoy it. If you're so inclined, support the modders you like (I for one am partial to Patreon). If not, at least say thanks. The second you throw money into the mix, people get stupid, and your community goes toxic.
  2. Not quite tho I can only speak for Karbonite not Kethane. Karbonite will be updated day 0, and the parts will all be updated to use stock (at least the resource gathering bits). As noted (again, at least for Karbonite), the interesting bits will be the engines and the stuff you can do with it. - - - Updated - - - Karbonite will be pretty much exactly as it is today
  3. True, many fun things to play with Karbonite will give you the most stock-like experience tho (for obvious reasons).
  4. Actually I programmed it So. Short version - I'd wait for stock because it's only a few days anyway. Tho of the two it is a LOT closer to Karbonite (for obvious reasons) than Kethane. As for Karbonite itself - in 0.90 it's balance is resource harvesting as the main purpose, specialized engines and other parts as the secondary one. That will flip in 1.0 (and all without a single part changing). i.e. with stock fuel harvesting, Karbonite is a lot less important (and Kethane too for that matter) for fuel generation - because you have that with stock. But the secondary purpose (a new fuel with unique properties and some downright pretty engines and tanks) still remains. So if you were someone who installed Karbonite and deleted the engines, you might as well stay stock. If you installed Karbonite *for* the cool engines and stuff, you will be very happy
  5. Very cool Side note, your config should only need a minor edit once 1.0 comes out, if you need help let me know. I'll have to hunt down my notes, but basically the 5M drive would have vastly superior range, but correspondingly high mass and power usage.
  6. You don't even need a reactor, it works fine with solar panels. Just do NOT have exotic matter turned on while flying... that would be silly.
  7. The best part about this... I have guaranteed that within moments of launch, everyone will be using the new resource parts, and trying to plunk a drill into anything that can't scurry away fast enough. I approve.
  8. ZZZ's stuff is all public domain That's why you see everyone use his (very nice) greenhouse module - - - Updated - - - Side note... I'm still around but as you can imagine (and probably saw) I am doing stuff other than resources with Squad for 1.0 - so incredibly silly busy right now
  9. Nice stuff! Have rep! (side note, if you use CRP you can just use the same Lithium as KSPI (and I believe NFT may have some things that uses it down the road as well).
  10. Very. And not every rock... and you even get a difficulty slider Nope, but Karbonite will be built on the stock resource framework Pretty significant No worries, I kinda look forward to what people will make with it.
  11. Yeah, I already have a very aggressive 'fan' accusing me of plagirism It's been a fun night.
  12. Nope, I was more thinking 'low profile cargo bay to shove lots of little bits in' I thought US was all about the wedge attachments tho? - - - Updated - - - Actually for Karbonite it's mostly Nertea (drill, tanks, converters) and nli2work (engines, small Rover parts). Plus a few others (SpeedyB, Kravity, etc.) - the only part I made in Karbonite was the scanner
  13. Floor and ceiling are your main attachment surfaces. because the doors are so large there's not enough meat to attach to without causing issues (and their colliders are noattach). There are a pair of attachment points on the side - but only on the exterior wall. I'm a big fan of the floor/ceiling attachment.
  14. Sure, could be done with some creative part welding and such
  15. I need more context. Because the short answer is... turn the engine off
  16. Sure, it's just a converter (Mulch + EC = Supplies). Close. That ship had better have at least one supply container per Kerbal because they are going to ransack them and dump all of the extra stuff. This would be loosely akin to hibernation. Now, I like interesting mechanics. One mechanic I have considered is that if the time alone is excessive (and this would be configruable), the Kerbals in their effort to find even a crumb of snacks, will start breaking apart parts of the ship. So. You launch your ship. You fling it to Eeloo. As you go to re-focus it, your Kerbals, who have been starved, try to find food. If they can't find food, they look for locked containers. If they can't find locked containers, they start tearing through bits of the ship looking for snacks to eat. Things are broken... better hope it's not your landing engine It is a pretty easy mechanic to require a non-strike Kerbal present to revitalize the rest. I may add this idea as well. Now, I am not opposed to a hibernation component at all, but would see that as a separate, more controlled mechanic
  17. Will probably hold off tbh given the post-1.0 changes to Regolith are significant.
  18. The narrow band scanner is pretty darn detailed (pic from SquadCast for those that missed it) That being said, I would expect folks to still use rovers to validate landing sites, etc. based on the broad survey data and detailed NBS data.
  19. Well in fairness the only Regolith issue out there is folks downloading apps that are full of bees
  20. Or hold off till 1.0 - because fiddling too much with multiple versions of Regolith, etc. will result in sadness both for yourself as well as me
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