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Everything posted by RoverDude
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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.
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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
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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
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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.- 1,694 replies
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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.
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LiLFA (Lithium Lorenz Force Accelerator) and extras
RoverDude replied to Squiggsy's topic in KSP1 Mod Development
Thanks It's been an extremely hectic few months -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
RoverDude replied to HafCoJoe's topic in KSP1 Discussion
Because I removed it late last night (after SquadCast) -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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- 1,694 replies
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LiLFA (Lithium Lorenz Force Accelerator) and extras
RoverDude replied to Squiggsy's topic in KSP1 Mod Development
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). -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
RoverDude replied to HafCoJoe's topic in KSP1 Discussion
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. -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
RoverDude replied to HafCoJoe's topic in KSP1 Discussion
Yeah, I already have a very aggressive 'fan' accusing me of plagirism It's been a fun night. -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
RoverDude replied to HafCoJoe's topic in KSP1 Discussion
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 -
Squadcast Summary for 2015-04-18 - Picture Perfect Edition!
RoverDude replied to HafCoJoe's topic in KSP1 Discussion
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. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
These will all be rebalanced for stock aero with 1.0 -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, could be done with some creative part welding and such- 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
I need more context. Because the short answer is... turn the engine off- 1,694 replies
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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
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Both are in, thanks!
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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.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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 -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Install the latest Regolith, link in my sig.