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Everything posted by RoverDude
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Once you two sort it out, someone please toss a pull request Given we're already in experimentals I'd say time is limited.
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Thanks
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Check in the SCANSat thread, and yeah I should get this thread locked too and send folks to the release thread -
No reason why not, it's not game breaking
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
See 'Full of Bees' in title -
heh, actually when he has the munchies he east 1.08 kg per day and produces 1.08 But if you lock him out he will eventually just go 'screw it' and smash open the biscuit tins. And no... this will totally bypass anything that breaks flow So the best thing is just to leave it unlocked, and let them eat normally. - - - Updated - - - So the code is all done, it's just in testing. For launch, I'm going to just let EVA kerbals wander and do their thing - because really, the mod's intent is to give you an out if you make a mistake. Granted, folks will probably EVA kerbals if the cookies are low, but they will be unable to return to their ship (they would never be able to EVA back out), so no repeat flag-plantings Oh... and I forgot to post this in here:
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Well, it is kinda my thread, and the answer Yemo gave was a bad answer (i.e. 'I want an alternate tank' - 'Oh here! Have a mod that breaks stuff, and may in fact have a tank one day!'). I reserve the right to discourage the propagation of bad answers in a thread for a mod that I am making you fine folks for free. And seriously. If I host a party... and someone brings along a friend that starts trashing the place, changes my music mix, and decides to tear up my carpet because they like hardwood floors better, forgive me if I don't roll out the welcome mat
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I may
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Your mod has no such part, now does it? So no, you pointed him to a mod that does not have what he is looking for, and will in fact result in him getting no support.
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[old thread] Trajectories : atmospheric predictions
RoverDude replied to Youen's topic in KSP1 Mod Releases
Just popping in to say that this is some awesome stuff -
Actually, that can be done if one is industrious. And given SETI is purely configs, I maintain that I'd rather have someone do a single config to make a larger container than use SETI, which does weird stuff to all of my things (like break sample craft, and change behavior with no respect for the original mod, it's design, or it's history). And given most folks who use this are probably using other USI mods, they may also want support for said mods (which is void when SETI is installed because it changes config values, and as such voids any support expectations). And on a final note, I'd appreciate if you'd cease using my threads for SETI marketing. - - - Updated - - - Also for clarity: Making new parts to fill gaps, etc. - awesome. Lots of cases of this with many of the mods I run. Making extensions with new capabilities. Also awesome. Distributing configs that break my stuff, especially without even a conversation, not so good because it causes me support issues. Implying my stuff needs 'balancing' because you just don't understand the why's (like the Karbonite 'balances') - Jerky. (Edit) jerky because of just how much work so many people put into balancing those engines, both against stock and with far. And it is an example of not respecting history and breaking craft.
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1.08 kg per day
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No. The supply containers do NOT contain supplies in 15 day increments. More like 15,000 days, 4500 days, and 500 days. There is nothing magical about a pod - it just has no supplies in it. - - - Updated - - - I'd recommend TweakScale over Seti as Seti is highly opinionated and 'balances' a lot of stuff... so you get that baggage (like changes to Karbonite and other USI mods that pretty much result in all support being void). - - - Updated - - - That last bit will not work as said Kerbals will immediately break into any locked supplies on the craft that they could not have otherwise consumed once they are unsupplied for fifteen days. The only circumstance in which they break into locked supplies is, as noted, if they are starved. This is an exploit plug. - - - Updated - - - And the reason why death is not a default... choice is good. Also, I like the idea that you can still recover from an 'oops'. you won't be using that ship or those Kerbals, but at least you have a running shot at rescuing them.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
RoverDude replied to KospY's topic in KSP1 Mod Releases
Looks nice, but any word on how to get back the nifty storage-as-legos capabilities we have with KAS, given containers are being deprecated? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
RoverDude replied to KospY's topic in KSP1 Mod Releases
Hell, if we get better documentation I'll convert mine myself - but thus far any attempt to convert to KIS bay storage has been a hot mess, hence my earlier request for better documentation on this in this thread. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
RoverDude replied to KospY's topic in KSP1 Mod Releases
You are likely looking at the wrong thread then Bear in mind the PackRat had been out a long time as a stand-alone mod long before the Exploration Pack existed. Not meaning to beat a dead horse, but not a fan of misinformation either -
Nope, no real need in my opinion. But here is the rub. I am ok with rescue missions - works a treat, and works within the constraints. But that implies you could land in the first place. If you run out halfway to your destination you will still have a heck of a time getting on the ground in the first place, unless you also install an auxiliary probe core.
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Yep, the name is final. See details/explanation/etc. earlier on the thread on why this name makes pretty good sense.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
RoverDude replied to KospY's topic in KSP1 Mod Releases
No actually, it was my PackRat mod that came out first and used the KAS bay storage feature to assemble things like this. Not that it matters, since right now the KIS equivalent modules seem very flaky, would be good to get some word/examples on how to do this once more. My suspicion is that it's not happy with multiple bay types, but I have not dug into it and instead have just deprecated the assembly support till it's sorted. -
Because it's a horrible unstable bug infested mess on Windows.
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[Idea] Kerbal Kids, expanded Colonies, and more
RoverDude replied to LadyAthena's topic in KSP1 Mods Discussions
There's a world of difference between sexual orientation and the ability to actually create offspring - - - Updated - - - Side note - yes, the MKS Mark IV MKS bits will result in the occasional new Kerbal popping out -
No, I don't think you are getting it yet... it seems everyone is taking an anti-exploit tactic and running through it. The only way to make them use life support other than the usual slow drain that one would expect would be to explicitly try to block the resource flow (the same way we sometimes lock a battery for an emergency probe activiation). In which case, they will have none of it. You would have to be without EC for fifteen days as well as out of life support before they get grumpy on you. Again, this too should not be surprising. If you've let them go fifteen days without supplies, you're kinda hosed regardless - a second either way is irrelevant. And the only way supplies get thrown in the trash is if you were trying to intentionally exploit the system and starve them, despite having stores on board. Again, the only way this scenario would even occur is if you were aggressively trying to exploit the system and bank on your whole crew being sent to Jool against their will with no food, and the intent of unlocking a tin of supplies two years into the voyage to give them a pre-landing snack. Also as noted - there are no supplies embedded in any pods, etc. A Kerbal can go fifteen days out of supply, period. So the only time you add a container of supplies is if you want to extend your voyage beyond that. - - - Updated - - - An addendum. IF you starve them and attach a rescue ship with unlocked supplies, they will not dump supplies (i.e. they would just take a normal ration) unless you intentionally had every supply in the attaching ship locked (which is a bad idea). The only use of locking all life support resources on a ship is to exploit the system, so it's punished rather aggressively
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In your example, they will happily eat the supplies slowly until those three inline parts are gone. Unless you try to be sneaky and actually lock the resource. In that case, it's locked away and they will not consume it... but once starving they will hit a point where they just say 'screw it' and break it open anyway. This is to prevent an exploit where you would send a huge mission of Kerbals out with a locked supply container, and unlock it at the destination. There are no built in converters - these are already assumed to be worked into the base numbers.
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
RoverDude replied to KospY's topic in KSP1 Mod Releases
Because KAS still works, and KIS has in my experience as a mod developer proven to be more than a bit flaky (edit) Also, given we're in experimentals now, all bets are off on what will break once 1.0 hits.