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KSP2 Release Notes
Everything posted by RoverDude
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Yes - you're using that to sort out the DLL load order. Your issue was probably the bad reference because your DLL loaded before Regolith
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By grief I mean you are going to have a very large painball when Regolith gets updated. It's in the AssemblyInfo.cs at the bottom.
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Depends on the mods you have installed
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So if you do not want to use the bits this is meant to fuel... and you are swimming in cash... what's the point? The reason the fuel is a pain and is also intentionally limited is to balance the stuff it powers, as well as it's recovery cost. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
1.25 is not on the list at the moment, I'm skipping 1.25 and 3.75 for now.- 1,694 replies
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I assume you mean for the HoneyBadgers? FAR works if you take extremely slow. Just note that post 1.0, everything will be optimized for stock aero. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep - should be in the config, but rule of thumb is physics range.- 1,694 replies
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Do a google for how to set up KSPAssemblyDependency - this will sort your issue with the two DLLs and save you a considerable amount of grief in the future
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeahhhh.... there might be a tweak to prevent people drill spamming in the future -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
RoverDude replied to Ippo's topic in KSP1 Mod Releases
@Coffeeman/Ippo - new CRP launches with 1.0 Basically they go from 5L to 1L units. That's about it -
Regolith could care less if you're 32 or 64 bit
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Good point - I can light up the warp guide GUI- 1,694 replies
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Also - we do not just have 'one shot' - this has always been an evolving process, we're just doing a fairly large change set right now. As noted, we can always add stuff post-launch. I'm allowing some extra stuff in here as a courtesy, since normally the criteria are that stuff has to be used by multiple mods to even be on that list in the first place (hence why a decent chunk of my own resources are not there). but I'd rather not this become polluted with stuff in the planning phase, or a large swath of stuff only used by one mod.
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Sorry, no messing with stock resources. Also supercrit messes up the atmospheric harvesting tables. So I am opposed to dropping the noble gasses - you're free to add your supercrit versions.
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[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You have conspired to find a fairly ancient post. See the link in my sig. Moderators - can we please lock this thread? -
EL has that in the form of survey stakes
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Because we have a limited timetable. Deprecation is fine, but if KSPI suddenly has new stuff that does not fall into the myriad of resources we already have, I'd be surprised, and it can always be a supplementary config (no different than the set of USI resources that are not in CRP yet) - and at that point FreeThinker can bring it up.
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The KSPI thread is the appropriate place to discuss a proposed change to KSPI, not this one. From my standpoint, the resource list is locked at this point until 1.0. Afterwards, if a mod is preparing to release something new with some more bits, then it can be brought up for a point release.
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Also several of the USI packs come with reactors that are comparable to the NFT ones.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not on the list, it's a space served well by a lot of other mods (though never say never...). It's mostly to facilitate small-scale storage and use the slots already in the HB cargo module, and some of the spare space around the sides of MKS modules when they are in their fairings. -
Because this is not how resource definitions work. Density is kinda one of those required fields. Also you just kick the can down to everyone trying to figure out how large tanks should be, which becomes a balance nightmare. Oh... and how KSP handles cost and resources in general. No thank you
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That talk can wait till after 1.0 as this boat has left. Can we please eliminate the theorycraft? It is derailing the thread and the task at hand. [Edit] (Ninja'd by moderator - thanks!) The appropriate place for that discussion is the KSPI thread. If FreeThinker chooses to change around how the stuff works and wants to discuss coordination with Nertea, then we can have that talk. After 1.0.