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RoverDude

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Everything posted by RoverDude

  1. Side note - there are dials and such to help you customize the visual - i.e. if your world is covered in lines, you can narrow it down to high-concentration zones. It's actually pretty nice in-game, I miss it in my regular 0.90 save :/ @Greenfire - see above And worst case, I expect we'll continue to see mods that offer alternate visualizations
  2. The overlay has a few color choices as Max noted - the one you see is a heat map style and is probably the most vibrant of the stock ones The lines help in a few ways. First - intentionally reminiscent of TV scanlines for that retro look. Also - they don't obscure the ground, and are an extra bit to help out folks who can't distinguish colors as clearly.
  3. Are you on the latest version? We can start with that.
  4. @Craeshen - I agree, but am also ok with some compromises for specific KSPI resources like LqdDeut and LqdHE3 in the interest of getting everyone to come together (assuming they have no gaseous analogues)
  5. When the dust settles (and all of this is for 1.0 as there will be a plethora of breaking changes anyway), USI, NFT, KSPI-E, and RF will all share the same set of resource configs, that set of configs being CRP, with RO overriding some of those settings.
  6. And yeah, let's go with C - - - Updated - - - Yeah, I am ok with the trace bits given how few we will have - but as Nertea noted, we need to be concious of the UI at some point.
  7. Here's my take. Oxygen, CO2, and Hydrogen are already used by other mods, so the intermediary state is there regardless. It just looks really weird to have LqdHydrogen as an atmospheric harvestable resource, unless we're making a pretty big leap and saying that atmosphere does not refer to what it's composition is, but on what we can extract out of it in final form, thus turning all intakes also into distillers. Which gets visually weird. In either case, it has to be consistent. Gaseous states make the most sense in this context. That being said, I am semi-ok where we decide that if there are multiple forms (Oxygen vs LqdOxygen) which are two VERY different things, that the atmospheric should always be the gaseous, and in a case where only a liquid exists (say, Water) that it is ok to use that single liquid state and assume we're getting condensed vapor. (edit more for Nertea) The rub is that as of now, there is not a model that says 'scoop X convert Y', just 'scoop and store X', and 'Convert X to Y'. A new one could be written, but there may be cases where you want to scoop oxygen (say, for life support) vs. create LqdOxygen (for propulsion)
  8. B or B. RE HE3/Deuterium - so there would be no gas variant then? Same with Methane?
  9. Well at least it's only the noble ones My thought on HE3/Deut/Hydrogen/Helium: Extract Hydrogen, convert to LqdHydrogen/LqdDeuterium (at likely a 6000:1 ratio of LqdH to LqdD) Extract Helium (I have a use for helium gas down the line), convert to LqdHelium/LqdHE3 at an appropriate ratio. Extract Oxygen, convert to LqdOxygen Extract Nitrogen, convert to LqdNitrogen etc. That keeps things pretty consistent. You can have converters dump either one if there is no storage space, or sell it off, and it keeps the atmospheres manageable
  10. I would not want to change the definition of Xenon. Probably easier to standardize on a convention for noble gasses instead IMO, since it would mess with stock and that's something we should not do.
  11. Thanks for the atmo stuff. A few thoughts: I'm ambivalent on where we put the Gas suffix - i.e. I am ok if we put it on the noble gasses for consistency, as long as it is consistent. The downside of the unused resources (Neon and Krypton) is that if we have no parts that use these, why include them? We can always plunk them in down the road. Next - for the liquids (Methane, HE3, Deuterium) - should these not be atmospheric gasses, only because of their usual natural occurrence? For Deut/HE3 an option could also be to stick with Helium/Hydrogen and allow a processor to distill the lqd variants out (i.e. Deuterium occurs in our own atmosphere at a rate of 1:6420). That solved the 'too many trace things in the atmo leading to long menus' and also sidesteps having a Deuterium gas as well as a Lqd variant. Also makes Hydrogen a bit more generic and multi-use. It also means, that since Deuterium occurs in water, that you could pull water up and through some serious distillation, do Deuterium generation from an asteroid or an oceanic/crustal resource.
  12. If the Biomass folks do not reply soon, we'll need to pull it for now, since at this point they would need to be on board with a conversion. We'll respect their mass/density for biomass however as there has been a change in their mod. - - - Updated - - - Also - totally open to start the theorycraft on atmospheric compositions. FreeThinker, if you want to start with what KSPI has, the rest of us can pop in as needed and tweak.
  13. Nope, but you can also do the same thing with the stock radial attachment point.
  14. Excellent work! And this is why I dig community stuff, because I get people who are a lot better at math than I am helping out
  15. Sure, toss in a request for a probe core. Also - a tip, the reason your reactor has that vertical attachment point is so you can drop a probe core to control from for VTOL
  16. 0.1.7 is up. this is a pretty minor release, just fixes an issue where 'bouncing' might cause drills to shut down.
  17. The problem and why it gets weird - if you ISRU to a STACK_PRIORITY_SEARCH, you have to run REVERSE fuel lines to the converter. This is one of the main support issues I get with Karbonite converters today when they convert to LFO. Note that you can override flow mode as part of an engine's propellant node - so unless RF is also doing ISRU, it makes more sense for the engine modifications for RF to add in a flow mode than for us to have all of our converters have to run fuel lines. I do agree with Nertea - having anything built via ISRU as a stack resource is going to be one serious headache. Hopefully NathanKell can chime in
  18. Yeah sorry, a bit busy building you guys a resource system with Squad right now Once that dust settles all mods get refreshes
  19. I have no idea... made that ages ago. That pic was more to look pretty
  20. Hey popping in as we're going over the CRP changes for KSP 1.0 and you folks had expressed interest in participation in the past. So please let me know: A. Do you plan on being a CRP participant? If so, need ya over in the thread as we're doing a lot of consolidation right now. B. If not, that's fine - we will still adjust the density of Biomass just to be neighborly Just confirm whether you are doing 5L or 1L units in your current release. You can find the CRP release thread link on the USI page in my signature.
  21. Also what folks tend to forget is the ratio of ship mass to fuel tank mass. A 6KT ship with a single spherical tank is just not going to cut it, despite the high DV. Hence why you have some pretty large tanks. So a comparison of fuel mass to your ship's dry weight is likely in order
  22. I'd be more concerned with the fuel flow rules. Maybe someone can post the differences and we can sort them... and if Nathan is still participating, maybe we can see if we can all come together, especially as we're putting the 1L fuels on the table.
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