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Everything posted by RoverDude
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No objections here Good deal on Uraninite, no prob with Alumina, can even limit it to the moon pretty easily. And good deal on separation of gas v liquid. Let me know what you need in what atmospheres and I can sort the configs. I shall let you and Nertea sort this out
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RE atmospheric resources - totally cool with adding ones in that folks are using. Regolith is extremely tolerant about stacking configs, so no need to tussle on precise percentages (it just sorts it out). Hence, no prob with Jool having both Karbonite and Hydrogen. That being said, they should not be done as a straight liquid form - that just does not make sense. And I pretty strongly disagree with scooping LiquidFuel out of the air (not sure if KSPI-E does this). I am a lot more ok with scooping Hydrogen and through a converter compressing it into LiquidHydrogen. Same with Nitrogen. If you want it harvestable, awesome. But having an atmosphere full of LqdNitrogen does not make a lot of sense
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Last I checked, not a single person here is arguing against using realistic densities - that's precisely what Nertea is proposing. The only difference is whether stuff goes 5L or 1L - and as I noted when I first started this project, that's up to the curating app, or for folks to hash out. There will always be stuff in CRP that is 5L based simply because some folks choose to match against stock, or because mods are not interested in changing, or because it's a collective and consistent shorthand for a lot of mods (just as 1L is a shorthand for others). That has as much to do with real world densities as ham does with hamsters. - - - Updated - - - I would not take that bet if I were you as it would be a breaking change that trickles down to every resource EL uses, and in turn trickles down into a wave of folks who will have to redeploy. Side note - well, side note(s). Nobody here is saying to use unrealistic densities. But people are confusing 1L vs 5L with realistic vs not realistic. Apples and tractors, ham and hamsters. So if we're going to have a discussion of 1 vs 5, have it on it's own merits without tossing down an invalid 'realism' card. Also - let us please remember that CRP's goal is not to dictate one way or the other, it's a way for us to not break each other's stuff, whether that's resource measurements or resource distribution. Hence why, to channel Regex for a bit, you have 'Magical Fairy Poop' alongside discussions of what the heck Oxidizer is alongside resources with alternate units of measure. It's a clearing house, regardless of what end of the spectrum you are on, and it has (to date) worked spectacularly well. And that bit will not change. What's happening at the moment is we have FreeThinker and Nertea behaving like rational adults and negotiating out how best to make stuff interop (mine will follow whatever theirs does). And that's awesome. Also, don't forget it is also about how we handle resource mapping. Meaning, right now we use Regolith. In the past we used ORS and ORS-X. And in the future we'll use stock. So that someone looking to fuel a reactor can use the same resource in NFT, USI, or KSPI-E, and can also harvest a raw material from the same place and not have to have two scanners, two drills, etc. @FreeThinker - in light of the second point, I'd like to propose standardizing on Uraninite for uranium harvesting, and as Nertea noted, consolidate Alumina with Substrate so we have one less scanner/map/harvester for folks to sort through.
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[0.90] KSP Interstellar port maintance thread
RoverDude replied to Boris-Barboris's topic in KSP1 Mod Development
Actually am seeing if the CodeMash people will let me do a half or full day session on building a mod in KSP -
Hopping in So I for one also (personally) prefer 1L = 1 Unit. That being said, a great deal of those out there are 5L. Some of which are simply not going to change. i.e. if CRP changes it's definition of Ore or Metal, I completely hose compatibility with EL. So we are 100% clear. My position in this has been that the unit of measure is up to the curating app, and whatever said curator can agree to with the community. Since I personally have nothing in the fuels department (or more correctly, I'll follow whatever Nertea does since we have a ton of overlap), I'll leave it to FreeThinker and Nertea to decide what makes sense. Just know we can't change EL, can't change TAC-LS (tho TAC-LS already uses 1L units), etc. - just change what we agree to as a group.
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Side note - because we have a combination of 5L and 1L units out there, it's probably a good idea to specify which we're talking about
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I have no plans for plutonium as of now, so I am good with dropping it in the short term. If I do the RTG thing, I can revisit it
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Actually - they work well for having a pretty stable structure to contain undockable sub-modules. That's what I used it for.
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[0.90] KSP Interstellar port maintance thread
RoverDude replied to Boris-Barboris's topic in KSP1 Mod Development
I don't think agreeing on the density of Tritium or using the same raw material for extracting uranium would do that -
[0.90] KSP Interstellar port maintance thread
RoverDude replied to Boris-Barboris's topic in KSP1 Mod Development
Yeah... ModuleFixer just obscures legit issues. Which in turn causes support headaches. Side note - FreeThinker, mind heading over to the CRP thread per our PM discussion (there's a link on the USI catalog in my signature)? We're doing a resource pass to get us all in line again (i.e. Nertea is moving to Lqd v. Liquid as the prefix, etc.) and we're also doing a density pass, some consolidation, etc. and we'd need your input / suggestions / agreement, and I expect there will be a series of compromises for all of us to do. Game plan is to do this for 1.0 as there will be mods breaking to hell and back anyway The nice bit once the dust settles is that it would establish compatability between the USI mods, NFT, and KSPI as well as a few others. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Happy to add them - same deal, Github Either that or I may make a much smaller storage tank that fits into the indentations built into the HB cargo pods -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nice Yeah, math is not the strong suit - but I'd be happy to integrate and give credit for an alternate version and have it VAB-toggleable.- 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
Sure, log me a Github request -
Print money with XeEV-01 Xenon Extraction Unit?
RoverDude replied to Tomski's topic in KSP1 Mods Discussions
Not my mod, I have no Xenon extractors. Your princess is in another castle. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If someone can put that on GitHub as an issue or pull request you'll get it in the next patch. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Log a github request, but no guarantees.- 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
Which ones? Easy enough to sort -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Because it also places a restriction on the eventual range of said drive- 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
Because you have to have some mass for the engine part module to work, and ExoticMatter has no mass as it's shared with KSPI- 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
Not on my list tbh, these will all be stack parts.- 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'll take a peek - I assume if all looks good you have no aversion to this being rolled in?- 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
Feel free to toss it up - I'm curious how the feel is.- 1,694 replies
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Fair enough, hopefully FreeThinker can weigh in on this. - - - Updated - - - Side note - I agree with some consolidation/standardization since now is the best time to do this, given FreeThinker has expressed an interest in rolling KSPI-E into the fold (hence a reasonable accommodation on the lqd prefix).
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I would not anticipate any patches to this mod other than bug fixes until after 1.0, as right now it's in a pretty good position, and I have other mods to either refresh, or kick the bees out of.- 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
Also it was updated on 2/9. Not much to add to it as this mod is pretty much done for now till I add a new model. And yes, Squad has me a but busy right now- 1,694 replies
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