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Everything posted by RoverDude
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Re Symmetry - nothing I can do about that one. -
Depends on your definition of interesting On the one hand, it would be a serious challenge for a couple of Kerbals with a drill to deplete the resources in an area within the timescale of a KSP game. It's like one dude with a shovel clearing out a coal seam. Kethane depletes... but it's... weird. You can deplete an entire continent worth of stuff. So it's like one guy with a straw sucking up the great lakes in a few days. That being said, Regolith (the framework Karbonite runs on) has had depletion support for a while now... just nobody uses it
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1.0 Discussion So it's time to discuss 1.0 - this is one of those few chances we have to do a review of the resources, and tweak as required. I'll start by noting that we will be establishing 'Lqd' as the prefix for all liquid sub-forms (i.e. Hydrogen/LqdHydrogen, Oxygen/LqdOxygen). If folks can please do a review of the resources they curate, we can start working on consolidation and trim down the list. Discuss
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah that is a weird one - should not be doing that. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Are you using the FireSpitter bundled with MKS? It's patched. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Possible around all bodies, I think for Exospheric Kerbin has a similar rate as other planets - just that it's incredibly thin (thinner than it was in the past by a significant margin). -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If there's Karbonite there - it varies by save - use a detector first -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope - github issue please -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I've had no issue at 2000m btw. It's meant to be a total pain. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Did you log a github issue? -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
FYI - when comparing texture load, also bear in mind MKS-OKS is actually two part packs in one You have completely different parts for orbital vs. ground. -
Yep, we clarified that a few pages back One of the OPs was mistaken in his assessment of Kethane so I checked with Taniwha.
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CRP is less about adding new resources that are single-mod, and more about providing some commonality for the ones we share (i.e. not all of the MKS ones are in there, but the ones that have commonality with NFT, TAC-LS, etc. are going to be there). Now if there's one that CRP has that you want to use, just bundle it and you're done For new ones, it's more a case of showing multiple mods that use them (or in some cases, if we have most of a mod's resources we'll bring along a few others for the ride).
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah... lots of bees in this one guys. It's getting a rework, but very likely around 1.0 time unless I shake loose some time before then. -
Been perusing the notes above, and as Max noted in the SquadCast, this is being made to be very open and moddable, so yep, I expect there will be some really interesting stuff coming out from the modding community pretty soon after launch, which is awesome
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Correct - if you look at biomes in the debug window you will get the idea
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You're asking more of a Regolith question - but I'll answer anyway. It's biome based - so those patterns you see are based on the biome data, simple as that. And it is randomized per biome per save.
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Sure, and I reserve the right to call them silly for it Good thing neither of the mods in this thread are doing that
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Make one Gotta say, that did give me a chuckle. Conservation of mass is one of those pretty basic things. You just can't make stuff from nothing. It is one spectacular stretch to consider that it's a mutable thing. Oh.. and as noted above, Kethane does in fact respect this (which is downright sensible), just that it's super efficient. But cute troll
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Switching gears over to general ISRU (And I think some good reading has been linked before), I'd agree that hydrogen/oxygen cracked from hydrates is what I hear about most (esp. in relation to carbonaceous (C-Type) asteroids). Some of the lunar experiments I've seen, like the NASA tests done in Hawaii are also pretty interesting: http://www.nasa.gov/exploration/multimedia/isru-hawaii.html
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Yeah, that was the joke Plus Max has already publicized that it will be crazy moddable.
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I heard a rumor that the stock resource system will be highly moddable - I would not be surprised if there were not a plethora of multi-resource chemical-reality based mods out there soon after launch