-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
It's a bad idea and unbalances things - but rock on, the license is very permissive (and yes, the engines would be shockingly OP'd). Now one thing to note, the entire use case for having those fine engines (other than some interesting characteristics) is that they are going to be pretty evenly matched for an LFO counterpart - assuming Karbonite's density. So if you REALLY want to refine in orbit, just use Karbonite engines for your transport ships. Or make a Jool cloud harvester Oh! And my apologies - seems I was misinformed on Kethane. It is not lossless - it is just high efficiency (1 ton of Kethane makes 0.975 tons of end product). Huh. So technically, a ground based refinery is more efficient even with Kethane Just that Karbonite is less efficient for that - unless you use the appropriate transport engines.
-
Crew cap of four on the orbital dock actually Anything with a higher cap has no IVA
-
What's funny... is that your argument for one style forcing you to use land bases while another encourages you to move it into orbit is exactly the same argument for the other mod reversed. i.e. Kethane 'forces' you to do your conversion in orbit because if you do it on the ground, the end product is too heavy to transfer to orbit. Same way that Karbonite 'forces' you to do your refining on the ground because the raw material is too heavy to transfer to orbit. See what I did there? And you do sound pretty angry. You may want to eat a snickers or something So yeah... what it really boils down to is you like to convert stuff in orbit, and that's your playstyle - that's about it. Also - comparing part quantity / memory usage vs. breaking the laws of physics is apples and tractors. Hell, a raw material that weighs less than it's output does not just violate the laws of physics, it beats it up, takes it's wallet, and leaves it in a gutter. I can only imagine the outcry if any implementation by Squad broke the rules of conservation of mass. But no worries, you will still be able to play Kethane in 1.0... well, assuming someone picks it up since by all indications it's rapidly becoming a dead/abandoned mod.
-
Wow... angry much? I am sorry if you find science offensive in a.. I dunno.. game that involves science. And yes, while Karbonite and Kethane are both 'magical', there's real precedent for the idea of extracting resources into fuel (whether it be hydrates, methane, alumina, etc.) - and in no universe is there any refining process that lets you extract more mass than you take in. Now following your second point - why have any resource mod at all? Save all of those Kethane converters and such.. would not even need Kethane tanks, because you can mine LFO/Monoprop directly. Kinda a silly argument, yes?
-
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct - Karbonite has to be installed as well - this is an expansion -
Whoops! Missed it So yep - CC, so knock yourself out with a derivative with attribution and all that jazz
-
Check if there's a license file - I didn't see one in the OP. If there is none, then it's ARR so a no-go as far as derivative works
-
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Be careful with grabbing things directly from GitHub in any place other than release - that's WIP stuff or pull requests. Did someone log a Github issue for the tank attachment problem? Also - TweakScale is full of bees. -
Hey - yeah, it ended up being a 3.75 vertical stack - I should really make a 2.5m horizontal at some point. The intent is to put a decoupler between the cage and the rover. Or, two clamp o trons. I recall that in testing if I used a pair of juniors, it was exactly the right height for the Rover to re-dock if I wiggled it in
-
Current stable version is in the USI dropbox (link in my sig). BargainRockets_1.1.2.zip
-
Regolith is just the framework... you need something that actually handles giving you resources. Karbonite and MKS/OKS both bundle the Community Resource Pack which includes a ton of standardized Regolith configs. Or you could just grab CRP and make your own stuff... but assuming you also want drills, tanks, etc. Karbonite is a decent starting point (or roll your own)
-
Had to quote that bit. Having your end product weigh more than your raw material violates conservation of mass. As FC noted, loss of mass during the refining period makes perfect sense.. it's how science works. Shipping a raw material to orbit for refining is like flying iron ore on a 747 to the smelter/refinery.
-
what kind of ksp DLC would you like?
RoverDude replied to Roderik's topic in KSP1 Suggestions & Development Discussion
Define streamlined / more intuitive (feel free to ping me off-thread) Fair enough tho I'd characterize it as a collaboration vs. straight up integration Tho the point was directed at folks thinking about making modpacks on a for-profit basis. And IMO a large diff. between making you fine folks pay for extra stuff vs. either giving it to you for free (and making sure it stays that way) or (even better) working with Squad to help you get more awesome things -
what kind of ksp DLC would you like?
RoverDude replied to Roderik's topic in KSP1 Suggestions & Development Discussion
And this, boys and girls, is why I release everything I do under a NC license. Play with it, mash it up, have fun with it. Just don't sell it. -
Ah! Very good then So what's the deal with KSPI? Do we have an official fork yet or no? It's been more than a bit confusing.
-
None of the mods you referenced bundle CRP
-
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Karbonite has LH2 converters Toss in a GitHub issue for an alternate mount No plans for rectangles at this time tho -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I shall take a look -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.1.2 is up! This includes Helaeon's awesome fix that now lets us safely do warp factors an order of magnitude faster- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct - these guys are not cushions. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Honestly, if you sort out a better mechanism that makes the drive act more 'Alcubierre-like', I'd just roll it into the core part- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
Oh - the USI stuff is 99% solo work with the exceptions of Karbonite's models (which are mostly Nertea and nli2work), ART's models (because WaRi is awesome), and bits of code here and there from pull requests, etc. (from fine folks like PrivateFlip, Marce, Cyrik, etc.). Tho I do usually chuckle when folks refer to it as the USI team Paid mods are a bad idea - do donations. I can most definitely say that on those days I get a couple of donations, I almost immediately go right back to making more stuff (plus it pays for the beer and the dropbox account). I'd rather folks play with the stuff and if they find it worthwhile, toss a few dollars over (the exception being Karbonite, where thus far the proceeds have been going to charity). Regarding us running out of stuff to do... the only reason I've slowed down a bit is because I am focusing on stuff for stock right now. Once that's done, I have a backlog of new things to unleash