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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Yep, sorry gang this does have to take a back seat to my stuff for 1.0, but is absolutely going to be an area of focus once I have a bit of breathing room
  2. Pretty easy actually. Probably the easiest thing to do is to look at the CRP and Karbonite parts as examples as the entire thing is config based, so you should already be comfy with editing configs and know what a part module is Beyond that, this is the right thread to ask specific questions. Regolith is pretty different from Kethane in that regard. By default, deposites are non-depletable. they can be configured for depletion (but this depletion is more a gradual reduction in abundance), but I am not aware of any mods lighting up this feature yet. That probably also answers most of your second question, though if you do turn on depletion, it is very localized (generally your next spot will be within a few KM, based on what planet/moon you are on). 1. Unsure, but take a look at some of the numbers for nuclear reactors The limitation is floating point math. 2. Nope, not an option. What's the use case?
  3. No worries, basically I am reworking part of this mod as a lot of stuff changed.
  4. Hi! Just noticed this thread, had a couple of points Conservation of Mass is up to the user, and in some cases is irrelevant. For example, converting fuel to EC will result in mass dropping. Converting a raw material to a finished good can also result in mass loss. Gathering stuff from an atmosphere or ocean results in mass increases. Also, all of the core libraries that we interface with deal in adding/moving/checking for units, not weight. Which leads to the second point - CRP exists to sort some of this out So. If there is stuff you feel is missing from CRP, let me know. Always interested in more mods working together.
  5. @Kielm - Absolutely correct Side note - there will never be 5m Karborundum drills or anything larger than what you see provided (this is by design).
  6. Biome unlocking - was added into Karbonite/MKS last release. Info in each of the appropriate threads on the changes and the new parts.
  7. The use case for solar collectors is to gather a LOT of the stuff, then ship it back.
  8. Here's an interesting paper on ISRU (it's a bit dated, but has good summary stuff). http://www.nasa.gov/pdf/203084main_ISRU%20TEC%2011-07%20V3.pdf (Edit/Update) Some interesting pictures as well http://www.nasa.gov/directorates/esmd/multimedia/isru-hawaii.html Note that I'm posting this merely as a player and modder interested in ISRU and my comments in this regard in no way reflect what may/may not be included/not included in any resource system I collaborate with Squad to build, m'kay?
  9. As MaxMaps noted in the SquadCast, resources will be very moddable. Noted in another thread and will repeat here - I have a pretty vested interest in making sure resources are moddable, lest I break my own current and future mods
  10. The animated converter module is deprecated. If in doubt, copy something from Karbonite or AMT.
  11. Excellent question Also need to do the CKAN file. And have a bit of a breather this week, so I'll see about sorting that.
  12. Karbonite and K+ will simply use the new stock system. MKS/OKS will also use the new stock system. K+ has interesting scarcity requirements, and MKS uses a lot of resources. As Max noted in the SquadCast, I'm making this extremely open for modding (and have a vested interest in doing so!)
  13. Which completely unbalances the engines and removes half of the purpose of this mod But rock on
  14. It's a Map Resource Overlay problem - they will need to update as Regolith's API changed a bit. Last I saw they were working on it along with SCANSat 10 integration
  15. As is this response. And here you have people attempting to help you solve your issue with forum post management, and we get this. I agree with Sarbian, you are in for a very short, rough ride.
  16. Sure, log in a github issue for both. Install issue. Need a screenshot to see what's up.
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