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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Payload truss first. Also - the science return and weight are totally in line with other science bits - it just gives you a few extra choices. The situation mask is pretty permissive, and also by design. So I see it as no different than the other science bits folks add.
  2. It probably got lost in the shuffle of all of my other bits and pieces - might be on DropBox, if not I'll have to resurrect it
  3. As stated in the other thread... clear your module manager cache.
  4. That's an MKS compilation issue, sit tight while I update a few things today.
  5. Don't be rude. But to answer your question, it determines if it throws out any excess if there is no storage space (true = yes, false = no).
  6. Yeah I broke stuff Fixing up the legacy method for DMagic's use, but also need to sort out if we want to have biome discovery on by default for SCANSat (it is on by default for everything else). More info on that in the Karbonite thread right now.
  7. Displays biome data, as well as current coordinates (both in lat/lon and in radians).
  8. 0.3.3 is up! Updated the sun to have a proper interplanetary Karborundum ring (thanks Kielm!) Doubled the size of Jool's Karbonite cloud, increased density tenfold. Added water to the ice caps of Duna Updated Oxygen to be an atmospheric resource
  9. Just a heads up - Regolith got a fairly large overhaul that will have an impact on ART - so for now assume ART is full of bees till I can sort it out.
  10. 0.1.3 is up Added the concept of depletion Removed some log spam Adjusted EC default time Added concept of Fill Amount Action names to the Animation Group Added discovery and a new module for unlocking biomes Asteroids are no longer fuel tanks - tanks required for at least one resource Major UI cleanup Added concept of a 'take' limit - i.e. a generator can be set to only consume up to 90% of the available inputs (like EC). Use case is turning on a massive drill at night and killing all of your Kerbals because you sucked up all of the EC (BTDT).
  11. Also would be good to post some pics of your work.
  12. Sounds like you didn't install it correctly. You must include all of the contents in their original location (GameData merges with your current GameData).
  13. Scan o Matic will be tagged to be the ground survey tool for unlocking stuff. Saves me a model.
  14. So I am testing out a bunch of Regolith changes, and for fun will be releasing a small configuration pack (possibly with parts, but limited). The purpose is to show off a few changes that will be part of AMT, but are ready for initial feedback now. Resource depletion and diminishing returns When using the large Karbonite/MKS drills, the abundance in your immediate vicinity will slowly go down. This is non-linear, so the rate of change will slow as the deposit diminishes. Harvest Thresholds When using the mini drills, you will not be subject to depletion, but they will only be useable on larger deposits (which by extension are assumed to have easier-to-reach resources). Scanner Resolution and Discovery By default, orbital scanners will only show whether the resource exists in a given biome or not, with SCANSat being fairly coarse (rounded to nearest percent). Low-altitude scanners will be able to show more detailed concentration levels. Both will display nothing until the given biome is explored and a geological analysis done (this will be done via a new part). Bonus goodie: Input caps (This one I'll roll into Karbonite core) Drills and converters will be tweaked to not consume all of your EC (probably to the tune of 90% or so max) to prevent killing your Kerbals when using Karbonite in conjunction with life support mods. This will roll out in conjunction with the next patches to the entire USI constellation, likely within the week.
  15. Stick stabilizer is already in the box And the little SRB is comparable (actually a bit worse) than the stock ones. The key benefit is that it is small. They detach automatically past 5m/s if you radially attach them. Don't use the attachment nodes - those are for making bigger sticks. The reason I didn't use a decoupler is because I did not want one available at start because it would be abused. And there are probably other bits in that plugin that you need
  16. You do realize that you can shift-click and lower your ship back down to ground level right?
  17. Last year, I bought KSP for my entire engineering team under the condition that the first guy or gal who could get a Kerbal to the Mun and back (alive) using only stock (no mods, no MechJeb) would get a Ruth's Chris Steakhouse lunch.
  18. Actually, NASA has a ton of research around just that topic. http://en.wikipedia.org/wiki/In_situ_resource_utilization http://aspw.jpl.nasa.gov/files/ASPW2014%20PRESENTATIONS/TUESDAY/ISRU/Chato.pdf
  19. Personally, I think it is a great move by Squad. One of the side things me and some of my engineers do is volunteer to work for charities around STEM education for kids. And given KSP's role as an educational tool, showing a positive role model for young girls who otherwise might not be as interested in STEM, and having gender inclusion is freaking awesome.
  20. The issue with snacks (well, more design choice) is that it is not mass-neutral, so it makes building closed loop (or near closed loop) systems impossible unless you ignore the laws of physics
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