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Everything posted by RoverDude
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[0.24.2] EZ-Snack Oven - Snacks! for MKS [0.1.0 - 2014.08.29]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
KSP version? this guy needs updating for 0.90 still -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@DireSquid - Awesome glad you dig it -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Give me a craft file.- 1,694 replies
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That is correct. The configs come with stock fallbacks. If it sees CTT and Tech Manager present (note: Present, not necessarily enabled) it will use the CTT ones. So if you are using Tech Manager with an alternate tree, or have it there and disabled but have CommunityTechTree in your GameData folder, you will see this.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It radially attaches to a payload truss so that it ends up centered. -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The costs are to deal with how KSP calculates module cost. - - - Updated - - - (Side note - going to close this as this project is now in release) -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep is still F1- 1,694 replies
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Yes - lasers are faster, rock only. Excavator is slower but does everything. So use your lasers if (a) you just want rock (and space if you use ART), or ( you plan on sucking out trace amounts of a resource that you would not be able to get with an excavator.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Even the moon has an atmosphere Granted it's only a couple of centimeters. The four science bits are intentionally permissive. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Psykikk - it's a mass ratio thing. Something I am considering is adding ballast tanks to some of the modules to increase their mass specifically for holding bits together, and to also make some larger engine/tank clusters via model welding. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Here's the doc for making configs - just add a NEW config that adds what you want, and rock on. https://docs.google.com/document/d/1apMiDJDYtfGi_wznWejP5MmBjK7RxPZnRwFPCsATrIY/edit?usp=sharing -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Excellent, then it's serving one of it's many intended purposes! -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, they are pretty permissive biome and situation wise. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Talk to Squad -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If you're referring to the altitude ones, those require a manned rocket. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks - github issue please, have a lot of mods to sort through -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@willow - karborundum extraction rate got a bit of a nerf, which given how little you need and how powerful the drives are makes sense. There will likely be a new balance pass to decrease the gap between the torch and fusion drives. RE drilling time, just set up your op and go do other things - it will keep on gathering even when not in focus. -
Thanks - let me see if I can repro this. - - - Updated - - - Humor me - move your ore bit over towards the Karbonite ship because it could be as simple as being on the edge of one of the spikes in the simplex noise. - - - Updated - - - Also. Since it looks like you have SCANSat - show me your Karbonite map for that area on the big map.
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Sorry, that's just not making sense. Also, let's separate what SCANSat says vs. what you actually drill up. If you are saying that your drills are changing behavior based on the pipe being connected, then you are straddling a biome, and there will be a CoM shift. That's by design - drilling is based on the vessel location. Can you please move this over to the Regolith thread and post some screenshots?