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Everything posted by RoverDude
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And that's where I am going. If the Regolith excavator is working... it uses precisely the same modules as the Jaw does now. But if you are using an old, saved version of an ART type ship, or even loading a template from the VAB of a craft file... it will not work. You need to test this with a completely new ship (not loaded, created) -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Then something is fishy, because as noted, works perfectly fine for me. And it is impossible for me to fix something that I cannot see as broke. Are you folks in fact doing this on a new save? Are you loading older vessels (even templates from the VAB), etc.? Are you starting with a NEW ship? -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Should already be fixed - it got messed up in the scramble for 0.90- 1,694 replies
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No debate, but not in this thread
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Did you try on a clean 0.90 install? Again, would love to help but I simply cannot reproduce your issue on a clean 0.90 install. I'll be releasing a patch anyway but all it does is bundle the things noted above. -
@Uburian - I intentionally deactivate all core EL parts by design other than the survey stakes. I replace those with my own parts. That's pretty much it, core EL is not modified in any other way. But since MKS/OKS has alternate tanks, an alternate workflow, and alternate launchers, there's no need for the other bits. There are three bits that are being finished up (looking to have you folks a Christmas release) - The MKS C3 will act as a survey station. - I just finished up the orbital launchpad analogue - I have a recycler model, but it will not make it in this patch Also for the thread in general - please move any questions asking about EL->MKS integration over to the MKS thread since I want to avoid causing Taniwha support issues if at all possible
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Go for it All you would have to do is modify the config to remove the warp drive partmodule, and change the engine properties (thrust, propellants, etc.) Yep - on the list- 1,694 replies
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They do actually, it's just rare. So send out probes.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Only pic I had lying around was one from right after I jettisoned the upper stage... -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So for you fine folks having issues... I just ran on my own dev save and no issues on this end, so I'm at a loss as I have nothing to fix. So. Please do this for me. DELETE your 000_USITools, CommunityResourcePack, Regolith, and UmbraSpaceIndustries folders. If you have SCANSat, get rid of that, too. Reinstall (IN THIS ORDER) SCANSat ART Any other USI mods FROM THE CURRENT ZIPS ON GITHUB Re-install Regolith and CRP FROM THE CURRENT ZIPS ON GITHUB In that precise order, and always overwrite. The reason being that not all of them have the current Regolith version (0.1.1). Post back if it works... which it should, given that that's precisely what I have working. Use the 'latest release' links from the USI catalog in my signature please. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I dig that some people want a different looking bubble - but this is just not something I am going to do. Effort vs. all of the other stuff I have on my plate vs. it's gameplay impact make it a no-win for me.- 1,694 replies
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
LH2 Moved to distiller to give it something to do As for orbit - I've gotten many of these into orbit, no issue. Both with and without FAR. You are going to have some LARGE ships tho. And yes, that's shipping them up empty. Orbital assembly would not work with docking ports as they will tend to rip themselves apart due to how docking port joints work. (See below) -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
RoverDude replied to dtobi's topic in KSP1 Mod Releases
Moving them over to Regolith once I get the ART bugs sorted -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It is not related to that bug - that one has to do with having resources and no part module that included RMB info. If it were that one, the icon would zoom out even without RealChutes. There is something that is making the ToolTip sad in RealChutes, and I'm not the dude to fix it, given the level of problems RealChutes has caused me. Nope, not touching it. Heck, I even replaces my config with a copy of the stock one that comes with RealChutes (minus the part name and gameObject/animation names of course). The funny bit is that the chute works... which means the module itself is working. But his (and by his I mean stupid_chris) tooltip is broke, so he needs to sort that out, not me. Until he fixes it, I'm deprecating support. End of story. If you want to use the config and are ok with a funky icon, rock on. But this has caused me enough support trouble as it is, so game over on RealChutes support. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thing is... the oval (actually, an ovoid) is a pain to code, and not fun to re-model. You would get no additional space (you'd just lose some), and adds no gameplay value. I have no plans on doing this, because my plate is full as it is, and in my opinion, it adds nothing more than aesthetics. RE fusion drives... there's a fusion drive node in the CTT.- 1,694 replies
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
Send me a pull request and I'll take a look -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Log a GitHub issue -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I closed the pull request because randomization is already built in, and for any given planet and any given biome, there's a fallback already. What you gave me would have made every biome on a planet the same, which kinda defeats the purpose of biome level resources. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Well yeah, that was a bug -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Big diff between tech tree integration and actually being *in* the tech tree We're pretty well past the days of mods not having any node at all. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
Just for clarity - MKS itself is extremely RAM light - it's not the multiple parts that cause RAM to go up as they all share textures other than the identifying decals (case in point, every OKS part is a single texture, it even uses some from the MKS bits). Adding it in because this does pop up once in a while as a question in my own threads. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Oh not at all - if someone were to provide me FAR configs that they tested, I would happily include them!