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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. 0.6.0 is up! KSP 0.90 Comatibility Converted most parts to Regolith Boosted Jaw efficiency by tenfold Fuel hatches and the Jaw must be directly attached to an asteroid to function Deprecated ORSX Updated DLLs - including TEMPORARY FireSpitter patch for 0.90 CTT Integration. Mass driver and rock tank are under Resource Utilization, with the balance of the parts under Off-World mining.
  2. 0.2.0 is up! No major changes other than use of CTT (all parts are now in Enhanced Survivability)
  3. @GrimT - that one is meant to attach initially by the long arm It's for having an adjacent stack of 0.625m parts. Oh... and! 0.1.0 is up! KSP 0.90 Compatibility CCT Integration - AES/HERP are under Precision Engineering - PackRat remains in Field Science - Safety Light is in Enhanced Survivability - Mini-ducted fan is in Subsonic Flight
  4. The only rub... ORSX has been deprecated now that Regolith is done (Yay no more PNG maps sucking up RAM!). So the OP (or someone industrious) will need to update this. (edit) So I expect an alternative will (eventually) be to install MKS and just get rid of the bits you're not interested in (same way I get rid of a lot of EL bits)
  5. Bargain Rockets is RubberDucky's Bargain Rockets mod that I'm curating till he returns (or will extend if he does not). Oh.. and: 0.1.0 is up! 0.90 compatability Added a little adapter that goes from 0.625 to 0.35 - includes a tiny charge for auto-separation. Great for making SRB powered probes
  6. 0.3.0 is up! KSP 0.90 compatibility Converted over to Regolith for all generators Updated Honeybadger reactor - now larger and with radiators Added Metal, Chemical, Polymer, and RocketParts Kontainers Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes Adjusted LH2 volume in spherical tanks Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock Tweaked the reactors - especially price - to be inline with NFT CTT Integration The Honeybadger parts are under Gigantic Rocketry The StarLifter parts are under Colossal Rocketry Nuclear engines are under High-Efficiency Nuclear Propulsion Nuclear reactors are under Large-Scale Nuclear Power All ducted fan engines are under Experimental Aircraft Engines
  7. FYI - when doing your update just be aware that some of the modules are large/unwieldy for balance reasons. i.e. making the new MK-III's fit in a small can would kinda violate the spirit of the mod you're extending (like when people put a science lab in a radial part the size of a goo can ) Thanks!
  8. 0.1.0 is out for KSP 0.90! Ahead Warp Factor 9! (actually, don't do that - you'll probably explode...)
  9. @Diazo - basically I had to do it to correct a compilation bug - a Squad interface being used required that method to be provided, versus the prior one without parameters. So from what I see, they just added a new method to the interface (so GetModuleCost(float) in addition to GetModuleCost() - so I just copied the code from FireSpitter's current GetModuleCost() and disregarded the new parameter - which I expect is needed for something.
  10. @DMagic - feel free to grab the Regolith DLL as it's ready for prime time. API is as we discussed - though there are also some really interesting provisions for oceanic and atmospheric scanning since these have some variance now
  11. Oh it's going to be a crazy day Odds are I will mess up at least three releases.
  12. Add Karbonite Plus to the list. Might as well add (while you're plugging these in): Freight Transport Technologies USI Kolonization Systems (MKS/OKS) Asteroid Recycling Technologies Advanced Mining Technologies USI Exploration Pack USI Survivability Pack
  13. 0.3.0 IS UP! For CTT stuff you need to install CTT - get it here KSP 0.90 Compatability Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. Added MM config to add Karborundum back to mini drill for K+ Swapped all generators and converters to Regolith Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). Added in CTT support. All K+ harvesting parts are under Resource Exploitation. Fusion drives are under Fusion Rockets. Torch Drives are under Exotic Reactions.
  14. Karbonite now supported. Expect lots of posts to this thread as I add CTT to each of my mods
  15. @DarthCthulu - Out of scope, since this is about resource harvesting, not storage. And we have other mods that do similar things to that To the thread in general: 0.1.0 is out! The big takeaway is that THERE ARE NO PARTS. Those are being moved over to a new mod to be released separately.
  16. Updated. Also removed an unnecessary TextureReplacer folder too.
  17. The bits that broke were references to Editor.EditorScreen (my hack below) //if (editor.editorScreen == EditorLogic.EditorScreen.Actions) <-- old code if (editor.editorScreen == EditorScreen.Actions) <-- My replacement code And a new method in FSFuelSwitch (looks like a new required parameter) - again, this is just a hack - I expect that number is needed for something public float GetModuleCost(float defaultCost) { return updateCost(); } To reiterate for the thread in general - the patch I have is SUPER HACKY AND MAY UNLEASH THINGS THAT MAY EAT CHILDREN!
  18. 0.3.0 is up! NOTE: THIS VERSION DEPRECATES ORS-X! CRP is now tied to Regolith as ORS-X is being deprecated, so the old PNG maps have been removed. (there will be a Regolith refresh released simultaneously) KSP 0.90 refresh! Added RocketParts to the CRP (based on EL) Changed Karbonite to STAGE_PRIORITY_FLOW Added Chemicals and Polymers to the CRP (based on MKS/OKS) Deprecated all ORSX maps and data Updated CRP to include Regolith planetary data
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