Jump to content

RoverDude

Parts Hero
  • Posts

    9,074
  • Joined

  • Last visited

Everything posted by RoverDude

  1. Works fine in 0.90 Bundle on the USI dropbox (link in my sig) works as bundled, though I did tweak the ZIP folder to have a GameData folder. Will start a new thread once the dust settles as I have a dozen mods to update
  2. Paul! Quick heads up. The USI Converter is being deprecated in favor of the Regolith converter. There will be an official update today along with my other mods. You can peek in and check out how it's used with Karbonite, etc. once it is up (still working on the official documentation). I'm going to leave the old converter in the distro until such time as US has a chance to switch to Regolith before officially removing and deprecating it.
  3. Ok, it's like... 4:30 am here and I took the day off to get mods uploaded For people who need a VERY VERY TEMPORARY SUPER HACKY fix to the FireSpitter DLL, you can download it from the USI dropbox (I put it in the HOTFIX STUFF folder). This is 100% not supported, use at your own risk, as it did in fact require a bit more than a recompile.
  4. FYI fire spotter broke in 0.90 - unless so no beats me to it, I have a hack workaround version.
  5. I've started work on the documentation, but given that there are new bits being shaken out of this constantly (i.e. the new scaling efficiency mechanics noted above), I'm holding off till 0.90 is out and I can make sure everything works correctly.
  6. Let's try this again. The colliders are there... so they collide. They are doing what they are supposed to do. You have given no rational reason why that should change. So if by 'inflated Balls should be able to be halfway inside other giant inflated balls', then the answer is no. Not because I don't have time for it, and not because you're asking in a kinda jerky way. But because they are in fact working precisely as intended - i.e. the colliders... collide.
  7. Tell me what behavior you're looking to change... preferably without acting like a jerk. I have shown you examples both in multi-part and single part vehicles. I have explained how the colliders work. I have offered advice on how to use these to your advantage. What I did not ask was to get attitude, especially given this is... you know.. free stuff. (Edit) And changing the breaking force so the balls lithobreak first pretty much ruins them for imact tolerance because they fly off on the first bounce. (/Edit) If you want these to clip through eachother - that will pretty much make them not work at all, because they are solid colliders so they collide. Changing colliders to any shape other than the ball itself makes no sense, because as it is the collider shape is pretty predictable. And changing how KSP physics work is kinda not an option. And given how many people I see successfully using these in various configurations, the problem I see here is a design one. But if you have some idea on how to change the design of the part itself (noting the constraints above and their reasons), I'm all ears.
  8. Usual deal. Show me screenshots of both your 000_USITools folder and your SoundingRockets folder.
  9. No, they would collide with eachother... otherwise my advice to clump them would be useless. And yes, I advised to have them touching - you have them too close. The collider is an iconosphere not a sphere, and if you have them touch there will not be too much tension. Your edge ones are WAY too close as noted. You want something like this:
  10. Those ones on the edges are too close. The collider is the shape of the inflated ball, and they will push things around. You can leverage that in the same way you would leverage any collider in KSP to make a bubble around delicate cargo, which will help prevent the parts from shearing off due to breaking force or torque.
  11. (Cross post time) An example of the Regolith generator in action. Works when the ship is not focused, handles EC pretty well (it works under warp, but has a hard cap to prevent insta-drain of batteries), handles dynamic loads very well, and also the concept of both required components on a linear scale (example would be MKS machinery) and can also support decreasing efficiency based on resource presence (so you can do fun things like clogged air filters, or reduce efficiency based on heat present, etc.) Enjoy!
  12. More so that when they compress they intersect. Your colliders are a bit close in that pic.
  13. If your right click menu is ahoo, ensure you have the latest version. This was fixed.
  14. Oh dear god yes. All of the USI mods and NFT are 100% compatible. We use the same resources (or rather, I use all of Nertea's), we collaborate on the communty resource pack (all of the NFT ones are in there), and when I have engines or reactors in my mods, I try to keep them in line with their NFT analogues. All about playing well together in our shared sandbox
  15. Just up the value in the resource config file, land ships, recover, profit.
  16. Side note - it will tell you in it's status if you are too low.
  17. Nope, not something I have built in. (Longer term, I'll be collaborating with Nertea on a heat system, but it will be resource based).
  18. That's actually a really cool idea. I like it. Let me get through my other mods, and when this one's refresh comes around, I'll give it a spin. And it gave me a really interesting idea...
  19. I have some ideas, but in the interim please confirm you are on the latest version.
×
×
  • Create New...