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KSP2 Release Notes
Everything posted by RoverDude
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I need a LOT more context than that - like, what mods, what drills, did you edit anything yourself, did you try a reinstall, does the problem occur if you re-create the craft, etc etc. Thanks
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah chatted with Ferram, and the only net change was a slight mass boost and ISP decrease on the smallest of the three rockets. The rest are inline and are behaving correctly. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry I meant 0.0.3 - the USITools in that file is dated 12/10 - you're using a much older version. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There are mini fins included under aero. Would be tough in career mode otherwise -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Your USI Tools is out of date. Use the one that came with the 0.3.3 download. - - - Updated - - - Yes, and too many. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Oh - that's likely because of the presence of a parachute. - - - Updated - - - Show me a screenshot of the contents of your 000_USITools folder. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thrust limiter is your friend. FYI in stock you can't even make it to space with one of each stage FAR just loves these tho. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No worries, there will be a github repo. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Funny thing... I would not consider these OP. They are mass and fuel appropriate for their size, but then FAR absolutely loves them for some reason (likely because they are... you know... aerodynamic and such). What does surprise me is they have not broken because of atmospheric pressure, etc. - I may chat with Ferram4 and figure out what I did wrong/right -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I don't understand the question. They have stock tree integration, and the stock fallbacks will not change, even after I move these to CTT. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sounding Rockets are really not meant for orbital operations. Given these are included at the very start of the tech tree, it kinda makes sense. That being said, you can always add a much smarter probe core down the line. I may even get punchy and create one that fits the same form factor, but appears with the Stayputnik for balance reasons. And yes, for starting technology it's supposed to be hard But hopefully folks have as much fun learning about good rocket design as I did when testing these. For the science bits? Do you still have StoredCharge? Show me a screenie of your rocket with the resource screen up. It's a part module, so feel free to reuse it. -
Build it, and I'll happily integrate with it.
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It does actually A good example is the Karborundum scanner that has to be activated and the mast antenna extended before it works. - - - Updated - - - Oh, and assume GitHub is full of bees. Doing a lot of mass conversions of mods right now so things will change, but those first part modules should give you a good idea of what's up.
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@RainDreamer - All SCANSat needs is a way to get a concentration at a given lat/lon I confirmed that my method signature (edited and added to the API list) works for DMagic, and I'll do a pull request for Cyrik's mod. @ExavierMachbeth - one diff is that right now, every planet has every resource - there will be slight chance in the new version that a planet is lacking in something. But yeah, given that I anticipate many mods breaking in 0.90 (and I'll use the opportunity to do my own save-breaking updates) it's probably a good reason to start a new save. [Edit] And a side note - RE knife-edge maps - we have this with Kethane today to no ill effect
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@Funk - note that a biome may contain multiple resources, and a resource may be in multiple biomes, and that this can vary planet by planet. Old maps will not work at all as it's a completely different system (where we're going we need no maps!), so you may have to ship some resources in, etc. That being said - bear in mind that with an MKS base, once you're done it is a 100% closed loop - i.e. you only need drills and such in construction. Your larger issue is that 0.90 will bring breaking changes, so you will have to evac your base anyway. So if you have not yet built one, I would recommend holding off a bit.
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Here are all of the Regolith Part Modules (working on API documentation now) - subject to change, but so far looking pretty good for release, unless I hit a bug or other issue in final testing: For Asteroids: REGO_ModuleAnalysisResource (What resources are scannable? i.e. you could have stuff present that only exists when you drill) REGO_ModuleAsteroidAnalysis (This is the module that lets a part show asteroid composition) REGO_ModuleAsteroidDrill (an asteroid drill! Includes animations, and whether it has to be attached to the asteroid, raycasts, etc.) REGO_ModuleAsteroidInfo (All about asteroids - this is added to the PotatoRoid object automatically) REGO_ModuleAsteroidResource (Resources that may be present on an asteroid - not all have to be scannable) For Planetary Resources: REGO_ModuleResourceHarvester (Drills, pumps, filters - atmospheric, crustal, oceanic, and interplanetary) REGO_ModuleResourceScanner (Scans for resources - very fine grained (resource plus location - atmo/crustal/etc.)) REGO_ModuleBiomeScanner (Mostly for debugging, shows biome, lat-lon, etc.) For Converters and Generators (note: all converters/generators work even when the ship is not focused and out of physics range): REGO_ModuleAnimatedConverter (If you want a part to animate while any converters are playing) REGO_ModuleTrickleCharger (Used for generators and such where you need variable power output - the Karbonite generator uses this) REGO_ModuleResourceConverter (Convert things from stuff into stuff. Can be animated with the AnimatedConverter above as well as AnimationGroup below.). Common: REGO_ModuleAnimationGroup (Applies to any converter/generator/etc - includes modules for deployment (and disables all generators/converters when in a non-deployed state), etc.) [Edit for completeness] And a signature for a static method on the RegolithResourceMap class for extension and getting your resource info at a given lat/lon: public static float GetAbundance(double lat, double lon, string resourceName, int bodyId, int resourceType = 0, double altitude = 0)
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The sticks are surface attached. The nodes are there to attach sticks to eachother. And you do not fix them to the floor - use a couple of them and make a rocket tripod with two sticks and the tail of your rocket. -
Then you will have interesting deposits somewhere Either a dead spot, or a surprising find of extra whatever. (edit) In any case, it will be predictable and mappable, so I don't see a major issue, other than stuff will move around if they decide to redo biomes at some point. Plus the noise generator adds a bunch of variance in there already.
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Asteroid analyzers work when you're connected up. Planetary analyzers work the same way ORS-X does today, basically you can get a reading over the current lat/lon with an altitude restriction (like the K+ analyzer). So pretty much the same experience as you have with ORS/ORSX today except there are no beach balls. Really no need, since your zones are biome based with some simplex nosie variance in that biome. General pattern will be to either do a flyover or have a Kerbal drop onto a biome and see what's in it, and if you like it, find a nice spot in that biome. Some resources are more 'spikey' than others, so SCANSat helps in that regard. This is kinda why I needed all of the new biome data in 0.90 to make this work well. Oh - and I added a little biome scanner partmodule which will give you more detailed info including biome name
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
1. Make sure you are on 0.0.3 (there was a bug in 0.0.2). 2. Make sure if you use 000_USITools you overwrite with the newer version. The sticks should just drop off on launch. Yep. secret IMO is to make sure that for each stage, your COM is forward (slightly) of your COL. Awesome! And yeah, I found myself spending more time playing with this one than actually coding it Which is usually a good sign for me as a mod creator.