-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
Once there's a mod that uses these, and they join us on the playground, we can discuss adding them One of the things that drove me nuts about the original ORS implementation was that a bunch of resources were added that were not in fact used by any mods, and were just (IMO) clutter. I'd just as soon not repeat that
-
KerbalStuff and a "bad gateway" answer
RoverDude replied to Ephasme's topic in KSP1 Mods Discussions
And this, ladies and gentlemen, is why I recommend modders have both primary and secondary hosting sites. For discoverability, there's always the handy dandy community mod list on the addon release forum (it's stickied) and agnostic since it just shows the different forum threads, regardless of where the mods are hosted (KS, Curse, GitHub, DropBox, MediaFire, or on some dude's thumb drive left by a dumpster in Brooklyn). -
So a quick update since I'm in the middle of gutting tons of mods, and figured it was time for the 'fair warning' post, given I would not be shocked if we saw 0.90 before Christmas, and I do all save-breaking stuff on major releases. Regolith will be ready for 0.90. In testing now doing a ton of converting. It's less memory intensive, more performant, and a lot more flexible than ORS/ORS-X. And it's going to be a LOT smaller download. So really more a question for Wave - if you have not yet converted to ORS-X you will want to convert to Regolith, since ORS-X will no longer be maintained post 0.90. I'll toss pre-release versions of both CRP and Regolith out there early so people can test. Also let me know if there are resources you still use that I need to toss in there. A big thing with Regolith is that the resources are randomized on a per-save basis (with options for overrides and such). The plus side is that we are no longer hosed when people use different planet packs. But it does do away with the beach balls, etc. and assumes SCANSat or some other integration (and DMagic is working on the SCANSat upgrade). For this reason I may bundle a variant of Cyrik's overlay, which also ties to SCANSat - so his can be the basic one (and replace the beach balls), with SCANSat being the optional (but recommended) upgrade. Other than that, the only other change so far is that I will be adding one new resource - Hydrates - to cover captive water and differentiate between surface ice/water or water easily harvested (and in a form usable by TAC-LS, etc.) and the case where water can be extracted from a hydrate with significantly more power or specialized equipment.
-
So I've just wrapped up the planetary bits of Regolith It includes four types of resource distribution - crustal, oceanic, atmospheric, and interplanetary. All resources can be configured with probability and density range down to the biome level. Within the biome, a simplex map is used to generate some deviation, but this is also configurable. So you can have large, gradual curves, or very spiky deposits. This applies to atmospheric and oceanic resources as well - so you can have oceanic hotspots from underground springs, or geyers of gas that can be harvested with atmospheric scoops. Interplanetary resources represent resource bands within a planet's SOI but beyond the atmosphere and can easily be configured and harvested. The best bit - there is no stored data. No PNG maps or other stored info, everything is pretty much generated on the fly as resource abundance is requested (and it's pretty brisk at under 2ms). This easily supports new biomes and new planets, generating resource data on the fly from the original configs. Since there's no data stored (it's calculated on the fly), if a new planet is added, the system simply handles it's defaults (if any). Each player will have a unique experience since the seed is random (and done on a per-save basis as a scenario module), but at the same time, this seed can easily be shared, and will instantly affect how resources are laid out. The configs themselves are extremely tolerant of multiple mods using Regolith simultaneously. There are no keys to duplicate, and it is, by design, impossible to lock someone out of resources via configs. Basically it's really greedy and optimistic, so if multiple mods use the same resource, you will end up with the most generous combination of them both. Again, this is by design. So at this point, I have all of the bits needed to completely replace ORSX. I am working with DMagic to coordinate the SCANSat upgrade, and my goal is to have my stuff swapped over and released as soon after 0.90 as practical (and this will likely involve me taking a few days off just to code and test). I'll draft a formal API doc once I finish my own testing, and post 0.90 the technical demo will be split off from the Regolith framework itself.
-
@ttr - at this point I'm in good shape unless you're a modeler Code is done, just have a couple of models to finish - and I am also holding off till 0.90 since I'd just as soon break saves only once.
-
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
FTT/NFT since that engine is really an FTT crossover and I had to toss it in one of the two mods. Though it may get a refresh, undecided. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll be adding some miners and such in the refresh coming out after 0.90 -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Correct, 0.90 is in experimentals right now. So I am holding off on ALL of my mod releases until 0.90 hits the street to keep my own sanity- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
You are making a lot of assumptions about how Regolith works in any case, it will be extensible enough to do what you are looking for. It's a framework designed for other mods to take advantage of. As an example, the AMT mod will extend it heavily in ways that would not be appropriate for Karbonite.
-
I have added a new version (1.1.1) to the USI dropbox. The only change I had to do was update the MM version to something current. Given that there is not a material change needed, I'll be refraining from starting a new thread till 0.90 (and at that point I will ensure everything still works before doing so). There's been an undue amount of drama on this particular mod. So to be perfectly clear, my intent is purely to keep an eye on this from a support standpoint and make sure it remains compatible with upcoming KSP versions until such time as the OP returns so I can hand them back a fully functional mod. In my estimation that's the best way to respect the work of the OP and to prevent this bit of mod goodness from falling into disrepair. We can continue to use this thread for support requests until 0.90 (which given it's in experimentals is right around the theoretical corner) at which point I'll post a new link along with an updated download (if necessary). I'll likely do a new thread regardless, just because the KSP version number in the OP may confuse people if it's 0.90 compatible but the thread says 0.24.
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Regolith and the warp drive are not on the list, and I also am prepping curation for Asteroid Cities and Bargain Rocket Parts.- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I work on a few mods and this is the time I generally do all of the wish list things since I usually save the save-breaking things at major releases- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
Mods and forking, what we shouldn't be doing.
RoverDude replied to King Arthur's topic in KSP1 Mods Discussions
How convenient that you only include one side of the conversation (although at this point given Augustus edited his posts it's pretty much impossible to get both sides). -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll post pics as they are made, though you will not be seeing them till after 0.90- 1,694 replies
-
- warp drive
- usi
-
(and 1 more)
Tagged with:
-
Mods and forking, what we shouldn't be doing.
RoverDude replied to King Arthur's topic in KSP1 Mods Discussions
Wait... so you're saying it is pointless to bring something up after _Augustus_ gave up on his fork, yet you start an entire thread to publicly try to shame me by bringing it up.... And as Greys noted - that original convo was retconned into oblivion by _Augustus_ - how convenient. Like the bit where he actually threatened me for even considering a fork. Yet when this is done... we get this (waves hand at this thread). Your words do not reconcile with your actions and I call BS. BS. You did not start a public discussion, you attempted to publicly shame me. And the lack of skill was not perceived - it was demonstrated. The lack of respect for the original IP was also demonstrated, and _Augustus_'s repeated attempts at taking over mods (including the trainwreck that was StarSystems) was demonstrated. And it is, again, incredibly ironic that for all of your talk of how people should not be harassed... that you create an entire thread with the perceived hope of rallying people to bully and harass me. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
RoverDude replied to Angelo Kerman's topic in KSP1 Mod Releases
@Lechuza - that's the beauty of permissive licensing I think it's awesome when people can extend and mash-up stuff. It does require MKS/OKS to function. @Angel-123 - a consideration would be (for your mod) to use an MM confing to weed out the default OKS/MKS parts if you don't already do so, so that folks are not swamped with extra goodies. -
FYI - in all of my testing the bits look to work as-is. You will however need to update Module Manager to the latest version for the alternate tech tree to work in career. If anyone has experienced any other weirdness and wants to help be a second set of eyes let me know Positive reports (i.e. nothing broke in 0.25) help as well.
-
Mods and forking, what we shouldn't be doing.
RoverDude replied to King Arthur's topic in KSP1 Mods Discussions
Let's be clear. I decided to make a fork because I strongly disagree with the way in which _Augustus_ was handling aspects of his fork vs. the original mod as noted above, not for the express purpose of making him abandon it. And the reason I said I would NOT change the name to not include Bargain Rocket Parts is because, if anything, I was looking at a more pure curation of the project in it's original form and not a continuation or assimilation of the project. Note that I did not tell _Augustus_ to change the name of his fork. _Augustus_'s choice to abandon was strictly his. It is incredibly ironic that people who defend his right to fork a project are so intent on vilifying me for... forking a project. -
Mods and forking, what we shouldn't be doing.
RoverDude replied to King Arthur's topic in KSP1 Mods Discussions
Well! Looks I had better reply to this Let us begin by getting the exercise in irony out of the way. I believe it was the OP of this thread himself (King Arthur) who said that if we did not like the way this was forked, to show us how it's done. I did not realize taking him up on that offer would cause such an interesting storm as this. You may, in the future, consider being careful what you wish for. Additionally. The OP of the 'fork' in question, _Augustus_ seemed quite happy to say 'Because I can' and cite the license terms but was quite displeased when someone else did the same thing. _Augustus_ has had, in his short history, a tendency to aggressively take over or try to take over mods, including one where he offered to take things over because the mod author was not a native English speaker. The body wasn't even warm on that one, it was still walking. And for the last step on our walk down irony lane, this very thread. Rather than address it in the thread in question (which is still open), you choose to address the perceived 'beating up' of a community member by opening a thread that essentiallly... beats up a community member. All of that being said - my one regret is that apparently _Augustus_ is a young person (no idea how young, but I am going to assume a minor). And it's a tough lesson to teach a kid. But it does not make threatening people (for suggestion the very same thing you just did) any more acceptable. And as noted, the only reason I am doing a fork (actually, a continuation project) is because I *strongly* disagree with the direction _Augustus_ was taking it. Everything from changing the directory to be his own name (which is flat out insulting) to his complete disregard for maintaining the quality of this mod ('it's cardboard not FASA'). Now. Let's run down the post. 'State of Ruins'? The mod works. It never needed to be forked. Unless, since I assume given you feel it is in 'ruins' that you will tell me which parts do not work right now? And maybe that's the core issue here... from where I sit, _Augustus_ did a tremendous disservice to this mod. From your perspective we have a 'state of ruins'. I'd be curious to understand why you feel it's that since I see it more as a case of crisis averted.