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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. ..Which is why I am confused as asteroids already have randomized makeups, so I would not call them homogenous... and it's completely configurable.
  2. yep to pretty much most of the posts above. Or, more accurately, there will be options built into Regolith to square this away.
  3. Actually... there will be no PNG maps for this one Wrapping up some of the work with the goal of having this buttoned up right after beta hits the streets. Also bear in mind Regolith is a framework and will have lots of data for folks to work with, but in itself will not be opinionated. RE depletion - I disagree with the whole 'suck up half a continent of stuff with a tiny drill' mechanic, and at least for anything I make that utilizes Regolith, will use a much more localized depletion mechanic, and even that will not be part of something like Karbonite, but would be part of my Advanced Mining Tech mod. Both styles of which will be supported by the framework. (another edit) And even within AMT, depletion will be on a curve, not linear.
  4. Thanks, now I have something to work off of
  5. Just whip up a converter that converts CO2 into monoprop - done. You can do this whole thing with just config files.
  6. I'm using the bits that already exist in MKS for Ore->Metal conversion, no need to change those as they just work. There will be no boost to productivity or change of any requirements to make rocketparts - for now they need to stay even since I will also be using recycle bins and they need the same composition as MKS recyclables. So your typical part will have an even split of MKS tier 3 stuff in it. That will very likely change once Taniwha introduces recipes. Taniwha - if possible can we collaborate on whatever you do for recipes in stock EL? I'd like to reuse resources between our two mods to avoid making people's resource panel any larger
  7. That seems incredibly odd given what the part does, so it's likely correlation not causation. That being said, the likely bit of code causing said sadness is probably some of the stabilization code, so I'll poke around.
  8. For clarity - the ore extraction/purify/ing/washing chain is not mine nor will it be a part of MKS/OKS as I'm taking a very different angle - and it's less about making Ore more complex and more about rocket parts taking more than metal (again, just for MKS). So rather than Ore->Metal->RocketParts it's Ore/Substrate/Minerals into Metal/Chemicals/Polymers (your typical MKS chain) into Structural,Electronic, and Mechanical parts, and those three combined into a RocketPart. All done with a very small part count (it will be more of an issue getting all of the raw materials you need as you need three types v. one). Now, if someone wants to extend MKS, rock on
  9. So for clarity (at least on my side) and to limit hijacking Taniwha's thread. I will be keeping every part of EL intact, to include resource prices, etc. just because it's downright neighborly, and I already lock into EL pricing and masses for Ore and Metal. The only change from my integration pack will be the path to rocket parts, which will have a longer production chain, but at that point operate exactly as EL operates today. I'll do some math and if for some reason the cost/mass ratio of RocketParts feels off, I'll just ping Taniwha and see how he feels about it, but ultimately respect where he's going since (again, speaking purely from my end) my intent is to extend not conflict or replace EPL, because it's a pretty sweet mod as it is.
  10. @Tabris - looking at the Kerabal Foundries wheels to see how well they do. @Hevak - Just an animation, same as the current Launchpad 2. @Yaivenov - A week or so @riocrokite - some (not all) MKS bits are changing appearance, and I am merging EPL workshop functionality into all of the refining bits. Lower crew (4 vs 10), but higher efficiency and multi-purpose. So you would have your refinery (smelter), fabricator, and your machine/rocket parts plant.
  11. FYI - wrapping up the last models for native MKS->EPL integration Here's a screenie of one of the new modules (this one is used as a workshop, also for all of the manufacturing bits). And here's the new mobile launchpad (pre-texturing, just testing out all of the model bits) with a Kerbal 2 fresh out of the oven. The bed is shown in the deployed position, but it can also fold down for stowage.
  12. Good deal, and very likely as some bits moved around and you may have had a bad component
  13. I'll take a look, though it's not on the plate for the first iteration.
  14. For space planes it will be a deployable ring (similar to what you see now on the 0.625m drive).
  15. The odd bit is that I play with my full constellation, and have been running around using the atmospheric cutoff to hop back and forth between Kerbin, the Mun, and Minmus (point at planet/moon, accellerate till you suddenly have your engines cut).
  16. Actually the lasers work without a harvester (they both do the same thing, just different visuals). The laser is pretty and hand-wavey, the harvester is a lot more like what you'd see actually used
  17. Been trying to repro this one with no luck. Let me try a few things.
  18. The above post pretty much hits it. CRP does not define CO2 as part of Kerbin's atmosphere - KSPI does. KSPI does not use CRP, they do their own thing. So there will be discrepancies. CRP only has, last I checked, Oxygen, Karbonite, and Argon in atmospheres leaving the rest wide open as space for other mods to do things.
  19. Because if your resource system is tied to using a PNG for a resource map, you're in trouble if you have other systems other than the stock ones (ORS has this issue). So you either need procedural generation (which has it's own set of issues) or something else.
  20. You're having an issue separate from either of those mods. K+ has no plugins. Karbonite does have a plugin, but it's pretty much resource and converter stuff. Completely different converter is used on this drive. Also, it's developed and tested on a box with my entire constellation installed. That being said I'll do some SOI tests as I have, on rare occasion, seen some log spam with SOI changes (from KSP not from my plugin). To help me out... do you have a MechJeb part on the ship?
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