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Everything posted by RoverDude
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You probably want Regolith if your goal is fuel, not ART Both have drills, both do asteroid stuff. You can then use ART to convert leftover rock space into other fuel tanks. ART = Storage, some resources. Regolith (the tech demo) = Resources, some leftover rock that ART can convert to storage -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Eeloo and Eve do not have surface Karbonite. Eeloo and Eve do have Karborundum, but it is not everywhere, it's very scarce (but once you find it there's a logic to where it is), so you have to use the scanner and either fly low, or use a Rover. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Fancy engine with high ISP, also jump beacons. Also silly valuable. Saw one guy haul over a freighter worth 80 million on recovery. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Testing testing testing. Once it's done and I do some refactoring I'll toss it out- 1,694 replies
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Is there interest in a compatibility chart/matrix?
RoverDude replied to linuxgurugamer's topic in KSP1 Mods Discussions
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Hard enough that I have no plans on doing it Zero fuel usage is normal, the two bits are tied together, and coding for a second engine module would likely be more trouble than its worth. The entire point was something stand alone - and it's still at the very far right hand side of the CTT tech tree, so assuming you're also using NFT, etc. you will go through a lot of tech to get to this.- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Limiting is precisely the point - the ring is a fixed size, too. That's why there will be different drives with different characteristics, to include bubble size. Sorry, not changing that one- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Altitude? Hop up to at least 500KM (this varies a bit in the next release)- 1,694 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Works the same way, the thrusters are aesthetic (and it still uses an engine module) Smaller one has a lower max velocity, superior ISP, and folds. But a small bubble, limited storage space, worse altitude requirements, and average accelleration (which is to say, it's a hair better than the 2.5m model).- 1,694 replies
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[0.25] Dibnah Engineering - Water Splitting (and more to come)
RoverDude replied to Deadpan110's topic in KSP1 Mod Releases
Let's try this again, since this has as much to do with 'unrealistically filling up tanks' as ham does with hamsters. Whatever the amount you use for conversion. Whether it's a microgram or a kiloton. You have to have enough working space and production slack to cover a single day of production... even if that production is one gram. If someone is having a problem with converters, odds are something in the chain has insufficient storage for a day of stuff, so it breaks bits further down, and sadness happens. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
We will not discuss how many Kerbals I have killed in my dev save.- 1,694 replies
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[WIP] Mining and Processing Extension [KIMP] resumed
RoverDude replied to riocrokite's topic in KSP1 Mod Development
@Justin Kerbice - Looks like he's setting this up for ELP, which makes sense and is very valid. And it's a nice (alternate) approach from how I'm tackling it from the MKS side. RE 'redefined gameplay' what happened to the project you were doing to do precisely that? Best thing about being able to mod stuff is that you can make the game whatever you'd like -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's a different mod, not mine. Oh... and here's a tiny foldable warp drive I am finishing up:- 1,694 replies
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Is there interest in a compatibility chart/matrix?
RoverDude replied to linuxgurugamer's topic in KSP1 Mods Discussions
Can you provide examples of mods that are incompatible? Because in my experience incompatibilities are extremely thin on the ground. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's an existing jump drive beacon that plays very well with the USI constellation. Easy answer. In KSP, you die if you try that.- 1,694 replies
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@Joshwood - see the notes above on why I am doing this. And merging implies other modders are interested in working on projects together. Because merging into an existing framework without the cooperation of the (very likely still active) author just means you now have two frameworks And inability to have stuff out there do what I want means I have to roll a ton of custom code, or... wait for it... build a framework for all of my mods. I chose the latter path as the one of least resistance. Oh... and I answered this question in the first post
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That will be the intent. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
For this one, 100% props to WaRi who did all of the awesome model work -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Those would be jump beacons - already have them The logic for this one by the way is increasingly large micro-jumps for precision reasons.- 1,694 replies
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[Idea] The Interstellar Collaboration
RoverDude replied to Whirligig Girl's topic in KSP1 Mod Development
For folks saying the drive is too slow / requesting 7c. I can get from Kerbol to eeloo in four minutes. Most trips I spend more time circularizing that actually flying. Does not sound too slow to me Don't get me wrong - just I have had a rash of people posting this and thus far it's been a ton of misinformation like one dude who told everyone it took four hours to get to Jool (totally false). RE spinning - some updates are in place to square that away (basically a rotational lock once your bubble is on).