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Everything posted by RoverDude
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Dynamic ISPs - while possible - kinda go against the scope a bit. So if anything I'd likely scale the cutoff based on planet size.- 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
0.0.4 is up! Updated Regolith DLL Added Community Tech Tree support! Added a translucent 'guide' to show the area of effect of the warp bubble Included resource for ExoticMatter (fixed a loading issue) Tweaked ISP, added an EC requirement Adjusted minimum altitude to 500KM Slowed animation of warp bubble, brightened and blended colors more Automatically stiffen joints on bubble activation, relax on deactivation (less explosions - if your ship still blows up due to link failures, add struts). Smoothed out accelleration Changed display to be both M/S as well as percent of lightspeed Added in max accelleration/decelleration values (watch out for this - no more insta-stop) Added KSP-AVC support Engines now require EC for operation- 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
@bacom_commando - no tweakscale for a lot of reasons. If smaller ones show up (or larger ones) they will have unique constraints. @Mekanik I expect someone will figure it out soon enough Or just do it jedi-style and dock with that ship component in orbit. @FreeThinker - awesome- 1,694 replies
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[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This was merged into the survivability project a while back, check that thread please. Link on the USI page in my sig. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I think there's a GitHub issue for this already, so yes -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Space Scumbag - could probably do that with existing functionality and some creative config editing. @sober667 - Ferram4 seemed to have no issue using this with FAR- 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
Likely a config typo that I will fix in the next patch. Right now said Kerbal would fly away and die. The bubble does not move all bits inside of it, just the ship. Just a config edit I personally won't be doing that as I am happy with this model's size, but you folks are free to do whatever.- 1,694 replies
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[Idea] The Interstellar Collaboration
RoverDude replied to Whirligig Girl's topic in KSP1 Mod Development
If anything I'd happily extend my work as needed. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
See PSA above Short version... we're applying stupid forces to these ships, so they are getting snapped. Looking into solutions that are 'creative' without changing part physics. But for now, a gentle throttle seems to win the day. 100% throttle is not safe- 1,694 replies
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[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Less resources actually.. faster is more efficient. But yes, kraken. Though I am working on that -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It's part of the calculation used to compute distance. Warp Factor * throttle (0 to 1) raised to the (i believe, in your version) 10th power. Works out to about 1.67 times the speed of light. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
PSA: If you are experiencing stuff exploding at high speeds, go subluminal I'm fiddling with accelleration right now. Short version is the sheer force of the awesomeness is breaking parts off.- 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
Correct. Just the bundled DLL. Regolith is kinda new, so for reference it's DLL is in the same ballpark as FireSpitter or ModuleManager. It's a utility class.- 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
Would be extraordinarily expensive TBH most people will just toss on a reactor, at which point there would be zero need for a Karborundum option - and to make the EC requirement massive, it would break this for stock. And in any case, since the generator works even when focus is lost, time is not a valid lever. Additionally I would not want this drive to be fuel limited. What I expect most people will do is use a K+ fusion drive and reactor combo tied to the Alcubierre drive because of the fusion drive's DV and raw power - you could at that point thumb your nose at orbital mechanics even if you ended with a 20K DV burn at the end of your jump.- 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
That was one I whipped up - it's just an animated translucent texture- 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
For the accellerator I just switch to map view - I rarely have focus on the ship itself unless I am fine tuning an approach. Audio effects, etc. I might consider down the road. Also, I really do want the bubble to stay a fixed size because it's an enforced design constraint. A larger drive would have a larger bubble, but also have different limitations, etc.- 1,694 replies
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[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
You need two animations. One that plays when the drive is engaged/disengaged One that plays in a loop while the drive is active (and the animation speed is based on the throttle) -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Probably correlation not causation. ART uses stock grappler code. And it can be a bit finnicky. And Art's presence would in no way affect stock behavior. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Show me the ship please- 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
FreeThinker - it's derived from the exponential value of the warp factor in the config. Oh... and the IVA view is nifty: https://zippy.gfycat.com/FarflungGlaringChital.webm- 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
heh, fixed No, bubbles cannot be extended (I was considering it but decided not to for a few reasons). That being said, there will be alternate versions with different bubble sizes and stack sizes, but also with different limitations (mostly in the form of top speed and resource consumption)- 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
FYI if your load screen is hanging try the new 0.0.3 version - It is likely a missing resource. If that fails, let me know.- 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
KSP version? OS? 64 or 32?- 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
If someone else wants to share an MM to move this into KSPI's tech tree, rock on. I will be placing it in the Community Tech Tree since there's a tier 12 node in there already. It's fallback is one of the experimental nodes right now. Comparison wise, given I have never used the KSPI Alcubierre drive, I'll leave that as an exercise for other posters to help with Fixed- 1,694 replies
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