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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Good deal Just a quick update - working on four things: 1. Particle effects for the drive in action 2. If a warp bubble is activated, disrupt nearby ships outside of the bubble 3. disrupt parts of the host ship outside of the bubble 4. Based on speed, raytrace and destroy parts in front of the bubble as the ship decelerates In short, getting fuel is the least of your concerns
  2. Will be released this week. The core stuff works, I just want to add some negative effects, safety controls, and better effects.
  3. Awesome! Now to go do a massive reorganization of tech for all of my mods
  4. It will support resource depletion, although the mechanic is different than Kethane, the effect is the same (short version - localized depletion vs. depleting a continent with a single drill). So Karbonite out of the box will not use the depletion feature, but my upcoming mining mod will use it, since it's the 'hard mode' mod
  5. @Simes - Awesome! That's precisely what these modules were made for!
  6. FYI - will need to update ExoticMatter to have a bit of mass, as it's being a bit flaky as a fuel. Post if there are any objections (granted I think the only person using ExoticMatter that also uses CRP is Wave). Should not have an impact on KSPI other than making the ship a tiny bit heavier
  7. Testing the plugin now... it's downright frightening because you get some visual effects similar to mach effects at a certain velocity...
  8. Yep, there are throttle emmissives I hear ya about #2... was a pretty quick lazy afternoon model Uses exotic matter generated slowly via an on-board reactor. Balance is that this does location translation (like a 'real' Alcubierre drive), not acceleration. So you are going to have weird DV issues. Also, shuts down if operated within a certain distance of a planet (going with 1,000,000 for the current SOI. Also obliterates anything in front of it, so don't try to dock with the engine on Speed is exponential and configurable. Already been done on both counts. There's a very nice version of that warp drive already released. And I tie the throttle to how fast space is moved around you. See above
  9. Picture of your ship please, also is there anything interesting going on in the log?
  10. I'll be re-releasing Asteroid Cities and combining it with ART and put it on top of Regolith... so you get pretty much all of it
  11. @Fraz - AMT is an Extension of Karbonite. so think of Karbonite as 'easy mode'. But once AMT is installed, stuff starts getting a lot harder.
  12. Sounds like good news to me Figure it will be ready for prime time within a week.
  13. Sorry, this is definitely a KSP issue not a USI issue. 2.5GB is pushing the envelope with KSP... you will crash eventually. I just write it off when I play (as I too do a heavily modded install). Not much I can do here other than suggest less mods, or Linux.
  14. Figure I'll leave this here Highly kerbalized, just something fun I've been wanting to do. Stand alone mod, no dependencies. Moves you places. Will have pretty particle effects.
  15. Likely out of scope for this. That being said - the way the generators work, it completely separates the concept of a recipe from the much of converting stuff into stuff. Case in point, the vanilla generator is about ten lines of code. The asteroid harvester is a lot more. Both use the same recipes, both use the same resouce conversion. So it would not be a stretch at all to build a module that does dynamic recipe creation based on efficiency (and there pretty much will have to be one inside of MKS). But I don't see that making it into the core product as efficiency is a very specific use case, and there are lots of interperetations. Also since MKS will be moving to Kerbal Stats for it's experience system (I need this for a lot of upcoming MKS end game things and my EPL integration) , I would not want that dependency. Best to view Regolith as a simple foundation for resource management. Still being coded, but the guiding principles are simple, extendable, tolerant of multiple mods, no more PNGS, and provisions for better player interaction. No overlay in the box, it will interface with SCANSat and Cyrik's resource overlay. Though I might bring in Cyrik's as a dependency because it's simple and has some nice visualizations. There will however be very nice public hooks for getting resource data, so it's open to extension.
  16. The modules in Regolith will eventually replace ORSX and USI_Converter. The parts and configs will eventually be separated to make it easier for other modders to use the framwork, but that won't be for a bit yet, and in any case the models won't be changing so feel free to go crazy building new ships It will very likely be similar to FireSpitter where you have the plugin component and the full set with parts as two downloads.
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