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KSP2 Release Notes
Everything posted by RoverDude
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Probably a bug... let me check -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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 -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Good point - changed the title -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Extraplanetary Launchpads, MKS/OKS, Karbonite -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
NFT or FTT -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
You can do the NTR's and waste heat -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Will be released this week. The core stuff works, I just want to add some negative effects, safety controls, and better effects. -
Awesome! Now to go do a massive reorganization of tech for all of my mods
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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
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Simes - Awesome! That's precisely what these modules were made for! -
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
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ok got it. Yes, this is being fixed in a future release. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Testing the plugin now... it's downright frightening because you get some visual effects similar to mach effects at a certain velocity... -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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 -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, that's it -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It's a sign that there's nothing to download yet -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
@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. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sounds like good news to me Figure it will be ready for prime time within a week. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It's a warp drive. Not a KSPI one -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
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. -
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.
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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.