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Everything posted by RoverDude
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Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Check it out... Regolith sifter with harpoons for affixing to low-gravity bodies. Debris is funneled into the underside, then sucked into the inflatable container for retrieval by an ISRU module. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@Kerbas_ad_astra - glad you dig it! @ouch - Log a github issue to request monoprop storage It's worth registering just so you can make feature requests. Also - leave the nukes on. @CTCParadox - scaling starlifters gets a bit weird. You can launch it up to orbit with the 3.75m parts - just be sure to empty everything out first. -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
@brandotherhymer - No idea, I use neither RO or RSS so I don't know if there are issues or not. @J.Random - little I can do unfortunately. I wish we could get transparent IVA separate from RPM, then I'd swap in a heartbeat. -
Actually, I was going to bundle CTT (strictly speaking for myself here) as well as bundle TM. (Edit) I view this in the same way that I do bundling FireSpitter, CRP, Toolbar, or Module Manager. Again - just speaking for my intent in this case. Does TM use KSP-AVC? And Nertea - do you plan on using KSP-AVC with CTT?
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I think I agree.... but what the heck is KSO-0143
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@madlemur - I'll honestly be taking the opposite approach. Basically, CTT is mandatory. So if you use any USI stuff, you're going to be grabbing TM and MM and this specific tree. If you don't my configs won't work But then that's my case given I have lots of large mods that really need better space to grow. For a smaller mod, an MM config makes perfect sense. Just not how sure that will work given there is no DLL to load (could always do what I did with K+ and have a dummy one specifically to support MM)
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Github issue to show you care please -
@ebigunso / @Yaivenov A couple of things to help out with this Taniwha's latest release of EL removes the last hard-coded constraints on Kethane, so an in-the-box option for EPL->MKS/OKS integration is coming up (including a more involved resource chain to RocketParts, new USI-style models, etc.) - there's an EPL -> Karbonite integration bit out there already (less for using Karbonite, and more for being compatible with the MKS/OKS colony bits), though that will be pretty much in the box with the upcoming integration now that Taniwha's part is done. For KSPI - two choices. There's KSPI-L which has good interop, or UndercoverYankee's CRP integration pack. Both of which brings KSPI onto the same shared playground as the USI mods, TAC-LS, NFT, EPL, US, etc. - what's nice is that UndercoverYankee's version will allow you to get SCANSat integration for resource scanning, as well as integration with Cyrik's Resource Overlay (these both tie to the USI ORS fork, not core ORS - so you need a compatability pack to switch KSPI and KSPI-L over). Probably the last weird bit with Star System, etc. is the new planets and the lack of resource maps. This is being resolved on the CRP/USI side by switching to a completely new resource system I've been working on that includes support for any planets you may have automatically, so it solved the missing PNG issue (as it uses no PNGs) - I'll be working with Cyrik and DMagic to switch over their integration, and UndercoverYankee to make sure his KSPI integration pack still works. So really, you're at a point now where pieces are already reasonably integrated, or there are already community efforts out there to provide that integration (either by the modders themselves or by our enthusiastic fans). Feel free to ping me if you hit any friction points or have questions.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
@bitbucket - log a github issue if you'd like one. @xDGDZEx - correcting this in an upcoming release (up to the elbows in a new resource system that covers this). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Welcome to KSP Physics -
I can go either way. What do you plan on doing with NFT? I think in the end it makes sense to do the repo as just the tree, and leave it up to the mods to bundle or not bundle, since folks really aren't going to grab this on their own, they will likely nab it with one of the larger mods using it.
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Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
More stuff.. AMT dev continues... -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
123nick - right now they do, but that bit is being deprecated -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, throw me a github issue. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yes, like Minecraft Seeds. RE StarSystems - not right now. That's part of the reason for a newer resource system -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Good deal. Just a heads up, the upcoming system will have the option for randomization based on a configurable seed.. so random, but repeatable -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Jivaii - yes. For now. I'm up to my elbows in the middle of a new resource system that is going to be pretty sweet -
I believe we're in testing mode right now. Have been hip deep in another mod so I have not tested it in-game myself yet - any word on Tech Manager's stability, etc.?
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's really all about ship design and the physics engine. the part itself may survive (crash tolerance), but the rest of your ship might be crushed. Kinda like dropping a steel safe full of glassware. Sure the safe is fine... whole different story for the contents. I've had some survive at 300m/s, some at 100 - a lot of it also is angle of impact, etc. - so generally 100 m/s or less is your safe zone. -
Yep, By pure coincidence Nertea added a Fusion section
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I'd concur with Claw. I expect a lot of the 'issues' are because certain people are trying to turn this thread into something that it is not. If you want something else - start another thread. If you have a question on Tech Manager itself - go to that thread - for in all of these cases, I suspect your princess is in another castle (or thread). If you want to chat about how awesome it is going to be to have a tech tree that is unified with lots of breathing room for more advanced (and node hungry) mods, without mucking up all of the mods that use stock, then you've come to the right thread. I for one can't wait to move all of my stuff in here
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@Arlax - Cpt Kipard is correct, this project is about giving mods enough room to breathe with a lot more nodes to plunk our stuff in, and to share that work. Actual rearrangement of parts other than those created by participating mods is not within it's scope (and for clarity, said arrangement is the responsibility of the mod owner, not Nertea - well, other than for NFT ).
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You're likely experiencing force being transferred to your probe. These are not meant to be the sole way you stop your ship - they are generally rated for around 100m/s if you pack it right. -
Normal maps and smoothing.
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More updates. So it looks like phase I is almost ready. So here's how it works. For the first bit, I am focusing purely on asteroids. Planetary is next, and it turns out I accidentally made a new converter while I was building this So! Parts. 0.625m and 2.5m Claws for grabbing stuff. 2.5m laterally deployed mining laser - see above. Raycasts up to 5m looking for an asteroid to hit. A small radial science part for analyzing asteroid composition. Now - how it works. Configs determine what potential resources exist on an asteroid. Also determine how much is plain rock, and how much is valuable stuff. You can drill away without an analysis, but you may get some surprises. A smarter move is to send out a tiny probe (hence the small claw) and only hit the choicest asteroids with a larger mining craft. Each resource has both a presence chance and a range of relative quantity if present. So water is very common and you get lots of it. Xenon Gas is rare and only in trace amounts. The balance of an asteroid is in rock. You can harvest up to 75% of an asteroid's mass, and between 10% and 90% of that mass will be useful stuff, the rest being rock. As you zap the asteroid, it's mass is converted directly into the contents determined by the analysis. We'll assume storage is taking place in/on the asteroid itself (I considered requiring tanks, but that had it's own friction). You will of course need to pump stuff out of the asteroid once you're done. Lasers work while the ship is unfocused. Code wise, it's a complete from scratch implementation, so I'm tackling a lot of the issues with harvesting and generators in more of a holistic way - let's see if it works out