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Everything posted by RoverDude
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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
Fixing now -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Whoops! Correct -
No reason, it's already in the asteroid...
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Actually, there are no conflicts with this and CRP mods since CRP originally included the entire KSPI list of resources (well, unless Fractal_UK changed some recently, which I doubt). So KSPI in it's current form will work fine* side by side with any CRP mod (which includes any USI mod). By fine I mean they will not interfere with eachother - but they do not interop (i.e. a scanner that finds LqdWater in KSPI is not going to find water for MKS and vice versa). UndercoverYankee's patch does a really good job of shuffling things around and making some appropriate compromises so you get true interop. But it's not required since I go through a lot of effort to make sure I don't break other people's stuff. So no, please don't avoid any CRP mods - we have cookies (Edit / addendum) I'm checking currently on whether it even makes sense to include KSPI resources in CRP, since the only mod that used a lot of them was KSPI-L. If that need no longer exists, then we'll just be down to the overlap of obvious things like oxygen, etc. in which case we take our cues from mods like TAC-Life Support, Universal Storage, or Near Future Technologies (and for ones that are CRP-curated if we do hit an overlap would be careful not to stomp on a KSPI one, because that's just being neighborly).
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0.2.3 is up! Not a lot in this one: DepletedUranium is now tweakable Rock is now a resource Fixed Karbonite threshold for Laythe
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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
0.1.3 is up! NOTE!!! FOLDERS HAVE BEEN MOVED! DELETE YOUR OLD USI FOLDER AND REINSTALL ALL USI MODS! KAS tweaks Folder reorg to support package management Science storage added to DERP pods CRP/ORSX/DLL refreshes Brought back the legacy DERP texture (you can still swap to orange or gray) Changed COM/Drag properties back to defaults Updated FireSpitter DLL -
0.2.5 is up! NOTE!!! FOLDERS HAVE BEEN MOVED! DELETE YOUR OLD USI FOLDER AND REINSTALL ALL USI MODS! Reorganized folder structure to better support package managers Included complete CRP Replaced TGAs with PNGs Increased maintenance pod range to 5m Thanks to FrancoisH, fixed several broken welded parts Thanks to Deadpan110 for surface attachable packrat wheels Merged in the Safety Light, and made it KAS-attachable Updated FireSpitter DLL
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.5.4 is up! NOTE!!! FOLDERS HAVE BEEN MOVED! DELETE YOUR OLD USI FOLDER AND REINSTALL ALL USI MODS! Cleaned up resources Moved out some dead code Converted all TGAs to PNGs Updated USI Tools/ORSX/ModuleManager Moved to full version of CRP Moved rock to the CRP as it will be multi-mod Updated FireSpitter DLL -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.2.4 is up! NOTE!!! FOLDERS HAVE BEEN MOVED! DELETE YOUR OLD USI FOLDER AND REINSTALL ALL USI MODS! Adjusted directory structure to help with package management Converted TGA->PNG Full CRP ORSX/USI Tools Refresh Adjusted cost for several modules Added new 5x5 adapter (one 5m -> 4x5m) New toroidal 5m SAS Tweaked ISP of the nuclear engines -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.2.3 is up! NOTE!!! FOLDERS HAVE BEEN MOVED! DELETE YOUR OLD USI FOLDER AND REINSTALL ALL USI MODS! Moved K+ DLL and version file to better support package management Replaced all PNGs with TGAs Adjusted KAS containers to better manage state Fixed name and attachment issues with RAT boosters Fixed missing model part from inline Karborundum tank Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. -
Oh no debate, but it would be good to know which direction Wave is going - and either way is 100% cool, but it affects what I do. If KSPI-L emphasizes the KSPI bit (and there is really no out of the box interop between KSPI and my stuff, nor do I anticipate that changing in the short term), and his is KSPI roots with some minor changes, then I can focus on an out of the box alternative that fills the future tech gap and leave it to the community to handle interop between the mods. If on the other hand, Wave is emphasizing the 'L' bit and it's KSPI-type stuff with some mechanics change and he's not tied to some of KSPI (water, electric charge, resource system, etc.), and he wants to play on the same playground then that's fine too - it saves me work Again - 100% cool either way, I'm just not sure where the project stands as versions on both KSPI and CRP/ORSX have been charging forward. So I need to figure out if (a) I focus up on better KSPI-L integration (because we're on the same playground), ( focus on planning how to fill the niche myself and offer an alternative to KSPI that hits all of the major gameplay bits, or © some weird combination of both. Working on a lot of road-mappy stuff for post-Beta and these things are important, given my own constellation is winding down in new dev (most of the big bits are there, only a couple left), and I have to figure out how best to fill the gap in power transmission, FTL drives, etc.
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@Wave - can you do me a favor and summarize what the gameplan is with KSPI-L? i.e. is this something you intend on keeping rolling past beta, and I would like to know your plans for where resources will be tied (KSPI or CRP/ORSX). Asking for a couple of reasons Since KSPI does not use CRP and there are some differences in what we did vs. where KSPI is (water being an example but not the only one), assuming (and I have no skin in the game either way) that you go the KSPI route for compatibility then I can shave off a huge chunk of CRP, since most of the resources there were for KSPI's benefit, and it's not particularly neighborly to risk breaking KSPI resources if Fractal changes anything down the road. Assuming you are going the CRP/ORSX route, then I just need to know where you landed RE resource support and I'll change the annotation on CRP and point people here for an out of the box KSPI-like experience. I'm tieing up a LOT of loose ends before we get into beta, and this is one of the ones lingering out there. Lastly, I vaguely recall that this might not be supported past 0.25 (again, I am not sure if that's the case or not). If that ends up being the case, I expect there's a niche to still be filled between KSPI and NFT (They are close, but KSPI tends to be more future tech). If you want to collaborate, ping me.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nothing major for ART, just housekeeping -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Solid Fuel is a WIP due to how we need to override fuel transfers. Transfer can be done via some other mods (KERT for example), but have not yet sorted the production bit, -
Poll for modders and users about AVC Add-on
RoverDude replied to Kar's topic in KSP1 Mods Discussions
You missed the option for modders that already use it -
Not mine, no value to that for me (i.e. it adds work). I'll be referencing the nodes directly in my configs.
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Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I've been waiting for a new FireSpitter package. Grab the latest DLL from the firespitter thread, it will be bundled for the official release. -
You're welcome. And I expect what will happen is someone will make a MM config that moves all of the KSPI stuff (no different than if someone made a MM config that shuffled NFT stuff into the KSPI tree. I know UndercoverYankee has done a lot of stuff in setting up interop, which rocks. So I would not be surprised if he adds something in.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sorry Dragon01, you get no support for my mods. -
We already had this discussion and you were proven incorrect It broke into oblivion with the same DLL. We covered this. We were ignored. Now, if you would like the last word please feel free to take it, otherwise PM me or answer that question about atmo definitions over on the ORS thread. I'm genuinely curious if the issue I noted is still the case.
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I know you're not that naive. The OP asked Ferram his thoughts. He said NO. There were no mixed signals there. If you wish to bandy forth on legalese, no point in engaging, you are absolutely 100% correct. But asking nicely, and being told no, then doing it anyway, is about common courtesy. So I maintain the OP was well within his legal rights - nobody is arguing that - but still pulled a jerk move after *ignoring* the answer to his request because it did not suit him. I would have a lot more sympathy if the OP pled ignorance, but he does not even have that defense. Legal vs. Right. Two very different things. In any case, I expect the community will reap what it sows. And I expect you will see less license issues in the future.
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@Camacha, I think you're missing the point... see my post directly above yours. Granted, if that does not make sense, then I expect this community deserves exactly what it's about to get, and pretty much everyone is going to lose. I wonder if, in the end, anyone is going to say 'yep, that was worth it'.
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The lesson to be learned is to be courteous and respectful of modder's wishes. Unless we'd just prefer to get into defensive licensing. The OP got it half right... he asked, then promptly ignored said wishes when it did not suit him. The 'nice thing' we now lose is open licensing (so we can avoid the situations we have now with TreeLoader and Planet Factory) because people can't seem to understand the difference between doing what's legal vs doing what's right. So I am not debating your logic - it's technically correct, but in the greater scheme of things, neither neighborly nor effective
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For the record, it broke horribly with duplicate keys. So when we had to fix it for 0.24.2 in your absence, we patched it. Then upon your return you up-versioned the fork, ignored the fix the community had made in your absence, and rebroke it. And broke interfaces to SCANSat and the resource overlay along the way (i.e. people who were actually trying to extend it's functionality), and pretty much ignored any attempt at communication. Last I checked, ORS atmo definitions (which were never broke) were to require a player to select which definition set to use. Has that changed and will ORS now allow a player to have two different atmospheric definitions operate simultaneously then? Would be good to know, since that last tweak pretty much rendered ORS useless for anyone playing with two mods that wanted to define atmospheres. Less important for me personally as I learned my lesson and forked, but might be important for other people to know who might want to consider using the original fork. (EDIT) And feel free to PM me, or (since that has not worked in the past), feel free to address this in the ORS thread.