-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Considered that - I think someone already has one that you can swap out. I'll take an alternate pod into consideration once the first cut is done. -
[DEV HALTED][0.90] Kerbal EVA Resource Transfer [v1.3.1, 2015-01-01]
RoverDude replied to marce's topic in KSP1 Mod Releases
Yep All of the KAS-boxes currently in ExpPack will be moved over to KERT to share the goodness! -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
A quick update on phase II - hauling an entire colony in one go for a size comparison -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.5.3 is up Fixed name for Crew Hatch, added DRE config -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Very likely memory pressure. Side note for the thread... Phase II is coming. Oh... those are 5m parts. -
Why yes you may Also - my thought is to use the convention 'Liquid' where possible, just because our only Lqds are KSPI which will either be deprecated, or will be doing resource renaming anyway
-
[DEV HALTED][0.90] Kerbal EVA Resource Transfer [v1.3.1, 2015-01-01]
RoverDude replied to marce's topic in KSP1 Mod Releases
FYI we now bundle this with both Exploration Pack (where you can find that lovely maintenance pod), as well as MKS (for use in refueling). Both the PackRat Rover and the ExpPack Maintenance Pod can be used for EVA Transfers - handy for things like SpareParts, EnrichedUranium, and SolidFuel (Repack Separatrons!!) -
Yep, that's correct
-
It is still used in KSP 0.25 and will be used for the foreseeable future since it's where I tie in all of my resources, as well as resources common with other mods (Universal Storage, Near Future Technologies, Near Fuels, TAC-LS, ECLSS, DangIt!, ESLD Jump Beacons, etc.) The maps are ORS-X not ORS. Anything from USI, as well as the Resource Overlay mod and SCANSat use ORS-X. KSPI uses ORS (I'll need to see how KSPI-L shakes out). So if the question is in reference to mods that use CRP, the only one that still uses ORS is the current KSPI-L version last I checked. If that changes, then I'd deprecate the resources unique to KSPI to avoid accidentally stomping on their changes.
-
Both Hydrogen and LiquidHydrogen are included. Two choices - bundle the CRP resource list, or include your own resource file that uses the same values as CRP - either one works
-
Oh, we already had resource mining and refining with MKS This just makes that small aspect a much deeper game.
-
Figure I had better start the WIP for this one as it will be the next mod in the constellation. In short, it adds a series of new mechanics to resource gathering (specifically, on the ORS-X platform). The best analogue would be that AMT is for Resources like MKS is for base building. It has depth, and a lot of activities. So if you're really into resource gathering and mining, you'll probably dig this mod. This is designed to enhance MKS, ART, and Karbonite. They will still work fine without it, but it's a nice (optional) layer that adds a ton of depth. Summary of stuff: Asteroid Mining on steroids. Large, asteroid crushing mining gear, asteroid content analysis and variability, and exceptional recovery rates. Crewed drills, and drill differentiation Resource randomization and high variability. Everything is everywhere, but it may be nearly impossible to get at it without significant infrastructure, expenditure, and luck. Multiple map levels (planetary, regional, etc.) Resource anomalies (mineral springs, etc.) Site survey mechanics and actual prospecting Dynamic hot spots Modules to affect yield... at a price. Drill operating life (measured in years, but still measured) Mining crews and foremen Mining ships with new parts Anything else I think of. First pic - this is the PSM-1500 Planetary Survey Module. Place a few of these guys around to triangulate on the plum resource spots in a given area. One of the intermediate steps in resource gathering. (night view - the light is actually a strobe light )
-
[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It is, just have not updated the thread yet -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Very likely a bug on my part - let me fix that -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Soon - just have to get the first models done -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's likely Firespitter which has not been updated. This will actually load by the way, just run KSP a second time. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
This is the right thread as we've forked ORS. Oh and have I got some spectacular surprises in store if you dig mining stuff -
Official Mod Compatibility Thread for .25
RoverDude replied to NathanKell's topic in KSP1 Mods Discussions
All of the USI mods have been updated. USI Kolonization Systems (MKS/OKS) Karbonite Karbonite Plus (K+) Freight Transport Technologies Asteroid Recycling Technologies USI Exploration Pack USI Survivability Pack Community Resource Pack -
Thanks - tried it, no luck
-
Part part. Unity screenshot (second one shows the same view, just scrolled down)
-
Just a quick code check (Same code works for my particle emmitter with ART which is why I expect I am doing something silly) public override void OnAwake() { print("[uSI] Setting up Emitters"); var emmitters = part.GetComponentsInChildren<KSPParticleEmitter>(true).ToList(); foreach (var e in emmitters) { print("Enabling " + e.name); e.emit = true; e.enabled = true; } }