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Everything posted by RoverDude
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[0.90]Asmi's ECLSS Mod - REVIVED! (Version 1.0.19)
RoverDude replied to Shasol's topic in KSP1 Mod Releases
Hey Shasol, Once you sort out resources let me know and I can make sure MKS/OKS have the right generators in place to support this mod as a life support option. Sharing and interop are good things for all of us -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Gotcha What I would say is that every planet with atmospheric karbonite also had moisture of some kind, and oceanic karbonite, so the logic was that it would go in with the clouds. In any case, look at the K+ particle collector - there's a parameter there that is essentially an atmo bonus. Odds are Duna's atmo is too thin and you have a very narrow band to be in (52K seems high). -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
RoverDude replied to Ippo's topic in KSP1 Mod Releases
So I made this little guy, and Marce extended his Kerbal EVA Resource Transfer mod to work with tiny ships. Problem solved, both for SpareParts transfer as well as EnrichedUranium and other CRP/MKS resources Yes, that's a roll of duct tape on the side of the maintenance pod. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Also depends on tank size, since in some cases you would be that fractional increase. No offense, but I just don't see the value in this. If you are troubleshooting, turn the converter off. For normal play, it's a lot of coding and testing for a net zero gain. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So rename evac? Probably the one thing that will startle people is that when you evac the pod actually decouples and flies away -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure, always a chance at consolidation. Just a matter of getting the mod makers to agree I'm doing a rehash anyway and moving some bits to more of a 'we'd like to play together but for now only one mod uses this' kind of state, which should be your lowest priority tbh -
CC 4.0 NC-BY-SA So go nuts and grab/reuse our parts and textures and rehash them with attribution. Also - we're on an ORS fork (along with SCANSat and the Resource Overlay addons), though the PNG maps are compatible (the resource definitions are not compatible by design to prevent collisions and weirdness), though UndercoverYankee has done an awesome job with a community comparability pack that makes a few compromises and brings the bits back together (and for the record, I applaud that efforts and would welcome any mutual dialogue regarding interop, similar to what I had with Wave and KSPI-L) I also have a very nice generic radial drill based on the smaller BahamutoD augur (with a more stock-alike texture and some model adjustments) that if anyone wants, including Fractal, just ask. It is also under a CC license for that asset. Yep, see UndercoverYankee's work for some examples - MKS also already has a water drill built in
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
RoverDude replied to Ippo's topic in KSP1 Mod Releases
Thank you good sir for being awesome. Let me play with the transfer bits and see what I can do to keep them nice and inconvenient. I assume right now you do EVA-only transfer of parts via plugin correct? FYI density is at 0.0189, cost at 63. These are both based on the combined costs and densities of the raw materials (I used Taniwha's Cost/Density for EL as the benchmark, so it tends to drive everything else). The nifty side effect is that if people have an MKS base plus DangIt! they will be able to make their own SpareParts EDIT: So the one thing I will need to sort will be transfers from manufacturing. From a design standpoint, especially as you add containers, what would be your intent for the mechanism players would use to resupply their ships with spare parts? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'll probably do a parts reorg down the road and move some of the K+ bits around. The main reason the newer bits are in K+ is because of part count pressure. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Not sure I understand the request tbh - for troubleshooting, just turn the converter off -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
RoverDude replied to Ippo's topic in KSP1 Mod Releases
Hey Ippo, two questions. First - where is the resource definition for SpareParts? I'm doing some retooling on the MKS side for 0.25 and now is as good a time as any to help everyone out and have one less resource name to deal with - so I was going to replace my ReplacementParts resource with SpareParts. Big thing will be cost, since they can be manufactured and have to make sure there is no weirdness (cost structure in MKS is loosely tied to how Taniwha did EL because we have a few resourced in common). Essentially, I'd like to add SpareParts to CRP (same way I do with TAC-LS and Universal Storage) as it helps with resource conflicts, and my preference is to be neighborly Second - any chance of getting GitHub releases as a secondary download option since you're on GitHub anyway? (edit) Also - let me know how tied you are to density/etc - right now all of my resources are mass-neutral wrt manufacturing, and it would be nice to not only allow folks to make spareparts with their MKS stuff, but to have them interchangeable (but I would need to make sure there were no weird conservation of mass violations along the way). Thanks! -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
CRP resources NOT included: Resources available upon REQUEST: Hydrogen: i doubt this is used. Deuterium and Tritium are also hydrogen, as is Liquid fuel, depending on definitions. LiquidHydrogen: see Hydrogen Metal: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it. Minerals: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it. Ore: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it. Plutonium-238: unused, i think? It should be tankable, if someone wants this, i'll look into it. Polytetrafluoroethylene: unused, i think? It should be tankable, if someone wants this, i'll look into it. StoredCharge: unused, i think? probably not technically a tankable resource. Substrate: I could not be bothered to find another generic grey texture. It should be tankable, if someone wants this, i'll look into it. [*]Resources I WON'T do: Antimatter: KSPi has special code for this resource. Generic tanks are not supported. ChargedParticles: should be provided by KSPi reactors and should decay instantly, so no point in having a big asteroid sized box to put it in. ExoticMatter: is only used by KSPi warpdrives, and requires special handling. KSPi has special code for this resource. Generic tanks are not supported. IntakeAtm: not technically a tankable resource. (thou firespitter has tanks for it, so?) should be provided by air intakes while in non-reactive atmospheres, and should decay instantly, so no point in having a big asteroid sized box to put it in. LqdHelium: Cryogenic coolant. KSPi has special code for this resource. Generic tanks are not supported. Megajoules: not technically a tankable resource. should be provided by KSPi generators and other power sources and should decay instantly, so no point in having a big asteroid sized box to put it in. Science: not technically a tankable resource. should be provided by long term science systems and should be converted into research system science upon vessel load. also the abstract concept of knowledge has no physicality, so no point in having a big asteroid sized box to put it in. ThermalPower: not technically a tankable resource. should be provided by KSPi reactors and should decay instantly, so no point in having a big asteroid sized box to put it in. VacuumPlasma: a "free" resource generated and used by KSPi QVP thrusters to produce propulsion. virtual particles only exist for a few Planck seconds, so no point in having a big asteroid sized box to put it in. WasteHeat: not technically a tankable resource. abstract warmness has no physicality, so no point in having a big asteroid sized box to put it in. [*]CRP Resouces that are Somebody Else's Problem Karbonite: Rover Karborundum: also Rover Very cool And btw, that was precisely the intent of this pack. We provide a few basics and samples plus a template, and encourage people to go to town. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's an updated FAR config in the experimentals version on my dropbox (note it in the all-in-one pack). Given my install works fine with both FAR and RealChutes, if anyone else can double-verify this from the USI experimental build that would be lovely. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Collection range is max atmospheric height to max atmo height + 10%, with an added bonus in the config file that the larger collector from K+ has. -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Correct. And only detectable on Eve/Eeloo's surface at 500m or less (approximately) above the terrain. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You hid FTT somewhere else, so what happened is when you put the assets back, all of the parts lit up. Most common cause is nesting GameData. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
For the next release I have the IVA in my hands and the part is already done -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thank you for making me LOL with that one I absolutely insist you post that middle image to reddit. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Why Duna? Also what Karbonite version? And are you using a particle collector and an atmospheric scopp? And I'd say less about being 'hard' and more about having some variety -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Would be a KAS issue tbh - are you on the latest KAS? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Duna is surface only. You could create a new atmospheric config (don't edit the ones we already have or they will get stomped over) that adds karbonite to duna's atmosphere.