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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
yup, if you have the configs balanced -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sure, but then I just added a ton of new parts since I would have configs both with and without the end caps. I do this in a few spots where it makes sense to weld (like the triple cargo bay in FTT, or some of the AES bits) - and users are free to do this in their own saves (or even redistribute them - go crazy) but now that we have a 2.6m OKS hub as well, no point in having alternate meshes for all of the OKS modules No reason why not, though that's something I usually let the community do first. I suppose you could hack the EZSnack oven (Snacks! support) since it's just a single resource. -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The rub is that it would change the nodes and colliders :/ so really can't do that unfortunately -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Hold up for the next release that moves to ORSX since it has native support for animated drills and other goodness, then just lift some code from MKS (for clarity, you would just need configs, not code) -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
There are some workarounds floating around that use alternate versions of ORS. Just bear in mind though that in the next release, SCANSat, MKS, Karbonite, etc. will be moving off of ORS onto a forked version (we're mostly waiting on 0.25, but there will be a pre-release so folks can test their stuff) -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks for the catch - yeah that may cause some weirdness -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nothing personal, but nope - will sort it out, no worries. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sounds like it to me... -
[0.24.2] Community Resource Pack integration for KSPI 0.12
RoverDude replied to undercoveryankee's topic in KSP1 Mod Releases
Just a heads up, this will be corrected for 0.25 - DMagic has already set up SCANSat to work with ORSX, which is all bundled up and ready for initial testing once I polish off the rest of my release updates. Anticipate a new version being available tomorrow. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Start making it Karbonite is a lego and tinker toy kit - go have fun. Sure, doable, but it would be a new extension to ORSX as well as new maps, which affects memory pressure. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
What version of ART? Also what version of KSP? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Because the entire ocean is full at an equal density. Splash down and you can begin extracting anywhere in the ocean for an exactly equal concentration of Karbonite. -
For folks that make hoppers, the usual pattern is to have the drill and one of the converters on board. Land, convert (or use Karbonite engines), move the final product to your orbital station. So less about base building and more about where you want to put a 2-ton part (though we have some smaller ones coming out in 1.25m and 0.625m form factors). So really, there's no need for only having one landing spot. And Karbonite does run out given it's concentration based not deposit based. But RE your original idea, Karbonite works and has a pretty nice engine assortment to go with it in (radial and stack jets, engines in 0.625 1.25 and 2.5, and the sweet propfans everyone seems to love). Kethane also works though I can't recall it's engine assortment. And both mods of course have converters built in. (Edit for completeness) An even more common pattern is to use a tiny Karbonite drill, the smaller Karbelectric generators, and one or more of the engines (even electric props if you're in an atmosphere) to make self sufficient ships, like this one (the engine even turns part of the exhaust into monoprop)
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, there are a few proposals on the table similar to that. It would likely however be more in line with K+ or a similar pack - reason being some people prefer the simplicity of Karbonite, and others want something more complex. Also with the introduction of new parts, we have a bit of bloat, so I prefer those being in separate packs to help with download pressure. K+ is a good example of how to extend Karbonite. Bonus distance, it was used in K+ to allow us to have a solar 'atmosphere' -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Looks fine, Kethane is non-tweakable which is why it looks weird in the texture selection thing -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Fair enough Look at the particle collector that comes with K+ - it has an extra field that's a static bonus to the collector altitude. You can just add that into the other collector. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
One ship, would have to double check on crossfeed but I believe yes -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It's based on the planet atmosphere by design. These are more upper atmosphere skimmers, the 10% allowance is to allow people to work on rails. Is there an issue? -
[0.24.2] Community Resource Pack integration for KSPI 0.12
RoverDude replied to undercoveryankee's topic in KSP1 Mod Releases
Yep, basically scanners would work off of one config set or the other, same with extraction, so map sharing makes the most sense. There will be an update to CRP coming out fairly soon, mostly a reorganization of map files and a switch to ORSX formatting. Most folks just use it for the resource settings which are remaining in place (we had already completed the reshuffling with KSPI-L and NFT so no need to change those), and I assume Wave will be using the KSPI maps and ORS. I'll also have to update the OP (EDIT) And yeah, when uranium is added for MKS, we will assume the stuff dug up from the ground is probably U-238 (or better yet, Uraninite), and there would be processing involved to make it into the EnrichedUranium used by NFT/FTT/MKS -
Correct - you can absolutely use both side by side without issue.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Very Nice