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RoverDude

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Everything posted by RoverDude

  1. Are you using KSPI? i.e. the FractalUK version not the WaveFunctionP version (KSPI Lite)? Also did you nest your GameData folder?
  2. Hopping in As noted, there's a well maintained compatibility layer between EL and Karbonite (link in the Karbonite post, you can find it in my sig under the USI catalog) for those that prefer that resource mod, plus since all of the models and whatnot are CC, knock yourself out Longer term, and I want to continue some chats with Taniwha on it, my intent is to make a fairly seamless integration between EL that goes with the next major MKS phase, to include full ORS integration (the stuff behind Karbonite and MKS's resource gathering). new models (in the MKS/OKS style so they blend in with your orbital shipyards and land bases) and a more complex construction chain that finally puts all of those twiddly MKS resources to better use Just need to figure out the best way of doing this that causes zero work or support headaches for Taniwha, and provides an optimum experience for the users.
  3. heh, I'll chalk that up as one of the more unusual reasons I've heard to not use the USI mods But to each their own! (Editing for clarity) The reason I ask is that I get some interesting insights, not to try to convince folks one way or the other. Sometimes it's because folks did not realize a gameplay option exists (or misunderstand things, like assume MKS still requires TCA-LS, etc.) - in the end any info I can get from folks, whether they use my current mods or not helps me build better mods.
  4. Kerbin has atmospheric collection as well Folks sometimes forget that Karbonite works on crustal, oceanic, atmospheric, and near-orbital particle collection (atmo/particle collection being Jool, Eve, Laythe, and Kerbin).
  5. This. I'd be very careful with excessive cost of any background collectible resource that you can collect in LKO. It will be abused If it's non-tweakable with a cost of zero, then there's no value in collection other than use. Then you can also do what we did with Karborundum, and sell tiny tanks of it for a horrendous tank cost as 'experimental lab samples' so people can test things out, but have a very steep cost to do so without adding a funds faucet.
  6. Thanks! Really appreciate it Let me know where you land and we'll start work to get everyone to meet together.
  7. I'd be pleased as punch with that compromise, tbh. Also would want to sort out what's harvested from the dirt vs. what we put in the reactors. But up to Fractal to see how close we can get.
  8. Makes sense, let me know what tweaks you'd be interested in and we can sort out how to get those into the playground (or at least not have them conflict). The other request would be that ORS not ship with atmospheric/oceanic definitions, leaving those up to the mods (i.e. move them into KSPI), leaving ORS as a blank slate. And let me know if KSPI is interested in distribution via CRP (we'd just add back in any of the KSPI resources not already in there - most are already there).
  9. The engines have both traditional engine thrust (towards the base of the triangle) and RCS thrusters (both up and down on the thruster). Usually not enough to automatically level, but you can do full maneuvering without having to have separate RCS or SAS (based on the weight of your airframe).
  10. Heya, here's a link to the vicinity of the discussion in the ORS thread where we were hashing out finally doing a consolidation of resources and getting everyone on the playground to play well together (My summary of discussions is there, earlier info in the thread) http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-3-0?p=1351754&viewfull=1#post1351754 The big ones were unifying on Water, ArgonGas, EnrichedUranium, DepletedUranium, etc. Here's a link to the CRP worksheet which is the consolidated resources we've been sharing: https://docs.google.com/spreadsheets/d/1F2NYLj47O6VdThCXqBcI_hB-bDIMh4ZWB2FFyrjMLkg/edit#gid=650840806 To be blunt... right now things are kinda weird, as my entire mod constellation is flat out incompatible with this version of KSPI. I would very much like for there to be dialog to change that and get us in sync again in a way that does not trash a ton of saves. There was good, open dialog and compromise with myself, Nertea, and Wave, and I'd like to see a repeat of that. Naturally this is your mod so it's completely your game - and if in the end you decide that interop is not worth changes to KSPI (like sharing ORS maps, agreeing on cost, consolidating resources like Argon v ArgonGas or Water v LqdWater), then that too is totally cool. I would just need to know sooner rather than later as it has a pretty significant effect on my entire mod constellation. My PM is open [EDIT] Oh - and here's a link to the CRP thread. Basically establishing a shared repo for resource commonality, shared ORS maps, etc. - I would love KSPI to participate in this, since there would be a weird irony if KSPI (the original source of ORS) was not in the same playground as the other folks using ORS http://forum.kerbalspaceprogram.com/threads/91998
  11. I've heard hover had some really positive effects with the FTT Honeybadger - I'll have to take a look
  12. Nobody was debating the chemistry (khemistry?), the point raised was simply that as feedback, there's a hole regarding conservation of mass. So if I have a five ton ship, and create, through pure light, another 60 tons of Kethane for a vessel that weighs a net of 65 tons, where did that come from? The OP has made it apparent that this is not a concern of this mod, which is totally cool, merely providing this as there seems to be some confusion on the nature of the feedback provided (Khemistry vs conservation of mass).
  13. May be that I accidentally published a release... lemme go look
  14. CRP is versioned like anything else - use the current versions please For ORS, MKS/Karbonite/etc. use explicitly the one in the USI folder.
  15. ...because this is how FSFuelSwitrch works. It's not a USI thing, it's a FireSpitter thing. This is why the textures swap dynamically with contents.
  16. Concur. It is silliness. Oh... and the drifting of your ducted fans was inflicted by me as I left some bees in the models. A fix is already up on Github if you're adventurous, or wait for the patch
  17. You can always plug a bunch of experimental tanks on to check DV (you need very little of the stuff).
  18. Best thing you can do for me to be honest is get me the updates stats via PM, already in the FireSpitter fuelswitch format so I can just copy and paste. The huge one that is always a pain is the tank cost I generally do one at a time btw.
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