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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. I'm most definitely game for some consensus on this - been waiting for this mod patiently
  2. FYI for those interested in seeing the new packrat wheel setup and also some unintended durability tests.... and a bonus tip on how to right over a flipped packrat
  3. The entire USI catalog is a nice place to start, but then I am biased
  4. I love rovers Side note - I found that having a long wheelbase helped tremendously in stability, Or, rather than use a rover with wheels, tiny VTOLs are also fun...
  5. Good deal, by all means toss those over. And they already radially attach honeycomb style
  6. I doubt it I should take that out and save on some space. Funny thing, there were some subtle differences between TAC and US (very subtle!) but we got that sorted like... day one Working with the BioMass guys now to get everything they have all sorted so even more mods play well together
  7. Traction fix is on the way Re explody stuff - KAS I am affraid :/ I've had freighters crash carrying an assembled packrat with the only thing surviving being... the packrat.
  8. I'll hunt down the thread where the discussions took place. It was mostly making sure the resources were all in sync (One kind of Argon, one kind of Uranium, one kind of Water, etc.), and having one single clearinghouse outside of any of the mods for ORS stuff (this would be CRP, which bundles KSPI-L, MKS, Karbonite, and a few others and plays well with NearFuels, Near Future Tech, TAC-LS, BioMass, Universal Storage, etc.). So yep, having KSPI on that same page would make interop possible. Yep, this is pretty much the issue. So as of now, KSPI is incompatible with MKS, Karbonite, or any of the USI mods that use resources and ORS. IMO the ideal end-game would be to have ORS stand on it's own with no dependencies, have the ORS resources stand on their own (we already do this with CRP), and then just have everyone share the same dependency and the same resource structure, This is a pretty important thing to me as I am already looking at extending interop to other mods, but need a really strong foundation that embraces the idea of a common resource pool.
  9. Awesome Mind if I roll those into the mod? Toss me your configs and textures via PM if that's cool Probably a FireSpitter config issue. Log a GitHub issue for me on that please
  10. I'll do a joint buff in the next patch if someone can log me a GitHub issue so I have a tickler for it.
  11. hmmm not sure what it needs. If you can get me info on what the transform needs to look like (i.e. which direction it should point and on what axis) and log me an issue on GitHub I can add it in Ironically it handles it fine if you fly it like a plane There should be a patch in soon however for this - though it will break all existing ducted fans so be warned (and I will repeat the warning with the patch). Hardpoints make sense, if you can log a GitHub issue I can add those in. FYI only reason I ask folks to log issues is because I maintain a lot of mods, and I WILL forget things
  12. Short version. I fully expect that KSPI and CRP/MKS are not compatible. Fixes were put into Wave's ORS version to resolve duplicate key issues (which is mostly what I see). What would be good is a debug log of what's going down during the lag so I can confirm.
  13. A nice pull request would be these done via FS which they are now. The rub of course is the textures, but I can sort those.
  14. Both of you are awesome. I like the Tesla curve as grippiness is kinda an issue, esp. with hill climbs. But I defer to the experts Odd - I've had some issues with MechJeb and RCS/controls before. Has the problem reappeared? Aha! If you have the lever you are on an old version Get the new one - it has some IVA fixes
  15. Fractal - what are the odds of merging in some of KSPI-L's resource changes? These went a huge way towards mod interop and it would be sad if we had to cordon off parts of the playground again :/
  16. Trust me - I feel your pain Have to deal with both sets myself. I've come to the conclusion that resource unit size will be the Viet Nam of KSP modding.
  17. Awesome, so I take it you're looking at the CRP values? (Would make sense since we use TAC-LS for oxygen, food, etc.)
  18. Just let me know and I'll tweak BioMass in CRP Things get a bit weird if you go from, say, 5L units to 1L units, but I think right now MKS is the only mod that uses Biomass (Based on the old values) so easy enough for me to change that.
  19. Will dig through, but usually not much we can do for crashes tbh Thanks - can you please (or someone) log a GitHub issue and I will take a look? Odd... send me a screenshot of your ship so we can see how things are wired. There's actually a 0.3.5 out which may solve your issue. Give it a go and let me know.
  20. FIX FOR PEOPLE WHO ARE GETTING NO INTAKEATM! Go to the DROPBOX link in my sig.. There is a folder called 'HOTFIX STUFF'. Inside there, you will find a file called OpenResourceSystem_1_2_0.dll. Copy this file to GameData/UmbraSpaceIndustries Fixed
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