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Everything posted by RoverDude
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Go for it -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sure, then as noted you can pretty much do whatever you want via an MM config. It just would not be an in the box thing, since we try to keep dependencies down to a minumum -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Karbonite is already in as a high thrust low ISP fuel Engines come in the box, including jet engines. Would just be a MM tweak to add it to other parts, and you can even check for KSPI via MM. Probably the same with Marborundum (again, via MM). In the next patch I even added a dummy DLL specifically to help people do MM stuff -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sure, let's start with the easy stuff. Can you collect Karbonite on the ground using a drill? Always start there. -
The point of the pack is to establish commonality with stuff that we actually use The ones listed either (a) are not used at all, and just have no corresponding resources , ( exist but don't tie to the resource (like CO2), or convert pure elements to an abstract resource (Hydrogen -> LF, Oxygen to Oxidizer).
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They are based on the numbers from other mods. KSPI, NFT, TAC-LS, US, etc.
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[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Model nodes are perfectly fine. The mod setup is like that for a reason. And given that it works for most everyone else, we now get to go down the magical journey of figuring out what you have not told me. So as noted below... how about KSP version? What config? etc. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Actually - toss a pull request because it's the same code just moved to a different DLL -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
And this is why we can't have nice things.... -
Yep. Short version is that VAB wants props one way, FireSpitter to have contra-rotating propellers wants them another way, and I'd have to completely redo the model and some maths to get it to work out so you get symmetry and properly spinning props. It's definitly doable, but not without a model adjustment
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The instant fill up is a known bug - not sure on why you stopped seeing hotspots though - try a toggle/retoggle on the scanner. Can you still extract? Anything in the debug log? hmmm... Can you show me screenshots of both your GameData and your UmbraSpaceIndustries folder? -
Drop-pod based rapid outpost deploymemt
RoverDude replied to Helix935's topic in KSP1 Mods Discussions
MKS lost it's TAC hard-link ages ago And actually I'm busy at work making all of the mods in the constellation relatively independent. -
Drop-pod based rapid outpost deploymemt
RoverDude replied to Helix935's topic in KSP1 Mods Discussions
Patience... you described about 50% of my next mod.... -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
FYI. To fix the version breaking thing, it looks like as long as you reference your DLL by version (not the default OpenResourceSystem.dll) and include your version in your own plugin folder, the versioning issue is fixed. this is what we had to do to get MKS working again with an older ORS