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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
1. Can you get Karbonite on the ground? 2. What planet? What altitude? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Nertea was working on that last I checked so I expect it will come around soon enough -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I have a more advanced mining mod on the roadmap - but no more K resources Karborundum was the last That being said, looking at the Squad resource roadmap that was abandoned and considering bringing some of those in. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope - Shift/Ctrl work fine, but your translation keys work too. Same as having RCS on and using VTOL engines except you have no separate RCS parts - those props have a downward thrust for engines, and both up/down for RCS. Kontainer - new parts Soon - the VTOL electric motor was one of the last parts I felt it needed Works but looks like a banana - that Kontainer in the middle has 9,000 units of Karbonite Bingo It won't fall apart but it does get a bit wobbly. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll just leave this here... (Just under half the thrust of the inline engines, but is tied to the RCS system... handles like a dream) -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Usual deal - make sure you have the absolutely latest Karbonite installed. I recommend KSP-AVC to help with this -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
http://i.imgur.com/xp0wLXN.pngLet me clarify Sun yes, it is atmospheric. Not on the surface of the sun (hence a state of broken). Eve is a bug it looks like. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
True, I'd probably go with the disposable delivery pod myself. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Or do you just skip the SSTO bit and accept that you'll be dumping engines at some point? Figure a full tank or Karborundum is about 1,000,000 funds... I could see a model where a mining operation is set up, a launcher is parachuted down, fueled up in situ with LFO from converted Karbonite, and launched back into orbit. Grab a new lander and supplies on the return trip and you'd have a tidy and profitable mining operation. Either that or move to eeloo and face a whole new set of challenges -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Not sure what you are asking? Karborundum is only on Eve and Eeloo's surfaces. And even then you can only detect the surface stuff at 500m or less from the ground -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Actually - their stats are pretty comparable to the folded electric prop you have in FireSpitter. A hair more thrust and efficiency due to the ducting, but bear in mind that is one LIGHT lander... also note all of the Karbonite fuel tanks and the generators -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Teaser time Yes... those are tiny radial ducted props. And it is tied to both the engine and RCS systems (hence the little tail rotor) Handles like a dream... even I can fly VTOLs now Once balancing is done it's larger cousin will see it's appearance on the honeybadger. - - - Updated - - - Oh yeah... and I deorbited and landed under power with that lander. On Eve. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I anticipate extraordinary creativity -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah the best part is that those micro propfans are rigged to both RCS (at 10% thrust) and regular thrust - so they handle like a dream, just need to see how it goes with FAR next. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
There's a new PackRat coming out that is slightly larger to standardize on a 0.625m form factor. Oh... and check out my sweet Eve survey flyer -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Also - 'Broken' for the scanner is normal on the sun - there is no surface Karbonium. Just flip on the collector and away you go.... within 2000 m that is. And really, better to be around 1800-1900. Just be careful, you will crash by around 1382 give or take. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I have the latest karbonite. fresh install. active texture management, scansat, part catalog, kerbal engineer, hyper edit, select root and floor it are the only other mods I have installed. Very latest Karbonite installed? If you use KSP-AVC it should have warned you -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Do you have the latest Karbonite? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
soon - right after I finish the incredibly awesome thing I am making But it's sooooo worth it! Generator wise, I've found if you spam enough giant solar panels you can get some momentum (I had a pair of gigantors on a probe ) Both KSPI-L and NFT have appropriate nukes - either will work. Partial to all of Nertea's work though myself Node wise... that's on me, was not by design. Can you do me a favor and log a github issue? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
First question Do you have the current version of Karbonite. That's a pretty important one. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You do have Karbonite installed correct? -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope. Tiny one only. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That's purely for detection. Extraction is via the mini drill -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Only two places btw. Eve, and Eeloo. And in both cases you need to be within 500m of the surface. Have fun.