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Everything posted by RoverDude
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Actually a K name makes sense in this case as Karbonite is a compound, and [K/C]arborundum fits in with that. - - - Updated - - - No Karborundum on Kerbin the 'broken ' bit is an ORS thing -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Ahhh ok that's an ART part. Yeah, mine more asteroids -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Patience That goes in a non-Karbonite pack -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Have fun, break stuff -
Download Link: https://github.com/UmbraSpaceIndustries/Karbonite/releases LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
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Thing is... 0g distilling is still in the same boat, just launch it up and wait. Side note - just realized other resources that are non-tweakable are out, becuase that implies the use of extractors and drills. You have limited levers unfortunately. Time is never one of them nor are power costs because these are spammable for (essentially) free. The ones you have left are forced scarcity, forced manual intervention, or cost. So running down those - 0G certainly helps, but I'd still couple that with a VAB-able resource to add the cost lever. Pushing towards Karbonite harvesting once again implies a dependency path, which is precisely what TMarkos is looking to avoid. So if we go with VAB'able, we can combine cost with manual intervention as well as some mechanics with 0g. And I think you may need a second CRP resource to get that cost high enough (both in terms of mass and in terms of funds). i.e. enriched uranium is almost 50 x more expensive than Karbonite.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Bear in mind the new textures and Kontainers aren't out yet -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Some Kontainer work going on -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Are you using FAR or NEAR? No idea, I don't use Goodpseed. And not sure what the question means RE rock? Soon -
Not released yet sorting through these questions so I can release it I like that
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K+ is fairly light on parts right now. I have some other contenders as well. Let me noodle it over.
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Option B. I'll soon be adding to CRP all of the old Squad resources (Propellium, Blutonium, etc.) which gives us more candidate.
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EnrichedUranium is a decent CRP resource we already have. My only skin in the game is to prevent there being a way to get Karborundum that renders mining irrelevant
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That's my understanding as well, although IMO a compromise that makes things less confusing would be to have a very expensive conversion process that uses a resource you can't get on rails through collection (otherwise there's no point, people will just set up collectors in the background and remove the challenge). In that circumstance, K+ just adds an alternate method of acquisition. So now you're down to just tweakable if Karbonite is not present, non-tweakable if it is, with one or more method of acquisition.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
My intention is for this to be part of the base pack and use FireSpitter so people can swap textures (or go super crazy and mix/match) -
Possibly, although on-rails should still work.
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, that would make sense as that is by design. Karbonite is not a superior fuel to LFO, just different (low efficiency high thrust, equally efficient in vac or atmo). -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Awesome work! -
The only rub... is that to harvest around the sun you're looking at altitudes below 2000m (Edit) Where I am going with this... is that if there's variance in your arrival point, you will probably at some point poral into the middle of a star. Solar operations would probably require a beacon further out followed by a rendezvous with the collector station to shuttle the stuff back and forth. So a solar harvesting point is the most dangerous, Eve is hard to get off of, which leaves Eeloo as your most likely mining spot.
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[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Likely by the end of the weekend at the current rate -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Lesse... a slightly larger packrat rover, the cute cockpit, a cargo rack, the tiny RCS block, tiny ducted fan electric props, a tiny RCS tank model (it's done as a pair of tanks) and a structural outrigger. Will need to check my dev folder when I get home, but that's the gist of it. Basically any part that is not a Karbonite-specific one will go in there. It's designed as a stand-alone pack. May build a micro-SAS too (in 0.625m form factor) -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
RoverDude replied to Stevie_D's topic in KSP1 Mod Releases
Beautiful work and congrats! -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Which style? I'll see what I can do That's in the exploration pack (as it's a non-Karbonite bit) - the two packs are being released simultaneously. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The tiny bits will be accross two different mods - K+ for anything that has Karbonite, and the USI Exploration Pack for the other bits