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Everything posted by RoverDude
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[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'm down to part balancing and verifying attachment nodes. All of the plugin code was already released -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Glad you folks like it Working on radial VTOLs tied to the RCS system next. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Parts Catalog for one, also it was WaRi's idea -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep! Switched the name of my resource from Karbonium to Karborundum so the two mods could play nice and have some synergy -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Funny bit, I had nose art in mind when I first made the command pod module (hence the large flat areas) But what HostageTaker has done is so much better than what I would have been able to pull off -
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 License: CC 4.0 Share Alike Non-Commercial Attribution Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I like the idea - can you please log a Github issue for this otherwise I will forget it when I'm playing with FTT next See your PM - I love these And I want to include them with the core pack! -
[WIP] ATC - Alternative Tree Configurator (released)
RoverDude replied to SirJodelstein's topic in KSP1 Mod Development
I like it! Once it can do a custom tree branch let me know and I will help test it out. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Largish. And no reason why not, I'll add it to the issues list. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
The new one uses four, which makes sense. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
So my thought is this.. What if I had a fairly large (think 1.25m diameter, possibly 2.5m diameter) ducted fan that was tied to the RCS system instead of the engine system.... and have it work off of intake atmo. Bonus: you could make flying drones capable of carrying a Kerbal... -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, thinking the latter. Either way I need two RCS systems since I can't have the large RCS module stop working. I have.... ideas. -
Yep, it makes more sense for there to be a specific case TO have it tweakable (i.e. the absence of a drill). Because if it becomes easy to get, it breaks it's scarcity. You know... I have another idea. If the goal is to have ESLD independent (which is good) but also ensure rarity/scarcity of the resource, an in-orbit converter, no matter how inefficient, is going to defeat this. Heck, players will just spam 200 particle collectors and time warp. So how about this mechanic... Have the converter require a secondary ingredient that cannot be mined, but must instead be purchased and launched. Looking at CRP, we have a few. EnrichedUranium being one (just as an example), where massive amounts have to be expended, the DepletedUranium handles the waste mass, and you now have something that can be manufactured for a silly cost (way more than the value of the Karborundum in it's natural state). The net effect is that you can make the stuff but it's expensive and labor intensive, non-warpable, etc. - but it does give you an out. Or, if you have KSPI, you can mine the uranium. Or if you have K+ you can mine the Karborundum. And without the need for an MM config, it prevents any potential issues down the road
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Working on both points for the next release -
I thought someone had some nuke engines that looked very similar to that design - may want to see the model licensing or get with that modder.
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I expect it's a matter of how the controls are set up on the source ship - but I'll look at my thrust transforms and take a look. (EDIT) My current thought is to dump the gimbal entirely and instead add a high-thrust propfan RCS. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Nope that's a whoops - fixed for the next patch Awesome They were designed with this in mind.