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Everything posted by RoverDude
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Yep, Karborundum is already part of CRP 0.1.0
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Works for me too - I have about 5gb of mods (the entire USI constellation, all of NFT, KSPI, and a host of others). I actually test in x64 because I figure if it works there it works on 32 -
I went with the Karborundum purely because it's derivative off of a real-world thing fit almost exactly with it's properties and it's composition (being carbon based)
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[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
WaRi's concept and models - I just did plugin stuff and help herd cats. Sure, asteroids are parts. Planets are planets. That being said, I built the plugin with the intent of doing planetary storage tanks... very LARGE planetary storage tanks (millions of units, if KSP will handle it). -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Today it is, based on feedback I'm going to split this mod in half so it will have some USI dependencies but not a Karbonite one (see my roadmap flowchart floating around somewhere). Yep (for now) see above Both good points... FTT has it's own issues list on GitHub, if you could log both of these I would appreciate it -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Max red, then start adding B+G - takes you through pink and into white. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Next suggestion - can we adjust the color to make it a lot more bright? -
The Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoid surprising our users by stomping over resources. When mods both define the same resource, bad things can happen for the player. So the CRP pincludes a bunch of resources that modders have agreed to consolidate on. Including ones from Karbonite and MKS/OKS (of course), Universal Storage, KSPI-E, RealFuels, Near Future Technologies, and others. Additional mods are supported where we've decided not to break their stuff, even though they are not (yet) active participants in CRP (kinda like santa claus handing out gifts). Examples include EL (for RocketParts), and TAC-LS (for life support stuff). If this goal is achieved, even for the few dozen resources we already have listed, I'm be thrilled, since being nice is a lot more beneficial than randomly stomping on things. So if you're sold, head on down to the bottom of this post for links and goodness. If you are not sold, read on. "I am sad! you're trying to control my stuff!" Not really. I just don't want to break your stuff, and I hope you don't want to break mine. All of this is totally optional, if you don't wish to participate, then peace out and rock on. "There's no way this will ever work, people can't agree!" I dunno, I have enough already agreeing that I am pretty darn happy. Given the current level of adoption and cooperation, I think we've landed in an excellent place. "But I don't want you mixing space cows in my ultra-realistic electrolysis sim!" Then don't use space cows. But maybe someone wants to have a nuclear-powered space cow RTG or something. In which case, you probably don't want them breaking your electrolysis sim. "But... you can't mix space cows and Plutonium-239!" Sure you can. Maybe you don't want to in your mod, or in the mods you select for your own save game, but people are going to do all kinds of crazy stuff. And I expect you'd prefer it if your Plutonium-239 to not suddenly triple in mass mid-flight because SuPaKerBaL9000 modified the AAA_SpaceCows mod you downloaded for your kid's save to triple the mass of Plutonium-239. "What about disparities in resource density and atmospheric pressure, or gas compression?!" Here's reality. Most of us just want to play a game. Hence, CRP has no opinion on units, compression, cost, densities, etc. - that's up to the mod creators. And if something is good enough to be adopted by a couple of mods, then it's good enough to join the club. In the end, this is curated. But the only considerations on the table are ensuring stuff plays well in our space lego game together, not in nitpicking physics or chemistry, and most certainly not in dictating how stuff should be measured. "But what if I want my own resources?!" Go for it. CRP does not dictate what resources your mod has or how you use them, just that you don't create ones that conflict with ones already there in CRP. "But this is more work for me! I am sad!" Actually less. Just include a dependency like you would Firespitter or any other similar mod. Shop for resources. Done. But hey, if you'd rather have SuPaKerBal9000 wreck your mod, rock on. "I'm still sad! I won't use this!" Ok that's fine too - peace out "Ok I'm sold.. how do I use this thing in my mod?" Since CRP is based on the stock resource system, it's super lightweight! Include the CommunityResourcePack folder with your mod, and you're done. And please don't modify any of the configs you download either, as that kinda defeats the entire purpose, and is downright mean Lastly, don't supersede CRP resources with your own definitions for any of the included resources - that's almost as bad as modifying them. The whole point of the club is that we all play nice. If you want in the club, awesome! But please don't join the club just to trash the clubhouse Mods that bundle CRP MKS/OKS Near Future Technologies Karbonite Asteroid Recycling Technologies Freight Transportation Technologies NearFuels RealFuels KSPI-E DangIt! Mods that are CRP Compliant (Mods that are known to play well in the sandbox together) Universal Storage TAC Life Support Download Link https://github.com/UmbraSpaceIndustries/CommunityResourcePack/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Umbra Space Industries, USI, CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
0.4.3 is up Fixed the mass driver, updated the USI_Converter. If you use Karbonite and MKS, wait till their updates finish up before grabbing all of these at once (they are all on dropbox but uploading as we speak, and also doing the Github publishes) -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That bit is there(we don't actually use it) to keep KSPI from crashing Short version... we do trickery to make this work in ways a normal intake should not Ignore the man behind the curtain and all that jazz -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
No worries - everyone caught me on a bad day. There's some fresh notes in the MKS thread on the log hub, I need to do a video now that Cyrik has the bees out of it, It's because this is more of a WaRi project than a USI one Also it helps PartCatalog. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep just tack it onto that FSTextureSwitch config and go to town -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No worries at all and thanks As long as folks are clear this will be a lot slower than the stuff I normally crank out, and I'll likely mess it up -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yup, agree. Which is why I'm pretty passionate about open licensing. None of us are making a living off of this, and none of us will ever be able to monetize KSP plugins (unless we're lucky enough to get picked up by Squad). And all of us, at some point, will be doing other stuff. It's reality. There is no harm in open licensing. I occasionally hear people harp about 'vision'. My stuff has a clear vision, but if someone came along tomorrow and forked and made a better vision, I'd either roll it back in and expand on it, or let them go forth and rock on. Either way, open is good. And when I can avoid reinventing the wheel, even better -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
ATM not help? -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'll try to PM him. Again, this is one of those things where I don't want to 'muscle in', but if anything the past month has shown us a couple of things. First... closed licensing sucks. Let's look at three situations... KSPI (open licensed) was forked and improved without a hitch. For Kethane, the community was able to build a replacement in two weeks. And we have KAS as the last one where, thanks to restrictive licensing, the community is going to have to do another rebuild. The commonality is that bad licensing causes us pain, and open licensing lets the community collectively pick up the torch. There will absolutely be a day when I am sick of rocket legos and move on. Or I get hit by a bus. In either case, I sleep very well at night knowing that all of the stuff I made can continue to be maintained and used in my absence. Second. The community is awesome, and in the end, will absolutely code and model our way around any obstructions to innovation. My very very strong preference is to not have KAS end up in the proverbial dust bin because of it's current (restrictive) nature. But I have no hesitation in going down that path, and expect that anything I tossed out there would have folks a lot smarter than me jumping in to extend and patch any holes. -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Oh... here's a roadmap. -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
If you have a config tweak let me know, I could use it. Working title is GrabbyStuff. My VERY strong preference would be for KospY to reclaim it (the whole transfer of copyright thing is bogus without paperwork, and downright shady), and release it under an open license. If models are an issue, I will happily donate new models (and expect a dozen better modelers would jump at the chance). So in the long haul, one way or the other, we'll have an open and free way of attaching stuff without... 'entanglements'. Again, my preference is for the current restrictive licensing of KAS to be removed so the community can innovate. Barring that, an alternative will be developed.