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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. If anyone wants to play around with the wheel config and make it more grippy, feel free to post it here
  2. Awesome, glad you're enjoying it. I assume that for every person PM'ing me saying 'y u do dis?' I have a dozen satisfied players out building stuff....
  3. Sweet! FYI for MKS/Karbonite users, I will be recompiling shortly to reference 0.1.2 - but in the interim please do not delete the 0.1.1 version of ORS otherwise sadness ensues Assuming that ORS actually works as intended
  4. Ok found the issue - somehow a bad model (one missing a transform) made it into the release. Assume the mass driver is full of bees till the next patch.
  5. Karbonite. Goes back to the whole 'don't bundle Karbonite' thing - I leverage that particular part.
  6. One of the inspirations. I kinda need Karbonite for the rest of what this thing does in future releases. If I get punchy I might tweak that in a way that does not break it (technically it's less Karbonite and more you need the USI_Converter, but that's not out as a separate package yet). Poll up top It's actually the same as stacking ten of the FireSpitter electric helicopter rotors.. A bit less thrust, a bit more power consumption, a bit less mass.
  7. Thank you so much for making me feel good about making mods and I apologize for inflicting ugliness. First. Engines are atmo only. Second. Radially attach those to a truss instead. They actually fit precisely inside of a 2.5m fairing, and are also surface attachable for other systems. Lastly, NFI if Mechjeb will even know what to do with this anyway, but yeah atmo is likely the issue.
  8. It will not work in an atmosphere. Yes, ART. And now for this whole batch. I will honestly say that this is the first time (others have come close) that I have regretted giving you guys stuff. But hey, here are some answers. Because then you have this fun loop. What if someone is short a converter or can't use that type? Well, then you net even less stuff and people yell because they can't store some rock and squeak out just the Karbonite or whatever later and don't get why a rock can't remember what was already taken out. And they gripe because I vent out something because they don't have space for it, or gripe because I stop the conversion process, or gripe because tanks suddenly fill with stuff they did not expect, or gripe because it's too complex. So you get a very simple abstraction. Displeased with it? MM to your heart's content - it's meant to be extended. That's pretty much the point. I gave you folks something v. nothing - the resources are an added benefit not core, and I already have people on both ends griping that it's either too much or too little. That's not this mod's main purpose. It's not like you have giant rocks made out of fuel. The justification is that now, with a largish asteroid, I have a MASSIVE storage tank for other stuff. And it's a springboard for more efficient mining. The stuff in this is just a byproduct. But if you want to turn the rock into pure Karbonite or FluffyUnicorns, go for it. You're kinda missing the mod's primary purpose, which is for storage, and a place to get rock. Capture one, and you have a giant self-fueling ship with the mass drivers, and can use the empty husk for storing whatever you want down the road. Take this very useful scenario: Go to Minmus. Harvest rare commodities. Stuff them in an asteroid you picked up using nothing but mass driver engines and solar power. Deorbit into Kerbin for a pinata worth a massive amount of funds. Use a series of asteroids for the storage space for your space station. Whatever. In otherwords, get creative.
  9. Because it precludes all other plans that are in store for rock. Rock is a tier-0 resource, Ore, Substrate, Minerals, Water, Karbonite are all tier 1. But folks are free to MM whatever they want
  10. I'll look at it... right after I scratch an itch and start up on a new mod that lets you.. um... grab things. And then stick them to other things. Because I like things with open licenses.
  11. That feature is there, but being moved to FTT to keep core ATM nice and light
  12. Because then you'd have asteroids with a 100% harvest potential for ore. Which would not be realistic.
  13. Aha... oh yeah for the love of god don't use the roll cage if you have Kerbals in the back seat.
  14. Not been my experience tbh but I'll check the collider. It is not the same as the model's footprint.
  15. This one is using the 'shoot magnetized stuff out of a nozzle' approach. The red glow is the friction of the rock bits colliding.
  16. Maybe, but very very low on the list. Part of FTT is the color, just as MKS is known for the bright red caps on the modules. One thought I had was to make a slightly offset outrigger that did one half at a time, but I'll have to play with it.
  17. On the books It's a real thing... Rock qualifies as 'almost any matter' http://en.wikipedia.org/wiki/Mass_driver And it would be the other way around... substrate->Rock
  18. Upcoming rock-powered RCS modules will help in that regard (part of FTT) - - - Updated - - - There is. And a matching engine. Correct - we did a forum poll for the name
  19. Sounds good - Were there any other resources you deprecated so I can take them off the CRP list?
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