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Everything posted by RoverDude
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep That's a KSP node thing. Attach the center node first then the rest light up - you get used to it, has to do with the whole tree of parts thingie. Maybe. No offense taken There should not be - it's a very symmetric part. Would need to see the ship, odds are it's a fuel balance issue. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
One is a Karbonite issue, the othe I need to look at -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
harvesting is very inefficient - way less than 1%. The mass driver engine is actually pretty balanced. It's heavy, with a lower thrust but higher ISP than the nuke, with the negative of needing EC plus a weird resource. Yes, it's a direct 1:1 from mass to rock. -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
This one is actually pretty light -
Download Link: https://github.com/UmbraSpaceIndustries/ART/releases Background: What's more awesome than asteroids? Asteroids you can put stuff in! Asteroid Recycling Technologies (ART) allows you to remove asteroid mass and attach multiple reconfigurable storage tanks to the asteroid's surface. ART is a collaboration between myself (plugin code, configs, and Unity), and WaRi (modeling and textures). How it works: First, Attach (via the same mechanism as the ARM Claw) a mass extractor to the surface of the asteroid. This device (aka the Jaw) uses a high powered laser to vaporize asteroid mass, transforming it into rock (a new resource) and prepare the interior space for use. Next, attach one of several reconfigurable storage tank hatches to the asteroid. Each of these contains a specific resource (LiquidFuel, Oxidizer, XenonGas and Karbonite are included, mod creators and players are encouraged to create more!). These begin with zero capacity, but can be inflated once attached to the asteroid and take advantage of the space created by the Jaw. Better yet, these storage tanks can be reconfigured on the fly based on your needs - need more Karbonite space and less XenonGas space? no problem - just compress and expand the different tanks. There's even an option to bleed off the contents if you need to make room for something else. What do I do with all of this rock?! You can bleed it off - just select 'Vent Rock' on your asteroid's right click menu to toss some out into space. Or, use one of our handy low-yeild extractors (ones for Karbonite, Minerals/Water, and Substrate/Ore come with the release) to transform rock into useable stuff. Example: Using the Jaw, a player can create available space of, say, 50,000 units. They could then attach tanks for Karbonite, Liquid Fuel, and Oxidizer, and distribute that 50K capacity among all three, and change it as needed (i.e. reduce Karbonite space and expand LFO space during conversion, etc.) There's some extra stuff too! Lastly, there are two new parts for other rocky goodness: a nifty mass driver engine that runs off of Rock, as well as an accompanying storage tank. These are similar to ion drives, but with much higher thrust at the expense of ISP (so they sit somewhere between the nuke and the ion drive). I'm still lost... can you make an awesome video or something? Ask and ye shall receive. License and stuff License is All Rights Reserved. But if you wish to use some code or a model, etc. toss me a line! In the event of my absence from the official KSP forums for 120 days or more, the license will revert to CC 4.0 BY SA NC. Uses the FireSpitter plugin by Snjo What's next: Habitable modules that let you turn your asteroid into an ant colony. More complex high-yield mining technologies, and integration with Freight Transportation Technologies (FTTP) ChangeLog 0.6.0 - 2014.12.16 [LIST] [*]KSP 0.90 Comatibility [*]Converted most parts to Regolith [*]Boosted Jaw efficiency by tenfold [*]Fuel hatches and the Jaw must be directly attached to an asteroid to function [*]Deprecated ORSX [*]Updated DLLs - including TEMPORARY FireSpitter patch for 0.90 [*]CTT Integration. Mass driver and rock tank are under Resource Utilization, with the balance of the parts under Off-World mining. [/LIST] 0.5.4 - 2014.11.01 [LIST] [*]Cleaned up resources [*]Moved out some dead code [*]Converted all TGAs to PNGs [*]Updated USI Tools/ORSX/ModuleManager [*]Moved to full version of CRP [*]Moved rock to the CRP as it will be multi-mod [*]Updated FireSpitter DLL [/LIST] 0.5.3 - 2014.10.10 Fixed name for Crew Hatch, added DRE config 0.5.2 - 2014.10.07 [LIST] [*]KSP 0.25 Compatability [*]Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves). [*]Crew Hatch automatically expels Kerbals in the event of disconnection [*]CRP and USI DLL refresh [/LIST] 0.5.1 - 2014.09.28 [LIST] [*]ATM configs [*]DRE support [*]MFT support [*]Added FireSpitter version file [*]Updated to ORSX [*]Updated Module Manager [*]Updated USI Tools [*]Increased JAW laser strength and energy usage [*]Fuel hatches now have a top node so they can be stacked for delivery [*]Updated CRP resources [/LIST] 0.4.5 - 2014.09.12 [LIST] [*]Updated KSP-AVC info [*]Updated FireSpitter plugin [*]Updated USI DLLs [/LIST] 0.4.4 - 2014.09.02 [LIST] [*]Fixed resource issue that caused a Karbonite conflict with cost and flow type (yay for shooting myself in the foot) [*]Updated version info [*]Updated DLL dependencies [/LIST] 0.4.3 [LIST] [*]Updated USI_Converter [*]KSP AVC Support [*]Fixed missing transform on mass driver [/LIST] 0.4.2 [LIST] [*]Final configuration updates and licensing [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Split parts into two packs - ART and ART_PartPack [*]RCS and 2.5m Mass Drivers are deprecated, RCS is coming back with a new model. [*]Hollowing potential jumped up to 75% of mass. [*]Simplified the converters at the expense of efficiency - now go straight from rock to resources. Ratio is approximately 1000:1 to account for conservation of mass (asteroids are fluffy), and to leave breathing room for mining specialization. [*]The probe now gives science. Analysis results are non-game impacting for now, but there to support the next expansion. [*]Some FX adjustments [/LIST] 0.4.0 RELEASE CANDIDATE [LIST] [*]Mass drivers in 1.25/2.5 form factors along with a high-thrust RCS version. Yes, you can fly asteroids around. No, they have no more gimbals. Oh.. and the fade of the emmissive is prettier. [*]The probe now requires direct activation to perform it's analysis. IT also shows analysis results (so does the asteroid). [*]Turns out asteroids are very fluffy... conversion rates and hollowed out volume adjusted accordingly. [*]A new part - Intermediary Separation Module - handles the separation of rock into the specialized types. It will attempt to do this when it sees you have a lot of rock. It also handles Rock=>RockDust conversion. [*]Fixed the whole 'probe zooming in the VAB' thing [*]Mass should now remain constant (until conversions start expelling waste). [/LIST]
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Already built in but didn't have them for launch. I need to fiddle with them because I want them to be emmissive (glow in the dark). Luckily I just reused a couple of CRP resources But yes I can run down some little tanks for them - bear in mind you will get about three years of operation before refueling. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
If the props won't spin it's probably a FireSpitter issue - make sure you either have the latest FireSpitter, or if you do not use FireSpitter, include the DLL I packaged with FTT Maybe -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Concentrations are planetary crust only - oceanic and atmospheric are absolute. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Just delete the USI folder and re-install the mods you want - they are all on DropBox. Because from listening to that post it sounds a bit manual, which means odds are something residual is there. Or you have a conflict. In any case, I have such little info on this that neither I nor the other folks can really help you... i.e. no info on KSP version, operating system, log files, screenshots, anything... Thanks -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
There's a different set of configs for SCANSat. No they are static. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Of course -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I did not package it together because Karbonite is a 40mb download And given that most folks who follow my stuff already have Karbonite for various reasons, it makes it a bit easier on the download. If your space center is in technicolor, it has nothing to do with this mod. Drop stuff in GameData as always for any of the mods. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yep, that pretty much captures it in a nutshell Make sure your COM and your COT are balanced - it's finicky (like all VTOLs). But if I have a chance I'll make some crafts As noted, It is not so much flown as thrown at the sky in disgust. But it's downright beautiful on Duna. Have not tried Laythe yet. Pure love! Thanks Oh... there's another mod being released tomorrow. Just finished making the video. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
By design - it does dynamic power generation which is very efficient. You have duplicate ORS planetary resource definitions in your GameData somewhere - either an old MKS OKS version or the EL-> Karbonite mod or an old Karbonite version. Folks are free to make whatever they will like, but any Kethane related stuff will never be part of the core mod due to licensing reasons, support reasons (Kethane's author is MIA and licensing prevents a torch-transfer), etc. It's more a case of tradeoffs. Karbonite engines are high thrust low efficiency engines, and prone to overheat. So if anything, I'd see them as a peer to LFO with different characteristics. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
This is really awesome work btw. Really glad to see someone taking this on. Next request - is there an option to adjust sensitivity? -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yes, just drop this exactly where it asks to go. Bear in mind this is phase 1 And there may yet be tweaks Do you both have Karbonite installed? And by that I mean the latest version? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
First off... everything is in there for a reason Karbonite is maybe 40mb including ORS. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Yeah I'd just have to carefully gut/copy a few things so it works for both... also it will get really weird with phase 2 -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Use the Karbonite ones The joy of building a constellation of mods - - - Updated - - - One more major package and my constellation is done Side note - what are you using for the see-through cockpits you have? -
We're chatting If anything, since FTT does not have Karbonium tied as a resource yet, I will just switch FTT to Karborundum once we agree on the details (and we're 99% there anyway). Sharing is good, playing nice is better
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[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Side note - bear in mind this is phase 1. The rest of the mod will rely heavily on Karbonite and some other mods in my constellation for the more advanced features like asteroid mining, etc. The reactor uses the same generator as Karbonite, and it also reuses some of the sound assets to save on space. If there's an overwhelming desire to have this WITHOUT Karbonite, I can do it as a parts pack and bundle some DLLs/sound files. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Do you have Karbonite installed? - - - Updated - - - Actually, some of the engines reuse Karbonite assets (probably why I see an error above). So yes, Karbonite is required. -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
That would be my Packrat rover - link in my sig -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Thanks - let me know if anything breaks Figured I would get the pre out there so folks could play Also added the download link -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Stuff being worked: IVA Remaining normal maps Lights for the control module Phase 2 of FTT will be focused on asteroid mining (dependent on getting ART out the door) and will also introduce a new and very hard to get resource for mining, exploitation, and profit.