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Everything posted by RoverDude
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Download Here: https://github.com/UmbraSpaceIndustries/FTT/releases Introducing Freight Transportation Technologies! A series of modular parts for all of your hauling, mining, and exploration needs! Phase 1 introduces the 'Honeybadger' freighter - a 3.75m form factor craft ideal for mining operations or light hauling/tug duties. Usual deal, this is a pre-release, so there are still some minor texturing adjustments being made, as well as proper tech tree integration. And a video for those that have not yet seen it! 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 This package redistributes FireSpitter This package redistribures Module Manager Changelog: 0.3.0 - 2014.12.16 [LIST] KSP 0.90 compatibility [*]Converted over to Regolith for all generators [*]Updated Honeybadger reactor - now larger and with radiators [*]Added Metal, Chemical, Polymer, and RocketParts Kontainers [*]Converted nukes to be LH2 only, and tweaked ISP/cost to be comparable to stock nukes [*]Adjusted LH2 volume in spherical tanks [*]Tweaked down the large toroidal SAS, made both StarLifter SAS modules scale linearly with stock [*]Tweaked the reactors - especially price - to be inline with NFT [*]CTT Integration [*]The Honeybadger parts are under Gigantic Rocketry [*]The StarLifter parts are under Colossal Rocketry [*]Nuclear engines are under High-Efficiency Nuclear Propulsion [*]Nuclear reactors are under Large-Scale Nuclear Power [*]All ducted fan engines are under Experimental Aircraft Engines [/LIST] 0.2.4 - 2014.11.01 [LIST] [*]Adjusted directory structure to help with package management [*]Converted TGA->PNG [*]Full CRP [*]ORSX/USI Tools Refresh [*]Adjusted cost for several modules [*]Added new 5x5 adapter (one 5m -> 4x5m) [*]New toroidal 5m SAS [*]Tweaked ISP of the nuclear engines [/LIST] 0.2.3 - 2014.10.17 [LIST] [*]Replaced TGA with PNG [*]Updated tech level of some HoneyBadger parts [*]Updated HoneyBadger descriptions [*]Introduced all parts for the StarLifter - a 0.25m freighter [*]Structural parts [*]5m Command Pod [*]2.5m and 3.75m nuclear engines [*]5m reactor [*]5m SAS [*]5m Karborundum and LiquidHydrogen tanks [*]10m LiquidHydrogen tank [*]Cargo racks and adapters [*]Larger Kontainers [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Removed LqdHelium from reactor [*]ORSX/CRP/USI DLL refresh [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Removed RCS reference from the inline fan, fixed intake issue [*]USI/ORSX/CRP refreshes [*]Added new radial outrigger - no more weird fuel issues. The dual outrigger is now considered legacy [*]DRE support [*]ATM support [*]Ducted fan tweaks - note that the radial fans changed position so this will affect ships in flight! [*]Hover mode and an attachment node for the radial ducted fans! [*]Added FireSpitter version file [*]Fixed transform location issue with ducted fan engines [*]Switched to latest CRP/ORSX [*]Latest USI DLLs [/LIST] 0.1.3 - 2014.09.02 [LIST] [*]Multi-colored honeybadgers thanks to HostageTaker who gave us a bunch of new textures. You can color your ship in yellow, gray, orange, or brown. Note some bits have more than one coloration choice, and some are for contents only. [*]Engine tweaks - power requirements are up, props now spin in the right direction [*]Two new ducted fan engines - a radial one with similar characteristics as the inline one we already have, and it's new smaller cousin (smaller than FTT's, larger than Exp Pack's). These all have RCS capabilities, but these are not exactly nimble ships [*]Kontainers - Kerbal-style cargo containers for hauling around raw goods. They fit snugly inside of the bay of a Honeybadger, and are perfect for use with a KAS and IR crane [*]Added CRP integration for resources (config only not maps) [*]Updated to latest USI tool DLLs [/LIST] 0.1.2 - 2014.09.02 [LIST] [*]KSP-AVC integration [*]No longer dependent on Karbonite [*]Updated the propfan - better thrust, huge power consumption increase, slight gimbal, slight mass increase [*]CLS integration [*]Tech tree update [*]Updated engine cowling nodes to not include duplicates. Should not break stuff, but hilarity may ensue. [/LIST]
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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
Make a new craft, things got broke a bit. Probe is being moved to the more advanced mining pack -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Karbonum = much better engine fuel, possibly other uses (talking to another modder at the moment). And so far, Eve SSTO has been a bear - it will likely be Karbonium engines that do it. Things that cause this: Bad version of ORS (most common), sometimes also TextureReplacer and ATM. What KSP version? Do you use KSPI? Do you use SCANSat? Do you use ATM or TR? That'sa good one.... it's bundled with CRP, so if you just need the resource, probably the easiest thing to do is to just take the CRP config (It works just fine without all of the ORS maps and is kinda the intent - i.e. one config file in a folder like Firespitter), just because there is no DLL to use That being said, if you need to use the intake code that comes with a DLL, you could grab either Karbonite (which includes some ORS extensions), or KSPI - but it would have to be an experimental version. -
[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
IVA eventually - I suck at them. Oh... here's a video. I still suck at VTOLs too. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Quick testing stuff! Can we have the overlay off by default? Also - for whatever reason I got like... repeated overlays on Duna. It may be because I was using hyperedit? I basically had... very red, and a bit more red as my two choices -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Oh no worries - my tone may have been misinterpereted. it was less 'You must be crazy to want X' and more 'I'm really curious why you want X, because when I ask a lot of questions I figure out what users are really looking for, and what the actual problem space is' -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok good deal - thanks! -
[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yes, just finishing two parts, and yes it already does use NFT-compatible nuclear reactors. They are needed to power the VTOL prop engines. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Fair enough, but if you already have SCANSat for item 2... why would you use this? For 3... it should IMO be tied to a partmodule at least. For item 1 I can go either way, as ORS != Kethane... and let's be honest, most of us who do use SCANSat just go into a polar orbit and warp forward for about ten seconds to get the whole map anyway -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
heh, well given the guy already helps out with MKS and literally just started this, I doubt it will be abandoned Personally, I think it's worlds better than the default ORS orange globes. And would rather see something get out there that's an incremental improvement than than nothing at all. Can always iterate, etc. but IMO I would not want that hard dependency on SCANSat - an ORS replacement for the hotspot map is still worlds ahead of where that mod is now, and grants an instant benefit. And if it's only dependency is ORS, I'll bundle it with Karbonite in a heartbeat. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Yeah... that seems more like a SCANSat thing, and one hell of a dependency. and tbh, I'd rather see resources superimposed over the actual high-res globe -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
May have been a breaking change - can you try a new save and see if it persists? -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
So someone educate me... what would be the value of having SCANSat over this, since it is pretty much the same data anyway? -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
heh, I concur on a lot if it's bits FYI (And think I mentioned it before), I'll just keep taking a dependency on yours since at this point I can do all of my mods via extension of ORS. But if you ever decide to split these apart and want to focus on KSPI, the offer to handle the fork stands - otherwise, keep on keeping on -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
RoverDude replied to Cyrik's topic in KSP1 Mod Development
Very nice, I'll do some playing with this. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
@Geschosskopf Read all of the posts, totally get the POV To put it another way... Core Karbonite stays core Karbonite (that's the intent). But it's also by nature super extensible, so the discussion is basically around what the next mod would look like. To put the pieces together, I'm adding a second resource with FTT since it's a mining/hauling type mod, and when coupled with the exploration mod Packrat is part of (not to be confused with the absolutely adorable parts nli2work has on the table), covers the two extremes - very large parts, and very small ones. And in those two areas, there's some space for some interesting and new mechanics. So kinda like how MKS takes advantage of Karbonite, but Karbonite does not force you to build MKS bases, FTT (and the follow up mod) are similar. Take the base piece and let's extend it in some interesting ways that may be better suited to alternate playstyles. Hope that alleviates concerns and makes sense in context - - - Updated - - - Should be a pretty easy config change to make this happen -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
@nli2work - what about our surface-only detector? That's the missing piece it looks like we need, esp. since I want to go with a resource only detectable on the surface. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I concur.. I think I wull use both of them I *think* if we use linear vs logorithmic then we can get true zero. But it is not as pretty visually. But if we're saying Karbonium (the working resource I have in FTT) is super rare anyway and not scannable, then we're golden That's actually not a bad general tweak for ORS anyway - some kind of configurable threshold value. Yep, there was/still is. I need to see how dynamic maps in ORS play out and how they are loaded in. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
!!!!! I love these! -
[WIP] Freight Transportation Technologies (Mine/Haul/Fly)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Just saw them! Very nifty. Not quite the aesthetic I'm aiming for, but very pretty none the less. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Not that I am aware of - someone did a MFT piece that's included but not procedural