-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
New experience or old one? Mods? Log file? Version of Karbonite? Anything in the debug window? Does this experience happen on a clean install with just the core Karbonite package? TIA -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
RoverDude replied to nli2work's topic in KSP1 Mod Development
Question - what are you using for the glass pods to make the Kerbals appear outside of IVA? -
Nope, no bugs/etc. but all of the Kethane support was explicitly removed (so no MKS resources in the Kethane overlays, etc.) and it's not supported when folks have questions. I know some folks used both side by side (i.e. MKS with EL), but I expect with the introduction of at least two different EL->Karbonite conversions that will eventually go away as well.
-
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Oh I plan on having some very entertaining videos soon enough... -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Oh, I use both of those mods. In the case of FAR, it's fairly easy.. this simply has no aerodynamics. It's pretty much power up and power through to avoid crashing (especially given it's sheer size and weight). I'll see how it behaves with DRE -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I made stuff. Still need to finish engine and command pod textures, but rest is done enough for a first release. Also have one more part to add. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
RoverDude replied to Arsonide's topic in KSP1 Mod Releases
psst... any odds that we can collaborate on some MKS/OKS missions? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
YAY! And the little accordion pump animates beautifully -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yes, there should be a karbonite tank in the same stack as the extractor - give it a whirl! -
Finding mods for bases, toroids,a nd the blimp
RoverDude replied to colin_in_space's topic in KSP1 Mods Discussions
Side note, the pre-release of MKS/OKS operates out of the box without TAC installed and preserves the remaining mechanics if you're so inclined. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
These are the kinds of posts I like -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'd say the freighter mod is pretty much set RE look and feel as I'm partway through the parts (Doing texturing on the smallest/first ship now), the science mod I have some very clear ideas, but no artwork yet (but probably similar to the MKS style - very scrappy, retro). I have some pretty specific plans for the science mod but want to work through the mechanics - but it will be exclusively 0.625m parts (and lots of them) with a combination of inline and top-node parts/ -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Define refillable? They are basically little inflatable spaceships The container is to toss in whatever extra goodies you want... snacks, solar panels, whatever -
There are only two rules. 1. Don't break ORS. When you do, things are unleashed and children are eaten. 2. Don't make a different definition for FluffyUnicorns, and don't make UnicornProducts, FurryUnicorns, and NotScratchyUnicorns if these all mean the same thing. If you use the same definition of FluffyUnicorns that we do, you can share our cookies. If you don't, we'll be sad. If you try to redistribute a modified version of FluffyUnicorns in the CRP folder, we'll give you a really stern look and shame you.
-
By definition public pressure should require no programming. If we ever feel we have to code in a way that pushes folks to do what we feel is right, versus letting the community come to their own conclusions and opt-in of their own free will, then we're probably peddling a bad bill of goods. Even if we wished to go to the dark side and swap out coaxing for programmatic changes to the way resources work, or intruding into the user experience, there is no real way to do that without having a negative impact on the people who have no desire to be a part of our club, or our cookies. And from a modder's perspective, there should be no additional workflow. If anything, using CRP means you have to deal with less stuff as you already have a nice resource set to play with (and we don't advocate any specific interactions).
-
There are a few ways to make it less likely to get stomped, but at the end of the day I think public pressure is always superior to control in these things. For the other requests - Mods that use these, available resources, etc. - those are already in the Google doc CRP is not about control, or enforcement of will. Any mod that tries to do that will fail. It's more about 'let's not break stuff, come hang out with us we have cookies'. In our community, we'll get a lot further with the latter approach.
-
[WIP] Nert's Dev Thread - Current: various updates
RoverDude replied to Nertea's topic in KSP1 Mod Development
I like it! That's a 1.25m correct? Did you have a 2.5->2.5 command pod? The current landing can is horrible looking -
Resources and how could they be more interesting ?
RoverDude replied to Justin Kerbice's topic in KSP1 Mods Discussions
So given this is toggleable, etc. how does this vary from what we have today? Well, other than having tanks start empty... Meaning, if I just decide to impose a hard mode where I manually fill up my tanks (already doable), what has actually changed from a gameplay standpoint? i.e. what element are we adding here? What mechanic is missing? What makes this more/less 'fun'? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That sounds suitably epic! And the EPL/Karbonite mod looks good from what I have seen/heard Nifty, granted these will be optional bits, but yep I can see that -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sadly I spend more time playing with it than texturing it -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Crosspost from Karbonite thread... The Honeybadger in action (only have a few of the textured done, but yes... it's big and yellow). Also my VTOL skills are HORRIBLE. (edit) was watching the video and realized that despite the crash, all I lost were a pair of poodle engines and some cargo pods... could still take off and fly away if I was so inclined. And my save is littered with VTOL wreckage... -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Oh, for context that was more of a MKS/OKS thing. The topics tend to bleed over. Core Karbonite is just about harvesting... it's the bits people build around it that make it awesome. Like... this video where I prove my horrible VTOL skills testing out the WIP mockup of a Honeybadger mining lander...