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KSP2 Release Notes
Everything posted by RoverDude
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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
test only, yes -
Once they are released and out in the wild for a bit, we can add them in. First to the 'stuff other people use' list, then once they are adopted by a few mod, to the main list. Thanks
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Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
3.75 -> 2.5 adapter plates. I'll either leave them there to look pretty, or drop some docking ports and lights on them. they are also handy for engines. btw - the bit in the back with the fins is a 4x adapter plate so you can comfortably drop four 1.25m engines. The config I play with has Karbonite engines in the 1.25 slots for circularization burns or when I need extra thrust, and poodles with those same adapters for slower maneuvering. -
Umbra Space Industries - (Roadmap and WIPs)
RoverDude replied to RoverDude's topic in KSP1 Mod Development
So I've been playing in Blender.. Here's the first FTT ship (the smallest). Introducing the 'Honeybadger' heavy mining lander. Yes, those are 3.75m parts. No, that is not a clamp-o-tron junior. VTOL engines, modular storage bays, and a three crew high visibility cockpit. Built in nuclear generator, and those little side indentations in the cargo pods are to hold various modules like drills and landing gear (as shown), or optional converters and resource extraction modules. Usual deal, white cylinder version just to see how all of the pieces fit before moving onto texturing and final detailing. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ah, I'll take a look I've been swamped with a few other releases and was hoping to let someone else take the slings and arrows to fix the crew capacity issue -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
RoverDude replied to TaranisElsu's topic in KSP1 Mod Releases
Your issue would not be TAC-LS, you probably are either mixing Pre-release and release versions of MKS/Karbonite, or did not clean out a folder somewhere. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Woot! I have to admit, I lose more testing time because the engines are such fun -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Do you have MKS installed. Do you have Pre-releases installed (Karb or MKS). Did you refrain from deleting the old versions first, because you probably have a duplicate ORS folder. - - - Updated - - - Oh... and do you have that EL->Karbonite mod installed? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok bug then, will take a look. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
First question. Can you mine Karbonite anywhere else? And are you trying to surface mine or particle collect on Eeloo? -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It will in the next pack. We're splitting up the basics with the more advanced stuff so folks can pick and choose. -
[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Oh hi. I updated this. that is all. Go bounce some stuff around, let me know if there are issues. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
RoverDude replied to tgruetzm's topic in KSP1 Mod Releases
This is a nifty mod -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Nope, takes dependencies but has to be at the root to have a separate PartsCatalog icon (WaRi request) -
[WIP] Nert's Dev Thread - Current: various updates
RoverDude replied to Nertea's topic in KSP1 Mod Development
Awesome work as always -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
0.4.1 is out! This is going to break ships as many modules have been changed/deprecated/merged/etc Also the folder structure has changed - core parts have been separated from optional parts. NOTE: If you use MKS or Karbonite, you need to be on the pre-release of these mods as well, since these all share some stuff and are going out in lockstep. -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
Side note - I have all of my extensions outside of ORS (including a new on-rails resource extractor). So for now I just take the hard dependency on your version of ORS. And I'm 100% cool going with that, and may just need the occassional class or variable exposed. This will save you a lot of testing hassle -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
That one honestly is more of a display one and not breaking interoperability. I have all of the KSPI/NFT/etc. resource included here: https://github.com/BobPalmer/CommunityResourcePack/blob/master/GameData/CommunityResourcePack/CommonResources.cfg The map for Aquifer/Water is already included with that pack. That should be the only ORS map we overlap on because NFT does not have, say, uranium mining. So I can include in the CRP any path you'd like for the KSPI maps. I'm dealing with the pain of moving all of the MKS stuff over this weekend (usual gig of people not deleting the old one), but at least it's a one time pain and it makes it easier for folks to share these down the road. That's absolutly not a required step for KSPI as long as I know where the maps are so I can include a copy -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
There's a folder - Karbonite PartsPack or something like that - that includes this. MKS is not required, it's a CRP thing now, Lemme fix that Incorrect see above -
At 20 billion funds, might as well just edit your persistence file or play Science v. Career. Also an easier way to play with asteroids is to either use HyperEdit, or spawn one in the VAB.
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Close, it got moved to the CRP folder, since it's a shared asset. Warnings were issued, so I expect there to be a pre-release here as well. The fun rub (and why this is all a case of yanking the proverbial bandaid off now) is that while there is a mix (current and pre) there will need to either be a mix of mods (current and pre), or one version that supports the upcoming prerelases.
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No worries at all, I shall fiddle with this.