-
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
Correct, there was probably already the pull request somewhere -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No debate, that would be one killer feature. But it would be one for the ScanSat guys to do (or at least provide the API for that I could reach into) -
Yep, so things are going to be very interesting for a while. Which means you probably want to have two versions for a bit. I anticipate the MKS pre-release lasting a week or two, based on how fast I get feedback.
-
Yup. this is why you have to chew through a lot of ore to the the metal out (conservation of mass and all that jazz). Otherwise, weirdness happens. But that assumes you're using 5L units like EL and most of MKS (TAC is 1L units). So it's a combination of density and volume. i.e. 0.001 would be fine if he were, say, doing precious metals in much smaller units (and you're likely talking sub-liter when you do the math). So a small tank would hold a ton of the stuff - probably 100 times as much based on gold's density, but conservatively at least to the tune of 30 or so, to handle conservation of mass and mod compatibility. It could also be this is some super light and fluffy but rare metal, as this is an abstract resource. But converters in the mix still have COM concerns.
-
Be careful or we'll fall into a recursive wormhole of discussions Suffice it to say that as of now we're all in violent agreement. The new MKS pre-release goes out this weekend, and is the last bit that I wanted in play before pushing this out as a 'thing'. After that it should be relatively smooth sailing.
-
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok so to paraphrase the last few posts... the sticky point is that once we find a spot we like in SCANSat, it's a challenge to translate that spot to the map for landing. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Aweesome, so here's a follow up. How would you feel if, in map mode, you got the entire map at once (as that's how the ORS hotspot code works)? Does this make you sad? I say this because the two mods (Kethane and Karbonite) are so fundamentally different that trying to make one become the other is just asking to take on a giant pain ball. -
But I think you're missing the point... CRP follows both of them (or all of them, take your pick), and there is no conflict. Water is measured in 1L units. Metal is in 5L units. Both are in CRP, and there's harmony. Stuff works. I think an earlier poster said it best... people just want to play a game. They really don't care about densities and such as log as they are consistent. This is why I don't even bother trying to tell people to follow one model or the other. Don't break stuff (that's easy) and if you want in the club, don't change something someone else already did.
-
Kerbal Stuff, an open-source Space Port replacement
RoverDude replied to SirCmpwn's topic in KSP1 Mods Discussions
I was just going to ditch this thread, but figured I'd poke in one more time I apologize if my initial comment rubbed folks the wrong way. I generally do try to be friendly, and was frustrated that I could not edit a setting (oh - and password reset does not work on IE9, had to swap to Chrome), and had no way to turn off getting them in the future (and yes, I get a TON of emails in general so I do actively take advantage of unsubscribe links). And given that this is a beta, figured that's something the author probably would like to know. It's not the point of said email, it's more of being surprised and no way of preventing that surprise in the future. And again, my apologies if that came off as a flame. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Let me know if that solves the issue, and yes that's possible they just need a fairing. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok and that's the bit I was looking for... it's the navigation aspect. Always possible, just a matter of effort (hence the question). So to dig into both this question and the previous one... What is the benefit of viewing your overlay and PPM wrapped onto a sphere instead of on a projected planetary map? I have thoughts, but want to hear yours. Actually, I do hear a lot about how unlimited resources hurt gameplay... but you still have to get there and back. I would say that yeah, if someone wanted to they could warp several days on the launchpad to get a few thousand funds... but the at that point just edit the config An ORS toggle already exists on the part -no need to change that bit. I'll post some stuff later, but at the moment I am having some shader challeneges to deal with Interesting, good feedback and good to know. -
In a single word. No. At least not in any way that I would participate in or support.
-
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
But... we get that with SCANSat So the question is why... what visual aspect is missing? Again, just trying to make sure I zero in on the right thing. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Fair enough. Now, I for one would be ok if it just showed the CRP resources. First, because they are curated (i.e. we won't have a billion buttons). It also encourages people to play nice, since duplicate ORS definitions cause things to lag to death. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
So something for the thread in general. As I was messing with ORS overlays, it begs the question... Do we even need an overlay? We have SCANSat integration, which IMO is vastly superior since I can do things like overlay my resource directly on top of a slope map, etc... and it has the whole 'scanning' thing people want. Thoughts? -
Not really, most players just get sad that their favorite mod doesn't work, then modders get mad at eachother for breaking stuff. Now, if players realized that a bunch of mods did play nice, and they had a choice between Mod A that was in the club, and Mod B that was not, it may be something that influences their choice. And that's how change happens. But I can safely say that for the foreseeable future, that change will incude radically different densities just due to everything legacy, and I'm ok with that.
-
So I read it, and no debate. they do not use 1L per unit. It's usually around 5L or so. Hence why there's a column for that in the spreadsheet, since getting folks to agree on which system to use is out of scope. And it's a lot easier to say 'we use 1L units and here's the cost and density and ratio for your tanks, so your LS tanks look a little weird but we don't break stuff' than 'We must agree on units per liter before we move forward. IMO the former discussion is winnable (it already has been won). The latter would be the KSP equivelant of Viet Nam. - - - Updated - - - I would in no way ever support that. Just so we're clear. (EDIT) Right now, it's first resource wins. That's how KSP works and is the cause of our problems. Intentionally going into mod files and modifying stuff, or changing how mods behave is a whole different thing and would be seen as malicious in the eyes of a lot of people.
-
Going to step in and say that if I don't have the support of folks, hopefully we can agree to at least not have games crash btw I could not get to your blog link - can you fix that? I do want to read it. btw - we have several major mods all dependent on the 1000 units per M3 v. 200 per M3 v. 222.22 per m3 (Which would be 4.5), so I do not see that changing any time soon. But it would be nice to not have games or ships crash or mods to fight So again - I'd like support, but if I can't get support I'll settle for people not making things uglier than what we have today
-
Karbonite only has the Karbonite ones, MKS has the rest. But they are hefty, so if you're just using the same maps (btw, need to include that in your license as they are CC 4.0 and all that stuff, but may be a moot point in a bit), just reference the existing ones directly once CPS hits. Or use the Karbonite ones if you'd like, that way you don't have to distribute a new map set (unless you are making a new set, which is fine too ) They have plusses and minuses. Plus of an existing set is it saves you the trouble of making them, is easier on the user's memory footprint, and it saves the headache of dealing with ATM and TR. Downside is that it's going to have stuff in the same place as other stuff. Reverse all of that for the case where you make your own maps. Plus of a new resource is simplicity - this is a nice, simple mod and that rocks Downside is that SCANSat will not work with this (they have to add new resources into their code base, and probably would prefer they be more primitives or ones multi-use or part of CPS). Flipside of this is to use an existing ORS resource (minerals and Ore already have a commodity, but substrate does not) and add a converter (i.e. rather than pulling raw PreciousMetals from the ground, you have to sift the dirt first). Again, all options I just like seeing folks being successful at making stuff.
-
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Thanks - yep, gotta work on some models since I'm stuck on a business trip. Although they will first be of the white cylinder variety because there is some stuff I want to try out. -
Side note - you will probably want to move this to CRP down the line (it's hitting prime time with the next MKS launch, because I have to move all of my stuff to it). Then you can just reference the ORS maps directly, unless you're making custom ORS maps?
-
Kerbal Stuff, an open-source Space Port replacement
RoverDude replied to SirCmpwn's topic in KSP1 Mods Discussions
See my edit above Still not cool, and the response and vitriol was definitely beyond not cool. But hey, no worries. Right vs. effective and all that jazz. -
Kerbal Stuff, an open-source Space Port replacement
RoverDude replied to SirCmpwn's topic in KSP1 Mods Discussions
(Edit) Actually, you are correct - relationship emails. But still not cool, and the response was even less cool.