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Everything posted by RoverDude
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Non-permissive license unfortunately (no derivatives), unless that changed recently. I'm thinking radially attached ones that dynamically expand as fuel is added -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
What would be nice would be super-lightweight inflatable fuel tanks. Damn... I think I just talked myself into a new mod... -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
To be honest, that makes no sense - a graphics driver should not care at all about the pathing. Are you hitting a 255 character path limitation? That's a windows thing. So I really can't see changing the pathing for Karbonite and all of my mods, as there are a lot of shared components (hence the USI folder), and it would absolutely break some of them because of how KSP loads DLLs. A bigger question would be whether or not there are other folks in the thread using OpenGL and 64 bit who are NOT having the issue. i.e. it could be something completely orthagonal, since by moving the files you changed the load order (trust me, this matters - there is a VERY good reason USI starts with a 'U' - I had to ditch Green Mesa Industries when I started modding due to DLL loading issues). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, just a config tweak. btw - the weight is part of what balances Karbonite engines - it's just not effective to haul around, at least not without the heavy thrust of a Karbonite engine. I guess my counterpoint would be that I find the idea that folks would mine a raw material, then launch a ship to orbit to process it, not the most efficient thing in the world. It makes sense in Kethane because there's no real difference, and better to leave it in a malleable form (i.e. why have a surface rig and all of it's headaches? Just deal with it in orbit). On the flipside, ORS removes the pain of finding a good spot or establishing a permanent base, so it needed a counterbalance otherwise Karbonite is a bit too much of an 'i win' resource. Hope that makes sense? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
What I would do is just implement a small, radially attached, expandable ARM-Claw that could be used for fuel transfer. No muss no fuss. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
hmmm... lemme noodle it over. The main rub is going to be controlling the darn thing -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Awesome - start a dev thread, PM me the link Thanks! yup! I expect awesomeness to occur -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Make a thread and get me a link so I can add it -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Working on it now The aweesome bit... is that you can use it WITHOUT an asteroid. So you can build rock-powered ferries, etc. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, all of the folks who pitched in are super awesome, and wearing out my rep button -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It does, folks just want it on the first screen like stock - right now it shows 0 because that's what it has. Easy fix -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Added to the issues list -
I still want to work with you on this Hands are just a bit full at the moment tho
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Something like that - Kravity said he was working on some bits Also - send me that radial tank please! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Karbonite will have oceanic extractors. the support is already there, just need the parts -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Silly questions... Do you have an empty fuel tank? Is it in the same stack? Pictures help. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Please don't do this Bear in mind you were on a dev pre-release. ALL part names changes - by design. The names/etc. are now locked in for release. Do it This is a community project after all. 1. See above 2/3/4 - no idea, but hotspots are static (they will not change). You probably just have a visual bug - I see this sometimes if I look at hotspots at very high altitudes. Try around 250K -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
What was it? I'm curious. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I endorse this worldview. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
FYI - I just took a clean install, added in 0.19.3 of MKS/OKS, and built a base in 64-bit. I then installed Karbonite, overwrote any duplicates, created a Karbonite detecting sattelite and got within a few hundred meters of my orbital base. Switched back and forth, everything fully functional and responsive. So there looks to be no conflict from my end. OH... and I'm moving this to showcase Looks like we have enough stuff and look stable enough for showtime -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Specificity or I can't help you. Do you have any Karbonite? How is it connected? Do you have context menus? Are you on the current version (0.1.1)? You can leave the MKS/OKS folder, but delete the Karbonite ones. More specificity... can you convert or no? No menus at all? Screenshots and more context please. There is already an ILM/ISM that holds Karbonite The others would be just ones to hold generic resources - not opposed to it at all. TextureReplacer is my repeated attempt to slay that particular compatability demon -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Do it here so folks can help you sort out any issues before release. Easy question. What version of MKS? There was a new version less than a week ago. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Nifty! Turn this into it's own release thread and I'll happily link to it. Stuff tends to get lost in all of this Part names are locked btw, there is now a set convention that allows us to expand later on. I love it! Sure, why not I'm wrapping up some changes on 0.1.1 - all of the stuff folks have reported thus far - and I have even made a new video on how to use ORS to get resources, and how to use SCANSat... which should chop the posts in this thread in half