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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
Minor bug - thanks -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Kethane and Karbonite are apples and tractors No issue with compatibility, just two different ways to get stuff - so have at it! This will change a bit in release Thanks! I'm just happy so many folks joined in, otherwise you guys would be stuck with white cylinders for models still -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep. It forces you to sift through a larger initial quantity during the physics tick, then kicks back what you didn't sift through. Subtle but intentional difference. You're basically sifting the Karbonite. Thank - let me go grab a new one -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
You're probably right there on the edge given it's max is 75,985m... The particle collector is an atmosphere skimmer meant to ride the very edge of orbit. 100K is way out of it's range. That 0.01 was probably luck when your PE dipped -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, I expect it did given all the parts moved to their final versions. btw- i I can run a converter or a drill on four RTG's... which feels about right. Since we can get Karbonite almost anywhere, there has to be a penalty.. in this case, the penalty of needing lots of power, which I am ok with. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's odd... I'll check, but no changes occured with power consumption Sold -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Nope, they broke how crew stuff worked so that's on hold -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yup. Did it primarilly because of the collectors - it got real weird getting tanks to feed correctly, so better to have it less restrictive than to deal with all of the fuel line questions So has anyone tried it yet? Looking for some nods for the all clear before I release it to the unwashed masses... -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
RELEASE CANDIDATE IS UP! Updated colliders for the landing frame Renamed/Reorganized all parts and folders Tech tree integration - the parts are split accross a few relatively early nodes: fuelSystems, heavyRocketry, and aerodynamicSystems. Tanks are spread accross all three. Updated masses/costs for all modules Tweaked the relative efficiency of the smaller distillation module Deprecated stock antenna support Changed Karbonite to flow like RCS, etc. to reduce fuel line madness with colletors and converters Go forth and test. I will add any last minute parts I get, but the intent is to release this pretty quick. Everything is in - titles, descriptions, costs, mass adjustments, and tech tree integration. Report bugs! -
[aborted] UKS Lite - a fork of MKS/OKS without life-support
RoverDude replied to ndiver's topic in KSP1 Mod Development
I support this - sharing is good Just do me one favor and make sure with your install that you do not use the MKS/OKS folders, I only say this because you reference replacing the parts folder. Good luck! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's what colliders do. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Try deleting the ORS folder inside of Karbonite and the one inside of MKS. See if one or both of those fix things. Back them up because you will want them later. Very possible, I'll do a balancing run. there should be an efficiency dropoff for the smaller generator, but it may be too harsh -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Who wants a preview/walkthrough video? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok! For the people with framerate issues... do you have anything else around that uses ORS??? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Do you have Texture Replacer or KSP-I? Try without those two, they seem to be culprits sometimes. I like it For the animation have the tubes bulge and contract... Well that's a terrifying thought. Although a pain as the sun has no atmosphere (which is what I use for the particle collection). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Good deal! And also Karbonite is heavy as heck It's going to be pretty basic (Just a few categories based on the part type). it may get fancier down the road but I don't want to delay the relase. But yes it will at least be there Kerbin's fuel is pretty thin on the ground (it's there more for testing), and you only have it on Kerbin, Jool, and Eve. Now for Jool... you can easily make a plane that harvests faster than you can burn it... but don't try to land -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
For now, yes - going to switch up the Karbonite fuel flow mode though to save questions later I shall admit my chemistry ignorance So for a Karbonite, what would the proper abbreviation be? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Scanning != using the drill There's a detector under science to show the hotspots, and being ORS it's pretty much land and go. Yes there's a -2 charge on it, but the formula was getting long There is no update checker. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Thanks for the catch! Either sky crane, or radial rockets attached to the truss bits included on the landing frame. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It's just a PNG file, so easily changeable -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
RAM wise, the pack is at about 20mb of goodness - nli2work and Nertea both did a ton of work in handling texture reuse. Need detail on what you mean by locations If it's model/part/texture, just standard config files. Otherwise let me know. And things will be stable with the RC - I'm doing folder and part renaming, etc. now -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sorry, and I apologize in advance if English is not your native language - but I just cannot understand what you are saying here. hmmm... this one I can't seem to repro. Try a new craft maybe? Something simple to see if we can narrow it down? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Do me a favor - set FuelCrossfeed to true in the config, see if that fixes it please -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
What is the behavior when you warp back to normal time and de-focus the part then right click again? This may be a visual artefact. hmm... can't seem to repro it... is it consistent? The main reason these stop is if you're out of Karbonite or out of space. Not sure I understand the scoop question?