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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
Unfortunately that's a very hefty change to how ORS works. Personally, I take the opposite tack. Karbonite is relatively common - Eve has oceans of the stuff, Jool (formerly the most useless planet ever) is made up of the stuff. Nobody cares on Kerbin because it's so much heavier than liquid fuel, so it's not a valuable commodity. But it's incredibly useful for space exploration and ISRU. Think of Karbonite less as some new, amazing thing and more of taking advantage of something that's plentiful on location vs. shipping expensive LiquidFuel from Kerbin. the price being the mass, the need to do local (surface-based) refinery, and it's low ISP for engines that use the stuff. (Edit to avoid double post) What I would add, is that anyone is welcome to code a change for that. I don't mean that in a 'if you don't like it do it yourself' way, but rather quite the opposite. The entire point of Karbonite is to serve as a starting point for people to change, mash-up, and extend what it does and give us more options. Heck, that's what I really hope happens, and it's why I want to link to everyone's Karbonite-inspired and derived works, because one size does not fit all. I just have to remain true to the vision of the basic (and relatively simple) base product. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
More questions. Does regular Karbonite extraction work? Do you get context menus (i.e. are they showing a flow of 0?) What planet are you trying this on? Can you show me a screenshot? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok just one more thing I promise. If you have created some custom content for Karbonite (new configs, etc.) and want to SHARE (which is awesome by the way) Please PM me a link to your own forum thread (you probably want to start off in DEV) and I will link these in the OP. That way your stuff does not get lost in the main thread, but also gets tons of visibility. Once we go to release, I'll keep a list of dev threads and release threads. Thanks! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sure, I'll likely just switch over at some point, was not aware they already had an analogue. - - - Updated - - - Ping me with a new config if you have one - - - Updated - - - Quick reply to thread Being silly, I have conspired to accidentally delete a ton of PMs... so if you sent me links to parts that you do not yet see in Karbonite, please resend them -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Whoops - had it paused while I worked in Unity, give it a minute or two. - - - Updated - - - Which engines are you using? And the usual questions Did you clear out your UmbraSpaceIndustries\Karbonite folder before adding in the current version? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Try with the next release. Speaking of which: 0.0.9 is up! Better texture reuse Fixed missing sounds Fixed issue with stack jet engine starting activated (Yikes!) Engine balancing New antenna (less ugly, includes a DOS prompt) -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
hrm let me see what I can do to repro this - this one is one of those nagging ones that a couple of folks get yet I cannot Out of scope for this project for now - tbh, at that altitude you would get too little Karbonite for it to be useful. If you are using the particle collector (this is important) - i.e. the one where the four big blades fan outwards like a giant air brake - it works at 100% - 110% of the max atmo. So for Kerbin it is a narrow band of 70K-77K (approx). By design - this is just atmosphere skimming so folks can gather Karbonite on rails. Do you have the antenna to show you deposits? It's under science (and there's a new, prettier model coming). Correct You want the extractor deployed, the collector enabled, and odds are since Kerbin is so karbonite poor, you are looking at miniscule amounts. No way to change the altitude, but you can change the rate in the configs. Higher = more. This is mostly a Jool thing tbh because even there it's pretty scarce outside of the atmosphere (i.e. it makes no sense for there to be more Karbonite out of the atmosphere than in it... Scooped air is similar to intake atmosphere of KSPI. And looks like there's a patch on engines Excellent, ping me if you need any assistance - I appreciate it!! Thanks!! Side note - I'll see how you have set these up, and modify the next patch accordingly, using the MKS/OKS pattern of a parts folder and an assets folder (should make things a lot easier for sharing textures). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Stock ORS / KSPI is broke right now. Broke bad. You're probably getting log spam. I use exactly the same DLL as the KSPI Experimentals right now. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Case sensitive - fixed in the next patch, but use this: engage = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Start disengage = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Stop flameout = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Stop power = UmbraSpaceIndustries/Karbonite/Parts/PropFan/KaPropFan_Running - - - Updated - - - Best bit is you can always release your own config pack, too -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Oh! Yeah the part activate bit is related to how we handle the ScoopedAir resource as well as dynamic velocity (the thicker the atmosphere and the faster you're going the more air you get). So that's why it activated There's a flag I use for engines that basically keeps it shut off till ignition, whereas the various scoops aren't activated by staging. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's old and breaks KSP-I. You should completely delete out UmbraSpceIndustries and ORS and install from the current ZIP. Yup See above - don't use old versions, and you need to delete the folder not overwrite it or you will have sadness. I'll check that one now. May have missed one. Particle collection works over Jool, Laythe, and Kerbin. But it's a pretty easy config change if you want to add others. For now I'm looking to have some variety in what bits are where. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Texture Replacer is my personal bane, I hate that mod. Where did you get 1.1.1.0? I'd have to recomp or, yes, everything will not work. I'll check on the sound. - - - Updated - - - Also, very obvious question, FireSpitter was included with the mod. Did you unpack the ZIP and not grab that or no? (EDIT) Ok - for sound, I had to do a config fix. In the PropFan config, just change propfan/ to UmbraSpaceIndustries/Karbonite/Parts/PropFan for the different sounds. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
They are already there - Imgur album I wonder if it dislikes the Karbonite fuel (which would not surprise me). Thanks! I'll take a look at those nodes Oh... and here's the render of the replacement antenna -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No worries at all Honestly, I have no issue at all pushing release out a day or two if we can get more parts in, especially the tanks. Gives me time to do some other updates. The capability is already there, just waiting on parts -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
0.0.8 IS UP!!! IMPORTANT! We are 'Feature Complete' from a gameplay standpoint, and you have the parts to test everything out. Atmospheric mining is in. Mining just above the atmosphere is in. Jet engines are in. And we already had basic conversion stuff and drilling. This does not mean we are feature complete forever - and I *might* sneak something else in - but for now I need to make sure that all of the core gameplay stuff is solid enough for an initial public alpha release. So my focus will be on the parts front, getting configs finished up, etc. Speaking of which - now is the time to raise config issues. Cost, mass, aerodynamics, etc... If folks can help ferret out all of these issues that would rock. Play. Build stuff. Go crazy. The intent is to fix any breaking issues, log the rest, and get this whole train of awesome out to the showcase this weekend, likely Saturday night. Thanks everyone! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That ship above is absolutely a blast on Jool (since it's a Karbonite-rich atmosphere). Result is that at around 30K altitude, I can infiniglide at 75% thrust. Granted, getting the fuel OUT o the atmosphere is a whole different problem, but I expect there will be some incredibly crazy stuff within about fifteen minutes of the next release, which wil lbe happening as soon as I can test the particle collector... -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
So who wants to fly a jet on Eve? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I believe a couple of folks are working on community patches to switch EL over to ORS. It would be nice if eventually it becomes one of those out of the box options for EL. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The way things are rolling, Jool is going to be one amazingly entertaining planet when this mod hits. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No worries at all! I had never heard of counter rotating prop engines either till I saw one in this thread -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ask NASA -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
This leads to: [LOG 18:31:07.751] numWeightedKerbals: 6 [LOG 18:31:07.751] numWeightedKerbals: 7.35 [LOG 18:31:07.752] WorkSpaceKerbalRatio: 1.479167 [LOG 18:31:07.752] WorkUnits: 10.87187 [LOG 18:31:07.753] eff: 1.087188 [EXC 18:31:07.754] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.755] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.756] NullReferenceException: Object reference not set to an instance of an object [EXC 18:31:07.757] NullReferenceException: Object reference not set to an instance of an object The NullRef a couple thousands lines, everytime you switch vehicle.It seems the NullRef are from MKS as there are more NullRef inbetween. Will post there the complete log. Looks out of date. If you use MKS and Karbonite, make sure you completely delete OpenResourceSystems and UmbraSpaceIndustries. Then reinstall the mods. The ORS I use is the same one as KSPIO-Experimental to avoid conflicts, etc. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Not in the current release. In the next release, yes (there will be a part swap with the current scoop being our particle collector and the more aerodynamic scoop being atmospheric) Well outside the bounds of ORS, but always something someone can add in -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Hi. I built a flying machine! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Got one Scroll up for the test video... it made me go *squeeee!* Coding it now, going to go flying on Eve