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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
So two quick things - I think the isolated Xenon stuff will be a secondary converter (I will probably use the beautiful model WaRi made for HA since it has more 'gas tank' type stuff): Second - I'll look at the cube thing and see what's up with that, and if it has promise. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, that's exactly why I left the density so high. So let's talk how we get around the problem of trace stuff plus non-trace stuff. If we have Xenon be, say, 0.001% of Karbonite or some such thing, we throw out a lot of good rock with fuel in it... but if we make it part of the same conversion, you have some unintended results like the unwanted filling of fuel tanks when you just want Xenon, or the aforementioned waste. My proposal is that trace extraction has input of Karbonite, but kicks back.... Less Karbonite and your trace element. So it's very slow, very resource intensive, and you diminish what else you can pull from it. But it is doable, and isn't breaky. Thoughts? -
A more accurate quote would be that it's not Ford's job to make sure that it's transmissions work in a Subaru. Or a helicopter. Never have I seen so many people complain about getting free stuff. Especially with the state of patches and turmoil with mod compatibilities these days as .24x settles in.
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Unsure, but you can look at the code and see. Would be a nice patch -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Absolutely correct -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Side note - First post has been edited to reflect what it will look like for release, feedback is good. I want to keep the tagline for launch but will deprecate in favor of the usual version/date format post launch. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Done, there will also be a catalog of suggested resources (I hate the word 'official', but there has to be some cat herding). We'll start off by not conflicting with KSP-I, EL, and MKS/OKS. Something I need a volunteer for *hint hint* is to understand what atmospheric and oceanic resources of the default ORS are actually used... I'd like to propose deprecating that to a scaled down version because some are a bit silly, and it gives Karbonite more room to breath. More for variety. Kerbin is for testing, Laythe is because it has minimal land area. Karbonite is more than explosive Though personally I would like to stay away from too many K-things. Model faster -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
100% totally support this, and no weird licensing issues with Karbonite. Once we get this out the door (hopefully this week) there will be a portion of the thread specifically for community additions. I'd also like to maintain a standardized list of resources so there's minimal stomping. i.e. what you DO with the resources (different converters, etc.) is up to you, but we should not have five kinds of Hydrogen -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
KaO3 Was a few pages back -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Strictly Karbonite out of the box - especially since I have to handle air intake on Eve without making the whole thing totally breaky. But a multi-fuel or hybrid option would be interesting down the road. Atmo will be the former as that's how KSPI works -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's some gorgeous work On my side I found out that ORS did not in fact actually have built in atmospheric support... so I've had to add it (mostly by pulling bits out of the KSPI side and refactoring them to work purely with ORS). Not as horrible as it sounds, but still a pain. Down to the very last bits, which is mostly debugging. Oceanic and Atmospheric will be in the next patch. For those that missed it: Atmospheric on Jool (lots), Laythe (trace), Kerbin (trace, just so people can test designs) Oceanic on Eve (Lots), Laythe (trace), Kerbin (trace, see above). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
TextureReplacer is the bane of my existance. Sure no issues at all with multiple resources -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Lovely! Working on the first model now so we can play with some Jool cloud diving -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Kethane already has a Kethane analogue... it's called Kethane. Adding Kethane to Kethane makes no sense I'm genuinely curious, because this keeps popping up.... what exactly do you mean by 'integration with Kethane'? -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The second WaRi gets me a texture For now I'm wrapping up everything else -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I vaguely recall there are rules for the animations on Kethane drills so we'd know the animation names. And I have a couple of animation names in the Karbonite code, so (IN THEORY) if you set the right config properties, it would just work. (EDIT) Unrelated note - Once we release this, I'll be encouraging folks to start publishing their own Karbonite addons (including their own threads), and as these are ready will add them to a section of the main thread. Only real rule will be... stuff should work, and should be under the same license That should help make things easier for people to find things for Karbonite, and give everyone some space to shine. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Honestly, if you already have modeling and texturing skills, and can build a model in metric scale, our diameters are 2.4/1.25/0.625. I can happily handle the entire unity bit (I do this with WaRi on the hollow asteroids project. He makes pretty things, I make curly braces). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No rush We'll have multiple releases and I have an inline intake for lauch I'd be careful using metal from karbonite - The Ore in EL and MKS is 100% compatible, steal that -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I am learning to hate TextureReplacer. Let me try that version of the config in my next patch. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Density will not change, because the loss in mass accounts for waste, and does make some things more interesting. That being said, drilling overrun is already fixed Yep there is no dependency - MKS has no dependency whatsoever for a fuel source, it just supports Karbonite if it's there. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Or, thank gods Fractal gave us a permissive license -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's what I'd do. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Actually, the stock KSP-I install is broke, so use KSPI-experimentals. Both that modder and I fixed ORS, but his covers both my case as well as KSP-I, so I'll be switching us over to KSPI-experimentals till Fractal updates the main ORS stuff. Already sent a patch request and an offer of assistance. Probably not tbh, as noted, two different processes. I'd say KSP-I is a lot more realistic, Karbonite is a lot simpler and more 'mass market' if that makes sense. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Not at launch, this is meant to be a stand alone but extensible project. But once my plate clears a bit it's something to consider. Side note - one nice use would be to fill asteroids full of expensive stuff, de-orbit, and recover for cash