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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Pipes from your stack tank to your radial ones. the fuel pipe thingies.
  2. Be careful - you may break something horribly Need to see if this is a KSP converter bug or what... humor me and see what it does if you add fuel pipes. There's about 50/50 on either side for this one. My inclination at the moment is to include it, given the tremendous amount of mass you will lose doing it.
  3. There should be a cfg file with resources in it (in this case, just Karbonite). Keep at it Started modding myself only a few months ago.
  4. Use the KSP-I experimental one. I'll be moving over to that one until such time as Fractal gets the mainline ORS working.
  5. Thanks - and no worries, it was a part saving measure (and folks on the MKS/OKS side have been asking for it), but what I can do instead is swap it out for two of the cage modules - one with four trusses and one with three. That should solve both ship design issues, fairing complaints, and landing gear complaints all in one shot. Silly question - for your side tanks - are they connected by fuel crossfeed parts? This will not generate through stack decouplers, which would be by design. I'll do some testing myself as there are a few generation bugs I need to play with. See above RE the ventral cage It's plus is cleaner designs of your rockets and no balance issues - but let's see if we can iron out the downsides. SCANSat stuff should be covered elsewhere in the thread
  6. Because I have not yet uploaded a new version Treat the current download as if it is filled with ants. Or bees. Take your pick. On the cusp of having the new version ready anyway, probably a solid day if I didn't have to work.
  7. Sorry, 4am typo Side note - just got new models and other goodies from WaRi Awesomeness incoming.
  8. I think I'm on the downhill slide on this one as, after a fairly entertaining night, both probe analysis and the initial asteroid mining are all working in 0.24.4 All I have left to do is: - Test/refactor the reconfigurable tank hatches and add a few more demos. - Make sure the crew hatch does not explode - Implement the separators.. which are just stock generators, except their rate will be variable So yeah, release this week.
  9. Lots of folks already covered it in a lot of different ways. You have bubbles because you're zoomed in. Just turn hotspots off if you're that zoomed in... ORS is not Kethane. Apples and tractors. I like ORS better for several reasons, the largest being that if it does something I don't like, I can change it. Already coordinating how to do this with the fellow that handles KSPI experimentals to limit the forks. Bingo. That's ORS... it's how it works Just turn off hotspots unless you are... um... looking for hotspots There is a bit of code I need to add into the detector, which I will do once I make it less ugly
  10. Thanks... working on Jool and Laythe cloud harvesting next. May have to fork ORS though to allow for velocity-based intakes (or get really creative with the plugin).
  11. So some updates, now that I had a good evening to work on this. The mechanics will work as follows. A probe may be attached to an asteroid, which will determine it's makeup. This is MM friendly, and is intended to be modded. Out of the box includes MKS, Karbonite, and Kethane - feel free to add/remove as you see fit. Part of this analysis will also include resource density, defined in terms of how much raw material (rock) has to be processed to extract a single unit. This could be less than ten, or up to 300 based on the material. The Jaw is then attached to the asteroid to begin the rock harvesting. Along the way it will hollow out the asteroid, leaving the void filled with the rock. This rock may either be jettisoned to clear space, or may be procesed via a new separator part. The separator, which is resource specific, can take rock and extract resources based on the ratios established by the probe. Not all asteroids will have all resources, and range as well as density will have high variability. Lastly, the hollowed out asteroid can be fitted with tanks to facilitate configurable storage, or even a crew quarters compartment. And of course you can always fill the asteroids with goodies then throw it into a suborbital trajectory to Kerbin where it can be recovered for profit
  12. Well next up is Oceanic and Atmospheric resources. Side note - Laythe, due to the staggering water volume, is going to be out atmospheric and oceanic hybrid planet. Oceanic on Eve, atmospoeric on Jool, land based everywhere else. Should lend some interesting variety.
  13. Karbonite. I spent the afternoon going through and updating all of the display thresholds so folks could see pretty orange dots.
  14. No reason why not, it just needs a grayscale. The stuff Arrowstar did pretty much generates random ORS maps. I just need to see how ORS picks up PNGs that I make on the fly.
  15. Use the latest release. No offense, but I've answered this issue like... 20 times now. If you have TextureReplacer there's a config you have to fix till I can make a patch. Otherwise, this is just stock out of the box ORS: And again... Deposits do not matter. It's just efficiency. It's a lot more forgiving than Kethane. I remain baffled over why folks need an overlay when the entire paradigm of how you gather resources is different.
  16. Building a resource system from scratch is non-trivial. ORS has a permissive license (I can derive and go to town provided I include the correct notices). Kethane does not. So extension of Kethane is not an option, plus the community needed an alternative. I have less of an issue with depending on things like FireSpitter, ORS, etc. where the licensing is more open than in extending walled gardens where you have to be careful of licensing rules. And I'd say at this point, Karbonite is coming very close to having the same functionality as Kethane (within the bounds of it's analogues) and by the time I am through, will surpass it. A Kethane depencency simply is not an option due to it's licensing, end of story. Just seems to me this may not be the mod for you, which is fine. Competition and options in the mod space is a good thing, and just as Kethane is not for everyone (and some folks scrubbed it from their hard drives with glee) I respect that Karbonite is not for everyone either. As someone who has to take a resource mod dependency for my other mods (MKS/OKS), I'm a lot more comfortable with ORS (and even more with Karbonite) than I am with Kethane.
  17. I kinda feel like I am talking to a wall here There is absolutly no point to build a mod that fills the same problem space as Kethane that is based on Kethane... because Kethane already has a system that handles mining stuff and turning it into fuel... it's called Kethane. And if that floats your boat, then by all means go for it. A more logical way to address your concern would be procedural PNGs... which is already being worked on for Karbonite. But ORS and Kethane are wildly different back ends. RE the Overlay... with all due respect, take a look at the SCANSat integration and bear in mind they have two different paradigms. Don't get me wrong... a prettier overlay would be nice eye candy, but with ORS (especially if you use logarithmic resource mapping like Karbonite does) your issue is generally not one in hunting down a binary and limited field... it's about resource concentration. So the overlay experience would also be different. The lovely bit is... if someone wants to make one, they can. It's an open license project.
  18. Not pissed, just frustrated - it's not like I am being all mean and refusing to allow some overlay to work... it's that there just isn't any way to make it work. Nor is this about 'principle' as much as it is about allowing the community to build something without being shackled to a license that constricts collaboration. And for a week. I think we've done pretty well
  19. Firespitter is out of date. I'd hold off on this one as it's not 24.2 ready yet.
  20. Dude.. physically impossible, even if licensing allowed it. We're talking apples and tractors here. They both come in red and green, but you can't eat a tractor. ORS != Kethane. Kethane is Kethane based, Karbonite is ORS based. There is no option of compatibility at the feature level. Only equivelant would be to create a Karbonite resource in Kethane... but no real point to that, just use Kethane.
  21. This has zero to do with making a statement and everything to do with the fact that this is based on ORS.... I mean, what would be the point to create Kethane in... well... Kethane? Plus given how shockingly restrictive Kethane is, even if I were inclined to contribute, it would be nigh on impossible because the licensing is downright draconian. Hence, the creation of a free and open alternative. And I'd say judging by the community response, this is pretty much just what the doctor ordered. So my counterpoint would be... WHY do you need the overlay? We have hotspots, and given ORS is concentration based not deposit based, it's a completely different mining paradigm. We also have SCANSat which provides a nice resource overlay as well (and it's darn handy to see concentrations along with slopes...). And that still does not preclude someone from making an overlay, especially since we have no licensing issues. To reiterate... there would be zero point to make Karbonite if it were Kethane compatible, because I'd just be making another Kethane resource... which does not make a lot of sense ORS bases resource distribution based on grayscale PNG files. If these are not present, then no resources are present, so something would have to be made for any new planets. Not really a big deal, but it is a detail. Maintainint 'compatibility' implies that there was ever even a possibility of that... I think that's the fundamental disconnect. Two very different resource backends - remaking Kethane using Kethane would be a waste of time, because Kethane already has a Kethane analogue... it's called Kethane. ORS has no such analogue other than KSPI. So here we now have a stand-alone ORS based alternative called Karbonite.
  22. Still would imply that it ever was Completely different, uses ORS, etc. So no Kethane overlay, unless someone wants to build one that translates ORS average pixel depth to a shade on an overlay hex/tri. Actually.... I'd pose that as a coding challenge if someone wants to try this (I'll give it a go mysenf if nobody is interested, but I have to get my mod backlog caught up first ) Can we recreate the Kethane style overlay (though I do prefer tris not hexes as was mentioned earlier in the thread). Do the planetary overlay thing but tie it to a new piece of gear, so a part module, that when you click it on, it displays the texture with the tri shading over the planet. In theory the tri-maps could be procedurally generated based on a PNG (in this case the usual ORS pngs). It would make ORS spectacularly .....
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