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Everything posted by RoverDude
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[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? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Screenshot please? You will definitely see the resource percentage (this is atmosphere makeup) without getting flow. Also need to see where your tanks are. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I concur! The parts are not only beautiful, but between the two of you, we've absolutely established a distinct aesthetic for Karbonite (and it's downright pretty). Now it's my turn to transform a a pot of coffee into a release candidate -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Can't repro this at all - just dropped an MKS bit on the runway and no issues. Try it with a new MKS module vs and old one just to see if there's a difference. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Distillation Module - handles the XenonGas and Monoprop Let me take a gander - would be silly if I was incompatible with my own mod Usual gig - I need to see a ship, understand what engines, etc. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
0.0.12 IS UP! New Distillation Modules for Xenon Gas and Monoprop Engine updates and tweaks Texture reuse optimizations I consider this to be the Release Candidate. The only changes will be bug fixes and nertea's fuel tanks once they are finished. Also a pro tip for folks who can't get their extractor to work... Unless you're stacked with a Karbonite tank, you need to run a fuel line FROM your tank TO the extractor for stuff to flow. Thanks KSP. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sorry I just can't repro this - I've done all of my testing for the next release in 64 bit without a hiccup. If there's an issue, it's not related to the plugin. Unrelated note... for all of you messing around with Karbonite engines on Kerbin... you're doing it wrong.