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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Known bug have to look into it. It's just flat out odd because this uses stock generators. RE new planets - it's stock ORS, so PNGs are required, or at the very least, some config updates.
  2. The blips are stock ORS - nothing I can do on those. Mining speed is subject to feedback - it's a first pass. Karbonite engines are meant to be very high thrust, lousy ISP. You're throwing in raw, explosive rocks. Not meant to be something that blends in with stock. The models are a community effort, as was final selection of the color scheme - we kinda like it, so I don't expect that to change. But the whole thing is CC, so feel free to patch. Same with my ugly array. Required parts are pretty much... three. An extractor, a converter, and some kind of storage. RE the asteroid mod, that one already uses FireSpitter to toggle the fuel tanks. Our location in the list of parts is pure serendipity btw
  3. Heya I actually had to go run through the ORS configs to see if they actually did that - and I agree, that's pretty darn nutty. Granted it's only for the atmospheric bits and probably a holdover from KSP-I. Also not thrilled they borrowed the word 'Water'. That being said, I wonder how many folks use EL in combo with KSPI, and if a more... erm.. 'appropriate' set of standardized defaults would make more sense (and ones that would not change, but rather would truncate, the KSPI-defaults). I wonder how many of those are even used by KSP-I.. There may be a subset that encompasses the KSPI stuff without some of the nuttier bits, and given ORS's rather permissive licensing, it may be worth a fork of the resource tree (may do it myself regardless). Food for thought. At the very least, to answer a burning question, assuming someone could get ore through a non-Kethane method, does the rest of the production chain of EL work without Kethane, or is there a hard dependency?
  4. Do it hm, well I think the horse is out the barn and down the road on that specific tank (It's a non trivial operation to change a model to that degree), but others are in the works, and you can always MM up one of the open ones in the short term.
  5. Correct. Currently working on asteroid resource analysis - the rest of the bits are pretty much done, but I have to do some refactoring with mining in mind.
  6. Will need to hunt one down That will tie you to MKS. Personally, I'd just modify the Karbonite drill to also produce Ore, problem solved.
  7. Sure, I'm wrapping up on a few things right now, but by all means lets chat
  8. I'll need to investigate - would be helpful if anyone else on the thread can lend a hand and help troubleshoot this one. I'm up to my elbows in a code base at the moment, only here while I wait for KSP to load (testing code for Hollow Asteroids) No byproduct at the moment, right now we lose about 50% - 75% of our mass in waste based on the product. The design intent is to start with one resource, and encourage people to add on (via MM, etc.)
  9. Your drill rate is probably faster than your conversion rate?
  10. Bear in mind you're chasing down a problem that only exists because people tried to hand-edit the resources config. You are, by design, only supposed to have 10-100 hotspots per planet. It's just not the same kind of mod as Kethane, and handles resources in a very different way. Not that I would not be pleased if Fractal changed how ORS handled mapping, just that you're delving into a fairly challenging problem space. A more lilely solution would be a plugin that adds better surface mapping to ORS, then you just turn off the hotspots and use the alternate vizualization.
  11. It does! True Not working right now - on the list Incredibly busy - I have another mod to wrap up then I can circle back to these
  12. I kinda like my stuff too I count it a good day when I don't shut down Blender and Unity in disgust
  13. Concur. Why I ditched all Kethane support in MKS/OKS. It was broken, and Karbonite is already at a state where it can replace what it did. Plus any issues that have popped up have been nice easy fixes as everything is based on open license stuff. And having absolutely amazing modelers and artists chip in has not hurt either They are just ARM Klaws... not opposed at all to making an analogue in a small form factor, but that's going to be AFTER I get my other stuff sorted
  14. That's about it. Just have a tank that can hold that resource... which is also just a cfg edit.
  15. The small engine's model is just fine, it's my config skills that were lacking Fixed in the current version. Also - the OSR spheres in that vid are self-inflicted lag. You should not have that many visible. Updated configs in the current release. Alternate drills and tanks are on the drawing board.
  16. Every time someone purges a mod with bad licensing, an angel gets it's wings.
  17. It fills a similar space, but nothing in Karbonite will conflict with Kethane. Which mods have the dependency? It would be nice to provide open license alternatives to all things Kethane.
  18. I would love radial engines. Will add them to the parts wish list Bug tracker, please use Github - it makes my life a LOT easier Karbonite is already integrated into MKS as of 0.19 More will occur, and it will be plugged into hollow asteroids as well. Not a bug, those are not tied to the landing gear functionality. I do need to add an action group thingie for them though.
  19. 0.0.5 is up. ORS maps are all done with new thresholds. Texture Replacer update All joints are now stronger... less floppy rockets
  20. I have a fix for thresholds in the mix - was a pain, and a lot of trial and error but it's done. RE toggle/display/etc - ORS thing. RE the domes appearing... just toggle hotspots on or off. If I have time, I'll make a science part that's ground based only with no display. The bubbles are an ORS thing. Part of setting thresholds is the threshold for when those appear. If there is a specific action group people want... you gotta let me know. Only one I am aware of that has been asked for is for the landing frame. You need neither. Once there is a new patch, you will quickly see little orange bubbles both on land and on orbit when you toggle hotspots on. To be clear, these are just high concentration spots - Karbonite is almost everywhere in varying concentrations. Correct, you just need Karbonite.
  21. Good deal. Odds are it was sad when I fixed monoprop which would have changes the generators... I've seen KSP flip out when I do that.
  22. Specificity - are your linkages failing or is the part breaking?
  23. It's a standard KSP generator with the slight change that the generators are turned off if I see you have no space for what you are about to convert. Module wise, just steal the converter and the Karbonite part module and go crazy, have fun. SCANSat is a secondary display - I need to set up a part to be a scanner for SCANSat. Concentration is all over the place, so scanning is less of an issue.
  24. Which direction are those fuel lines? Send me a craft file via dropbox Also, humor me and re-build the ship, could be something stuck in the ship's persistence
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