-
Posts
9,074 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoverDude
-
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Some folks agree with more resources, some want it simple Our scope is to keep it simple and fill a similar spot that Kethane does vs., say, KSP-I. That being said, this is CC 4.0 so folks are welcome to extend it. But stock will be one element. Did you turn off the monoprop generator? It may just be a case of monoprop taking priority. Let me know how that goes, and I'll do some of my own tests. Side note - still tweaking with the display threshold, fairly close on a decent number. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
There are about ten posts in this thread that the hotspots are not showing up because I need to tweak thresholds. If it says 'Karbonite abundance: x" where X > 0.... which is pretty much almost everywhere... start drilling. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Can you please be a lot more specific? What doesn't work? What action groups are you talking about? (And see below RE scanner) ..Because the antenna will still show densities, and you have to try real hard to find a spot without some level of the resources, just won't be the most efficient spot in the world, but it gets you rolling. Yes I am aware of this, and will look into this in the next update. In the interim, given how ORS works, you can land just about anywhere with a PPM > 0 (which is... since I use logorithmic resource mapping... pretty much anywhere) and start testing. (Edit) Just a reminder - ORS != Kethane. There are not clearly marked 'deposits', only concentration levels, and resources do not deplete to zero. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Thanks! (That's kinda the point - It's purely experimentation, etc. to get a light distribution of points. Yep, I have ideas -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Problem is, that's a Kethane config not an ORS config The thresholds are more like this: PLANETARY_RESOURCE_DEFINITION { name = Karbonite celestialBodyName = Kerbin resourceName = Karbonite mapUrl = UmbraSpaceIndustries/Karbonite/ORS/Kerbin_Karbonite resourceScale = LOG_SCALE scaleFactor =1.03 scaleMultiplier = 8 displayTexture = UmbraSpaceIndustries/Karbonite/ORS/KarbonitePoint displayThreshold = 0.005 } -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Known issue - all me, unless someone wants to volunteer and fiddle with the threshold amounts until we get the right mix of hotspots (versus horrible lag) and toss a pull request. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's more an issue of me needing to work on thresholds - can you extract? Even the launchpad has some trace amounts Yes, that's the new antenna. Stock integration will be deprecated as it's a bit confusing. See above RE hotspots - I need to adjust it, but resources are there. And good news on EL! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
1. I think these are in the works already. 2. You can just change the Cost = in the cfg file (or add it). Go crazy! 3. On the wish list 4. Not sure if this one makes sense - plus adds in a heat mechanism, and too much overlap with what is already out there and permissively licensed (i.e. KSP-I) 5. We have one It's called the Harvester. But it does need Karbonite support. 6. I would kill if someone from the community could take on this one, because I am lousy at it. We have enough bits. 7. Use an ARM Klaw - works a treat. A nice addon would be a small resized one, kinda like a mini ExpandOTube from MKS. Feel free to borrow any of my stuff to make it happen. I may be tempted once I get Hollow Asteroids caught up. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Make sure you are on the latest version, it's under science. What huge menu? And you are getting ORS spam without texture replacer? Actually I think the EL license is pretty darn permissive. The rub currently is a part of EL only works if Kethane is present (the costing bit). So hopefully it lands with optional support for both, since the harvesting bit can be handled externally. And thanks for the support I totally expect to lose a few users of my mods, but then this was never about how many people I can get to use my stuff (or.. ahem... tracking how many people use my stuff). It's about my own personal enjoyment, and the fact that other folks enjoy it too is icing on the cake. -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
RoverDude replied to dtobi's topic in KSP1 Mod Releases
Oh dear god I hope that's a typo! -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Not for release, possibly in a future phase. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Thanks for the info! I really do appreciate it. There are two choices for ORS: One is to dynamically change the PNGs (which I need to fiddle with given Arrowstar's work anyway). The other is to dynamically change concentrations, which would likely involve a fork of ORS (which I am not opposed to - just not yet!). Career or sandbox? Four hours btw. Doable. Nope - but I see you have texture replacer, it causes grief with ORS sometimes. Got anything in your logs? Also did you try a new ship? Use the new antenna not that old one, that's being deprecated. Welcome to alpha software -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Close. It's on my agenda for today -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sure, sorry I forget that a lot of folks don't use ORS (which is a shame, it's a nice system. SCANSat helps identify them, but you can also see densities with the antenna (I need to adjust all of the thresholds so you see hotspots on the map). Ping me if that does not make sense, or if you have other questions. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I personally would never make this (for several reasons), but given this is a license friendly project, if it's what the community wants, go for it. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
HotRockets could help with that. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'd call it less a license friendly Kethane, and more a license friendly alternative to Kethane. There's a subtle difference. In any case, I'll toss a poll up since there seem to be a mix of opinions on both sides. oh - and in bold text because I don't want to double post, and because folks might miss it... Dev Release 0.0.4 - now with working monopropellant and both the 1.25 and 2.5m engines -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Well, figure you're throwing in some really uncut stuff. Definitely not a mainstay, but would be a fantastic engine on, say, minmus where one puff would knock you into orbit. Working on the 2.5m version now which should be even more terrifyingly glorious. I'd say that's completely orthagonal to what this or ORS does, how would what you propose differ from what folks already get when they land in a biome? That being said, nothing wrong with adding some science to the scanner (I did the same thing with MKS) -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Oh.. they also tend to overheat and explode if you leave them cranked all the way up... I lost sooo many Kerbals testing it out. My recipe is to grab an engine from the same tier, triple the thrust, halve the average ISP, and bump up the temperature. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Not sure - I vaguely recall something where the installation of Kethane was required to make things have a rocketparts cost, but I could be totally wrong. I'd ask in the EL thread. If you're lucky, it's just as easy as making an alternate source for ore (MKS does that, steal my configs and such). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Try now -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
What that guy said. Also - yes, two drills = twice as fast harvesting. And for everyone else, here's some fun stuff And in action.... And yes... that's a full tank of Karbonite being turned into smoke and noise. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Still need to tweak those tbh, so for now probably not. Side note - I am working on the first Karbonite engine. I'm thinking lousy ISP, but high thrust, and much like the Aerospike, works equally well at both altitude and in vacuum. Which should make them an interesting choice sometimes.