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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. You are on 0.24.2 correct? Do you use Texture Replacer? I hate that mod. Plug on one of the detectors (it's in science) and let me know what it shows. Do an ALT-F12 and go to debug and look for weird stuff. Thanks! We're almost there Funny bit - is I am checking the forums in between working on Hollow Asteroids
  2. Correct - I moved it so that all USI DLLs are in the same place, since this shares stuff with other mods and vice versa.. and it was getting weird
  3. Nothing that would cause that. tbh I would not be using this dev version till I get the 0.24 version out as it's pretty much a rewrite.
  4. Screenshot of the righ click menu of the drill please
  5. Yep - or along those lines. Note how it's intake is elevated above the curved fuselage? Now let's Kerbel it up... Karbonite is terrifying and explosive. The models are about grilles, fins, and power. So emellish a bit. Like, what if we mashed it up with images of a hot rod engine blower? Then add all of the pipes and meshes and greebl-y bits... maybe a supercharged version?
  6. Awesome! The big thing to remember is that it has to be able to be radially attached, and that a lot of times our survaces can be curved or flat to varying degrees, so anticipate a little bit of it will be clipped into what it's attached to.
  7. FYI - next up is the converter for Xenon Gas (and will move monoprop to it), and possibly a large radial tank as those are not on the list yet. Plus anything else that arrives in time. Once I have nertea's last bits we'll be ready for 0.1.0 Keep testing and thanks
  8. Excellent! Let me know how the updated configs work - I was getting appropriate flat spins
  9. You're welcome. Actually, they do have action group toggles. They are not landing gear, so they are not tied to the landing gear key - just bind the action of your choice to the gear action group in the VAB. This is because if turned into landing gear the UI looks pretty foul as it shows quadrupled options because there are four legs.
  10. Fixed in the next release which is uploading now I guess another way of putting it is that I am having problems understanding the orientation - I assumed the stripe was on top? The top has a larger plane than the base. What I do a lot is google and look at real world examples for inspiration, which helps Good example is the first draft of the karbonite detector and the new one I did last night. - - - Updated - - - 0.0.10 IS UP! **STUFF GOT MOVED - DELETE YOUR OLD KARBONITE FOLDER!** Config fixes for the jet engines New radial tank Small VTS Tank Smaller atmospheric scoop (can also be a nose intake) Particle Collector now collects... Fixed some size/gap issues on some bits
  11. Ok found it - looks like a config issue, already tested and will be in the next patch - thanks for helping test
  12. I need to scale it a bit and do a bit of rework, although preference would be for you to do some iterations on it Some recommendations btw - needs more 'stuff' (the sides slope away from the mounting surface... why? There should be some mechanical/structural reason for that). Also need some way to keep the grills from clipping into something (or gaps) in the model if it sits flush. The texture lines for the racing stripes should also be a bit more 'crisp'.
  13. Ok lemme check, wrapping up the next release and let me see if this is a bug (EDIT) if you could post a screenie that would help
  14. 1. Do you have EC? 2. Can you collect Karbonite on the ground? 3. Are you using the latest version (to include overwriting any ORS install and removing ORS and Karbonite beforehand 4. Are you on KSP 0.24.2?
  15. No worries - I would be sadder if you had found some horrific bug
  16. Well now. This would be pretty much why the subject line of this post says 0.24.2. This mod does not work in 0.23.x or even 0.24.0 for that matter because Squad changed the API.
  17. I honestly have no answer for you... You are on KSP 0.24.2 right?
  18. Tested out the new configs (this is 0.0.9) and it works beautifully. The little radial tanks are just retextures of the long RCS ones I am using as a placeholder.
  19. This is pretty much exactly what I see when folks either use KSP-I and have a differing DLL, or did not delete out the entire Karbonite and ORS folders before replacing it with my stuff. I know you said you did do this, but can you please double check? Because that's exactly the what causes what I see on your screen.
  20. Unfortunately that's a very hefty change to how ORS works. Personally, I take the opposite tack. Karbonite is relatively common - Eve has oceans of the stuff, Jool (formerly the most useless planet ever) is made up of the stuff. Nobody cares on Kerbin because it's so much heavier than liquid fuel, so it's not a valuable commodity. But it's incredibly useful for space exploration and ISRU. Think of Karbonite less as some new, amazing thing and more of taking advantage of something that's plentiful on location vs. shipping expensive LiquidFuel from Kerbin. the price being the mass, the need to do local (surface-based) refinery, and it's low ISP for engines that use the stuff. (Edit to avoid double post) What I would add, is that anyone is welcome to code a change for that. I don't mean that in a 'if you don't like it do it yourself' way, but rather quite the opposite. The entire point of Karbonite is to serve as a starting point for people to change, mash-up, and extend what it does and give us more options. Heck, that's what I really hope happens, and it's why I want to link to everyone's Karbonite-inspired and derived works, because one size does not fit all. I just have to remain true to the vision of the basic (and relatively simple) base product.
  21. More questions. Does regular Karbonite extraction work? Do you get context menus (i.e. are they showing a flow of 0?) What planet are you trying this on? Can you show me a screenshot?
  22. Ok just one more thing I promise. If you have created some custom content for Karbonite (new configs, etc.) and want to SHARE (which is awesome by the way) Please PM me a link to your own forum thread (you probably want to start off in DEV) and I will link these in the OP. That way your stuff does not get lost in the main thread, but also gets tons of visibility. Once we go to release, I'll keep a list of dev threads and release threads. Thanks!
  23. Sure, I'll likely just switch over at some point, was not aware they already had an analogue. - - - Updated - - - Ping me with a new config if you have one - - - Updated - - - Quick reply to thread Being silly, I have conspired to accidentally delete a ton of PMs... so if you sent me links to parts that you do not yet see in Karbonite, please resend them
  24. Whoops - had it paused while I worked in Unity, give it a minute or two. - - - Updated - - - Which engines are you using? And the usual questions Did you clear out your UmbraSpaceIndustries\Karbonite folder before adding in the current version?
  25. Try with the next release. Speaking of which: 0.0.9 is up! Better texture reuse Fixed missing sounds Fixed issue with stack jet engine starting activated (Yikes!) Engine balancing New antenna (less ugly, includes a DOS prompt)
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