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Everything posted by RoverDude
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
My counterpoint would be this... how tough is it for one person (or even, say, a thousand Kerbals) to totally deplete a planet's natural resources? Since ORS does not have fields, two ways I can think of to do it. One is to actually modify the PNGs on the fly (which reduces density), and the other would be to allow the resourceconfig to change over time. I'd welcome pull requests for either one Might as well Lift the ore fields and code from MKS - it already works there, so it should literally just be a copy and some harvesting parts for EL. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
What I would like to do is keep this super community friendly, and once we hit release, I want to keep a running list in the thread of everyone's mods to core Karbonite - that way we can add stuff like that Only rule of the game is that everything stays under the open license so we can all share. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok looking at what I see there - can you please pop open your debug log? Looks like the ORS issue. To fix this you do have to totally delete out the ORS folder from GameData before adding in Karbonite. Excellent idea! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
More info please? I assume you have the latest release, can you post a screenshot? Try not maxing time warp, see how that affects things as well. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The legs are a thing as they are not landing gear - but I can add in an action you can key in. Still not sold on Xenon as that's a discreet element -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Monoprop issue identified and fixed for the next patch - keep 'em coming -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
You should not be able to do that... Granted, you can extract once the deploy animation starts. Just checked and I could not replicate that (but again, I could extract before the drill finished deploying). FYI - chemically, Ka03 will be Karbonite. Given there is no Ka on the periodic table, we can go a bit wild And it goes well with the logo. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I expect map is purely a config thing - I have not yet gone through and optimized the threshold for when things display on the map, so all me. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
.24.2, yes. Was a bug in ORS that I had to fix. So be sure to delete the ORS folder first before you install this. -
[24.2] Asteroid Recycling Technologies [0.4.2 - 2014.08.24]
RoverDude replied to RoverDude's topic in KSP1 Mod Development
You have no idea how much fun work you just gave me Thanks! -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
And now I am going to go grab a beer. Pull request sent to FractalUK, offered up my services if he needs a hand as I now have a vested interest in ORS -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
So if anyone wants the 0.24.2 patch, you can grab it from my Github at https://github.com/BobPalmer/KSPInterstellar/releases -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
...and they added a new parameter to a core method... New version up, 0.24.2 compatible. DELETE YOUR OpenResourceSystem and your Karbonite folders first!!!! -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
RoverDude replied to Fractal_UK's topic in KSP1 Mod Releases
Ok - I have a fix for the ORS DLL that I am wrapping up in my own fork. Let me bundle this up and test it and I'll toss a link to the new DLL. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok - found the bug in ORS. Looks like I get to fork and do a pull request Thank god this has a permissive license. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Looks like ORS got all nice and broke in 0.24.2 - let me get to work. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Fair enough - looks like it may be me as my KSP was still .24.0 - let me try recompilation with 0.24.1 -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No can do, that's a function of ORS. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Correct - can you guys try on a clean install with nothing but the Karbonite zip? Need to see where this conflict is. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That sounds like a threshold problem, need to run through all of those. Should be ok with that, 2.5 MW is light. I just use a bunch of RTGs in test. FYI - I published a new ZIP, now includes a dedicated Karbonite antenna under science. Also changed to a direct ORS reference, which may have been the issue you folks were having. Let me know if that fixes it. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sounds definitely like an ORS problem. I've seen this a couple of times now - let me try to re-bundle this and see if that helps. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Right... old news that one. That's about ModStats, not about why KAS/Kethane remain broke. In any case, this is a Karbonite thread not a Kethane or KAS thread For folks having issues with lag: Any specific parts? Do you see anything in your debug log? For folks unable to harvest - can you harvest at KSC on the launchpad? Do you see anything in your debug logs? (FYI I can harvest just fine on Minmus at those same coordinates) -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
All a matter of what folks send me next - working on some atmospheric bits after I get this antenna done Note power drain and constant 0 karbonite. This was on a 300+ ppm deposit. Toss me the exact coordinates please (if you have HyperEdit that would help). I'll try to repro. Would be good to know if others are having similar issues. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No ScanSat - You have a Karbonite tank correct? And the drill is also deployed? And your ship is landed? And what does your right clicky menu say? Sorry for lots of questions but need details please Correct it's an MM thing - old parts won't have the module. Whipping up our own antenna to help avoid this. Not on these forums. He has not posted since the 22nd. I suspect Olympic1 was posing a theory, unless he is aware of some other forum that I am not. In any case, no bearing on Karbonite, and I doubt the Kethane license is changing any time soon, and at this point I am pulling all Kethane support from my mods.