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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
I like and endorse this idea! FYI they area 0.625m form factor.... hint hint -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Welcome to Texture Replacer, my archnemesis. There *should* be a fix for this in the next release as I had to do it for MKS and it will carry over. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Thanks To be honest, at the end of the day kindness is free, So I've tweaked both title and content to retain the original point without (hopefully) making anyone feel bad. I expect at this point once Karbonite hits the streets it will gain some nice momentum - - - Updated - - - What MM configs do you want? I'm confused? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'll certainly ask. But I daresay that if it was unfounded, Squad would not have changed the rules In any case. This is not a ModStats thread - I think that horse has already been taken out back and put down. This is a Karbonite thread. Oh... and Jool cloud harvesting with ram scoops is fun. I can't wait to try this with jet engines... -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
So the cloud harvester is done This required building out a new ORS module adapted from the KSPI bits. The downside is that it's more fun to play with this than code... New release incoming. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
1. Don't need to scan at all, you will see all of the hotspots. 2. Yes, this is how ORS works. RE your 3: Be nice. Be respectful. Seriuously. And I expect that with the rules have changed for mods, that behavior will be changed. I'd say that given Squad's position is not in favor of ModStat's current mode of operation, it is perfectly reasonable for people to want to ensure there is not a dependency on ModStats. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Really a case of using ORS extractors for something beyond their purpose. Likely something I personally won't be tackling because I think we've landed in a good place, but folks are welcome to extend, fork, remix, and improve The best part is that we get to see what folks come up with, and pull in all of the best bits. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
This weekend, if I get a part in time. Otherwise, this weekend and I'll adapt something at low efficiency. Stock ORS. Latter is probably more dead on Also taking into account different gravities, environments, etc. Staying out of multiple resources for now, mods are free to add this. Correct - less a save and more a switch/rails issue. Had switched out the intro before, will update the title. I do kinda have to keep the 'difference between this and Kethane' bit, because the sheer number of times I have to deal with 'why don't you just integrate with Kethane' is a bit tiring. (Edit) What I will be kinda clear on tho, and do (slightly) take offense to is the accusation of 'bashing' or 'riding a wave of hate'. I can dislike a license, and dislike privacy invasion, and have not made any secret about this. But that's a very, very far cry from disliking a person. Less a 'wave of hate' and more of a wave of 'oh crap... the one tool I needed to get fuel now has something I really don't like mixed in it... Guess it's time to make a second choice'. Simple as that. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The only rub is that the game will not let you save with a suborbital trajectory, so your best bet is cloud diving, or at the very least, pulling out of the atmosphere to save. Side note - front page updated (less controversy, and an Imgur album) -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
That's pretty much exactly how it works:) No worries, and I think we're simmering to a point where the core mechanics are soon to be knocked out. My goal is first release this weekend. Probably not because they changed some stuff in 0.24.x that affected resource flow. Haven't tried tho. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Or just branch But 'Extract all stuff' is actually a pretty non-trivial change. But moot point since the design angle is going the direction of sticking to stock extraction rules and having successive processing, and limiting this to a small number of extractors (no more than, say, three things per part). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
The only problem is you end up with very cluttered screens due to the way the part module works... or we are down to a whole rewrite. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
By design. There's a lot of waste and gunk in Karbonite, so it's best to refine it on site into your resource of choice. Granted, with Hollow Asteroids and trace Karbonite in the SOI of certain bodies you'll be able to get it in zero G -
Excellent, Then you can be nice and apologize for yelling at the OP.
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[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I'll take a look - but this one will be taking a temporary back seat as I have two releases to push out this week (Karbonite and Hollow Asteroids). -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
So two quick things - I think the isolated Xenon stuff will be a secondary converter (I will probably use the beautiful model WaRi made for HA since it has more 'gas tank' type stuff): Second - I'll look at the cube thing and see what's up with that, and if it has promise. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yep, that's exactly why I left the density so high. So let's talk how we get around the problem of trace stuff plus non-trace stuff. If we have Xenon be, say, 0.001% of Karbonite or some such thing, we throw out a lot of good rock with fuel in it... but if we make it part of the same conversion, you have some unintended results like the unwanted filling of fuel tanks when you just want Xenon, or the aforementioned waste. My proposal is that trace extraction has input of Karbonite, but kicks back.... Less Karbonite and your trace element. So it's very slow, very resource intensive, and you diminish what else you can pull from it. But it is doable, and isn't breaky. Thoughts? -
A more accurate quote would be that it's not Ford's job to make sure that it's transmissions work in a Subaru. Or a helicopter. Never have I seen so many people complain about getting free stuff. Especially with the state of patches and turmoil with mod compatibilities these days as .24x settles in.
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Unsure, but you can look at the code and see. Would be a nice patch -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Absolutely correct -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Side note - First post has been edited to reflect what it will look like for release, feedback is good. I want to keep the tagline for launch but will deprecate in favor of the usual version/date format post launch.