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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Those are just working notes so I can track the stuff I need for launch, especially as I am coordinating efforts of multiple modelers and coders I'll be handling all of the initial configs and test parts, plus the ORS stuff (most of which is done). Side note - for the Karbonite engines, they will be smoky, low efficiency brutes more for convenience than for replacement. A real world analogue would be the multi-fuel engines that can take in truely horrible things and produce power, albeit at a low efficiency. So these will be low ISP engines where there's a real consideration for whether to use one of them for simplicity, or to stack them with an inline converter and generator.
  2. I have all of the models and textures from WaRi, so now I am writing the probe code, moving all of the parts into Unity and KSP, and changing how some parts work based on issues with multiple klaws, etc. So it's in that quiet phase where I do a lot of typing Sadly, I'm away from my dev PC this week, which means that I can't do any models, etc. nor work on my MKS or HA code bases (this is why I have some time for Karbonite, as I need something to do at the hotel vs. just watch TV)
  3. Should be fine now... Thanks Reddit Right click on the engine Evac I need to check, it may be turned off for now. See other replies - since in TAC a Kerbal survives 30 days without food, 3 days without water, the DERP has 15 days oxygen, 12 days water. Space is very tight
  4. I just slap a probe on it, but definitely mods out there. Awesome, let us by all means talk. I would ideally like to make sure there are no conflicts between mods (EL, MKS, Karbonite, etc.) and foster good interoperability. So while Karbonite will be the one-element mod, I can see a place where there's a whole pallete of compatible extensions for realism, variety, what have you.
  5. Waterworld? Althiough it would probably be more of making a buoyant Module Base. I need to see how ORS handles this stock. What's nice is that we control the maps (though the random generation being done by Arrowstar is shaping up nicely!), and ORS has no issues with resources running out, which is helpful.
  6. DO IT!!! I really want this to be a community driven thing Already done Hollow Asteroids. Wrapping that mod up, and it gets a nice Karbonite tank now I concur. This is absolutely spectacular. Cloud harvesters are on the list, both in the form of ones on rails with over time collection, and more active ones that can dip in and then blast back out for better rewards (you could do a high speed aerobrake, harvest as you blast through, then on the Ap, burn to get back on rails). A mechanism where the faster you blast through the atmosphere the more resource you harvest would be wildly entertaining and lead to some very interesting designs. I want to see how the default ORS collector works, since I will have to poke around anyway to see how it handles speed and atmospheric collection. You would get Funds just through recovery - so you could in theory just decouple and parachute in tanks full of Karbonite onto Kerbin and collect your funds. Some debeate the middle one as well, whether from privacy concerns or purely from being rubbed the wrong way over a perceived entitlement to their date. It could have been handled better, but in any event has resulted in the community equivelant of poking a bear with a stick. Sometimes poking the bear is good, it results in innovation. Honestly, I had considered taking on KAS previously, purely because of licensing, but it's low on my list right now. And yes, that implies that at some point, I may very well build something in that same problem space that the communty can own. Simple is good - vessel recovery handles this already The variance is in the value of what you ship back (examples being the exotic minerals and rare metals in MKS/OKS which are there purley to make funds once I run through their configs).
  7. Nope, just different natural forms of the same element. Off to dinner, wrapping up a radial intake since a lot of the other parts are well under way
  8. Which one? The fact that it explodes ships right now in certain versions, inclusion of ModStats, or the licensing? In any case, my plate is full at the moment. Back to Karbonite! So I like the idea of the Eve ocean being full of liquid Karbonite (there was always the long standing joke that it was rocket fuel...), and Jool having a Karbonite-rich atmosphere (just because I want to build a cloud mine). I'll be testing out both of these in the next day or two.
  9. Oh dear god, I have children. Who I do wish to see on occassion!
  10. There will be a test build and I will ask folks to join in and test Just bear in mind that by test build, I mean a build that has a lot of white cylinders until such time as models catch up.
  11. We'll most definitely need testers here once things are a bit more solid. I'm going to see how many part configs I can crank out for the 'ugly white cylider' version, then swap in the pretty ones as people finish models. And I may have to get in on the fun now that I'm seeing a style emerge I have some absolutely ludicrous ideas, possibly bordering on perposterous.
  12. GitHub Repo is up: http://GitHub.com/BobPalmer/Karbonite For you awesome folks making models - if you're comfy with GitHub do a pull reqest with your model/texture and I will start making part configs. ORS maps are done as is ther Karbonite resource. I need to work on thresholds, etc. but this laptop is not the best platform for that Going to make a ton of test parts (no-texture stock parts) so I can work through the configs and keep ahead of the modelers
  13. nah, I like these And I like that it blends with both my mods as well as stock.
  14. Present but in different forms... Eve oceans, Jovian air come to mind. Solids elsewhere. Concentrations will vary from very rare through fairly common. And these are of course always customizable, extensable, etc. They use a grayscale PNG which can correspond to whatever you'd like Dear god yes. Orange and black, row five it is. Sold. More rep incoming once I can spread it around some more I like this! Thank you sir!
  15. Gorgeous! And yep, Kethane is definitely green. Taking a nod to Alexustas' logos, why not that shade of red he's using?
  16. Replying to the thread in general on scope (and trust me I already have my share of complex multi-step mods). Intent will be to start with a simple scope. One resource. Find, mine, convert, store, and use. Handful of parts - detector, extractor, converter, tanks. And some accompanying engines/generators. But since the entire thing is CC, folks are absolutely free to extend it. Swap out the converters and make a more complex process, change conversion rates, add resources, go crazy. ORS is there. The parts will be all CC. Any custom plugins will all be CC. I totally get that this may not be everyone's ideal one way or the other, but it hits the widest audience, it's a proven formula, and it leaves it the most open to extension and enhancement (it's easier to take stuff away than to add new stuff).
  17. Hey all - so here's where we're at: Karbonite resource now set up in ORS. In the box will be a single resource - Karbonite. If you have MKS/OKS, EL, whatever - you get more stuff. I want to keep this as a narrow focus, because there are plenty of choices out there already for adding more stuff. Initial parts will be an extractor, a converter, and a tank. Antennas will use stock. On the drawing board will be multiple tanks, generators, jet engines, rocket engines, etc. with different form factors, from micro sized to jumbo, and the community is free to add more, as all plugin code will be CC I am doing 'white mock up' parts using stock models for all of the parts both for release and noted above so we can get balance, etc. set up. Mechanic to randomize maps is being worked. Need to research how to swap out the ORS textures at runtime. Building 'on rails' resource extraction. Both this and the random maps are not required for release, but are nice to haves. Will also be looking at on-rails generators so that these can 'catch up' when your mining op reloads if these were left on. - - - Updated - - - Take a look at Orbital Logistics with MKS/OKS
  18. That's really good work! I love the idea of modular station components like that!
  19. Should be fine since I am adding modules not sealing it or overriding ones that RT probably uses MKS already overrides these in the same way I like that - lemme ponder
  20. Ok here is the parts list (Nertea, rather than influence your creative process, just go with what you think looks awesome). Consider Karbonite is a solid in it's natural state, extracted from rocks. But can be found in some planets in liquid or gaseous form. Parts needed for lauch - we'll start with the 2.5m form factors because mining stuff should be hard, and have big parts. An extractor (see discussion above, any option works). A storage tank to store our Karbonite. A converter. We can use stock antennas for detection for launch. Bonus items (Do whatever ones you have ideas for) Oceanic extractor Atmospheric scoop Karbonite-fueled engines (you could probably just reskin ones you already have) in 0.625, 1.25, and 2.5 form factors. A Karbonite-fueled jet engine Different sized tanks Our own antenna Different size converters/extractors A generator to turn Karbonite into ElectricCharge I think it makes sense to have one person work the models so the look and feel is consistent. That being said, I can absolutely lend a hand either in modeling or texturing if this is too much. I'm going to work on configs, getting ORS set up with the resources, planetary base maps (at least till we have procedural ones), and a mod to operate the extractors on rails, plus anything else I think of
  21. Good stuff I'm going to whip together an 'ugly white cylinder' version of the mod, and start getting some bits together. Let's see if I can start flying around Eve on vaporized Karbonite...
  22. Karbonite uses ORS. So think of it as a new standard resource with accompanying parts. There will very likely be some gameplay extensions, but really that's the crux of it. There are three that I am considering, First is procedurally generated resource maps (so every game is different). Second is a mechanism to impact that map, so it can change based on player actions. And lastly, a way (I need to fiddle with this) to operate ORS on rails, so you don't have to resort to time warp.
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