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RoverDude

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Everything posted by RoverDude

  1. Done, there will also be a catalog of suggested resources (I hate the word 'official', but there has to be some cat herding). We'll start off by not conflicting with KSP-I, EL, and MKS/OKS. Something I need a volunteer for *hint hint* is to understand what atmospheric and oceanic resources of the default ORS are actually used... I'd like to propose deprecating that to a scaled down version because some are a bit silly, and it gives Karbonite more room to breath. More for variety. Kerbin is for testing, Laythe is because it has minimal land area. Karbonite is more than explosive Though personally I would like to stay away from too many K-things. Model faster
  2. 100% totally support this, and no weird licensing issues with Karbonite. Once we get this out the door (hopefully this week) there will be a portion of the thread specifically for community additions. I'd also like to maintain a standardized list of resources so there's minimal stomping. i.e. what you DO with the resources (different converters, etc.) is up to you, but we should not have five kinds of Hydrogen
  3. Strictly Karbonite out of the box - especially since I have to handle air intake on Eve without making the whole thing totally breaky. But a multi-fuel or hybrid option would be interesting down the road. Atmo will be the former as that's how KSPI works
  4. That's some gorgeous work On my side I found out that ORS did not in fact actually have built in atmospheric support... so I've had to add it (mostly by pulling bits out of the KSPI side and refactoring them to work purely with ORS). Not as horrible as it sounds, but still a pain. Down to the very last bits, which is mostly debugging. Oceanic and Atmospheric will be in the next patch. For those that missed it: Atmospheric on Jool (lots), Laythe (trace), Kerbin (trace, just so people can test designs) Oceanic on Eve (Lots), Laythe (trace), Kerbin (trace, see above).
  5. TextureReplacer is the bane of my existance. Sure no issues at all with multiple resources
  6. Lovely! Working on the first model now so we can play with some Jool cloud diving
  7. Kethane already has a Kethane analogue... it's called Kethane. Adding Kethane to Kethane makes no sense I'm genuinely curious, because this keeps popping up.... what exactly do you mean by 'integration with Kethane'?
  8. Resolving it even as we speak for the next MKS version. I will just bundle WaveFunction's version to keep things simple since it works in both (at least untli we get an official KSPI release, but even then I think I will stick with Wave's branch and just send my changes there)
  9. The second WaRi gets me a texture For now I'm wrapping up everything else
  10. I vaguely recall there are rules for the animations on Kethane drills so we'd know the animation names. And I have a couple of animation names in the Karbonite code, so (IN THEORY) if you set the right config properties, it would just work. (EDIT) Unrelated note - Once we release this, I'll be encouraging folks to start publishing their own Karbonite addons (including their own threads), and as these are ready will add them to a section of the main thread. Only real rule will be... stuff should work, and should be under the same license That should help make things easier for people to find things for Karbonite, and give everyone some space to shine.
  11. Honestly, if you already have modeling and texturing skills, and can build a model in metric scale, our diameters are 2.4/1.25/0.625. I can happily handle the entire unity bit (I do this with WaRi on the hollow asteroids project. He makes pretty things, I make curly braces).
  12. No rush We'll have multiple releases and I have an inline intake for lauch I'd be careful using metal from karbonite - The Ore in EL and MKS is 100% compatible, steal that
  13. I am learning to hate TextureReplacer. Let me try that version of the config in my next patch.
  14. Density will not change, because the loss in mass accounts for waste, and does make some things more interesting. That being said, drilling overrun is already fixed Yep there is no dependency - MKS has no dependency whatsoever for a fuel source, it just supports Karbonite if it's there.
  15. Or, thank gods Fractal gave us a permissive license
  16. Actually, the stock KSP-I install is broke, so use KSPI-experimentals. Both that modder and I fixed ORS, but his covers both my case as well as KSP-I, so I'll be switching us over to KSPI-experimentals till Fractal updates the main ORS stuff. Already sent a patch request and an offer of assistance. Probably not tbh, as noted, two different processes. I'd say KSP-I is a lot more realistic, Karbonite is a lot simpler and more 'mass market' if that makes sense.
  17. Not at launch, this is meant to be a stand alone but extensible project. But once my plate clears a bit it's something to consider. Side note - one nice use would be to fill asteroids full of expensive stuff, de-orbit, and recover for cash
  18. Thanks - when the dust settles I'll start getting some links up. It would be lovely to see community maintaned patches that remove Kethane dependencies, but those really need their own thread for the mod owner to support their endeavours
  19. Yes I don't think it's far fetched as we already have Kethane generators, LiquidFuel generators, etc. and I like the mechanic. Heck, even rocket engines make electricity. And combustion makes a lot more power than solar any day of the week. Downside is that you're consuming your product. For the second bit - send me some and I can add them. Or add it to the GitHub issue tracker as a request Fair points, let me see what I can do.
  20. Nowhere right now - still very pre-release and scrappy. Anyone playing with this is playing with a shockingly green dev build.
  21. I'll phrase it a different way... I don't think asteroids are considered in the same stack for purposes of LFO transfers.
  22. Yeah I don't think asteroids are crossfeed Very likely due to how KSP handles liquid fuel as a resource. On a related note, this will soon be a non issue as there will be a native mass driver to go with this - either at release or darn close.
  23. I need more space in my subject tho Thank you for this! Those are more MKS resources Steal the ones from the MKS/OKS Install for a sample of how to add stuff You had me at props... *swoon* Use the fuel pipes in the direction shown in my image on the previous page I'll add this file in the next patch Lemme take a look!
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