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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
Question for folks - I'm not a fan of the radial drills since you always have to do them in pairs or mess with balance. How do people feel about having the extractor as the bottom part of a ship (i.e. belly mounted)? The plan would be that I'd bundle the MKS struts as a platform, and the extractor would rest below that so you would have to drop it in via a sky crane or parachute. Thoughts? Alternate ideas? -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Coding challenge: If anyone wants to volunteer for this, PM me. Want to make sure only one person works on this to minimize cross efforts. What I would like to see is some code that procedurally generates a 640x480 greyscale PNG. basically I would like to have randomized ORS maps, so each player's experience is different. This is not a launch requirement, but one that I think would add some nice depth. I'm envisioning something procedural where it affects the density, scatter, size, etc. of the deposits in grayscale for ORS. Bonus would be for it to take an existing PNG (like the default greyscale ones I use for MKS/OKS, but could be anything) as input so that the randomness has some correlation to terrain. Bonus: Ability to add to this map after the fact. The play would be that players could, on land, 'explore' a point and have a chance of generating a new hotspot for the given resource So we'd need to change the ORS map. Conversely, there could be a mechanic where a spot's density decreases over time due to resource depletion, encouraging the player to find a new hotspot. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I will PM you shortly with a short term and a long term list. Even better - I'll just show relative sizes with primatives in Blender and send you screenshots -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Possible, but not day one - there would be code involved. Rest assured once I get the initial scrappy release out there (and I want *something* out there in a matter of days), I will start logging enhancement requests, or hope that folks contribute/fork/or do awesomeness. Mimic behavior of Kethane plus include MKS resources along for the ride since they also cover EL. Contracts are not for launch, but you never know. Noodling - but not for the first pass And no, no desire to fork Kethane, all licensing aside (which is very real). I want a nice, clean, friendly, open licensed competitor to give folks more choice, and to let people modify, extend, share, retexture, and enhance as they please (and then I can pull in all of the best bits and make stock Karbonite even better). -
Awesome Enjoy!
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Awesome! I truely hope that once done it catches on, and becomes the go-to for resources. ORS deserves a lot more love than it gets right now -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
So to answer both of these Bear in mind I would already have MKS/OKS's Minerals, Ore (also used by EL), Substrate, and Water. So we start at four, plus Karbonite being the new fuel based one in the box. And since this is nice and open, I leave it as an exercise for other people to extend, change, and improve this as they see fit So someone may just want Karbonite on it's own to replace Kethane, or they may choose to add a mod that adds a half dozen new parts and resources, or maybe they add that plus MKS for more stuff... either way, with restrictive licensing removed it means people can get creative and have fun. -
No idea I've done some horrible things with it and it's lived, but yes... let us know how it works out for you
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[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Beautiful! Sooo tempting... but after the first release I honestly want something scrappy out there in less than a week. Selling would be a go with recovery. Other bits I'd hold off on due to keeping within the constraints of ORS Dunno, somone suggest something Will do. My belief is for the sake of simplicity, to just do Karbonite. Any other resources are already handled by other mods (MKS, KSP-I, etc.) PLEASE!!! I would be incredibly grateful! I can already use BahamutoD's drills since those are CC licensed, and stock dishes as detectors for starters.. so I'd just need a few more parts to do a scrappy startup version - figure a tank, a converter, a jet engine, an atmospheric scoop, and something to suck Karbonite out of oceans and we're golden. Let me know what parts you can do and how soon I can't (nor would I) control the choices of other mods, and if other mods want to support or use Karbonite then that's fine (sharing is good), but I am going to be incredibly careful about any dependencies or bundling things that go in the box with Karbonite. i.e. ORS has permissive licensing, as does FireSpitter if that ends up as a dependency for any parts. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Suggest all you want No commitments either way - but contrary to belief I do sleep, and have to clear up my mod to-do list. Hopefully someone else from the community can step up and spearhead that effort. That being said, it is tempting... but it would probably mean taking a vacation just to sit down and code it up. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
If the mod requires a resource, then it should not care where it comes from. For example, you can get Ore for EL using MKS (I intentionally used the same resources because playing nice is always better). And since Karbonite is open, if someone wants to extend it, etc... go for it. Once it is in a workable state I will start reaching out to other modders to encourage integration. -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Awesome points 1. Drill wise, I think it's more a case of form factor than size - I like the idea of an inline drill that would pop out and extend down, vs. having to deal with balancing heavy radial drills. Given ORS, different sizes (0.625, 1.25, 2.5) would just be a function of scaling consumption and production efficiency, and more a convenience for building your mining rigs. Would also consider drills that can deploy horizontally in case someone wants them to be on a horizontal rover rig. That being said - there could be different ones withbeter oceanic rates (with intake hoses), and atmospheric scoops (for Jool cloud harvesters). 2. Solved by ORS The idea that a lone Kerbal could drain a planet dry in a matter of years was a bit odd in Kethane. There will also be atmospheric and oceanic resources on certain planets. 3 - Done 4 - I'll look into this. I expect it can be solved with cleverness. 5. GMTA - I had that on my parts notes - a Karbonite-fueled engine series in 0.625/1.25/2.5/3.75 form factors. Comparable ISP to stock, so no benefit other than saving conversion time. On a side note, in general Karbonite will be pretty much the same density/efficiency/etc. as using LFO 6. Since I am also working on Hollow Asteroids (which includes asteroids mining) consider this done Already have all of the core parts working, just finishing up code 7. ORS should solve the extraction problem, and in the case of Laythe, it may be that in it's case all oceans have trace Karbonite concentrations. I'm thinking make each planet have a unique combination of Karbonite in the land, sea, and air to lend variety. 8. Concur Best part - all nice and open, so I look forward to lots of folks forking, mashing up, mixing, and sending pull requests -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Awesome, I'll put up a parts wish list shortly. Sold. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Anytime It's pretty sweet how these played into the rescue contracts in 0.24 as well -
[24.2] Karbonite Ongoing Dev and Discussion
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Awesome, I really appreciate it! -
NOW IN PUBLIC RELEASE! NEW THREAD HERE I submit for your perusal Karbonite (KaO3). A newly discovered mineral that has hydrocarbon-like properties and is perfect for processing into a fuel. It's easily mined from the surface, and can be found in liquid or gaseous forms on certain planets (Jool cloud harvesters anyone?) Karbonite's goal is to provide a permissively licensed, community driven ISRU (in situ resource utilization) framework for KSP. Karbonite is based on (and in some cases, extends) the Open Resource System (already familiar to folks who use KSP-I, and MKS/OKS) and combines it with new code, some amazing community driven parts, and a license that encourages sharing and extension. How does this differ from Kethane? Karbonite is based on the Open Resource System from FractalUK and used in KSP-I. Kethane uses it's own resource engine. Karbonite is concentration based, Kethane has discreet deposits. Karbonite pushes you to select richer deposits for better efficiency. Kethane is all or nothing - either a spot has Kethane or it does not. Karbonite's resources are inexhaustible. Kethane's resource deposits can be depleted. Kethane uses a planetary scanning mechanism, Karbonite shows high-concentration 'hot spots' out of the box without scanning (though prettier SCANSat integration is available). Karbonite has very permissive licensing (Creative Commons 4.0 Share-Alike attribution non-commercial). Kethane's licensing is not as permissive. Kethane deposits are land based only. Karbonite can be found in oceans and atmospheres too (Oceans of rocket fuel on Eve, cloud harvesting on Jool). Why not just extend Kethane? Will there be Kethane compatibility? Kethane already has a perfectly good Kethane analogue... it's called Kethane. So if you want to mine a fuel-type resource using the Kethane platform, then by all means, use Kethane. It really is the best Kethane alternative that is derived from Kethane. Karbonite is a community driven alternative with friendlier licensing and different mechanics. Where can I find Karbonite? On most planetary bodies as a mineable crustal resource (other than Eve and Jool) In the atmospheres of Jool, Laythe, and Kerbin In the oceans of Eve, Laythe, and Kerbin. In space (within the SOI of Eve, Jool, Laythe, and Kerbin) What parts are available? 2.5m Ventral Drill 2.5m Storage tank 2.5m Converter 2.5m Particle Collector 2.5m Atmospheric Scoop 2.5m Landing Frame 2.5m Karbonite-Fueled engine 1.25m Karbonite-Fueled engine 1.25m Stack Jet Engine Radial Jet Engine Radial Turboprop Engine VTS tank Radial fuel tank 1.25m Distillation Module 2.5m Distillation Module FL-T400 and FL-T800 sized 1.25m tanks Large radial drill What parts are in the works? Generators Small radial drill 1.25m converter Small radial detector dish What mods are integrated with Karbonite? MKS/OKS has full Karbonite integration. Will installing Karbonite break Kethane? Karbonite will not conflict with Kethane. How about KSP-I? Nope. Karbonite does not conflict with any KSP-I resources. I have a great idea for a feature, can you implement it for me? Do it yourself No.. seriously. Karbonite has extremely permissive licensing. Not only are people allowed to go crazy with all of the stuff in the mod, they are strongly encouraged to do so. This is, first and foremost, a community project. With all of the craziness and innovation that implies. Tear off the warning stickers and go have fun. And if you need help, crack open the source or ask on the addon development forums. How can I help? Think of new and crazy models and parts for Karbonite. Help convert mods from Kethane to Karbonite. Make sure your own mods can support Karbonite. Spread the word! Where can I find a list of extensions to Karbonite? Right here! If you want your mod on this list, just create your own forum thread (just to keep the Karbonite one clean for core issues only), and send me a PM so I can link it. This will be for release threads only please, and the only rules are that you keep to the same open licensing as Karboninte, and to help people play nice with each other, we all only use resources that are part of the Karbonite Resource Library. What is this Karbonite Resource Library you speak of? Since ORS itself is very open, and since I expect there will be a lot of folks adding new resources, etc. we will be requesting that we all work together to standardize on resources, mass, etc. So if you want to use a resource and it already has an analogue (I.e. we do not want ten kinds of 'hydrogen'), please use it. If you want to add a new resource, propose it and if it's not in conflict we will add it to the list. I'm doing some testing and experiments to provide guidelines on how this can all work together, and will have a published list along with guidelines and examples soon after launch (right after I go to disneyland). Karbonite Compatible Mod List USI Kolonization Systems (MKS/OKS) Hollow Asteroids What's coming up next for Karbonite? Procedurally generated PNG files for ORS (Thanks Arrowstar!) More parts! Known issues: I have not tested the density of hotspots with ORS (i.e. how well they look in map view - too many or too few). You do have to deploy your drill to start extraction, but it does not check if it clips the ground. Probably more stuff - no cost balancing, etc. - Suggestions welcome! The Workshop (Parts and other bits in progress) Nertea Small radial drill 1.25m converter Small radial detector dish RobotEngineer Radial air intake RoverDude Micro (probe sized) air intake RoverDude's integration List (Stuff I need to make configs for and work into the mod) Caught up! give me more stuff! Kravity Radial and 2.5m Oceanic Extractors CREDITS: Models/Textures: Nertea, nli2work, Nazari1382, SpeedyB, RoverDude, WaRi Other Credits: Alexustas (Our snazzy logo) Arrowstar (Random PNG generation code) AshIzat (Generator code) RoverDude (Other plugin code, Configs, Cat-Herding, and Curation ) The KSP Community (For being awesome!) This has been, and will continue to be, a community effort. You guys and gals are absolutely awesome! There is no way I could have pulled this much off this fast or with such high quality parts without all of the talented folks chipping in. I am humbled by your generosity, and your confidence in letting me curate this project. DOWNLOAD LINK You can download the source from GitHub, as well as releases. You can also find Karbonite in the USI Download area of DropBox. LICENSE Karbonite is licensed under a Creative Commons 4.0 Share-Alike Attribution Non-Commercial license. Change Log 0.1.1 - RELEASE CANDIDATE - 2014.08.03 [LIST] [*]New version of Module Manager Corrected SCANSat config to utilize the renamed Karbonite Detection Array [*]Changed 2.5m converter to produce LiquidFuel and Oxidizer at 0.9/1.1 ratios [*]Set all tanks to start with zero Karbonite in the VAB/SPH [*]Changed Karbonite from ALL_VESSEL to STAGE_PRIORITY_FLOW [/LIST] 0.1.0 - RELEASE CANDIDATE - 2014.08.03 [LIST] **DELETE ANY DEV VERSIONS BEFORE INSTALLING THIS** [*]Updated colliders for the landing frame [*]Renamed/Reorganized all parts and folders [*]Tech tree integration - the parts are split accross a few relatively early nodes: fuelSystems, heavyRocketry, and aerodynamicSystems. Tanks are spread accross all three. [*]Updated masses/costs for all modules [*]Tweaked the relative efficiency of the smaller distillation module [*]Deprecated stock antenna support [*]Changed Karbonite to flow like RCS, etc. to reduce fuel line madness with colletors and converters [/LIST] 0.0.12 - 2014.08.02 [LIST] [*]New Distillation Modules for Xenon Gas and Monoprop [*]Engine updates and tweaks [*]Texture reuse optimizations [/LIST] 0.0.11 - 2014.08.02 [LIST] [*]Fixed issue where air intakes were not intaking air... [*]Decided it would be nice to actually include the DLL this time. [/LIST] 0.0.10 - 2014.08.02 [LIST] 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 [/LIST] 0.0.9 - 2014.08.02 [LIST] [*]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) [/LIST] 0.0.8 - 2014.08.01 [LIST] [*]Switched KarboniteResourceConverter to USI_ResourceConverter [*]Ram Scoop is now a Particle Collector (works at 100%-110% atmosphere altitudes) [*]New inline intake now serves as the Atmospheric Collector [*]Three new engines - Turboprop, Jet, and Radial Jet [*]Changed Karbonite from an all_vessel to a stack resource [*]Added 'ScoopedAir' - a new resource to facilitate atmospheric operations on Eve/Jool [/LIST] 0.0.7 - 2014.07/30 [LIST] [*]Atmospheric Resources [*]Oceanic Resources [*]New Atmospheric PartModule [*]RAM Scoop [/LIST] 0.0.5 - 2014.07.29 [LIST] [*]Initial ChangeLog Entry [/LIST] Video on how to use ORS/SCANSat with Karbonite: https://www.youtube.com/watch?v=lMozN4jpxbU&feature=youtu.be
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
You were lucky Crash tolerance is 45m/s (comparable to some stock pods). Turned off I believe, need to dig back in, there was probably a reason This will get another refresh since I need to add in the HERP, and bundle all of this stuff into a single project/parts pack -
[WIP] Orbital Kolonization System... it's MKS... in space!
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I'm doing my job then And again, this is the bit where I say... wait for what's next. Thread incoming -
[WIP] Orbital Kolonization System... it's MKS... in space!
RoverDude replied to RoverDude's topic in KSP1 Mod Development
No rotating ring, but you have a release. It's in DropBox as 0.18.8 bundled with MKS - have fun -
[WIP] Orbital Kolonization System... it's MKS... in space!
RoverDude replied to RoverDude's topic in KSP1 Mod Development
MKS modules are bright and cheerful because of their concept art - and got a lot more bright and cheerful with the greebling These had different inspiration, and IMO the bright colors did not look right, especially since. more than ground bases, these will be mixed with stock parts in stock form factors. Ironically, when MKS first came out everyone wanted it stock alike -
[WIP] Orbital Kolonization System... it's MKS... in space!
RoverDude replied to RoverDude's topic in KSP1 Mod Development
These are intentionally subdued, so no splashh of color on these, it did not look right. That being said, all of the textures are there, so go to town. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
It's more a holdover from when TAC aggressively added stuff to command pods -
Oh... I may have some products you are interested in then And to the OP - how is the distance between the stars? Do we have a larger 'solar system' now?
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
New build on DropBox -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Oh, not like you've never killed Kerbals before But seriously - it's a collider issue, I'm making a new build now.