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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. The drill actually does rotate but it's hidden so you dont get to see it Beyond that, no particle effects. Yet. likely phase 2. Scrappy startup and all that jazz. And we do have an atmospheric harvester model already
  2. Conversion while drill is active should flat out be fixed with 0.0.6 A Claw part is on a different list, not the Karbonite one And that list is not being touched till Karbonite and Hollow Asteroids are both released. On that note - my go-live for Karbonite: 1. Oceanic Harvesters (We can use the drill worst case) 2. Atmospheric Harvesters (This is next on my model list) 3. A few more tanks Anything I am missing? Again, remember we're in scrappy startup mode - more stuff will be added (i.e. look back at the first MKS release )
  3. Heya Will check out the behavior in the new code base as it has some pretty significant changes, and there were some persistence changes to the fields you're having issues with. Thanks for the info!
  4. 0.0.6 up! New converter plugin (had to tweak that one that was linked but it saved me a ton of work) and some other minor config updates
  5. Have that with MKS/OKS and will shortly have that with Hollow Asteroids Oh... and a mass driver (WaRi gave me a christmas present of a new model and texture). Also - the new converter works a treat. Prepping the release now - give me ten minutes. Lastly... here's how fuel works (Basically what has been observed previously, and follows KSP's fuel flow laws): - - - Updated - - - SCANSat. Solved issue.
  6. I love the idea of this mod. I will most definitely recommend it when my asteroid mining mod is wrapped up.
  7. Thanks! My suspicion is that multiple generators is flipping KSP out - I see bizzare behavior. Lemme try this one.
  8. Working on a new release. On a side note... ModuleGenerator sucks. That's your culprit. So while I have to eventually build my own replacement (to handle rails), for now I'll just shut down the generators when we run out of stuff or run out of space I now see why folks make their own generators That being said, if anyone is aware of a STABLE, and OPEN LICENSED one that's already done, let me know please.
  9. I vote the 'Go our own route with what makes sense balanced against stock' route. Options are good, don't want to be tied to any mod, though Nertea sounds closest so I am down with that if 'stock' and 'near future' land darn close. Looking into this shortly - My suspicion is that this is caused by conversion rate being faster than extraction rate and causing things to get silly
  10. Some KSP-I stuff uses that kind of power, it would make for some really interesting combinations. I'd also scale it down to the 0.625 level and see what that gives you as well, or a small radial part.
  11. FireSpitter and TweakScale you mean. Yes. Texture Replacer is there to stop ORS from breaking.
  12. If you have modeling skills, we'd love to have folks add stuff to Karbonite Link in my sig (or, likely, on the first page of this forum), (EDIT) And I will happily handle the Unity bit if you're just comfy with a modeling and texturing tool.
  13. Actually you asked me once to use a snippet of code from Hollow Asteroids and I cheerfully said yes, because all of my work is under a Creative Commons license, you just need to be sure to (a) provide attribution, and ( the derivitive work would have to be under the same license. Why would I be annoyed? I'm sure it was in jest, but one that doesn't reflect my attitude towards open sharing of code
  14. Has nothing to do with KSPI - it's how ORS translates EC for the display. For the latter issue, I'll need to investigate. Your MKS version is out of date - we're on 19.1
  15. Thanks And for the thread in general - I added 'Help Wanted' to the who's working on what bit on the first post, so modelers are more than welcome to join on in and contribute. Ideally the same modeler handles the different form factors for things, but I'll take all the help I can get
  16. No worries, I'm seriously considering switching out the LGM for a fairing cage with an external collider to mount stuff too. The existing one is MKS-like, but not MKS compatible anyway due to the need for longer landing legs. Out of the box, scope is pretty strict at one resource. It's easier to allow people to extend than to put the proverbial toothpaste back in the tube if we add more resources. I'm down with it. Another thought is just use different converters - make a monoprop/xe converter and a LF/Ox converter as separate bits, just because if we're not careful the screen will get way too busy. Straight out of the box ORS, plus SCANSat support with the dev build. For now. I have clever ideas for overlays but done in an ORS way not a Kethane way. It will be glorious but I can't even touch it till my other mods are caught up and Karbonite is out the door with release 0.1.0. I want the latter to happen this week. Excellent. Honestly, anything ORS based is going to be easy as pie to integrate, and there are tons of CC models out there. The entire intent is extensibility, and in the longer haul, to selectively pull back bits into the core product. Side note - the electric charging generator code sent to me by AshIzat is downright glorious. Probably the best generator concept I've seen in a while.
  17. Incredibly easy with ORS tbh. Unlike Kethane, ORS has full support for oceanic and atmospheric resource collection.
  18. Pipes from your stack tank to your radial ones. the fuel pipe thingies.
  19. Be careful - you may break something horribly Need to see if this is a KSP converter bug or what... humor me and see what it does if you add fuel pipes. There's about 50/50 on either side for this one. My inclination at the moment is to include it, given the tremendous amount of mass you will lose doing it.
  20. There should be a cfg file with resources in it (in this case, just Karbonite). Keep at it Started modding myself only a few months ago.
  21. Use the KSP-I experimental one. I'll be moving over to that one until such time as Fractal gets the mainline ORS working.
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