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Posts posted by RoverDude
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On a side note RE greenhouse mods (and the Porkjet models are absolutely awesome) and glass/rigid structures, here's the basis I used for MKS (users of that mod will see where I pulled the design from). Just interesting how many different ways there are to skin the proverbial cat
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Now to add monocles to Kerbals via texture replacer...
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And another round of feedback... You're doing a great job with responding to comments, that makes people (or at least me ) love to comment again.
I saw something similar to that superstructure-thing, i think in the showcases, a while ago. Modular Kolonization Something. Personally, I found it looked butt-ugly, but that's just me and also depending on the model work, which I didn't find that appealing. I think it's a difficult thing to pull off to make it look good, so I'd refrain from that.
I'll make some quick sketches of what my ideas would be. Images say more than a thousand words in broken English >.<
Edit: So much for feedback, lol Okay, it'll come once I did my few sketches
How polite. You know, there's this old saying about 'if you don't have something nice to say'...
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This mod takes resources from a vessel on the planet and sends them to a vessel in orbit with a delay. Currently it can be set to tax the resources and the percentage can be set for each planet separately. MKS looks like an impressive project and I wouldn't mind helping out. The resources transferred are not configurable yet, but I could add those features.
Excellent - I think this mod is about 90% of what I need! On the MKS side I already use a specific PartModule that I identify as a candidate for stuff that can be shipped and received, so I'd want to, from some central part, request resources from those available on the surface, and schedule transfers.
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Are you going to upload the modified configs Rover?
Yep once I have some time
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I wrote this licence quite hastily, sorry if it leaded to some confusion. I do not want to restrict the use of some modules at all. As long as your are using KAS as reference/dependency, everything is OK.
I modified the licence on my Github page, I hope the new text will be better :
Changed that:
To that
If someone think something else need to be modified on the licence, feel free to PM me.
Absolutely awesome That just made my life a lot easier!
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I believe the current release does, but you'd have to go over to the release thread to verify that.
Correct, just bear in mind it is very experimental (test maps are there for Kerbin and Mun)
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Color-blind support is an issue in several areas. I'm thinking it might be best to find some suitable color/shade to use for the greyscale map and use that for all resource types (assuming that only one type is displayed at a time).
Works for me
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Question - why not use a ScanSat map in greyscale for resources, and do the color overlays in color based on a concentration threshold (which OWS has) so you would see a bunch of small splotches of different colors (Kethane, Ore, etc.) although they'd be a bit muddy in the overlap but folks would get the idea. especially if you could turn resources on and off.
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What sort of overlay are we talking about here? Why exactly do green, yellow, and red not show-up well (exactly why and what ranges of colour matters)? With more information, I could probably offer some suggestions (maybe even proof some colours).
I don't think you missed any resources. Not unless MKS defines water differently. (I'm afraid I haven't taken a look at MKS' maps yet. >.< )
We just call it Water
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Ok then, thanks. Now the only trouble is lugging around a refinery. Still... much, much easier than working with MKS, this'll allow for a simpler system to be viable.
Yeah, MKS really is not a life support mod, it's a colonization mod that happens to extend TAC-LS. I'd say using MKS to make water is kinda like hand selecting your ingredients and brewing your own beer instead of running down to the liquor store
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Actually it was a bad OWS config in MKS, fixed with latest patch
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Well, there should be no water on the Mun or Moho. Too close to the sun to harbor such volatile materials. Minmus does have its ice-cream lakes, which water is an element of ice cream (yes, I just went there).Vall and Eeloo would be ice galore, and Lathye probably has 500% humidity so... ya.
Oh, that's just a matter of making different configs On the list, but wanted to get the core modules out there first for testing.
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Near Future Propulsion adds ArgonGas and LiquidHydrogen (as well as some uranium resources for reactors but why you'd need an asteroidful I can only imagine).
Also, question for the author. how compatible is this with Asteroid Cities? Is there a chance that with some coordination, they could be made compatible?
No reason why they could not be compatible. Out of the box, one of us loses out on mass taken by the other since I believe asteroids cities reduces asteroid mass (which HA does as well). And I am all for collaboration, already sent a PM to the AC author. Assuming he wants to work together, awesome. If not, then I'll still do a reasonable job of making sure I don't break other mods while not restricting what we do with HA.
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I'm currently making a patch for resources for insterstellar - kethane and MKS (and any other mods I perhaps have installed and can't remember). If it's okay and they work fine, want me to upload them?
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I won't be making tanks for the radioactive substances, nor for the substances that require cooling systems. I don't know how to balance out the boil off and other cfg options to make asteroid cooling seem more likely. I will do the others though.
Also a question. I've already done the kethane tank but I wanted to ask, on the info screen liquid fuel and oxidizer have their name then a value in blue on the left hand info screen, whereas my kethane tank doesn't... Still the expanded info is there. Is it still going to work without that blue value on the left? I dont have time to test tonight.
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I've done Ammonia, Argon, Water & liquid methane and they all have blue values, it's only Kethane that doesn't.. Strange. Anyway I'll wait to see if I am allowed to upload them, and also I'll wait for your word on whether you would like for me to do the MKS one's aswell. I'm terrible with modelling but I was considering editing the colouring of the kethane tank but I'll do that tomorrow. Going to watch 47 ronin tonight.
I'll happily include all of the configs folks have Not sure which blue value you are referring to - perhaps toss me a screenshot?
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While i like the idea of storing solid things like food or ore or kerbals in an asteroid, i can't help but think that you shouldn't go pouring your precious fuel into a dirty rock where it could get contaminated. but my problems with the mod are solely related to realism, i totally dig the idea anyway.No reason you could not put a bladder into the cavity...
Donziboy2 is correct. The assumption is that the hatch module includes an inflatable bladder to store your stuff in.
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Hi RoverDude,
Could you do this sooner rather than later please, as providing source code is a requirement of posting a plugin on the KSP forums.
Thanks,
Rich
Sure, will toss some up tonight
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There has been rumors of other mods possibly mining asteroids at some point, would that interfere with hollowing them out? or possibly combine the resource acquisition while hollowing out the rock.
Really depends on the mass. Ours takes about 50% max. So assuming they aren't taking 75% we're good Although I may do a tweak to double check mass as it reduces in case someone ninja's some.
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My only concern is technically that would be thrust. And depending on where you released that dust you could be damaging other craft with the debris.Not if you expel it radially (symetrically, of course). The forces negate each other out. As for Jebs floating in front of exhaust ports, however...
We'll categorize these under suspension of disbelief It's also a very slow rate.
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Is adding mod functionality simply a case of (without creating new models) copying one of the existing tanks and then just editing the .cfg to store say kethane instead?
Correct.
Kickass locking , cool consept toThanks WaRi's models are pretty sweet.
Where will that mass go once you remove it?With the Jaw, the mass is vaporized and expelled into space. There will be a secondary part that drills instead and crushes the resulting rock and extracts resources while expelling the rest. So you end up with a lot of space dust
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tested it, it does still work for me but there are some issues: There is an issue with getting the target list up initially through which you can scroll, pressing previous and next a few times seems to resolve this. Related to that there a isn't target shown at all if there is only one target on the orbital body below. Hope this helps for now.
I'm working on something way better at the moment, but haven't been able to find a lot of time to progress the project.
Hey, was just about to work on something similar for MKS, but would much rather leverage something that is already out there (no sense reinventing the wheel). If you're still actively working on a logistics mod, I would love to chat and see if what you're doing is something I could drop into MKS.
Basically I just need the ability to send a configurable resource from one ship to another with a cost (in LFO) based on the mass being shipped, and (ideally) considerations on the body it is being shipped from (i.e. it costs a lot more to send Kethane up from Eve than Minmus).
If this is in line with what you're making, I'd be happy to take a dependency on it vs build my own
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Sounds interesting, does it detect the size of the asteroid and limit the space created to the dimensions?
Yes, it actually reduces asteroid mass as it adds space (so based more on mass than dimensions).
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One thing I can suggest is to make sure your maps match up on their left and right sides. It looks a bit goofy, especially in a polar projection, when there is a sudden dividing line where the resource distribution abruptly changes.
Thanks - I'll take a look. I believe they were based off of some re-highlighted ScanSat maps so it should be all good. Most definitely keep me posted on this - it was one of the things that initially put me off of ORS.
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Awesome. Congrats on the dev release. Looking forward to testing this out!
Thanks. I gotta say, playing with it has been a treat. Can't wait to do the planetary versions.
[1.0.x] Habitat Pack v0.41
in KSP1 Mod Releases
Posted
No debate, went with those models since all of MKS is based off of the DRM designs Point was there are lots of different options - inflatables, rigid structures, underground or above ground, etc.