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KSP2 Release Notes
Everything posted by rabidninjawombat
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
First question: Do you have MKS? Cause MKS hides the the EPL parts, since that mod has its own supply/resource chain (and custom parts too). And you can build rockets via MKS's new parts. If you dont have MKS, and that parts are still missing, try manually installing the mod, in case the CKAN install did something funky. -
LEDJeb [0.90][WIP] A Physical and Virtual LED Readout
rabidninjawombat replied to heaton84's topic in KSP1 Mod Development
Oh man! This looks cool. And timely, as i was just in the starting planning phases of attempting to try to possibly, maybe, attempt to build some KSP hardware -
[1.12.x] Freight Transport Technologies [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Screw Efficiency! I ALWAYS Over-engineer! (usually cause im full of mistakes and need the extra padding ) -
[1.12.x] Freight Transport Technologies [v0.6.0]
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Not totally sure,i could be wrong, but if you just stuck it to a attachment node in the VAB its pretty much stuck. you'll wanna use a docking port or decoupler in the future. -
I'm moving it to an optional part download Previous to the Regolith update, this Pack was dependent on Karbonite to work, and since Karbonite came with the USItools module, it allowed the inflatable to work. With the move over to Regolith, this is freed of the Karbonite dependency (but i kept the support in the Karbonite drills) and the inflatable will work if you have just karbonite installed =) I could redistribute the USItools dll with the download, but id hate to do that just for one animation So, updating the main download to seperate out the part into an option download(if you have MKS or Karbonite) Thanks for the feedback! EDIT: Done, Main post updated, Fixed the part itself, so it works with the new inflation code: And seperated the Inflatable RocketParts storage into a Optional Download. It will now work properly if you have Karbonite (or even if you simpley have the USITools.dll)
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[WIP] Mining and Processing Extension [KIMP] resumed
rabidninjawombat replied to riocrokite's topic in KSP1 Mod Development
RE: 2nd phase - I LOVE the idea of a super large drill. All the smaller radial drills are all fine and well, but the idea of being able to ship up (or build on site via EPL) a huge drill with higher efficiency and larger output is awesome. Not so mention it saves on part count (vs. having 10 drills ) A karbonite -->water conversion seems a little too "handwavey magic" type of thing As long as the refinery process is used in conjunction with an MKS base for example, purifying the waste water should keep losses to a minimum -
I believe that's what this mod does for you (takes the current flight and writes it to the kerbals career log) which is essentially what happens when you recover a kerbal.
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
ExtraPlaneteryLaunchpads (and MKS ) can help you with that @rhaak - Right click the balloon, for pressure controls on it, (to make it go up and down) -
Ive actually had the same thing though though it wasnt with the HERP pod, it was with the AES pod. Was using it on a small mining vessel unconnected to my Main MKS base, Though i could still see the the kerbal in the IVA portraits in the lower right hand corner when the base was my active vessel. I kinda accidentally crashed the miner and killed the poor kerbal so i dont have screenshots. Ill try to reproduce it on my test install while im playing with Rover's Beehive and report back.
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[WIP] Mining and Processing Extension [KIMP] resumed
rabidninjawombat replied to riocrokite's topic in KSP1 Mod Development
This is awesome! I'm honestly not sure why or how i have not seen this thread till now Your models are looking awesome. I like the planned ore processing flow! I'm noticing alot of the requirements and by-products, (rock, Wastewater) are part of the CRP, this is good! Any plans on including some kind of waste-water storage on the parts? Since Water isnt easy to come by with interplanetary mining, i can foresee wanting to recycle all of it we could. Also im not sure if you've seen the latest MKS release, but Roverdude added in a production chain for rocket parts with his latest release. Might be worth a peek. Anyway Keep up the awesome work! -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
@Willow- The nice thing about karborundum is that a little goes along way. With just small amount of the stuff (50 units or less) you can move a massive ship almost anywhere in the Kerbol system (with the right planning in my experience) -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Hehe.. I like em alot too. To each their own. I honestly wish the first couple tiers of tech were more expensive (so i could have more excuses to play around with the sounding rockets ) -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Releases
Well the sounding rockets (IRL) are not really ment to go orbital, they are specifically ment for sub orbital research. -
Oh nice! Ive been looking for this very feature! What kinda speed are we talking about when kerbals level up for being kolonists? Months years? Gonna load this up and give it a spin, will be posting feedback shortly. Also As Niemand says you'll wanna include your license in the first post. Before the mods come
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[1.0.2] TAC Self Destruct v1.5.1 [13May]
rabidninjawombat replied to TaranisElsu's topic in KSP1 Mod Releases
No kidding. My Playthrough has a major case of the Kessler Syndrome Honestly advanced construction seems like an appropriate place to put it (As its basically just an explosive with a timer. Which is something used in construction/destruction. ) -
Hrmm.. can these be scaled any bigger? ( I wanna make a full scale Ender's Game style battle room!) Awesome plugin =)
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I love the idea of mod cooperation. But personally id rather see Interstellar as part of the Community Tech Tree (As both Near Future, and all of Roverdudes constellation of mods, plus many others already use it) If im not mistaken Boris-Barboris the guy maintaining Interstellar while FractelUK is not around, is looking into Interstellar integration with the CRP(Community Resource Pack). Id also like to hopefully see Interstellar transition from ORS to Regolith, though thats a whole 'nother ball of wax. (Actually looking into this one myself, but my coding skills arnt as up to snuff as they could be)
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[24.2] Karbonite Ongoing Dev and Discussion
rabidninjawombat replied to RoverDude's topic in KSP1 Mod Development
Are you using TechManager, and another tree besides the Community Tech Tree? That will cause it if you have Community Tech Tree installed and are not using it. If this is the case, then either use CTT or delete it, Parts will revert to default nodes. If none of the above applies, you might have a bad install or have downloaded an old version. latest versions are on Roverdudes dropbox, Here https://www.dropbox.com/sh/1fsuzvl35s2gppt/AAD8kNgBm6rO9m4paXmwuqA0a