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rhoark
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Everything posted by rhoark
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I'd like to get to the little nagging issues with mod support, but to be honest its not high on my priorities right now. It was never my intention to issue continual updates to keep pace with the whole modding scene, just to get things rapidly to what I considered a playable state at the release of .22 That aside, bumping for the fact VT already has basic docking ports in Space Exploration, right where the new science lab goes, so you can start making actual science stations separate from your probes. Imagine that!
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Many parts of the game are built on the same APIs available to 3rd parties. i.e., you are already playing with mods and it didn't hurt at all.
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Could we actually build an interstellar probe ?
rhoark replied to Simon Ross's topic in Science & Spaceflight
A 1x3 cubesat with solar sail will ride along for SLS EM-1 in 2017. It's supposed to go interstellar, but I don't know where or how fast. -
The shared .23 release features news thread.
rhoark replied to Tidus Klein's topic in KSP1 Discussion
That's one of the main points of tweakables: changing how engines work. Hence the RAPIER. -
Given the balance improvements that are coming to science progress, I think you'll want to restart career mode, even if you aren't forced to.
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[WIP] ActionGroupManager (AGM) initial release
rhoark replied to SirJulio's topic in KSP1 Mod Development
Would it be at all possible to increase the number of custom action groups? -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
rhoark replied to Mihara's topic in KSP1 Mod Releases
So how feasible would kOS in IVA be with this? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
rhoark replied to HoneyFox's topic in KSP1 Mod Releases
Venting could be done with a little "engine" (linear RCS model perhaps) that can be shut down but not throttled (so it can be action grouped independently of the throttle) -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Squad is talking about tweakables and secondary fuels now. Wish they'd lay out the specifics so we'd know how to prepare. -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Stock batteries are actually pretty puny by that conversion. The 2.5 meter one is worth about 16 alkaline AA's. -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
I'm working on a whole suite of resource-transforming parts, based on real-world values to ensure there's no perpetual cycle. 20 Watts per EC/s is also what I had picked out, from ballparking solar panels comparable to the OX-STAT. (This is going to include the phase changes as well - fuel cells operate at room temperature + ) -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Ignition and flame FX would satisfy my plans in the near term. HoneyFox has talked about failure chance and non-ignited venting, but if those live in the Ignitor module block as well I suppose it would be covered. I'm working on an engine config collection as one facet of a resource system, breaking down into fuel type and engine cycle. Each fuel and cycle has an associated ignition resource, but for gameplay's sake I reduce it to the most limiting resource for each pairing. Looking a little further forward, it would be great to have modular configs for ModuleGenerator (or ResGen, but I can never get ResGen to do what its supposed to) to cut down the number of separate chemical processor parts I'll need. -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Do you mean configuration beyond the engine block generally, or ignitors specifically? -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Ignition types is one motivation for this: I'd like configurations to be able to add additional modules and resources outside the engine module. Also flame FX -
Modular Fuel System Continued v3.3 (OBSOLETE)
rhoark replied to NathanKell's topic in KSP1 Mod Releases
Can arbitrary things go into a configuration, or only particular tags? -
[PLUGIN][ALPHA-10] City Lights and Clouds on Kerbin/Others
rhoark replied to rbray89's topic in KSP1 Mod Development
Looks great, no problems so far. Clouds on the horizon at sunset look odd though, being inky black. Perhaps a slight emissiveness to simulate sub-surface scattering would help? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
rhoark replied to sirkut's topic in KSP1 Mod Releases
This is why I made VetTech. Here's what I did for Inf. Robotics. @PART[IR_Rotatron]:Final { @TechRequired = advConstruction } @PART[IR_Rotatronmk2]:Final { @TechRequired = specializedConstruction } @PART[IR_RotatronVTOL]:Final { @TechRequired = automation } @PART[IRPiston]:Final { @TechRequired = generalConstruction } @PART[TelescopeFullA]:Final { @TechRequired = precisionEngineering } @PART[GantryLarge]:Final { @TechRequired = advMotors } @PART[AdjustableRail]:Final { @TechRequired = advMetalworks } @PART[dockingwasher_free]:Final { @TechRequired = advExploration } @PART[dockingwasher_std]:Final { @TechRequired = advExploration } @PART[IRHingeClosed]:Final { @TechRequired = generalConstruction } @PART[IRHingeOpen]:Final { @TechRequired = generalConstruction } @PART[IRHingeTall]:Final { @TechRequired = composites } @PART[IRHingeTallND]:Final { @TechRequired = composites } @PART[IR_HingeIndustrial]:Final { @TechRequired = advMotors } -
This is what I use for KAS in VetTech @PART[KAS_Container1]:Final { @TechRequired = start } @PART[KAS_Container2]:Final { @TechRequired = generalConstruction } @PART[KAS_ContainerBay1]:Final { @TechRequired = start } @PART[KAS_CPort1]:Final { @TechRequired = generalConstruction } @PART[KAS_CPort2]:Final { @TechRequired = generalConstruction } @PART[KAS_Hook_Anchor]:Final { @TechRequired = landing } @PART[KAS_Hook_GrapplingHook]:Final { @TechRequired = generalConstruction } @PART[KAS_Hook_Magnet]:Final { @TechRequired = advElectrics } @PART[KAS_HookSupport]:Final { @TechRequired = advElectrics } @PART[KAS_Pipe1]:Final { @TechRequired = fuelSystems } @PART[KAS_Pylon1]:Final { @TechRequired = advConstruction } @PART[KAS_Strut1]:Final { @TechRequired = advConstruction } @PART[KAS_Winch1]:Final { @TechRequired = generalConstruction } @PART[KAS_Winch2]:Final { @TechRequired = generalConstruction } @PART[KAS_Winch3]:Final { @TechRequired = specializedConstruction } @PART[KAS_Winch4]:Final { @TechRequired = specializedConstruction }