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Everything posted by Doctor Axel
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[24.2] Karbonite Ongoing Dev and Discussion
Doctor Axel replied to RoverDude's topic in KSP1 Mod Development
I'm definitely interested in the mining of EL resources as well. Same with TAC LS. I figure support for both of those is bound to be in the pipe soon, from somewhere. I'm also interested in mining the Near Future resources - which are similar to some of the resources in the ORS but have slightly different names (Argon vs. ArgonGas, for example). I could see the upcoming aeroscoops picking up Argon/Xenon. Since ORS already has heatmaps set up for those, you know... =P I just dunno if the NF resources would need to be renamed to match the ORS ones, or what. -
[24.2] Karbonite Ongoing Dev and Discussion
Doctor Axel replied to RoverDude's topic in KSP1 Mod Development
You are correct sir. =P Just tried running the drill without any EC income of any kind and saw the 2.5/s consumption when I turned it on. Derp. Thanks! -
[24.2] Karbonite Ongoing Dev and Discussion
Doctor Axel replied to RoverDude's topic in KSP1 Mod Development
A thing I noticed re: the inline drill that I'm sure has been brought up already... I see that it employs Interstellar's megawatt resource to function - I'm actually using Near Future instead of Interstellar so I don't have the megawatt resource, and in fact it looks I can run the drill for free. =P I'm thinking that if Interstellar isn't detected, the drill ought to consume regular old Electric Charge. EDIT I'm sure this has been noticed as well, but the converter will continue to add liquidfuel to its attached LFO tanks even after its attached Karbonite tanks are empty - only stops when it's shut off. -
[24.2] Karbonite Ongoing Dev and Discussion
Doctor Axel replied to RoverDude's topic in KSP1 Mod Development
Dag, yo. =D Consider me sold. -
[24.2] Karbonite Ongoing Dev and Discussion
Doctor Axel replied to RoverDude's topic in KSP1 Mod Development
Interested in what's happening here. ^^ Since this thread grew very quickly into tl;dr territory, just for clarification - is this more or less going to function the way Kethane functions now? Has there been any discussion about integrating Karbonite scanning into ScanSAT? I know I'm not the only one who's interested in how other mods can use this... (two of which rhyme with "HAC Bife Nupport" and "Pextraplanetary Spaunchpads") -
Super psyched about this mod becoming a thing again. Glad to see you've cleared a hurdle. Looking forward to mining ALL THE THINGS
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I'm a fan. My only ish with that idea is actually related to part 1 of your post - what if two distinct parts of your ship get recovered? Could you put them together again? Would they be treated as a root vessel or a subassembly? I would be absolutely down with stuff like that but I suspect Squad would want it to be more simple. Even if Kerbal rockets are basically Rocket Fueled Legos there could be costs to assembling/disassembling/refurbishing. Maybe the rockets are Kraglized before launch. =P
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My biggest question mark at the moment is what kind of benefit we'll get from Recovering a landed vessel - at the moment it just gives us science, but it will probably also be used to implement vessel reusability. By my reckoning it could go one of two ways, depending on how 'buying parts' is going to work: -if you actually have an inventory of parts that you have to draw from to build ships, recovering a vessel could put those parts back in your inventory (maybe a chance you won't get the part back if it has suffered a lot of impacts, I dunno). -if you just design a vessel in the VAB and pay for it in a lump sum when you spawn it for launch, recovering a vessel would put the value of its constituent parts and resources back in your wallet (minus a small/medium percentage, probably - recovery, refurbishing etc) I'd be cool with either approach - what do we think?
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Why I Really Hope KSP Goes 64bit
Doctor Axel replied to NeoMorph's topic in KSP1 Suggestions & Development Discussion
Fo real. Although texture/memory reduction mods help a heck of a lot, in the mean time. I'm thinking that if any idea of Multiplayer starts to take off, they'll really have to look more seriously at using all 64 of our bits. EDIT Double ninja'd. For shame =P -
Science in Sandbox Mode
Doctor Axel replied to chaos_forge's topic in KSP1 Suggestions & Development Discussion
The way I see it, you should be able to turn off/on both Science and Money/Rep. So 'Sandbox Mode' wouldn't exist anymore per se, but you'd get exactly the same thing by creating a new save with Science and Money/Rep turned off. Or you could have a 'Career' save with Science and Money/Rep, or with just Science, or with just Money/Rep. In any event, the total Science you've obtained should still be visible no matter if you're spending it in a tech tree or not, as a means of progress tracking. -
Theory vs. Practice: The ARM parts.
Doctor Axel replied to Themohawkninja's topic in KSP1 Discussion
While I don't much mind the 3.75m parts, since they're the only stock entries in their class, what I DO mind is the all-in-one 2.5m fueltank+engine combo that is straight up, objectively better than a mainsail+orange tank. It has the exact same total weight, fuel capacity, and thrust as a mainsail+tank, with the added bonus of being a single part AND having a better ISP. I call shenanigans. -
Yo! This mod looks hecka cool. I hope you keep it up, I'm DYING for some way to mine TAC resources using the Kethane API. I think some support for the resources from Extraplanetary Launchpads might be pretty cool, for the purpose of building and launching stuff entirely on other planets. You might also take a look at the resources from KSP Interstellar and Near Future Propulsion. I'd love to mine hydrogen and argon and uranium. ^^
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We already have one of those, and it orbits Kerbin... dunno what you want man =P
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Auuuuugh I wants the precious. =P The anticipation is killing me (and my productivity.)
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I would also note today's date before prematurely reaching that conclusion... =P
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Hmmmmmm...
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Suits me - it means my meticulously constructed and terribly convoluted mod cocktail can stay the way it is that much longer. =P
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I roffled. I also wanna caption this "Me on my way to steal yo girl"
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Doctor Axel replied to TaranisElsu's topic in KSP1 Mod Releases
oooooooooooohhhhhhhh pretty. I know that some people are a fan of hex cans but honestly they kind of aren't my style. Has anyone made 'roundified' radial tanks for the life support resources? -
Kerbal Space Program? Nope, Its Kerbal Slideshow Program.
Doctor Axel replied to NASAFanboy's topic in KSP1 Discussion
Legend says if you spin it at over 42 radians per second it summons Whackjob... -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Doctor Axel replied to TaranisElsu's topic in KSP1 Mod Releases
aha! NOT crazy! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Doctor Axel replied to TaranisElsu's topic in KSP1 Mod Releases
I'm not sure if it's this mod or another but something I did moved the basic battery pack to a much earlier point in my tech tree for career mode - that makes quick jaunts into space more feasible. -
What is a Kraken drive?
Doctor Axel replied to NERVAfan's topic in KSP1 Gameplay Questions and Tutorials
With the recent announcement that groundwork is being laid for multiplayer, I'd imagine they'll be looking to smash exploits like the Kraken drive. Which is a shame, really, but I'd understand their reasoning.