goldenpsp Posted May 21, 2016 Share Posted May 21, 2016 34 minutes ago, OrbitalBuzzsaw said: Lack of download? No lack of download. Link to comment Share on other sites More sharing options...
Vrana Posted May 21, 2016 Share Posted May 21, 2016 7 minutes ago, goldenpsp said: No lack of download. Indeed. Many download, very downstream. Link to comment Share on other sites More sharing options...
The-Doctor Posted May 22, 2016 Share Posted May 22, 2016 @RoverDude is this compatible with Kerbalism? Link to comment Share on other sites More sharing options...
goldenpsp Posted May 22, 2016 Share Posted May 22, 2016 7 minutes ago, The-Doctor said: @RoverDude is this compatible with Kerbalism? In what way? If @ShotgunNinja put configs in his mod to adapt parts for his mod then probably yes. If it requires anything on Roverdude's side then mostly likely not, since Roverdude doesn't use Kerbalism. Link to comment Share on other sites More sharing options...
mcortez Posted May 22, 2016 Share Posted May 22, 2016 16 minutes ago, The-Doctor said: @RoverDude is this compatible with Kerbalism? If I remember correctly RD has indicated during one of his live streams that Kerbalism makes significant changes to core systems, which will at a minimum unbalance USI bits and breaks others. I suspect if Kerbalism could figure out how to what it does without gutting some of the core systems, then it would be easier to support. Link to comment Share on other sites More sharing options...
RoverDude Posted May 23, 2016 Author Share Posted May 23, 2016 Would depend on what aspect of the Karibou you're asking about compatibility with. Link to comment Share on other sites More sharing options...
RoverDude Posted May 24, 2016 Author Share Posted May 24, 2016 Some Akita preview work: Link to comment Share on other sites More sharing options...
mcortez Posted May 24, 2016 Share Posted May 24, 2016 @RoverDude First thought "Open bay doors HAL" -- second thought, she looks like she's having fun! Link to comment Share on other sites More sharing options...
Admac Posted May 24, 2016 Share Posted May 24, 2016 Oh my god yes. So good! Link to comment Share on other sites More sharing options...
theonegalen Posted May 24, 2016 Share Posted May 24, 2016 2 hours ago, RoverDude said: Some Akita preview work: I squee'd. Link to comment Share on other sites More sharing options...
RoverDude Posted May 24, 2016 Author Share Posted May 24, 2016 Here's the full version: Although my thoughts at this point are to bundle the Akita with my construction pack because those bits make use of that nifty cab Link to comment Share on other sites More sharing options...
DStaal Posted May 24, 2016 Share Posted May 24, 2016 Immensely cute. (And can I beg that some part in the pack has an ability I recently learned of from KIS that no one's taken advantage of yet to my knowledge: The ability to increase the amount a nearby Kerbal can lift? It seems a good fit to the look, and to the idea of it being a construction part. Though I know I'm on a roll with requesting parts from you...) On 5/18/2016 at 3:29 PM, mcortez said: This made me wonder if there was a way to enforce an overload penalty against life support. Kind if like a recycler but with a negative percentage. Just as a quick note on this - I experimented a bit, and you can make a part with a negative habitation multiplier. (I thought I'd tried that, but I wanted to try again to be sure.) (Oh, and I've put up a PR with the Passenger Cabin I described above. I've got the cost increasing without USI-LS, assuming I've done the MM code correct.) Link to comment Share on other sites More sharing options...
mcortez Posted May 24, 2016 Share Posted May 24, 2016 21 minutes ago, DStaal said: Just as a quick note on this - I experimented a bit, and you can make a part with a negative habitation multiplier. (I thought I'd tried that, but I wanted to try again to be sure.) Munar Penal Colony here I come Link to comment Share on other sites More sharing options...
kerboman25 Posted May 24, 2016 Share Posted May 24, 2016 for one or another reason i can't go to the download page when i click on the link the page keeps loading is there a way to get this fixed? Link to comment Share on other sites More sharing options...
goldenpsp Posted May 24, 2016 Share Posted May 24, 2016 14 minutes ago, kerboman25 said: for one or another reason i can't go to the download page when i click on the link the page keeps loading is there a way to get this fixed? Go directly to the souce? https://github.com/BobPalmer From there you can reach all repositories that Roverdude maintains, current and future. Link to comment Share on other sites More sharing options...
VaPaL Posted May 24, 2016 Share Posted May 24, 2016 @kerboman25 Also, the link in the OP is from KerbalStuff, this site is offline for some time now. You also have http://bobpalmer.github.io/UmbraSpaceIndustries/. The RoverDude's signature is also a link. Link to comment Share on other sites More sharing options...
goldenpsp Posted May 24, 2016 Share Posted May 24, 2016 6 minutes ago, VaPaL said: @kerboman25 Also, the link in the OP is from KerbalStuff, this site is offline for some time now. You also have http://bobpalmer.github.io/UmbraSpaceIndustries/. The RoverDude's signature is also a link. Yea that link is ok. I prefer just to go to the landing page for Roverdude's github. The catalog page you linked does not dynamically show all of the repositories so for example you won't find the malemute there, whereas if you just go to his main github page you can see all of his repositories. Link to comment Share on other sites More sharing options...
CobaltWolf Posted May 24, 2016 Share Posted May 24, 2016 12 hours ago, RoverDude said: Although my thoughts at this point are to bundle the Akita with my construction pack because those bits make use of that nifty cab Forgive my ignorance, which pack is that? I popped over to your site and didn't see anything that stuck out to me as matching that description. As much as I love your mods I don't follow them that closely since I no longer, y'know, get a chance to play. The Akita looks really cool! I'm always impressed with how unique and useful all your parts are. Mine always feel so standard in comparison. Link to comment Share on other sites More sharing options...
VaPaL Posted May 24, 2016 Share Posted May 24, 2016 @goldenpsp Yeah, me too, but the first time I used the GitHub I found it kind of confusing, took me some time to get used to it (I'm kinda visual guy for sites) so I thought kerboman25 could also prefer for a while. Dunno XD Link to comment Share on other sites More sharing options...
Tarheel1999 Posted May 24, 2016 Share Posted May 24, 2016 18 minutes ago, CobaltWolf said: Forgive my ignorance, which pack is that? I popped over to your site and didn't see anything that stuck out to me as matching that description. As much as I love your mods I don't follow them that closely since I no longer, y'know, get a chance to play. The Akita looks really cool! I'm always impressed with how unique and useful all your parts are. Mine always feel so standard in comparison. It's still a work in progress. Link to comment Share on other sites More sharing options...
Tokamak Posted May 25, 2016 Share Posted May 25, 2016 This mod is awesome. I especially like how, unlike some mods, it is really made in the kerbal spirit of endless recombination, instead of being geared towards making one specific craft. I do have one question, though: I feel like I'm doing something wrong with the control cabin. I know it's EVA hatch is on the underside of the nose, but it is really difficult to get a kerbal on EVA to be able to activate it. I basically have to mash arrow buttons making the kerbal rub his face against the front of the cabin for a while until it gives me the option to climb or board. Is there something that I am doing wrong? Link to comment Share on other sites More sharing options...
mcortez Posted May 25, 2016 Share Posted May 25, 2016 @Tokamak I usually have to walk up near it then jump - there is a "ladder" there that you can grab. But my kerbals usually just keep hitting their heads and getting knocked on their butts. I think RD said that in a future update he would try and make it easier to climb into. Link to comment Share on other sites More sharing options...
Tokamak Posted May 25, 2016 Share Posted May 25, 2016 Just now, mcortez said: @Tokamak I usually have to walk up near it then jump - there is a "ladder" there that you can grab. But my kerbals usually just keep hitting their heads and getting knocked on their butts. I think RD said that in a future update he would try and make it easier to climb into. Hmm... I'll try that. Since I can't tell quite where the fiddly hatch activation area is actually located, I had thought that it was lower. I'll try that. Thanks! Link to comment Share on other sites More sharing options...
DStaal Posted May 25, 2016 Share Posted May 25, 2016 Yeah, for a Kerbal to reach it unaided you have to be on nearly level ground with the wheels retracted. Given a chance I'll stick some other hatch on my rover and use that instead. It's almost always easier to reach. So if I have something like this I'll do most of my entering from the sides (even if that means I have to remember to stow my tools before re-entering the vehicle): Link to comment Share on other sites More sharing options...
Tokamak Posted May 25, 2016 Share Posted May 25, 2016 2 hours ago, DStaal said: Yeah, for a Kerbal to reach it unaided you have to be on nearly level ground with the wheels retracted. Given a chance I'll stick some other hatch on my rover and use that instead. It's almost always easier to reach. So if I have something like this I'll do most of my entering from the sides (even if that means I have to remember to stow my tools before re-entering the vehicle): Makes sense. That appears to be what I will do. What mod are the parts from that little 10 wheeled rover from? It looks neat Link to comment Share on other sites More sharing options...
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