RoverDude Posted August 20, 2014 Author Share Posted August 20, 2014 When I deploy any of the new drills my FPS drops to about 2 (and it's not my hardware, take my word for it) ... yep, it even happens just with a pod and (any) drill; as soon as I deploy, BAM, 2fpsEdit: it only happens on deployment / deployed. When I click 'retract' the fps returns to normal and the animation plays smoothlyNew experience or old one? Mods? Log file? Version of Karbonite? Anything in the debug window? Does this experience happen on a clean install with just the core Karbonite package?TIA Link to comment Share on other sites More sharing options...
RoverDude Posted August 21, 2014 Author Share Posted August 21, 2014 Query for the peanut gallery...If a new resource were to be added (say, something akin to a highly concentrated and more pure form of Karbonite), what would you name it? Link to comment Share on other sites More sharing options...
Stage Posted August 21, 2014 Share Posted August 21, 2014 How about Karbenium? Link to comment Share on other sites More sharing options...
Floppster Posted August 21, 2014 Share Posted August 21, 2014 I would say, since Karbonite would be the compund, that Karbonium would be a pure element. Link to comment Share on other sites More sharing options...
RoverDude Posted August 21, 2014 Author Share Posted August 21, 2014 So this is what I am thinking.Now that we have the core stuff out of the way, I'm considering adding a resource with a much more restrictive availability, but one that will behave in superior ways than Karbonite. i.e. go find and mine this stuff, because it lets you do end-game things.It's still ORS, so no running out - the challenge is not in finding the stuff. The challenge will be more about where it is located at. Specifically, Eve's surface (because it's a bear to get anything into orbit from there), and Eeloo (because of it's accessibility, and it currently has no Karbonite). It will also be found in asteroids in small quantities with the right equipment. Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 21, 2014 Share Posted August 21, 2014 So this is what I am thinking.Now that we have the core stuff out of the way, I'm considering adding a resource with a much more restrictive availability, but one that will behave in superior ways than Karbonite. i.e. go find and mine this stuff, because it lets you do end-game things.It's still ORS, so no running out - the challenge is not in finding the stuff. The challenge will be more about where it is located at. Specifically, Eve's surface (because it's a bear to get anything into orbit from there), and Eeloo (because of it's accessibility, and it currently has no Karbonite). It will also be found in asteroids in small quantities with the right equipment.How about some high value mineral? Kunobtainium? It can be refined and used in end products of MKS/OKS for uber Funds or sent back for a nice profit.TBH we have a crapton of resources in the resource window already. TAC LS + Karbonite + MKS + Asteroids + ELP = really long list of resources Link to comment Share on other sites More sharing options...
marce Posted August 21, 2014 Share Posted August 21, 2014 I vote against additional resources. One additional resource like Karbonite is fine, but not moreThe reason I don't use MKS or KSPI or Asteroids is because there are too many resources (and that's a pity, the mods are really nice otherwise, but I won't clutter my install with all those resources). If you really want to add more please make it fully optional. Link to comment Share on other sites More sharing options...
RoverDude Posted August 21, 2014 Author Share Posted August 21, 2014 How about some high value mineral? Kunobtainium? It can be refined and used in end products of MKS/OKS for uber Funds or sent back for a nice profit.TBH we have a crapton of resources in the resource window already. TAC LS + Karbonite + MKS + Asteroids + ELP = really long list of resourcesBut in fairness, don't you only see the resources when they are on your ship?As far as WHAT folks do with it - up to them. I have some ideas, for now just exploring the general idea and getting thoughts (as I need something like this for the FTT mod). Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 21, 2014 Share Posted August 21, 2014 Query for the peanut gallery...If a new resource were to be added (say, something akin to a highly concentrated and more pure form of Karbonite), what would you name it? KarbonKarbon-XKarboniumKarbiteIf you're not married to the "Kar-" theme:ThausiteAuradiumAcoustiumCadmiteDenatured ViridogenEusiteExotic ParaniumRhodusGravirilLow-density HeliociteNegative OrichagenOpaque RubideomiteQuasimiteRadioactive CelestinPhaganiumTerrogenThermusTransparent VanadoniteUnstable RetrineZymonite Link to comment Share on other sites More sharing options...
Gaalidas Posted August 21, 2014 Share Posted August 21, 2014 Quantum Karbonian Krakenus Goo (Qka2K3G) Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 21, 2014 Share Posted August 21, 2014 Ohh, now I want a liquid resource called Kraken's Blood which can only be mined from the dead kraken anomaly and powers a silly overpowered engine. Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 21, 2014 Share Posted August 21, 2014 Ohh, now I want a liquid resource called Kraken's Blood which can only be mined from the dead kraken anomaly and powers a silly overpowered engine.Dont give Rover any crazy ideas..... Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 21, 2014 Share Posted August 21, 2014 It would probably be pretty simple to do actually. If I can figure out how to do it I may give it a shot. Link to comment Share on other sites More sharing options...
Superfluous J Posted August 21, 2014 Share Posted August 21, 2014 How about do like we did? Karbonium is named after Kerbin (Kinda), so you'd also have Mohonium, Eveinium, Dunanium, and Joolium. They could even be brown, purple, red and green.Not only found on those planets of course but maybe they could fortuitously appear in greater quantities there. Link to comment Share on other sites More sharing options...
GlacialFires Posted August 21, 2014 Share Posted August 21, 2014 Having a terrible time with getting this mod rolling, any ship I make and then stick the scanner on lags it to unplayability. Not in the design area, but the moment I go to the launch pad, it kills the FPS.Taking the scanner off the ship makes everything go smoothly. Fresh install from a clean 24.2. Any thoughts? Link to comment Share on other sites More sharing options...
RoverDude Posted August 21, 2014 Author Share Posted August 21, 2014 Having a terrible time with getting this mod rolling, any ship I make and then stick the scanner on lags it to unplayability. Not in the design area, but the moment I go to the launch pad, it kills the FPS.Taking the scanner off the ship makes everything go smoothly. Fresh install from a clean 24.2. Any thoughts?Do you use the EPL->Karbonite conversion?You have a duplicate ORS config somewhere.Either in USI (Delete and reinstall Karb from release and MKS if you use it), or in someone else's mod. Link to comment Share on other sites More sharing options...
bigbadben Posted August 21, 2014 Share Posted August 21, 2014 great ideahas anyone read Andy Weir's 'The Martian'?In light of that, I say for the new resource...potatoes! Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 21, 2014 Share Posted August 21, 2014 (edited) Do you use the EPL->Karbonite conversion?You have a duplicate ORS config somewhere.Either in USI (Delete and reinstall Karb from release and MKS if you use it), or in someone else's mod.Just an FYI, I dont distribute the ORS configs with the EPL config anymore(havent for a few versions), since Karbonite comes with the Ore configs now too . So provided they've updated to a new version. (and deleted the old USI folder when they upgraded it shouldnt be coming from that direction) Edited August 21, 2014 by rabidninjawombat Link to comment Share on other sites More sharing options...
Stephanie the Viking Posted August 21, 2014 Share Posted August 21, 2014 I'm sorry to ask something which you probably weren't thinking about, but is there any chance you could enable TweakScale for a few more of your items, such as the drills and the engines? If realism is satisfied i.e. quantities remain proportional to scale, is there any reason we should not be allowed to shrink things down? I only ask because I primarily only build small, intricate craft with many compartments and moving parts, and the huge engines and unwieldy equipment are quite lumbering and mismatched with my style of play. I'm sure this is not the way everyone does things (some of your giant crafts are very impressive I do say) but I make and use small machines and I don't mind too much about reduced capacities and outputs because I build around them. I did look at adding the rest of your items into TweakScale, but I could not figure out how. I added the details into the file but nothing changed. I can only speculate that the manipulation of parts occurs somewhere else that I do not know about. Btw, I am using your safety light which is cool, but imo it needs either a faster rate of rotation or a user variable. Also the yellow is pretty overpowering lol ... anyway I know its a WIP so you know, just throwing my tuppence in there.Thank you for your continued efforts to improve this modification, it has added something to the game which I would never have conceived of, and will continue to do so P.S. do not worry about the drill fps issue, it was a couple of incorrectly installed mods which caused it and is nothing to do with this. Since cleaning up the folder I have no problems. Link to comment Share on other sites More sharing options...
BigD145 Posted August 22, 2014 Share Posted August 22, 2014 Just an FYI, I dont distribute the ORS configs with the EPL config anymore(havent for a few versions), since Karbonite comes with the Ore configs now too . So provided they've updated to a new version. (and deleted the old USI folder when they upgraded it shouldnt be coming from that direction)Lots of people just copy new releases over old releases expecting it all to sort itself out. Link to comment Share on other sites More sharing options...
JDCollie Posted August 22, 2014 Share Posted August 22, 2014 I'm sorry to ask something which you probably weren't thinking about, but is there any chance you could enable TweakScale for a few more of your items, such as the drills and the engines? If realism is satisfied i.e. quantities remain proportional to scale, is there any reason we should not be allowed to shrink things down? I only ask because I primarily only build small, intricate craft with many compartments and moving parts, and the huge engines and unwieldy equipment are quite lumbering and mismatched with my style of play. I'm sure this is not the way everyone does things (some of your giant crafts are very impressive I do say) but I make and use small machines and I don't mind too much about reduced capacities and outputs because I build around them.http://puu.sh/b2tJk/e1c3b384d8.jpg I did look at adding the rest of your items into TweakScale, but I could not figure out how. I added the details into the file but nothing changed. I can only speculate that the manipulation of parts occurs somewhere else that I do not know about. Btw, I am using your safety light which is cool, but imo it needs either a faster rate of rotation or a user variable. Also the yellow is pretty overpowering lol ... anyway I know its a WIP so you know, just throwing my tuppence in there.Thank you for your continued efforts to improve this modification, it has added something to the game which I would never have conceived of, and will continue to do so P.S. do not worry about the drill fps issue, it was a couple of incorrectly installed mods which caused it and is nothing to do with this. Since cleaning up the folder I have no problems.I totally second this. 1.25m and 62.5cm parts are my bread and butter for the most part. Link to comment Share on other sites More sharing options...
rabidninjawombat Posted August 22, 2014 Share Posted August 22, 2014 I totally second this. 1.25m and 62.5cm parts are my bread and butter for the most part. Someone posted a pretty good tweakscale config in the tweakscale thread, see here : TweakscaleMake sure you grab both configs off that post, use that config myself and it works well. Link to comment Share on other sites More sharing options...
JDCollie Posted August 22, 2014 Share Posted August 22, 2014 Also, how does KSP Interstellar add IntakeAtmosphere as a resource to existing intakes, anyone happen to know? Link to comment Share on other sites More sharing options...
nli2work Posted August 22, 2014 Share Posted August 22, 2014 (edited) Also, how does KSP Interstellar add IntakeAtmosphere as a resource to existing intakes, anyone happen to know?KSPI adds AtmosphericIntake and IntakeAtm resrouce to parts with ModuleResourceIntake for IntakeAir, and IntakeAir resource. it's probably done in code as I can't find a MM patch that does this. Edited August 22, 2014 by nli2work Link to comment Share on other sites More sharing options...
JDCollie Posted August 22, 2014 Share Posted August 22, 2014 KSPI adds AtmosphericIntake and IntakeAtm resrouce to parts with ModuleResourceIntake for IntakeAir, and IntakeAir resource. it's probably done in code as I can't find a MM patch that does this.Hmm, drat. Thanks though Link to comment Share on other sites More sharing options...
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