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[24.2] Karbonite Ongoing Dev and Discussion


RoverDude

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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, 2fps

Edit: it only happens on deployment / deployed. When I click 'retract' the fps returns to normal and the animation plays smoothly

New 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

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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.

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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

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I vote against additional resources. One additional resource like Karbonite is fine, but not more

The 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.

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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

But 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).

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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? ;)

Karbon

Karbon-X

Karbonium

Karbite

If you're not married to the "Kar-" theme:

Thausite

Auradium

Acoustium

Cadmite

Denatured Viridogen

Eusite

Exotic Paranium

Rhodus

Graviril

Low-density Heliocite

Negative Orichagen

Opaque Rubideomite

Quasimite

Radioactive Celestin

Phaganium

Terrogen

Thermus

Transparent Vanadonite

Unstable Retrine

Zymonite

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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.

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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?

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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.

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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 by rabidninjawombat
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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.

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.

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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.

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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. :D

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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 by nli2work
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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 :)

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