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  1. I didn't had time and patience to read the whole thread, sorry if I am saying the same thing twice. Here you are describing the concept of torchships and torch drives - this name was given to them by Heinlein back in the 50-s and here you gave almost perfect description of them - 1g acceleration for days or delta-v of 200.000 km/s or more. About the trajectory - it seems that there is no official name for it, as several names exists, but I prefer to call this absolute shortest transfer trajectory a Brachistochrone. If you are really interested in the whole math behind these concepts (torchships, brachistochrones, etc), I strongly recommend you to read this guy - http://www.projectrho.com/public_html/rocket/torchships.php That's an almost ultimate analysis of torchship concept and its performance. As for recreating this thing in KSP - there is little to no problem in planning such trajectories - just choose any from the bottom-red part of porkchop diagram of your transfer calculator and then go burn it all the way down. The problem is - you cannot accelerate in a time warp (well, actually you can with some drives in KSPI such as magnetic nozzle, they allow it, but the produce ridicule amount of thrust and don't qualify as torchdrives whatsoever) so it will take a lot of real time to travel. But if it is ok for you to leave KSP running in the background for a night - it should be quite possible. Actually there may be other mods that lift this limitation but I am not aware of them. You may also be interested in Torchdrives from USI Karbonite mod. Runs on extremely rare and expensive Karborundum, these engines really pack a punch with huge twr and delta-v. They are quite well balanced (you can mine Karborundum only on Eeloo, low above the Sun, on the surface of Eve or in the atmosphere on Jool or spend billions of credits on it) so that's not cheating.
  2. Today I have landed a rover on Moho. It is based on Buffalo chassis but without an actual crew cabin. Sort of oversized "Spirit". It was a third attempt to land on Moho, the first probe commenced a nice lithobraking into low mohosynchronous orbit and was recategorised as an impactor. The second probe did landed (Inflated bags pathfinder-style) but failed to transmit science due to broken antenna. The third attempt is so far successful. I have landed her in Western Crater, it looked so cool from above but it turned out to be an unremarkable brown planitia with few old and eroded impact craters. A lot of heavy metals in the surface samples but nothing worth of harvesting. She looks bulky but a total heaven to drive even in such low-gravity environment. After I have travelled 50 km from Western Crater I have found a nice place in terms of views and Karbonite prospection. Here I am currently filling a can of Karbonite for fueling generator during long night.
  3. It's quite complicated actually. No THAT complicated, but still: Space Stations - SciFi authors (Arthur Clarke, Carl Sagan, Isaac Asimov, etc). Deep space probes - Siblings of gods which gave name to real life planets, e.g.: Jool - Zeus/Jupiter - Vulcan, Minerva, Hercules, Bellona, etc. Manned Missions - something cool related to celestial bodies which I am going to visit or space missions in general (like Kerbollo) Bases - names of famous rocket scientists/astronauts, eg Korolyov Base, Armstrong Base. Satellites - by their main function (comsats, experiments, contracts + some indexes) KSPI-related: N- index for anything contatining fission reactors, F- - fusion, A - antimatter. (So that's easy to check them and their reactors depletion rates) Beam power network satellites - "Icarus".
  4. Well, I kinda figured how to solve it. At least it looks so. I will double-check it some time later but it seems that it works just fine. I have re-installed USI LS from github and everything worked fine. Perhaps it was really some missing DLLs there which were needed for MKS to work properly. ... But the USI icon is still missing textures, however, as long as the mod works, I don't care.
  5. So I have tried the clean install with the only mods present, nothing really changes. Only USI mods are left, 000_Toolbar 000_USI_Tools 000_FilterExtensions and MM 2.7.5. The situation is pretty much the same. Plus I have found some other problems I have failed to notice before: there are pink squares instead of USI icons in toolbar (and in debug console the path to the actual image is shown incorrectly, it is not /Kolonization/kolony24 when it is ACTUALLY MKS/Kolony 24), there is the same problem when I try to reconfigure Kerbitats (but not an overflow but argument_out_of_range) (and actually game throws some exceptions even at adding kerbitats). That's all very strange. As if USI_Tools and MKS have some incompatibilities. I have downloaded both of them from GitHub final releases and clean-installed them. Nothing changes, really. So here is the debug log (unfortunately I don't know how to copy-paste from it): http://imgur.com/a/bPj6d
  6. Hey guys I think I have a problem here with HabRings and expandable habitats. They are all stuck in "Agricultural" mode and any attempts to reconfigure them (both in VAB and in-game) cause nothing but a stack overflow exception in debug console. Tried to switch off some other mods that might have caused it - nothing changes. Looking forward to suggestions.
  7. Well, that's an interesting problem (and for some reason I haven't found a comprehensive answer to it yet -maybe I just googled too bad but nevermind): since recent updates it seem that aerocapture became an extremly dangerous and almost impossible thing - especially if we are talking about gas giant aerobraking. Well, no more "Precisely aerobrake 200-tonn interstellar ship in Jool\Sarnus\Neidon(OPM FTW) atmosphere". It's either burns to charcoal or decelerates too fast and eventually burns or flips over and... well, burns to hell. The thin aerocapture window between "burn to hell\fall down" and "fly away forever" became way too thin. I'm not whining, it's exactly how it works IRL - too dangerous. But I want to hear your suggestions and share experience: what aerocapture profile do you use without burning\flipping over\etc? The second question is a more general question regarding heat system and all such thing: well, I get the basic concept of "exposed to convection parts heat up, transfer some heat to other parts, etc", but I don't get some minor details: 1. Does the amount of heat generated during reentry depends on drag of detail? 2. Is it a wise idea to add a lot of radiators to heat shield\detail just above heat shield (because HS still heats up and transfer heat to other parts) and just... cool it, extending duration of reentry? 3. Why during the reentry sometimes the TAIL of my craft heats up, while parts in the middle remain cold. Only the parts exposed to incoming air heat up, aren't they? 4. How, in the name of all gods out there (And the Almighty Probe from Orbiter of course) do you land a spaceplane without burning during reentry? It's a great mystery to me: no matter what do I try, I keep burning up.
  8. Hey, think of Uranus and Neptune - both have been visited by only ONE probe - Voyager 2 - and only as a fly-by. And they are quite lonely back there, at the outskirts of the Solar System.
  9. Well, today (and a bit yesterday, but technically it was already "today") I carried out two missions on Mun: 1. In the first one I miscalculated delta-v for the mission + burned too much on ascent and trans-munar injection, plus forgot to refuel lander tanks - so my brave kerbonauts ended up on the surface of the mun with just 160 delta-v for the ascent + capsule on LMO with just too little fuel to return home. Hopefully, I provided them with 11 days of life support instead of original 6 days. But instead of rescue mission from Kerbin I decided to solve the problem in a little more Martian style. So I manually disassembled the lander and re-assembled it, leaving only the cabin, the smallest tank + engine and RCS tank + thrusters (to much disappointment of Jebediah, I had to leave his "Lucky Iron Anvil" back on Mun). Without any "garbage" I managed to achieve 350 m\s in delta-v budget, take off and rendezvous with the orbital module. Here comes the most funny part: journey back to Kerbin. As I said, I had not enough fuel + RCS to return back home. So again, KIS to the rescue! By throwing away such useless clutter as "Decouplers" (THERE AIN'T BETTER DECOUPLER THAN BILL WITH WRENCH), cargo bays and life support systems my brave Kerbonauts managed to achieve aerocapture by Kerbin atmosphere and safe splashdown. (Aaaaaand an old trick with EVA monopropellant). 2. Second mission was more boring. As a resul of the first mission and my frustration, I managed to create the next direct ascent lander with 2000 delta-v MORE than I actually needed (and I even wanted to go to Minmus after Mun). Brought with lander a small rover, assembled it on spot. Took a trip 10km away to investigate anomaly. Found a monolith (2001 Space Odyssey soundtrack goes here). Suffered a lot of bugs and unexpected "fall-under-texture" events. This monolith is jinxed, take my words! Aborted lunar mission, safely returned back to Kerbin. Brought lots of !!SCIENCE!! from the moon. That's all.
  10. Is this mod compatible with USI\Planetary Bases Inc? Or CO2 Electolysis\Sabatier reaction from Interstellar techs?
  11. Well, first report incoming: I don't know what you fixed in new OPM version, but it seems that memory leak problem is almost solved - game usually don't crash on landing unless I do something REALLY stupid like setting in Hyperedit 10km orbit around Ovok, then changing longitude of the ascending node to move lander to the bright side of Ovok and then BAM! I spawn under surface - destroyed & game crash. Or drifting just a few meter above Hale surface - i activate time warp, with no physics craft falls under surface - i panic, shut down time warp - physics is turned on - BAM! No more lander. Well, at least I built the first Hale underground travel system. Gonna draw a unique ribbon for this, LOL. So, everything is fine and just perfect. Well, almost: On Demand Loading problems, AFAIU. And by the way, if the textures are still like this and you try to land on them - you fall under textures - BOOM! That's how Tekto Underground Space Station was founded. But that's OK - I mean, it is ok to wait for them to load for some minutes. The game don't crashes anymore (well, it still does but veeeery rare), and that's perfect. Thank you, @CaptRobau . Whatever you changed in the latest patch, it helped a lot.
  12. Oh yes, and here it is. It is TESTING TIME now! I will report here if the things changed greately. But I am still pretty sure that Poodmund is right and the problem is in On Demand Loading. Thanks for the advice, I am not running KSP in 64 for now - too much mods incompatible and still too buggy - but in the recent future I am thinking of it. Let's hope rbray89 will fix DTL soon. Thanks, @CaptRobau, for your great mod and speedy updates.
  13. Well, first of all - thank you for this incredible mod, IMO this is one of the best "add-new-planets" mod. The problem is: it seems that Outer Planets somehow causes memory crashes in my 1.1.2 KSP. First of all, error logs are quite strange: Which is VERY unusual becasuse if my KSP runs out of memory it is always an exception in Mono.dll The second thing - when does my game crashes? Sometimes it's an ordinary "crash when you push go-to-space-center button or exit\enter the building", which are completely familiar to anyone who plays with MOAR MODZ. That's OK, I am used to this. But it turns out that games crashes (quite often, every second\third time) during landing on new planets from OPM. This is somehow connected with texture loading - this happens always on the same radar altitude over terrain, when the game starts to load more hi-res textures for touchdown. Tried more than a dozen times on almost all OPM planets. BTW game crashes faster and more frequently if I use physical warp during landing - as I understand, this is because KSP loads more textures and runs out of memory faster. Then I installed Trans-Keptunian - well, same problem there. Crashes on loading texture. Maybe I should also test this with Kerbol PLus Remade. Tried several times landing on vanilla planets (Cres, Ike, Bop) - COMPLETELY no crashes\texture problems\whatsoever. Removed OPM - no memory crashes at all. I have little understanding of where the problem actually is - in OPM, Kopernikus or somewhere else, so sorry if I posted this in the wrong thread. Oh, and I have that feeling that texture compression could save the day but (as I got it) DTL is still not ready for 1.1.2 and ATL is quite obsolete and doesn't work.
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