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Everything posted by tomf

  1. I normally build a rocket with a starting vacuum TWR of 1.7ish and 3500m/s of delta-v. That will get to orbit if flown well unless you have made very bad engine choices. If you use a vacuum engine as a first stage it's performance will be different enough from predicted that you might not make it. If you click the atmosphere button on KER it will show you the TWR and delta-v for the current body and altitude that you have selected.
  2. Pictures will probably help with the diagnosis. If you are using KER for your readout of delta-V it can definitely sometimes get confused with complicated arrangements of stages, particularly with ion engines so it could be that the delta-v was wrong to begin with.
  3. I don't understand why I'm not getting scansat contracts to do biome and low res scans of Duna. I completed the high res scan a few dozen days ago and since then I have been looking for low of biome scan contracts to come up. From the contract configurator debug window it looks like all the requirement terms for the ScansatCoverage requirement are being met, but the requirement itself says it is unmet.
  4. I don't understand why I'm not getting contracts to do biome and low res scans of Duna. I completed the high res scan a few dozen days ago and since then I have been looking for low of biome scan contracts to come up. From the contract configurator debug window it looks like all the requirement terms for the ScansatCoverage requirement are being met, but the requirement itself says it is unmet.
  5. As Ethernet hasn't had time to update it in a while I am going to pick up the torch and maintain his excellent Station science mod. Latest Release - available from github at If you have the original station science installed make sure you delete that first - especially if using ckan Adjusts the efficiencies of all labs - Cyclotrons are now slightly less effective with no engineer on board, and a little bit above 100% when a 5 star engineer can tune it. The other labs will also be more effective with more experienced scientists. This mod adds several large parts designed to be integrated into a permanent space station: the Science Lab, the Zoology Bay, the Cyclotron, and the Spectrometron. These heavy parts provide facilities for performing experiments. Experiments are held in small, light pods that you can dock with your space station, execute, and bring back to the surface for Science points. The Spectrometron uses the Cyclotron to analyze results from other experiments, and allows you to transmit the data home for much higher value. In addition, there are tanks for storing Kibbal for the Zoology Bay. Running Experiments Each experiment requires Eurekas generated by the Science Lab. More advanced experiments also require Bioproducts generated by the Zoology Bay (costing Kibbal), and/or Kuarqs generated by the Cyclotron (costing large amounts of Electric Charge). Once an experiment has accumulated sufficient Eurekas (and Bioproducts/Kuarqs), use the Finalize Results action to finish the experiment, and generate Science value in the same manner as the stock science parts. Make sure your station stays in the same location for the duration of the experiment. If in orbit, this means entirely above or below the low/high orbit altitude threshold, which is 250km around Kerbin. If the experiment moves to a new location prior to finalization, it will be aborted and you'll have to start it over. Eurekas and Bioproducts generate while you're focused elsewhere, so you can leave those mult-hour experiments running while you control other ships, or just go to the launchpad to timewarp through it all. Kuarqs do not generate while unfocused, due to their electric charge requirement, but they only takes minutes of in-game time to reach quota if you have sufficient charge flowing in. Experiments don't work on Kerbin's surface. Your researchers get too caught up daydreaming about going to space. To use the Spectrometron, dock the vessel carrying the science result, or transfer it to a command pod via EVA. The results will appear automatically in the Spectrometron's context menu. Select the one you want to analyze, and wait for requisite number of kuarqs to be generated. Then, you'll be able to review the result now stored in the Spectrometron using its context menu, and transmit it at 90% via your transmitter. Experiments Plant Growth: see how a variety of plants grow in space. All you need is a crewed Science Lab. Creature Comforts: see how the animals in the Zoology Bay are enjoying space. You'll need a Science Lab, a Zoology Bay, and a sufficient supply of Kibbal. Prograde Kuarqs: use a Cyclotron to manufacture the stable Prograde variety of Kuarqs. You'll also need a Science Lab, and at least some source of power. Retrograde Kuarqs: use a Cyclotron with enough power flow to keep it running near capacity (about six Gigantor solar panels) to manufacture the unstable Retrograde variety of Kuarqs. You'll need that power to keep ahead of the decay of the Kuarqs. You should also only run one experiment at a time to avoid splitting the output of your Cyclotron. Once you reach your quota, the decay will cease. You'll also need a Science Lab. Eccentric Kuarqs: use two Cyclotrons, with enough power flow to keep both running near capacity, to manufacture the even more unstable Eccentric variety of Kuarqs. You'll need both Cyclotrons and that power to keep ahead of the decay of the Kuarqs. You should also only run one experiment at a time to avoid splitting the output of your Cyclotrons. Once you reach your quota, the decay will cease. You'll also need a Science Lab. Kuarq Bio-activity: see how the animals in the Zoology Bay react to Kuarqs. You'll need a Science Lab, a Zoology Bay, a Cyclotron running near capacity, and a sufficient supply of Kibbal. Contracts Contracts to perform station science experiments in orbit around a body will appear in career mode when you have been to that body and you have unlocked (and purchased the prototype) of the experiment and labs required. To complete the missions you need to recover the capsule back on Kerbin. License: All source code and software (.cs and .dll files) is licensed under GPL v3 Everything else is licensed under Creative Commons Attribution Share-Alike License Version History Use effects instead of skills and remove part purchase requirement First release - balance efficiencies for KSP 1.2.2 unsupported pre-release 1.2.0 the original discussion thread was here
  6. You should probably ask this in the KIS thread, but I have never seen an inventory of anything other than 300l for a kerbal. I suspect that you either have a dodgy download or some other interfering mod. The white box can also be added to the kerbal as a kind of backpack giving a carrying capacity of 1000l.
  7. Only impacts with velocity > 50m/s register. Getting the maximum science depends on kinetic energy and the bodies escape velocity rather than velocity directly. Technically to get 100% you need v=Vesc * sqrt(15000/m) where m is the mass of the impactor in Kg. For a 1 tonne impactor on the mun that comes out as 3126 m/s. Slightly strange, I didn't see any logging at all from my mod in your log file after the first impact but I'm glad subsequent tests seemed to work. The impact from the spectometer is quite high, but unlike almost every other experiment it can only be done once per body. Because it is supposedly studying the core of the body it ignores biomes and can only be run on the surface. Given that it requires at least 2 launches, generating an energetic enough impact can be tough and is hard to combine with another mission I think it is about right. If you want to change it, it should be easy to edit the ScienceDefs.cfg to change the science amount.
  8. Crash for science, profit and fun - now in KSP 1.2! Download Github - Curse - Also available with CKAN Old version are still available at Thanks to BenjiGH who created the models We all know that crashing is fun, but did you know that it can also be useful? Our scientists have found two experiments that will return useful data from the resulting explosion. This mod has two new science parts, the Bangometer (seismometer) and flashometer (spectrometer) as well as contracts for performing experiments with them. Bangometer The bangometer is available in the Space Exploration tech tree node This experiment will analyse the seismic waves generated by an impact in order to get information about the interior of the body. Land a vessel with a bangometer anywhere on the surface of an atmosphereless body. Crash a second craft into the body as hard as you can. (You must be controlling this craft until impact.) Switch back to the landed craft. There will now be an experiment registered in the bangometer. Recover or transmit the result back to KSC. A seismic study on the Mun The amount of science resulting from an impact is proportional to the kinetic energy of the impact. Once you have acheived a high enough energy to get the maximum science no more impact will give any further data. Flashometer The flashometer is available in the advanced exploration node This experiment analyses the spectrum of radiation emitted by the debris thrown up by an impact Put a vessel with a Flashometer in low orbit around an atmosphereless body. Crash a second craft into the body. (You must be controlling this craft until impact). The craft with the Flashometer must be above the horizon in order that it can see the ejecta. Switch back to the orbiting craft. There will now be an experiment registered in the flashometer. Recover or transmit the result back to KSC. The science from this experiment is not related to the impact speed (although there is a minimum energy in order to create the debris). The science is linked to the biome in which the impactor crashed and is repeatable for each biome. Career mode In career mode you will be given contracts to perform impacts on bodies you have previously visited. Both are completed by receiving the required data back at KSC. Bangometer contracts will specify a minimum kinetic energy required to complete the contract (KE=1/2mv2). Flashometer contracts specify a minimum latitude where the impact has to occur. Asteroids The Flashometer (spectrograph) can analyse impacts into asteroids if it is with 500km of the impact. As with the other experiments you should control the impactor until the moment of impact. Don't try to crash at to high a speed as it is quite easy to simply pass through the centre of an asteroid without triggering the KSP collision code. ChangeLog v 1.5.1 Fix the bug that prevented impacts near the instrument from registering v 1.5.0 support KSP 1.2 v1.4.3 - minor fix to display asteroid orbing body in contracts. v1.4.2 for KSP 1.1 is released - see download links below V 1.3.0 Support for KSP 1.0.5 V 1.2.0 Automatically reveal the name of asteroids subject to new contracts Track asteroids for accepted contracts to prevent despawning Add MiniAVC plugin to track versioning To celebrate Asteroid day Impact! now includes asteroid impacts. All code is released under the apache license included. The models have all rights reserved by BenjiJH.
  9. There are a few special location on Kerbin. The wiki lists them as easter eggs along with their latitude and longitude. An in game way to find them should be to use KerbNet with a probe core that can detect anomalies. Or use the scansat mod that will provide a handy map showing their locations. I don't believe they give any kind of science bonus or new biome, but I haven't tested that. There should be a green monolith somewhere on Kerbin, and every other body that will give you a science boost.
  10. I like this website for these type of questions put in your payload mass, your required delta-v and your TWR tolerance and it will give you a graph showing the best engine options.
  11. As Bewing said, you want the period of your orbit to be an exact fraction of the mun's rotation. That way every n orbits your orbiting craft will pass over exactly the same track on the ground. As long as the orbit is inclined enough to pass over your desired landing site and passes it over it once then you return to it later. Unfortunately I don't think stock KSP shows you the orbital period. You need to either install a mod that will show you (Kerbal engineer etc) or calculate it by hand. One example - choosing a resonance of 1:20 and a PE of exactly 15km you get a required period of 6949.219 seconds and an AP of 445.623km With that you will pass over your chosen spot once every 20 orbits
  12. The only downside to compressing save files I can think of is that I do quite a lot of reading/editing save files in a text editor and it would add several extra steps.
  13. Rubber. Rubber/plastic isn't nearly strong enough to build something on that scale without it ending up a a massive pile of yellow rubble*. Even if you had a perfect arrangement of rubber supports on the inside it's just going to get crushed like a lego brick in a hydraulic press. By the way, I once calculated that the energy released by proton-proton fusion of all the hydrogen in the earth's oceans was almost exactly the same as the binding energy from the earth, so if you are willing to sacrifice all the water of a planet that could provide your power source. * I suspect that the exact failure mode is going to depend on how you try to build your duck, a giant flattened deflated duck is likely if you try a simple scaling.
  14. Is the central body of your system not called "Sun"? That would cause the error you see. I should probably change my code so it no longer assumes that.
  15. Has anyone ever thought of creating a proper logging library for KSP? In java I am used to things like logback which give you lots of control over how your logging is written and makes it easy to configure.
  16. If you are trying to connect more than one docking port at once in the hangar then that isn't possible. It isn't possible to construct anything that has any kind of loop. If you put 2 docking ports near each other they will connect up on the pad though I believe.
  17. The engineer bonus is deliberate - the cyclotron needs maintenance to operate at peak efficiency. However the minimum - with no engineer stars at all is 85% not 30%. It was 30% in one of the first version is released before I modified it. If you are seeing values less than 85% then I suspect you have an old version of something somewhere. As for the contracts payout - Interesting, I'l take another look and see if I can replicate the problem.
  18. Assuming this is a mission you have 2 options KIS/KAS are going to give you multiple options to attach something to the wheel or use a magnet, or attach it to something else Use the alt-f12 menu to set the contract to completed - there is no shame in using it to complete impossible contracts
  19. Ok, I have found the bug that prevented impacts that are within physics range if a sensor from recording their science results properly. New release is on github with curse to follow
  20. In the suggestions forum I see yet another thread about wanting a buff/debuff to ion drives It it possible to find analytical solutions to constant thrust trajectories? E.g. If I am in a solar orbit and I propose to spend 6 months thrusting with a very low thrust at a fixed offset to my prograde vector is it possible t draw the path my craft will take without running a numerical simulation. I'm assuming that a fixed prograde angle will be the most effective plan to match inclination and rendezvous with a target. Is it any easier if the thrust is simply prograde?
  21. I recommend spending some time learning how RCS pushes your prograde marker around. Developing an intuitive feel for the navball is one of the most important things in the game. Get close to your target ship and select it's docking port as target In target mode reduce your relative velocity to close to 0 point at the target ( in the center) get the target to point at your docking port enable fine control mode (caps lock and the little tick marks on the gauges bottom right will turn blue) experiment pressing the translation keys j, k, i, l watch how the prograde marker moves around the navball When prograde is directly over the target marker then you are moving straight towards the target Keep it there and use h and n to keep your speed <1m/s and eventually you will hit the target
  22. I'm going to disagree with everyone else here, the cost of engines goes up much faster that there thrust and for a large rocket can make up most of the cost. Firing in atmosphere as a first stage The lv 45 costs only 7.1 per kN, the mainsail 9.4 and the mamoth 10.4. That difference is considerably larger than the fuel tank difference and means that you can get a better cost to orbit using several launches. Ineeficiencies are gong to come in due to the higher proportional drag of smaller rockets, the difficulties of perfectly splitting payloads onto the appropriate sized launcher, the couplings required to put them back together, and by far the most important to me, the cost in time of making multiple launches.
  23. I'm betting he is a time traveler from Hungary in 1946
  24. No, but the ability to turn have levels of logging and to turn on and off logging for different classes would be useful. I frequently have people reporting issues that I can't diagnose without adding a bunch of logging, but releasing that logging to all users is going to be a significant slowdown. It would be nice to be able to provide a simple config change that would turn on logging for just the affected person.
  25. I haven't seen that before, I don't think it is coming from the station science code. I'm thinking it could be an error in your install or a mod conflict. Have you managed to use station science before successfully? If you start a new sandbox game and cheat just a minimum station of a lab and a plant science +electricity etc into kerbin orbit will that work?