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Grunf911

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Everything posted by Grunf911

  1. Hmm, so it would be a cross-mod, that looks for the MegaWatts value, and uses Infernal Robotics rotations / hinges to auto-orient itself to maintain maximum possible MegaWatt value. Now we just need to find the modder to do it ;-)
  2. Ok, how many receivers did you have on that craft that got 570 MW ? So you got roughly a return of 7,6% which would then mean I (assuming 21GW network) would get 1,5 GW of power. Assuming I could burn Liquid to get there, and then Xenon to get back, it just might be viable. Also it gives me idea what to do. Add more boosters. Or more GW at Kerbin My current test craft is roughly 50 ton drone carrier with 8 plasma cluster engines(but that one is going 1-way trip): The return one should be manned vessel MUCH lighter, but i do not have image for it. That one has 8x 1,25m plasma and 1x 2,5m plasma engine. I am really missing 3,75m plasma engine though
  3. Does anyone know how to calculate estimated beamed power reception (MegaWatts or Megajoules) on interplanetary travels ? Let's just for the sake of argument assume: Microwave power reception (Kerbin Orbit): 21GW How much would the power reception be in Eve orbit (assuming perfect alignment of receiver) ? For the sake of argument, let us assume that Eve and Kerbin lie on the same plane and that antennas are ideally aligned (as i try to assume what is Max Power reception anyway) Distance (Closest - Kerbin Semi-major Axis - Eve Semi Major Axis): 3,7M km Distance (Furthest - Kerbin Semi-major Axis - Eve Semi Major Axis): 23,4M km Does any1 have either a formula, or a rough guess how can i estimate this ? EDIT: As i read the surface of the receiver seems to play a role, I use 4x receivers (small ones that expand, typically used on rockets), mounted on Infernal Robotics Rotatrons and Hinges so I can point them to Kerbin without orienting my main craft. The reason why I want to do this, is as I am planning new generation of Interplanetary craft using Beamed power and plasma thrusters. So i know thrust values for Kerbin orbit with 21GW power, now I want to know basically will i have enough juice to get home from Eve
  4. OK, so it DOES work. Honestly giving i am deorbiting my rover i really do not care much about delay, as long as it works. Even if i have to hold H for 3 mins i do not care. Few questions though. 1. Will it remember how long you were holding the button ? So, i.e. 3m signal delay + 0s command delay. If i hold H for say 3m 10 sec, will it burn 3m10sec or just 10 sec ? 2. Does flight computer have to be in Mode: Off for it to work or it works in any case ? @Cliph - No problem if the buttons are not added as long as manual works. I was not sure if that was the case for the non-rotation controls.
  5. BTW, EDIT: 15 EUR donated, just because this is a fantastic mod, i featured it in my guide for interplanetary travel http://www.reddit.com/r/KerbalAcademy/comments/1yzvlc/grunfworks_guide_for_ksp_interplanetary_voyage_of/ Playing without this mod would definitely not be a complete experience anymore ;-) Keep up the awesome work
  6. Hi Cliph, I am now testing RT2 in orbit around Eve, and after I decouple my rover (which only has RCS), i can not for the life of me figure out how to use RCS with signal delay of 3 minutes. Should I: Toggle Flight Computer OFF, and try to manually hold desired RCS (Translation), hoping it will do something ? Leave Flight Computer on (holding Orbit Retrograde) and set as for regular burn and Flight computer will figure out and use RCS if enabled ? Something else ? When i decouple my rover, the idea is to deorbit it using RCS, and let it land on Eve using pre-armed RealChutes. I just did not figure out how to use RCS at all with Signal Delay I did not report this to your github as i did not know if it was a bug, or by design Maybe in the future RT2 Flight control computer, you could add buttons for RCS (translational at least) ?
  7. Fantastic Mod Nereid, since i started using it, no Kerbals lost their lives, and it shifted my focus to using drones for recon and preparation. It only makes sense given i use a ton of other mods that complicate little kerbal green lives. I also featured your mod in my guide on reddit as i think it adds a lot to the immersion of the game Here is the guide in case you are interested: http://www.reddit.com/r/KerbalAcademy/comments/1yzvlc/grunfworks_guide_for_ksp_interplanetary_voyage_of/ Keep up the good work
  8. Awesome list for tutorials. I have posted a tutorial regarding mod selection on Reddit, which in my opinion make the game much more interesting (and challenging): http://www.reddit.com/r/KerbalAcademy/comments/1yzvlc/grunfworks_guide_for_ksp_interplanetary_voyage_of/ This will (hopefully) be a part of multi - part series (each part covering 1 aspect) regarding Interplanetary travel. Give it a look and add if you like My mod selection also explains why there are only 3 flags at the moment below my signature (apart the fact i got the game in late january ;-))
  9. This is EXACTLY what I have been doing, btw playing with TAC Life support, RemoteTech 2, KSP Interstellar and few other mods (no deadly reentry tho), makes missions much more complex, but infinitely more fun. My philosophy is: Phase 1 - Simple explorer drone - Mission - Feasibility check Test Comm Dishes - range, cone, signal delay(with RT2 it plays a huge role), electricity consumption Test Electricity - generation/consumption, solar panels, waste heat generation (from KSP interstellar), radiators, etc. Test Manuvering - again signal delay but from the aspect of manuevering, how does it feel, how much delta v for insertion, etc Phase 2 - Complex drone carrier - Mission - Comm Network set-up Carrier carrying up to 4 probe Long range communication satellites that will be orbiting main celestial body - i.e. Duna Comm sats would have basically 1 Long Range dish - To reach Kerbin Satelite network, 2 - 3 Short Range dishes Comms DTS-M1 (Science Tech) to communicate to moons, and 1x communotron 32 to communicate between themselves / surface I launch them in similar fashion as you launch satelite network around Kerbin - there are many youtube vids for this Phase 3 - Complex drone carrier - Mission - Recon and preparation - core base set-up Carrier carrying up to 4 probes - depending on planet but typically 2 Rovers, 2 science satellites (including Kethane scanners). Each of science spaceprobes are equipped with remote unit, solar panels, communotron 32's, batteries, RCS, and orbital science (goo, magnetometer, gravioli), as well as kethane scanners Each of rovers contain seat for kerbal, remote unit, panels, communotrons, batteries, communotron 32's and surface science (accelerometer, temparature, atmosphere, gravioli etc.) Typical use is pre-launch drones to/around planet/moons, then set up base craft in stable circular orbit, then detach junk and leave core to be docked with kerbals later Phase 4 - Kerbal-manned mission I will report when i get there Craft: Simple Explorer drone - a flyby drone carrying some science, but mostly testing Complex drone carrier - a very large (3,75m) craft carrying up to 4 drones: Communication Satellites, Science Probes, or Rovers Main carrier core carries NO living quarters but from TAC 2x LargeFood, 1x of other resources, and recyclers, and Sr docking ports, and is reused as Orbital Station Core to be docked with when Kerbals arrive Kerbal-manned mission - still not there yet :-)
  10. Hi, the mod looks awesome, exactly what i would look for my drone control center. However if you could add a small texture fix for the camera part. It would be great if you could somehow put a red dot on where the TOP of the camera is (since it is round it is very hard to tell), and given i use the cameras a lot on my rovers, they always look either rotated by 90 or upside down. Suggestion 1 add red dot on where the top of camera is... or Suggestion 2 add the ability to rotate the view of the camera clockwise or counter clockwise by pressing some of the MFD buttons. (if it exists, sorry did not found it but please let me know) Otherwise this mod is awesome. Given i play a lot with heavily modded KSP (Remote Tech, TAC Life support, KSP Interstellar), and the fact i play campaing, i rely heavily on the drones for initial science and recon, and in that case this mod in priceless ;-) Keep up the good work. GrunfWorks space agency, thanks you ;-)
  11. Hi, When I am mapping keys, is there any modifier key to have piston / hinge or whatever component go all the way to the end of the chosen direction ? i.e. O - Makes piston push out, P - Piston pull in Shift + O - Piston pushes ALL THE WAY out Shift + P - Piston pulls ALL THE WAY in Piston is the example, but could be applied also to hinges, etc. Is there such a control ? If not, can there be one ?
  12. Actually Nereid when i saw your mod, i was about to suggest to you to team up with Moustachauve and Unistrut but i guess you beat me to the punch :-). Keeping fingers crossed and hoping for a nice mod soon. On a side note, have forum settings changed ? I can not see the Edit Signature field for the life of me. Can any1 help me find it ? EDIT: Found the option. Was not activated as I just registered to forums.
  13. Tried installing it using ModAdmin V1.3.11 but for some reason does not seem to work properly. Are there any special considerations. This is what i observed (folder structure looks different in windows explorer and ModAdmin) Explorer: - KW Rocketry v2.5.6B - KW Rocketry v2.5.6B - GameData - Extras Mod admin: - KW Rocketry v2.5.6B - KW Rocketry v2.5.6B - Extras For some reason the ModAdmin puts the External files from GameData (parts) together in the folder with Extras/NoAutoShroudConfigs Is there some special way to install it using ModAdmin (other then checking Extras folder) ?
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