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RoverDude

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Posts posted by RoverDude

  1. Just as a heads up, as someone *not* running Real Chutes, there was an error where the full length deployed parachute (with the canopy collasped) was viable in the VAB, the same way it would look in flight before deployment altitude. Clipped through anything else, so it didn't stop me from building anything, but it was there. It was the same way when I launched the craft it was attached to, the rigid parachute clipping through the craft and out the other side.

    Of course the parachute functionality didn't work, wasn't even a button for it in the right-click menu.

    That being said, once I deleted the RealChutes.cfg it worked fine. Might be worth adding to the readme?

    Edit: This is an awesome mod though. I've often spent far too long making lifeboats based upon stock pods and this is so much better!

    hm, that behavior should be fixed - Make sure if you had an older version that you delete it. Just tried on my dev install with DERP and no realchutes.

    For the LifeBoat module, instead of ad hoc variables like "oxyAmount," why not use something like:

    MODULE
    {

    [INDENT]name = LifeBoat
    RESOURCE
    {
    [INDENT]name = Food
    amount = 1[/INDENT]


    }
    RESOURCE
    {

    [INDENT]name = Water
    amount = 12[/INDENT]


    }
    RESOURCE
    {

    [INDENT]name = Oxygen
    amount = 15[/INDENT]


    }
    RESOURCE
    {

    [INDENT]name = MonoPropellant
    amount = 4[/INDENT]


    }[/INDENT]
    }

    This would allow the LifeBoat module to be configured for life support mods that use a different set of resource names.

    Will add it to the issues list, but for my benefit, what other LS systems would you want to see tested/supported?

    I don't know if it's the fix but 0.1.4 that i just installed did this upon quickloading...

    http://i.imgur.com/y2k0RZE.png

    Edit: Also, the kickstand is out.

    Is this a brand new one you created after installing 0.1.4? Or one created before 0.1.4? I expect legacy ones (and this probably includes loading saved ships in the VAB) would still have this bug, but I would want to know if it's happening on brand new ships, since it uses persistence to handle inflating on load (it's actually the default state).

  2. @1stBiker Try not to use the hotspot blobs, but the Kethane scanner instead to find minerals, ore etc. In map view, open the Kethane scanmap options, where you select grid map on and click the right arrow to change from Kethane to Ore or minerals etc. Built your first base on an tile where Ore and Minerals are overlapping and use your Kethane drill to extract. that should work! (nice base design by the way!)

    @Roverdude, I have a little problem with your docking ports. with the orientation to be more precise. When I select 'control from here' on the docking port. the ship orientation changes 180 degrees. not so much a problem when building bases, but I like to use the same docking ports for my space station and mun shuttle.

    Dit you inverse on purpose? and if not, can it be reversed?

    thx!!

    Rico

    Yep this can be looked into - I'll be doing a treatment of all of the parts one by one, will add an issue to GitHub.

  3. I think you may have that backwards, you combine oxygen and hydrogen in a fuel cell, outputting water and electricity. The pod would have stockpiled oxygen, hydrogen, and water, and the fuel cell would provide electricity for environmental control and extra water. You'd have to add a hydrogen resource, or pick a stock resource to represent hydrogen (KSPI did this by assuming LiquidFuel is hydrogen).

    Numbers? TAC requires 0.04166 EC/s for support of a single Kerbal, let's round that to 0.05 to have a bit extra for systems and keep the numbers simple. If we want to use real-world numbers we have to assume a conversion of EC to energy; I tend to use KSPI's value of 1 EC/s = 1 kW. 0.05 EC/s would then be 50 W. We want 15 days, so 50 J/s*15 days*24 hr/day*3600 s/hr = 64.8 MJ. Enthalpy of the hydrogen+oxygen reaction is 286 kJ/mol, total system efficiency of a fuel cell is around 50% (varies depending on the cell), so 143 kJ/mol of hydrogen we store. 453 moles of H2, weighing 906 g, plus 226 moles of O2, weighing 7250 g. About 8 kg total hydrogen+oxygen for the electricity supply. TAC resources are 1.8 kg of water per day, so the reaction products will give you 4.5 days of extra water. Maybe round it up to 9 kg stored hydrogen/oxygen (1 kg hydrogen, 8 kg oxygen) and 5 days of water from the reaction products.

    TAC oxygen is 0.43 kg/day, so 15 days of breathing oxygen is 6.4 kg, 14.4 kg oxygen total for breathing+fuel cell (33.5 days of oxygen in TAC units). 10 days of water to start (18 kg) plus 5 days from the fuel cell gives you 15 days of water. 1 kg hydrogen, in however many units that turns out to be (depends on the density you choose for the resource). No food because Kerbals can survive without food for more than 15 days; it won't be any fun, but a life pod is supposed to keep you alive, not comfortable. Total life support consumables mass, 33.4 kg (0.0334 in KSP's mass units of metric tons). Alternately, if you don't want confusing numbers in the TAC Oxygen resource, you could just have the new resource be "fuel cell fuel mixture" or some such name, and have 9 kg of that instead of 8 kg oxygen/1 kg hydrogen, plus 15 days Oxygen and 10 days Water.

    Hydrogen fuel cell power density is about 100 W/kg on the low end, so the mass of the fuel cell is very low. Things don't necessarily scale down perfectly, but the Wikipedia article shows a 1.2 kW hydrogen fuel cell at 12 kg as an obvious maximum weight, so if we make the fuel cell 11.6 kg that leaves total life support system mass at 0.045 t.

    Thanks much! Just saved me a ton of work and research :)

    Whenever I place the engine in the VAB it has all the RCS and engines firing constantly, it does the same thing once launched and doesn't seem to want to decouple, anyone have any idea what might be wrong?

    ZIP version? Earlier this eas related to how I was handling the RealChute MM config but that was fixed in the latest zip.

  4. hello all

    First of all the "MKS Mod" is a great motivation in KSP ! Thank you for all your efforts.

    I tried to stick to the Guides.

    ------------------------------------------------------------------

    The Mods I installed:

    ThunderAerospace - [TacLifeSupport] v0.8.0.4

    Kethane [Kethane] 0.8.6

    !! I didnt use the Module Manager ! ModuleManager.2.1.5.dll !! <- not installed, is it mandatory ?

    KAS [KAS] 0.4.7

    Cargo Transportation Solutions [ModsbyTal] 0.3.4

    InfernalRobotics [MagicSmokeIndustries] 0.16.5a

    Procedural Fairings 3.05 [ProceduralFairings] 3.05

    Kerbal Crew Manifest [CrewManifest] v0.5.7.0

    RealChute [RealChute] v1.1.0.1

    ------------------------------------------------------------------

    My problem is that I cant get it running so far. Its a pity there is no Video Tutorial.

    From what I understand the Minimum is:

    1 ColonyHub

    1 ConstructionHub

    1 Mining Storage Hut (NOT inline - the jumbo one with the red cap!)

    1 Supply Storage Hut (NOT inline - the jumbo one with the red cap!)

    1 Power Distribution Unit (PDU)

    1 Drilling unit (All Kethane drills have been modified to also mine Ore/Substrate/Water/Kethane)

    First I did scan for ore. I fount a place on moon covering 3 critical ressources.

    Here is what I did ...

    (always click the picture for full screen)

    there is Ore ...

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot81_20.png

    Minerals ...

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot82_20.png

    Aquifer ...

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot83_20.png

    I did build the minimum required, my little base (exactly under the hotspots you see in the previous picture):

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot84_20.png

    the Rig only holds a "Big Driller" and its connected to the "STORAGE HUT MINING" via Pipes

    (the center of mass is in the middle of all - so it looks connected perfectly)

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot86_20.png

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot87_20.png

    anything looks empty though !

    in the "CONSTRUCTION HUB" there's a "Construct Not enough Minerals"

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot88_20.png

    the "COLONY HUB" ...

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot89_20.png

    thats the connection from to the Driller-Rig ...

    http://biker69.ch/ftpforum/statisch/Bilder/Kerbal/mks/screenshot90_20.png

    Does someone has a good Video Tutorial explaining the steps to do ?

    Any knows whats wrong with the base as it is ?

    Great thanks for any input in advance :D

    <<<1stBiker

    Two things.

    First - use Module Manager. No reason not to use it, and it's key if you use Kethane.

    Second - the kethane drills do not work for the ORS deposits I see in your pics above. You will need to use a metal refinery for ore, chemical refinery for minerals, a water plant for water, and (I believe) it's the polymer MKS module for substrate. Should be info in their right mouse button spot. This is why I added a Harvester in the new version ;)

  5. I have a few questions regarding this mod pack. First will it work with Better Than Starting Manned setup? Reason I am asking is that once .24 hits I will be using that and I believe that your mod would be very helpful in the long run. Second is if I decide not to run kethane what problems would this cause? I am not against using it, but if I am able to not use it I would rather not (unless it is needed to make the colony run of course). It seems like this will be both challenging and fun at the same time.

    Unsure on BTSM - all I can say is that I do not do any custom tech tree stuff, but I also have no idea if any of their plugins will cause issues... Best bet is to give it a shot! Kethane wise, you can use ORS instead. Kethane is now optional.

  6. No. Every other system that does come with water and oxygen does show them in the resource tab though, and I see them in the resource tab as well, just still empty, hence the confusion. If they aren't meant to be added if TAC is not running, that's perfectly fine but should be documented, imho.

    P.S. Oh, and another thought.

    Power generation slug should not be a magical RTG. Instead it should be a monopropellant fuel cell. That makes the minimum tech level for such a pod quite a bit lower. :)

    Interesting, although I may use an alternate resource since I do not want people to kill themselves deorbiting ;) May use the TAC generator to convert water to oxygen and electricity via the hydrogen. So I'd up the water enough to supply enough hydrogen for 15 days.

  7. ...And more on your todo list. :)

    • It would be nice if RCS nozzles on the engine block were disabled when the pod is not deployed. You can do this by foreach (PartModule thatModule in part.Modules) { var thatRCS = thatModule as ModuleRCS; if (thatRCS != null) { thatRCS.Enable(); }} and configuring it to be isEnabled = false. You can do the same for reaction wheels, though you'd need to thatModuleReactionWheels.State = ModuleReactionWheel.WheelState.Active; instead, and you can't start them inactive through the config file, so you'd need to stop them on start. But you'd need to somehow know that the particular pod connected to it was deployed first, which is more tricky -- it shouldn't happen for every lifeboat on the ship when only one is getting deployed.
    • I don't see water and oxygen actually being added for some reason, not that I use them in the test installation...
    • It needs an IVA of it's own eventually. :)
    • It sinks pretty deep in the water, maybe some buoyancy would be in order. :)

    LOL thanks ;) for resources - do you have TAC installed?

  8. I actually got a moment to play with it and here's a not so idle thought:

    Why have a liquid fuel engine at all? I found that I failed to clip the atmosphere from a 300km orbit, exausted my fuel, but I still have a few units of monopropellant, which I can't use to alter the trajectory because there's no nozzle pointing straight back.

    Well, make the main engine consume monopropellant instead and stop splitting fuel reserves, for an engine of this size this is perfectly normal.

    I like that idea - let me fiddle with it :)

    ...Oh, and a problem.

    Going to tracking station from an inflated pod, and then returning, you come back to a deflated pod with a kerbal mysteriously squished inside. :)

    Whoops - better persist a variable it looks like....

  9. Hmm...

    After reading this, I would propose a different (probably bigger) version... This would be for interplanetary missions, where quick response to emergency situations is unlikely.

    Basically the same kind of setup, but a larger undeployed volume (expanded base height), sacrificing (most of the) deorbit capability for extended life support consumables. The rationale behind it is basically keeping the crew alive long term in orbit for rescue, rather than de-orbiting the crew.

    Also, one thing bothers me... how does this meet it's electrical power needs? One would assume there's at least an emergency beacon going when occupied... and various other electrical needs. Fuel cell might be a possibility, though a H2 + O2 fuel cell would allow for better duration on the water.

    Another random thought... does the same 'evac' button that dumps the crew to pods also top off any/all resources in the pods? Makes sense in that these pods should be the last to be used.

    The LS supplies are added when the pod is unpacked (Eventually I'll do some trickery where I lower the part's mass, changing mass for resources). They are effectively being 'unsealed' - so cannot be consumed unless the pod is cracked open.

    RE larger version - you could easily add in additional modules in between the propulsion module and the lifeboat module.

    Electricity is provided by a tiny atomic slug a-la RTG, but 1/10th the size (humans have made these fellows in the sub-3kg range, so logical that Kerbals would have something similar). Lights would absolutely kill it, but it's enough (barely) to keep a Kerbal alive. Of course, he'd still be in a bubble... in the dark.

  10. This is impressive, what do you think about a smaller version, without engines or a parachute, that could be used as a Personal Rescue Enclosure?

    That's precisely why there are two parts ;) You can use the capsule as a rescue enclosure (which was the original design). It will keep a Kerbal alive for 15 days inside. Granted, it will be a horrible 15 days as he wallows in a bubble filled with his own filth, but hey, better than puffing into smoke ;)

  11. So I did some tweaks.

    Moved water down to 11, Food to 1. Only because you can survive three days without water in the TAC-LS default config.

    LF/Ox is now 1.35/1.65 with 420 ISP @ 10 thrust. Still have no issues deorbiting a stable Kerbin orbit.

    Monoprop is 2.5. Ablation is 100, and it looks like I have to tweak the RealChutes config and add a secondary chute because I keep getting Kerbals killed with G-forces ;)

  12. This is amazing. I love it already and I haven't even downloaded it yet! Thanks RoverDude!

    As for it being 'cheaty' I envision this (with is great Life Support supply) to be a little ship that can take kerbals away from a doomed space station, or from a ship that dont'have the dV to reach home... but not capable of surviving re-entry on Kerbin. Even if it is technically capable of it I think it's a perfectly useful module without using it for that!

    Amazing Part Roverdude! You are one busy bee :) thanks for the alt texutures that are included as well, they match a bit more IMHO :)

    Thanks, and yep, it started out as more of a canister life raft carryover (including sealed food), but ended up being a moose-life raft hybrid. And tbh, even with DRE I've landed some terrifyingly fragile things by being pretty careful, most without heat shields.

  13. "...may consider the evacuation feature to be a "cheat"..."

    While it is a nice mod that fills a needed niche simply and efficiently, it cheats in more areas than just CLS. For its size it carries too much life support and fuel, it needs a heat shield with its current surface configuration of hatches, nozzles and stuff. I am going to 'go with the flow' on the viability of an structure/material that could withstand not only the inertial physics of spaceflight, reentry and changes from a vacuum to heavier atmospheric pressures while being 'inflatable' since this is supposed to be another planet/race and technology environment and is a concept found in other mods.

    It is a nice concept and mod. It could also function as a Soyuz style orbital pod on a space craft that is not deployed till in orbit. But, IMHO, it has a bit too much resources for size and is not externally reentry friendly.

    Ah, cheat is such a strong word. But given balance was one of the items on the to do list, now is as good a time as any to cover it :)

    Let's cover life support first. Note that food is very limited - this is because Kerbals won't starve for 30 days. So I used the space for water and oxygen. The basis was the tiny TAC-LS cans, which would easily fit inside the pod even in a deflated state (they would be stowed behind the hatch). Granted, we won't cover fun stuff like lower activity levels and the fact that they'd be drinking their own urine soon enough ;)

    Fuel wise, I am carrying 18 liquid fuel and 22 oxidizer. I actually agree that that volume is high, and will be tweaking accordingly now that I have it side by side with one of the Oscar cans (probably about half of that).

    Thrust is at 30, same as a single Roco 48-7s, but that I will be tweaking down to about 10. Still plenty for this, and more in line with the size of a pair of the 'ant' engines for the quad. Vac ISP is 400, will see about keeping it at that range.

    Monoprop is 10, could stand a slight tweak down to five or so when comparing the quad tanks.

    FYI I had the same concerns with the model when dealing with reentry, but in the end when dealing with moving colliders and hatches, went with simplicity and figured I could get a pass on that bit of suspension of disbelief. In a do-over I'd probably move the hinges and handle behind/under the overhang of the hatch lid, etc.

    RE inflatability, etc. I would submit to you the humble moose. If we can propose sending a human back to earth in an inflated bag with a quarter inch flexible heat shield filled with expanding foam, all in a suitcase-sized package, then I don't think having an inflatable reentry vehicle is too much of a stretch ;) Hell, if anything I'd say the Moose was a lot more Kerbal than what I ended up with (though it was the inspiration for the mod).

  14. Two comments:

    1. The alternate textures you provided are .png whereas the originals are .tga. Thus, using them requires editing the models in a hex-editor.

    2. CLS users (myself included) may consider the evacuation feature to be a "cheat", in that it allows instant non-EVA transfer regardless of the presence of CLS "passability" between the modules. I would appreciate an option to disable this feature, or (ideally) to make it "CLS aware" (i.e., if CLS is installed, evacuation is only possible if the escape pod shares a "Living Space" with the module being evacuated).

    1. Incorrect. Delete the TGAs, copy in PNGs, and you're all set. It's in the Readme. I'll drop in TGA's but I have to push then through PartTools as hand editing the TGAs caused horrible problems, and it was a quick gift for the folks that wanted it.

    2. Will put it on the features request, but short term I'd say just not use the feature, it's one you have to very explicitly toggle via an action group (it's the only way to get to it, by design). That being said, the evac feature is one that falls pretty squarely in the realm of what this mod will most likely be used for ;)

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