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Posts posted by juanml82
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Great, I'll look into it. I just substract one year from whatever date it indicates, right?
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There is the transfer window mod, but it shows the phase angle rather than the date or the time left to the transfer window. Typically, in KSP 1, I'd set a bunch of Kerbal Alarm Clock alarms with the upcoming transfer windows (obtained from KAC itself, some mod or even adding a maneuver in an orbiting probe). But AFAIK there is nothing like KAC in KSP 2 yet. Is there, idk, a community calendar somewhere, at least for the first transfer windows in a new save? Or is the transfer window mod the only way to plan ahead at this point?
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13 minutes ago, Nate Simpson said:
including a fairly high-impact resource flow optimization
Yay!
Any news on savegame bloat/corruption?
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As it says on the title. As it currently stands, if you press W to go forward, you also pitch down (and even disabling the command pod torque causes that? I guess that part is a bug). In KSP 1, the key binds could be remapped to different keys, so you could drive around without tilting the rovers.
The wheels should also have more traction.
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Ok, I think I'll try to bite. I'm using RSS + SMURFF + Far Future Technologies + No life support + EPL to expand the base
The Far Future Technologies Z-Pinch fusion drive can get me ships with over 300,000 m/s dV with a large payload. If I'm reading things right, that should mean I should be able to put the ships at 0.3-0.5c and have enough to circularize at Proxima and then maneuver to Proxima B, right?
How do I go about burning towards Proxima Centauri? Do I get into solar orbit (so the navball doesn't become a mess when leaving Earth' SOI), select Proxima as a target, point the ship towards the target using the navball and fire the engines?
As I see it, the mission profile is as follows:
The travel times should be fast enough so the fission reactors powering the ships (and keeping the fusion fuel tanks cooled) don't run out. Rtgs wouldn't last the journey and solar panels will only be useful once close to Proxima. And without power, I loose the fuel and can't slow down at the destination.
The target planet has no moon to serve as a gas station, a 54km high atmosphere which only gets thick below 5-10km, so it's hard to use to slow down, and it takes about 8,000-9,000 dv to land or achieve orbit.
Nertea's FFT engines tend to be useless in an atmosphere, except for the nuclear salt water engine. But considering it's a colonization and not a "let's irradiate the whole place" mission, a ground rule of not using NSW engines inside B's atmosphere must be established. For the same reason, ships can't stage away nuclear thermal engines while in the atmosphere or in suborbital flight.
So in other words, landers have to use conventional engines or, if they use nuclear thermal, they must be SSTO (or more precisely, Single Stage to the Surface). LH2 can't be kept in the tanks for such a long trip without boil off, and even methalox may strain the electric power budget for the trip. So it's either LFO ships, or they use LH2, but will carry ore and convert it into LH2 once in the orbit of Proxima B. The ore tanks can be used as pretended shields against high velocity particles during the journey (yes, yes, they aren't modeled in KSP, but let's pretend it's important)
A scansat satellite should also be brought, in order to find a good base site and also to explore Proxima C.
So, the tentative plan is as follows:
A space station with a large centrifugal habitat carries the kerbals. This ship doesn't land, and will remain in orbit around B.
One single stage to surface lander with a nuclear thermal aerospike. The landing will be assisted with parachutes. Since it uses LH2, it will travel with the tanks dry and an ore tank attached to the top in order to produce the fuel in orbit (oh, yes, a moon would have been so convenient). In can also work as an SSTO for the colony, but without a moon, it can't refuel in orbit, so once it reaches orbit, it can't go down again.
Two barely mobile bases made with Planetary Base Systems, one for ore mining (and fuel production) and nuclear fuel recycling, the other for EPL and OSE Workshop production. They will be delivered with spaceplanes, which can stay in the low atmosphere long enough to slow down - they'll use inflatable heat shields to provide additional drag. Their hopefully controlled litobrake will be parachute assisted. If the spaceplanes survive, they'll serve to explore the place. Since I won't be able to reliably aim at the landing site, the bases will drive there using Bon Voyage. The bases mass is in the 16-18 tons range.
A scansat satellite with a vasimir engine will be delivered with some of these ships.
EDIT: Huh... right, no. The speed of light is about 300,000 km/s. 300,000 m/s is one thousands of that
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1 hour ago, SpaceObli said:
Hi,
just a question... do i need any addon for going... anywhere??? I'm playing stock parts and science mode, and i doubt i'm going to be able to just orbit earth with my low profile engines etc ...
Thank you in advance.
You can use SMURFF to adapt the stock parts (and plenty of mods) to more realistic mass and dry/wet weights so you can use them in RSS without the massive behemoths I think you'll need if you just use the stock parts as they come. You will still need bigger diameter parts than the stock ones for lifter stages, so you should download a few part mods. Near Future Launch Vehicles and SpaceY have 5-10 meter parts. SSTU isn't covered by SMURFF.
Alternative, you can go all the way and use the entire Realism Overhaul pack
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Venus can be problematic if part pressure limits are enabled. I'm actually unsure if there are parts capable of surviving Venusian pressure.
I don't really know, I've only tried to land a probe there once and it blew because of the pressure some few thousand meters above the ground
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16 hours ago, Tacombel said:
There was a problem with a dll in toolbar controller or toolbar that is not removed when upgrading so you need to uninstall, delete the directories and then install the new versions. It was explained by LGG in the last posts of their threads.
I did that, I still don't have any button for targetron in either toolbar, stock or blizzy
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I have updated to the latest versions of toolbar controller, click through blocker and toolbar, as well as this mod. Still the same issue though
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Cryotanks latest update may be causing a conflict. If you want, you can check if that's the reason by replacing your version (delete the folder) with cryotanks 1.6.0, which you can get in the github page: https://github.com/post-kerbin-mining-corporation/CryoTanks/releases
Or maybe it's something else
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Hi. 1.6.1 was also messing with this little mod I've made for my personal use
And it's also probably causing conflicts with Rational Resources
I've solved it by simply adding the code so LSI loads after Cryotanks, but you might want the heads up
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Just updated
0.40: Added uranium enrichment, fixed Cryotanks 1.6.1 causing a conflict with this mod.
Updated version file. -
Hi, I don't know if it's still being mantained, but as of KSP last version, the icon isn't showing up in neither blizzy's toolbar nor the stock toolbar, so the Targetron's window can't be toggled, only minimized
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57 minutes ago, seaces said:
Hi @TriggerAu,
Thank you for this mod and KAC as well. I am using them since I started playing this game. Just noticed possible bug KAC/TransferPlanner, dont know which of these two is culprit. Before when I used TransferPlanner there was a button to send the calculations straight to KAC. Now that button is gone and when I go to settings menu in TP and look under KAC Integration I get message that KAC is not visible in the scene while clearly it is. I get the same error when I am in space centre, tracking station or in orbit.
Any idea?
No idea, but I'm having the same issue
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Crash it to see how much science you can get out of a seismographer
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You can always try the SpaceX route and vertically land your first stage. In stock Kerbin, I use a large first stage that makes it to orbit, and then deorbits and lands with a combination of parachutes and a rocket burn. You'll need mod landing legs to avoid landing on your engines. Reaching KSC can be hit or miss, though. But the payload fraction is much bigger than spaceplanes.
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Ion engines are made for small probes. Bigger engines would fall into the cheat/torchship category.
Even some of Near Future Propulsion engines feel cheaty - you can make a lightweight lander that will land in the smaller moons and with a dV in the range of 4,000-5,000 dV and using engines unable to lift their own weight in real life. I still use them, but I can see why they aren't stock.
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Modders will make planet packs for KSP2, and a built-in tool would prevent players using planet packs to wait for Kopernicus to update once KSP2 updates, so built in support for planet packs would be a great idea
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On 12/25/2020 at 4:11 PM, Aniruddh said:
New release! This one mostly fixes bugs and optimises performance. There is one new part- the transmitter dish I showed off on the previous page. Also this release has been tested with 1.11 and works well, although previous versions should too.
I think I fixed this issue in the latest release (I managed to get from 40fps to 60fps). However, I couldn't replicate this exactly as I got 40fps (which is a dip of 20 from the usual) with the same craft, 1fps seems rather extreme. Please try the latest version when you can, to see if the performance is better.
Yes, it's fixed. I'm finding some stutter at the emitter and the receiver, but it may be caused by something else
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I made these patches to turn the stock relay antennas into power relays
Spoiler@PART[RelayAntenna50]:NEEDS[BeamedPowerStandalone]
{
MODULE
{
name = WirelessReflector
Reflectivity = 0.95
ReflectorDiameter = 2
CanAmplify = False
Efficiency = 0.8
wavelength = Ultraviolet
}
@cost *= 1.5
}
@PART[RelayAntenna100]:NEEDS[BeamedPowerStandalone]
{
MODULE
{
name = WirelessReflector
Reflectivity = 0.95
ReflectorDiameter = 3
CanAmplify = False
Efficiency = 0.8
wavelength = GammaRays
}
@cost *= 1.5
}
@PART[RelayAntenna5]:NEEDS[BeamedPowerStandalone]
{
MODULE
{
name = WirelessReflector
Reflectivity = 0.95
ReflectorDiameter = 1.5
CanAmplify = False
Efficiency = 0.8
wavelength = Microwaves
}
@cost *= 1.5
}But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS). I've tried changing the amplify bit from true to false and shutting down the only power beam emmiter in the system, but it doesn't matter. Here's the log file if needed http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file
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3 minutes ago, Aniruddh said:
@juanml82, you need to extend the antenna to be able to beam power. If that doesn't work, then it's probably a bug.
Yeah, I hadn't extended the antenna
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1 hour ago, Aniruddh said:
That is likely because you aren't generating enough power. It is a failsafe mechanism, when the electric-charge amount on your ship goes below ~10% of the total, the transmitter shuts-down so that your ship doesn't become uncontrollable.
Don't use the slider unless you are generating more than 10,000 EC/s, you want to click # on the top right of the right-click menu and type in the exact amount you want to beam.
I've cheated this into Mercury's orbit, I still can't enable the transmitter, it immediately switch to disabled when I click on the button
EDIT: I had to deploy the antenna first
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Alright.
I've created this cfg to add the module to J2X antenna
@PART[jx2LDA]:NEEDS[JX2Antenna]
{
MODULE
{
name = WirelessSource
DishDiameter = 20
Wavelength = GammaRays
Efficiency = 0.8
}
@cost *= 40
}And replaced the dlls for the RW ones, renaming the RW ones in the extras folder with the original names (ie BeamedPowerPropulsionRW.dll to BeamedPowerPropulsion.dll and the same to BeamedPowerStandaloneRW), but when I try to toggle to transmit, it immediately disables the transmiter (ie, I can't beam power)
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So "short" means it's useful for long distances while "long" for shorter distances, right? Also, this isn't supposed to be scaled for larger solar systems, right? I'm playing RSS+Smurff and thought "Oh, I could make a solar farm on Mercury's orbit and power stuff on Earth and beyond" and well, you can't because the losses are huge, it only seems to work within a planetary system. OTOH, maybe that's intended? I'm not sure how realistic (even if incredibly advanced) solar farms in Mercury would be
A Taste of Science
in KSP2 Dev Updates
Posted
Magnetometer plus mystery goo plus antenna for transmission.
I hope the science equipment does more stuff than showing a blurb of text and assigning points. Maybe something like scansat, in which certain pieces of equipment map the terrain for landing spots and locate the resources on the ground for fuel and colony manufacturing.