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About Terwin

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    Spacecraft Engineer

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  1. I believe the 'eva assembly' in this case may be referring to inflating some inflatable parts. I think that you need an engineer for the parts that require material kits, but anyone should be able to inflate inflatable storage modules for example(I think they can even be inflated without a kerbal on EVA) When an engineer performs maintenance, they top-off the machinery to restore the module to maximum productivity. These parts take care of that for you so you don't need to worry about efficiency loss over time due to used up machinery. The specialist bonus is for the entire ship and only takes the bonus from the highest ranked(stars) kerbal of the appropriate type, I believe this also applies to disconnected bases. In the past my bases would usually have dozens of modules, one scientist(two if I have a lab), one engineer, one pilot and the rest filled with kolonists. The engineer provides the mining and manufacturing bonuses to all modules, the scientist provides the biological bonus to all farming type production, the pilot for logistics, and Kolonists for the planetary bonus(Kolonists don't give any specialist bonuses/abilities, but count for all three planetary/colonization bonus types, so the quickest and cheapest way to get your planetary bonuses up is with Kolonists).
  2. Pushing is a ship-wide ability that affects any USI-logistics enabled storage, only pulling requires a consumer of some sort. But remember, pushing will only drop local storage to half of max, so if you can produce 50 ore per 6 minutes, you need at least 100 logistics enabled ore storage to avoid lossage during catch-up processing.
  3. The Material Processing Units(1.25m, 2.5m, and 3.75m) can push(but not pull) with no personnel(or even seats) on board. These are intended to provide logistical support for unmanned mining bases. I am not sure if the pioneer module will provide logistics without a pilot on the craft.
  4. In real life you have send only(radio station), receive only(radio, pager, GPS), and send-recieve(cell phone). I suppose you could have antennas that are or are not compatible with the Deep Space Network, but there is no real reason they could not use the same antennas for the different types. I always just imagined that the difference in KSP antennas was primarily in the processing/amplification hardware and the power supply, with the antennas only visually different so people would not confuse them in images.
  5. I believe this may be related to the orbital construction activity having a separate configuration flag than the ground construction activity, so some configurations that may not have been updated may only have the ground only configuration. It sounds like this may be the case for the MKS part in question. The config changes are probably in a config script as opposed to part of the parts definition. If it is out of date, probably something from the MKS directory.
  6. New York, NY to Australia is ~10K miles, and I don't see too many routes that might be notably longer than this. P2P was supposed to be 30 minutes to anywhere, so one jump. Many flights will probably need SH, but if SH can get SS to orbit, then with the right orbit(or sub-orbital path), SS can land anywhere it wants with just one jump.
  7. Grab it with a claw and just pretend it is a container full of dirt(connect it to a sifter of some sort).
  8. MMA would be an awful ting to try and convert to zero-g: effective striking would be almost impossible, and attempting to maneuver would be iffy at best. Something like ballet or gymnastics might work much better. A zero-g ballet or gymnastics exhibition would get people thinking about grace and artistry in relation to space, as opposed to thinking about blood and death in space. Imagine a small troupe of acrobats performing in zero g similar to a group of trapeze artists but without all the swinging back and forth between stunts, using the wall/ceiling/floor along with some carefully placed poles or handles. Could easily become part of the attractions at a space-hotel.('Like no show on earth!').
  9. The ISS is a one-off government funded research station that is more of an international partnership than a research station. If someone wanted to make a much more cost-efficient space station, it should not be too hard to do so. The cost per person in space is also a factor of tradition over need. With an easier to resupply station, built and resupplied by starship, it need not be overly expensive, and much of the monitoring done right now could cover additional stations with little or no extra cost.(monitoring and emergency readiness for one station is not really cheaper than emergency readiness for half a dozen stations) The ore people we get into space, the more experience we have working there, the lower the cost per person, and the safer/more reliable things will get. in short, if you have the only car in the county, you need to retain your own mechanic, but if you live in a city with 10,000 cars, you just hire a mechanic when you need one.
  10. Unless it is an issue of either volume, or the easiest way to have an attach-point for the small-sats was to re-purpose a couple of starlink attach points...
  11. I could see a rocket sleeve which reinforces on the arm and is discarded in the launch tube as part of the plan, but I don't see a way to discard such a sleeve without tearing off the skin of the rocket unless said rocket was floating in a pool of liquid mercury(which would require good insulation from any cryogenic fuels)
  12. I have difficulty believing the structural reinforcement to handle 10,000g of lateral force will be worth it for what, roughly 1/5 of the orbital dv requirement? According to Wiki, 1.3-1.8km/s roughly cancels out the gravitational and drag losses from a launch, so you still need the ~8km/s dv to get to orbital velocity. (and you can get away with a lower thrust engine if you start your horizontal thrust as soon as you are out of the launch tube as opposed to waiting until you are near the peak of your arc.)
  13. I believe they are generated from your game seed(the same thing that determines the distribution of ore) combined with some configuration files(less water on the Mun, and more water on Lathe for example). I am not sure if such files are required or not for planet packs, but I suspect if they are, it seems likely that someone else has already tossed RD a pull request to add them in. I do not believe such a thing exists at this time.
  14. Gas giants and brown dwarfs are much more numerous and much less hostile when it comes to fuel skimming(Primarily H2, so good for reaction mass), although I would not be surprised if stars were used as a substitute to avoid needing to make planets that can noly be used for refueling.
  15. No vessel exists when outside of the physics simulation range. Since the introduction of ISRU, KSP has a 'catch-up' mechanic that will simulate the time since the vessel was last simulated in 6 hour chunks. MKS uses this core mechanic to handle all 'offline' processing. As such, you need to stop by your drilling platforms from time to time to catch them up. There are some mods(such as Kerbalism) which have an actual 'offline' mechanic, but as this is generally done as a replacement for the stock mechanic, they are not compatible with MKS(with behaviors ranging from 'you no longer get anything when offline' to 'MKS is reduced to a set of parts that do nothing but spam the logs with error messages') There is a system being worked on(and greatly anticipated) by RoverDude called W.O.L.F. which has a parallel mechanic and is intended to handle many of the logistics difficulties in MKS(offline production, automated interplanetary transfers, Kraken attacks on large mining bases, etc) and it was suggested that that will be included in the MKS update to 1.9, but it seems that RoverDude has been busy and it has not yet been released.