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Everything posted by Terwin

  1. In graphics class they spoke about how the first 'mirrored' enemy in a computer game worked: they just grabbed pixels from a different portion of the screen as 'good enough' because the processor was not powerful enough to do the ray-tracing real-time. It was lauded as a clever fix that was just as effective for the intended purpose as ray-tracing would have been. I do not see any reason for them to have bothered to change the approach for later games.
  2. That would be a minimum, yes, but one of the weaknesses of wolf, is that it is completely static(as far as I can tell), and you cannot adjust production based upon your current needs. As such, having a 20m Atlas factory that you can re-purpose as needed gives a lot more flexibility than pushing all of your manufacturing into WOLF(especially as we do not yet know the details on how the new parts manufacturing process will work, so having that flexibility can help take advantage of the new functionality as soon as it is released) Also, I do not believe that WOLF handles population growth, so you will need MKS parts for that as well(if you want it).
  3. I don't think kerbals count as parts when on a craft, as they do not require any physics simulation. Not many bases can be self-supporting in a single biome, WOLF is mostly for handling all of the stuff other than your main base on each planet. A single 20m atlas part replaces several smaller parts. For example, you can have 6 active bays on an atlas module, and I would expect that they would be at least the equivalent of a tundra module, so the 20m module should be able to replace at least 6 3.75m tundra parts(plus related stands, airlocks, etc).
  4. Did you see that the new 20m atlas parts have a max crew of 96 each? A couple of hab domes and a couple of factory domes would let you use most of that. Question: do the Atlas parts still benefit from only the highest specialist on the station? I vaguely remember something about multiple specialists being useful, but that might have been in relation to WOLF... If you only benefit from one specialist, that is a *lot* of kolonists...
  5. Snow is basically ice with air in/around it, sort of like a pumice stone is stone with air in/around it. We do not have a lot of materials that both evaporate and freeze in large quantities within our atmosphere. While the hexagonal structure would be due to the chemical structure of the water molecule, other materials could also form loosely packed crystal structures if they were to condense out of an atmosphere and freeze, but most would probably not form a hexagonal structure like water does.
  6. I was under the impression that the objective of the Alcubierre drive was to shrink space in front of the vessel and expand space behind it, so that you are not 'moving' the vessel at all, except perhaps using some chemical thrusters to cross the much shortened distance, or am I thinking of the wrong drive tech?
  7. Space station orbital velocity(for reference): 7.66 km/s according to this: https://www.omnicalculator.com/physics/centrifugal-force a 13km radius with a velocity of 7660m/s gives centrifugal acceleration of 4513.5 m/s/s or 460g If you reduce that to half the velocity of the space station(which means a non-trivial rocket for the other 3830m/s), you can reduce that to a mere 115g of off-axis acceleration. If you used earth's equator(radius of 6,356km) as the largest possible loop, you can get the off-axis acceleration down to 9.2m/s/s which should be readily handled by just about anything on earth that can lay on it's side(which does not generally include a rocket once it is loaded with fuel). And you would only need to build an air-tight tunnel 40,000km long. (just don't try to make any sharp turns, such as going up a mountain, as that would splatter your ship right quick).
  8. To be fair, this does require landing in the biome, and for the depot in particular, landing a single use rather large and heavy mid-tech level item, which does not have a lot of use until you also acquire multiple max-tech elements. Once you have all of the WOLF tech, there are not likely to be a lot of unresearched tech nodes left, especially when using the community tech tree, making additional research points of little value. And it is not as if you couldn't already unlock pretty much the entire community tech tree with biome hopping inside the kerbin SOI, so this just makes it so that you can do less biome hopping but still have access to advanced WOLF tech just from deploying lots of depots(which are not terribly useful in and of themselves without that advanced WOLF tech).
  9. I have an invocation I use every morning to bring forth light: "Ok Google, set office to 30%" And one to banish the light at the end of the day: "Ok Google, turn off bedroom" If you were not familiar with this technology, you would not have any idea that the small, unobtrusive cylinder hidden on a shelf was in any way related(especially if responses were muted), or that it was dependent on distant computing devices connected via a world wide information network. "magic" technology is all a matter of familiarity.
  10. The config files should still be there and may even have been updated for 1.11 At the moment I am mostly working on WOLF infrastructure (which will hopefully be easy to transfer, at the very least you can edit your save to re-add it as it is not obfuscated in any way), not sure yet if I will add a construction mod or just wait for the integrated construction, probably depends on how far I get before the new version is released.
  11. A building? You do realize that nothing has a sellable value off of Kerbin, and in particular at a launch site if you want full value. Also, a single large cargo container of rare resources(potentially filled from a hopper) can provide funding for pretty much the rest of your space program. (hundreds of millions in funds)
  12. You cannot add resources to WOLF, you can only produce and retrieve them. If your WOLF drill can extract those resources, you can probably ship them around with WOLF. I think that kerbal points are something that can be shipped around, but it is not something that I have done as of yet.
  13. So you are saying that we now have the equipment to look at an undecayed atom and predict exactly when it will decay, or at least a design that was used to do this successfully in the past, correct? Or is this all still theoretical? (I may not be the most attentive to scientific forums, but at the very least I would have expected to hear about radioactive decay no longer being a sufficiently entropic randomness source for strong encryption)
  14. There is *lot* of randomness out there. If you make 10,000 hard drives that are all virtually identical, you still have a 'mean time before failure' instead of an 'expected expiration date' In our macroscopic world, we *think* things are deterministic because we only work with things at a relatively huge scale compared to the individual components(atoms). At CERN(arguably one of the most advanced research facilities in the world) they use statistics to try and determine what actually happened when smashing together atoms at a large fraction of the speed of light, and they repeat the process a large number of times(hundreds of millions of times per second) to collect data on events that may happen with a low probability. ref: https://home.cern/science/computing/processing-what-record The nuclear weak force, which I believe is the second strongest of the four, can only be predicted in a statistical way( the 'Half Life' is how long it takes half of a material to decay into something else. You have no way of knowing if a specific atom will decay or not, just how long it will last 'on average'). Unless you can predict when each and every atom will decay, you cannot really say that you have a fully deterministic system, just that you have a statistically deterministic system. And that is without even getting into wonky stuff like quantum mechanics, where it is perfectly reasonable, and some times even expected, for a particle to move from point A to point B without crossing the intervening distance, Either because of energy levels(electron orbits), or because you don't really know exactly where the particle is, and even if it started out on one side of an impermeable barrier, if it's probability function includes points on the far side of that barrier, it might just end up on the far side of that barrier(without penetrating it). 'Determinism' seems to be something that can only be really believed by people who don't look too closely at how the universe works...
  15. Not any more. Multiple bays was mostly a way to divide up the total drill capacity, and it caused enough problems to just ditch it, I believe.
  16. Shuttle used glue over aluminum. One of the instances where a tile fell off they managed to land safely because there was steel under the aluminum that managed to survive and keep the shuttle intact Starship uses bolts over steel. It *should* survive reentry naked, but without heat tiles it could negatively affect temper and other properties of the steel, especially as they intend to aerobreak from both the Moon and Mars(the shuttle never went faster than LEO). If the tiles are still good, they may just need a quick walk-around before they refuel and relaunch. Without tiles, or with damaged tiles; they may need to perform more in-depth checks, especially for hotter reentries such as Mars and beyond.
  17. I do have a couple of concerns about the stock system: 1) not all stock parts seem to have the metadata to support it(it looks like only things smaller than 1.25m? the 1.25m ore tank for example has no metadata) 2) I have not seen any indication that it supports collective activity or other force multipliers(ie fork-lifts and other construction equipment that let you handle larger parts) It is also nice to have the KAS config file so that you can by-pass annoying things like puling out your 20+ Kolonists to help your engineer place a newly built part. RD is the author and primary coder, so if he says he is changing something about MKS, I would believe him.
  18. I expect the stock inventory support will be in the next release, and that KIS/KAS support will only be deprecated once that support is present. (Note: this only means that new KIS/KAS problems will not be fixed by RD, not that it will no longer work, or that he will not accept KIS/KAS fix Pull requests from others, so don't expect it to break just because it is deprecated)
  19. All biologically generated proteins on earth are right handed proteins, some inorganic processes create both right and left hand proteins, and left hand proteins are highly toxic. If the new planet uses left handed proteins, then even if they are otherwise identical to us(which I suspect may not be possible), they will be 100% toxic to us and we will be 100% toxic to them. (might have the right and left swapped, but the principal is the same regardless)
  20. In addition to backwards compatibility, the in-simulation parts also allow making minor tweaks and adjustments(like switching from life support to colony supplies as your base grows). Also, I am not sure if W.O.L.F. uses the colonization multipliers or not, so that may be an additional reason if those do not apply to W.O.L.F.
  21. I'm pretty sure WOLF is intended to abstract away the uninteresting and processor intensive parts, not replace all of MKS. (ie the mining bases so many of us used with planetary logistics to support our 'main' planetary base, such that you had to make sure you visited them every X days in the proper order or you would run out of something important) It would be fairly simple to make a vehicle with empty tanks, hoppers and manufacturing parts that lands, hooks up the hoppers, manufactures the new parts for the WOLF support base, then detach the hoppers, drain the non-fuel tanks and move to the next biome. While I'm happy to abstract away ongoing mining/refining/bulk transport/maintenance activities, abstracting away actual base building feels a little too sim-city or Maser of Orion to me.
  22. This link says nothing about mirrors, but says 'night sky cooling' can cause the surface of water to freeze in specially designed troughs with ambient temperatures as high as 41f: https://www.realclearscience.com/blog/2018/07/09/how_people_created_ice_in_the_desert_2000_years_ago.html
  23. I believe evaporative cooling plays a large part, but radiation may play a part as well. I understand that very dry air(like you find in a desert) has much lower thermal inertia than humid air, so deserts regularly get 'cold' at night, even in the summer, so it may not take much evaporative cooling. According to NASA, the daily average temperature swing is a good 75f(42c): https://earthobservatory.nasa.gov/biome/biodesert.php#:~:text=During the day%2C desert temperatures,(about 25 degrees fahrenheit). So baking and freezing on the same day looks like it may be normal.
  24. Generally it comes from vessels returning from the Mun or Minmus, as I tend to make all of my manned ships ISRU and top them off before leaving a body(in case of cat-on-keyboard inspired errors), so once they get to LKO they have an excess of both fuel and ore, so I drop it off at my fuel depot which is occasionally useful if I mis-designed or mis-managed a launch stage but still managed to make orbit.(it is also a lot faster/easier than 'dumping' fuel through nuclear engines before we got the drain valve) Mun, Minmus, and Ike each generally get a 'fuel drone' either as a stand-alone or to supplement a fuel depot(but those rarely get used beyond the rendezvous, docking, and station building achievements)
  25. Currently, that fuel comes from an automated mining drone(currently mun and eventually others including Minmus, eve(Gilly), Duna(Ike), and some times Jool(whichever tiny moon I can get to easier) or Dres), or from returning vessels(kerbin orbit), as I usually return with quite a bit of ore(I like using ISRU vessels launched with plenty of empty ore tankage that I top-off before heading back, just in case). Actually, I had to reinstall KIS because the stock inventory system would not let me transfer empty medium sized(300 unit) ore tanks to my fuel station.(not needed on Kerbin, so I empty the tanks onto the station then transfer the empty tanks for future vessels to use, as my conservative approach generally leaves me with a lot more ore accumulating in LKO than I will ever use) So, realistically, if WOLF could take appropriate amounts of fuel from my fuel stations, that would generally just mean a few more drone trips to top it off, some busy-work I am happy to extract away after the first time or two. Now I just need to remember to add a WOLF route calculator to my next tourist trip to the Mun so that WOLF can take advantage of my propensity to build fleets of ISRU vessels.
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