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  1. @JadeOfMaarHi, thanks for the response. I did some testing by increasing the resource tanks in the front of the chain (Hydrates->Water->Hydrolox) and doing some 10 day warps. That alone cut it in half, from 90 days to 45 days to fill up the Hydrolox tanks. I think I figured out the math on the effective rates during the warps, so it all looks good. Is it OK to feel a totally exaggerated sense of accomplishment to fill up my LFO lander tanks using Kerolox B conversion and not Kerolox A?
  2. Hi, Been experimenting with the RR Parts and not using the patched stock ISRU. I have a miner/converter vessel on Minmus that is drilling Hydrates (14%) and has four Box B large and two small Box A converters. It's a Hydrolox fueled lander. I land with almost no fuel left, drill Hydrates, convert to water, and make Hydrolox to fill the tanks to bring up to refueling station in orbit. When the vessel has focus, I set up the converters that the four large ones are Hydrates splitters, and the two small ones are Hydrolox makers. With this setup, my Water is always empty because i cant ke
  3. Well...that did not work very well. After some reverse engineering, reading of release notes, and mod version control, I put my CryoTanks back, deleted the boiloff dll, removed the CryoTank patch for the ISRU, and got back to normal. There were too many MM functions I'm not familiar with yet. Thanks for your help, @PocketBrotector
  4. I seem to recall that the @DMagic modlet EVA Transfer worked, at least in an older version. The mod is updated only to 1.8. It's the only other thing I can think of that has not been mentioned already. Would need a bit of testing.
  5. Hi, my issue didn't really go away, so I made an executive decision to not use CryoTanks. The boiloff mechanic and different ISRU are complications that I don't really need or want, even though the tanks are awesome. I replaced the tankswitchforsquad.cfg and now have just the option for RR fuels for the stock tanks. I'd like the same functionality for the NFLV and SpaceY tanks, which does not have the RR fuel options in the menu. How would I create/change a cfg file to apply those options to those other tanks? Thanks
  6. Hi, thanks for the response. I'm using 1.8.1 and most versions are still at 1.8.1 levels. In the VAB, it looks like all versions of tanks that are not stock (CryoTanks, RR, SpaceY) will have a select tank option. If I pick one that has boiloff like Hydrogen, I'll see an insulation EC cost and an option to to enable/disable cooling. The stock tanks only have an option to "Select RR Fuel" and no choice to enable/disable cooling and no EC cost. It looks like that menu is from a RR patch, and the patch may be overwriting the other menu for only stock tanks. Will play around with it a little
  7. Hi, just updated from a older version of RR. Have a few questions. Stock tanks dont use EC because they dont have boil off enabled. I believe I saw this earlier. Is that true? My ISRU has both Hydrolox and LH2+OX choices, and Methalox and LCH4+Ox choices. You had verified earlier that they are the same, so why do I have 2 choices for the same output. Did I overinstall a patch with too many options?? thanks
  8. This. MKS was built on the premise that certain things dont have to be attached to allow for transfers and sharing. But, if you need, I use EVA transfer from @DMagic. It's much simpler if you don't want the overhead of KAS/KIS
  9. Hi, just found this tool. You've done a really excellent job. Thanks for making it.
  10. Hi, I'm using a 1.8.1 version under Windows with JNSQ and have installed the patch with no issues. I also have 16GB memory and did have memory issues a few months ago when I installed the Scansat update. With JNSQ, you can run out of memory, even with 16GB. There was a very small increase in mem usage after my update and that was enough to make it not run anymore. I increased my swap to 12GB total and lowered my background memory usage and all seems well now. I found the memory issue by running the Windows Task Mgr/Resource Mgr in my second window. It seems like even a small increase mem
  11. It's easier for me just to use Maneuver Planner to work around it. The only really tricky part is if the approach is so exact and I don't slow down in time, So when I do the match velocities at closest approach, i open the maneuver node editor and subtract 10 secs. It seems like, recently, it will pick the "wrong" choice more often. I could even disable AP, do the workarounds to get like 1km away, enable AP, and it would make the node to match velocities and maintain the distance i specified, but that doesn't seem to work anymore. I look at some of the recent revisions in dev and noticed
  12. Hi, I've had come conversations with @DMagic on the subject of slope. Slope is not a native data element, but it can be calculated. In the context of Scansat, it's done in a certain way to support their scanning functionality. They take lat and lon and get ASL data, then get the ASL data for adjacent locations and calculate the differences for ASL to calculate slope. It sounded like if you have access to that ASL data, anyone can calculate slope, but it appears not to be a trivial task.
  13. Hi, I've been noticing an issue with the Rendezvous AP. I am trying to rendezvous with another object around 10-15 km away. Our planes and orbit ecc are matched, and a simple Hohmann transfer will intercept very nicely using only about 10 m/s. But, the AP will decide to say "close to target, plotting intercept" and use hundreds of deltav in a loop, trying to get closer. Usually when that happens, i can disable AP and do the hohmann transfer, warp until about 2 km away, and reenable ap to match velocities. That doesn't seem to work anymore and I have to manually match the velocities.
  14. Not in the current and prior versions. The new WOLF version is supposed to address that, but it's not ready yet. Also, it's best to visit all of the things that produce, like drills, first to fill up the PL storage, then visit the things that consume it.
  15. I believe, yes. Habitation is shared with all vessels within 150m, iirc. I've done what you have described in a 1.3 save, and I don't think anything has changed.
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