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lBoBl

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Everything posted by lBoBl

  1. This is awesome ! Is the video in real speed ? cause it looks so fast
  2. You can use SMURFF which makes the structural mass of every part a lot less (the tanks have more fuel and less dead mass, engines are lighter) to accomodate for higher dV requirements. In real life, engines and empty tanks are a lot lighter than in ksp
  3. I suggest you grab RPM like mentionned in the above post, as well as all Alexustas's mods (which you can find here https://spacedock.info/profile/alexustas) You can also install B9 aerospace which adds spaceplane parts with great cockpit IVAs, and OPT which does the same. In addition to all that, you can add mods like NavUtilities, docking port alignment indicator or VesselViewer which will interact with RPM to give you more information on your screens (links in the RPM forum page). Lastly, you can use HullcamVDS and Docking camera to add cameras to your ship and then use them on your RPM monitors while in IVA. With all of these mods, IVA missions are a real treat !
  4. Hi everybody, I'm looking for something very specific. That is, a mod that would fulfill all these conditions : 1. The mod adds ridiculously high isp engines for interstellar travel. (Several hundred thousand seconds would be great) 2. Said engines are not FTL warp drives, or teleporters, or wormhole generators, just super efficient newtonian engines. 3. Said engines can be used at low thrust during time warp, just like some KSPIE engines. 4. Said mod isn't KSPIE (mostly because I'm tired of it always changing and making all your carefully designed ships utterly useless every once in a while, and also because I already have mods for power, comms and all that stuff and I mostly want a late-game, standalone, proper interstellar drive) Any suggestions ? If it doesn't fit all 4 of the criteria, you can still throw it in there and I'll have a look at it. But basically does anyone know if any mod apart from KSPIE satisfies condition number 3 and how hard it would be to make a mod that does ? Thanks
  5. With a big "NOT SURE" I'd suggest Modular Fuel Tanks. But I'd mostly suggest you look into the mod documentation to confirm that it does that. I think™ it does.
  6. Hi, The most conivenient way to do it is to copy/paste all the relevant modules from an USI part. You can then tweak the values if you want to. But some USI parts have reconfigurable bays, in this case you must copy/paste the "bay" module and ALL the different bay config modules. I don't remember the exact names but that's how I did it in my latest install. There might also be some additional usi life support modules apart from the converters/switches/configs/bays etc.
  7. I see. I usually try to intercept(1st burn) and match(2nd) the first time I raise the orbit, but thinking about it that is only fuel efficient if both orbits are roughly circular. Doing three burns instead of two does make a lot of sense. I'll maybe try to query the eccentricity of both orbits to determine if the time-efficient way is reasonnable or not before I run the actual algorithm. Thanks !
  8. Thanks guys, this is exactly the kind of resources I was looking for. I'm gonna do some cool reading this weekend @Panda5461 I'm mostly interested in case number one. But your method is quite interesting because if I understand correctly your can compute not only the time to Ap of your target but also the time to any point of it's orbit right ? When you're referring to Ap you mean the transfer orbit's apoapsis and not necessarily the target orbit's Ap, right ? Cause if that's the case it's EXACTLY what I needed
  9. Didn't know that. Well I meant hohmann-like then It's the most time efficient, and for the fuel I'd say it depends where in the eccentric orbit you do your intercept burn It's innefficient mostly because it doesn't combine maneuvers nor optimize their exectution order. But that's not my point, I'm referring mostly to MJ's "hohmann transfer to target" feature (in the maneuvre planer) which pretty much instantly plots the next possible intercept burn as long as the orbits are on the same plane. I could place the maneuver nodes by hand but the thing is, I already know how to do that, this time I'm trying to understand the maths and physics behind what's efficient and what isn't. I mean I could program something to iteratively "guess" the ideal transfer with some accuracy (that's pretty much what you're describing). But it would take an enormous amount of steps compared to an analytical way of finding the right transfer orbit, if, of course, there is any.
  10. Thanks, but as far as I can tell that is not the most efficient possible way. What I'm trying to do is something a bit more clever, which adjusts throttle to account for dynamic pressure (and indirectly TWR), and finds the most efficient curve to minimize the sum of drag, steering and gravity losses... But I have no idea where to get started, and I have no idea which parameters I can compute and which/how many ones I have to arbitrarily pluck in there and try out... I was wondering what you meant by apoptosis but I guess you meant Apoapsis anyway I googled it, so, fyi from wikipedia : Apoptosis (from Ancient Greek ἀπόπτωσις "falling off") is a process of programmed cell death that occurs in multicellular organisms. I just learned something today
  11. Hi there. I'm trying to make some kOS scripts to have a basic homemade rendez-vous autopilot. I'm looking for a bit of fancy maths to calculate the ideal phase angle to initiate a hohmann transfer. I found this thread that was helpful And this to compute the dV of the burns, which is cool. external link With all this information I was able to script a basic but working autopilot to do simple hohmann transfers. However... I have not tried it so far but I doubt that this would be helpful if the target orbit is highly eccentric. Because what you're getting here (with the method described in the old thread) is a portion of the target's period ; and the angular velocity of a body in an eccentric orbit changes, so the relation between the period fraction that you get and the and the "angle" that the planet/ship will have travelled during your transfer will change too... Right ? I would very much like to know how MechJeb and some other mods always manage to compute the ideal phase angle even when the target orbit is highly eccentric. Would that be possible/reasonnable to replicate in kOS or does it involve a kiloton of computation and some mind boggingly complicated mathematics ? Thanks !
  12. Could you explain a bit what your top secret super efficient maths are ? I'm looking to do the same kind of thing on a kOS script but I can't find any "gravity turn equation" (I know that would be too simple )
  13. After some tinkering with config files I got it to work as intended. I just added the resource to MKS containers and reused the Ore texture. I didn't really want to touch the IFS config files because I can't make sense of them.
  14. Hi guys, As I'm trying to tweak a few configs inside USI, I'd greatly appreciate a little help. I'm trying to have MKS handle one of KSPIE/Interstellar Fuel Switch resources via Planetary Logistics. As I'm seeing things, I'd have two options here : either to make one of IFS's fuel tanks compatible with planetary logistics, or to add said resource to regular USI Kontainers. I'm wondering which would be the easiest, and what should I basically do to have this working. The resource I'm trying to manage is LithiumHydride. I've found a patch which KSPIE tries to apply to MKS Logistics to make it handle its resources, but it has 2 problems : it does not include LithiumHydride and most importantly it looks outdated Is this syntax still valid ? If not, do I need to update it or is it not required anymore ? Other basic questions are : do I need some kind of resource definition on MKS's side, and what would be the simplest option between the two I mentionned, adding a planetary logistics module to IFS tanks or making MKS able to handle the resource in its own tanks ? Thanks
  15. What is GN ? Google points me to a mobile suit gundam mod but I doubt it's relevant.
  16. BFR, BFR, BFR !!! We want it now !!! Jk, take your time and make it great
  17. BTW if anyone wants to see big airships on some kind of Titan analog, take a look near the end of my GPP career album
  18. Allright I got all the gondola modules now compatible and up to date with USI-LS. I removed old deprecated resources, replaced the old non-working converters with some new ones (they are now basically the same MM patches that USI LS applies to stock parts). All of this sits in the MM_USI.cfg but I also added a new template for the gondoffice, to provide a different kind of living space. Basically how the USI ls hab system works is that living quarters (parts your kerbal sleep in etc.) add extra months, and the shared spaces and everything to admire the view (cuppolas, etc.) increase the hab multiplier. So I treated the gondohab as crew quarters (like an hitchiker cab) and the gondoffice as shared space (like a Cuppola). For the supplies, I made tweaks to the recyclers who were already present but outdated, I did not change their rates and just got them working. I replaced the greenhouse module for an agroponics module on the GondoGarden which will actually produce some supplies (very slowly though) and added an extra recycler to the lab (since the stock one has one, I copy-pasted the module). So apart from the new template for the gondoffice all I did was modifying MM_USI.cfg
  19. I made a fresh install of KSP with just this mod and the required dependencies. (aah, this time when you suddenly realize just how fast stock KSP starts compared to your unreasonable install) Unsurprisingly, my super-low framerate issue isn't a thing no matter how many gondo parts I stack together. BUT, I found which of my 2 grillion mods was causing the issue at first try : it's just JSI transparent pods. So, my conclusions regarding this are that @Angel-125 did a great job and JSI adv transparent pods is just laggy (I'll remove it, it's also super glitchy anyways) and there's nothing more to be done... HOWEVER ! I found an other issue that seems to be related to this mod (I was able to reproduce it in the basic install with just the required mods). The Half-Side aircraft elevator has a ghost flight deck. I realize that this probably doesn't make sense but sorry, I'm not that good at speaking english. What I mean is that the top, flight deck portion of the part is not solid, the texture is here but anything will just pass right through it, kerbals or other vessels alike. The regular aircraft elevator (not half-side, just the regular size one) works perfectly fine, it's solid and the animation lifts my kerbals/vessels up and down like expected. It's not just the animation that is faulty on the half-side version because I always pass right through it, no matter if it's up or down or even moving. It is kind of painful because it just creates a big hole in my flight deck . Basically everything is working visually, nothing is physically. I hope that's clear enough I've checked the cfgs of the regular version as well as the half-side one, and they're exactly the same so I think that it is model-related and idk how to edit that, sorry I'm currently trying to see if my GondoHab is finally working with USI, I'll keep you informed. If everything is working properly for USI would you still like me to make a PR ? I've made it super clean on my side so it wouldn't take long
  20. Now that we have this Kerbstein drive to play with, I would expect a lot of people to have made Expanse themed vessels. So, this is my attempt, using scaled up B9 HX parts and radiators... The Kanterbury ! It has 8*7.5m Kerbsteins + a 10m scaled up one, it weighs definitely over 8000t (I think even more actually) with full cargo and fuel tanks. For those familiar with The Expanse TV series you'll propably just know the Canterbury as an ice hauler, but it was originally designed to bring colonists to the outer planets and allow the colonization of the Belt shortly after the invention of the Eptsein drive. And this is exactly what I'm using it for (except I'm not colonizing mainly the belt but rather the outer planets). It carries nearly three thousand tons of building material and has orbital building capabilities as well as long-term accomodations for up to 30 kerbals (more than 100 can stay for a short period). Obviously, since it's based on The Expanse, it has no warp-drive but instead, it has Δv. More than 10 000 m/s ! I'm just kidding it has 1.2 million This, and the possibility to thrust during time-warp make it incredibly fun to play with. And since the gigantic hull and most of the radiators are condensed to one giant welded part, it doesn't even lag too much ! I just love it and I've been dreaming to do something like this in KSP for a very very long time. I don't know why but warp drives just don't appeal to me as much as overpowered but newtonian based thrusters. It's not even a realism thing because the torch drives we see in The Expanse seem to be so efficient in every way (isp, thermal, electric) that they are in some ways hardly more realistic than an Alcubierre Drive, but I guess I just don't like to go from point A to point B without having to pay attention to what's in between. So, I'm currently using this perfect ship as an orbital base for kolonization. I get it if some of you don't like the oversized, overpowered aspect but anyways, here are the pics :
  21. Right, I got confused by the pathfinder module and didn't look below it because I assumed it got to the bottom of the file. My bad. The gondohab template doesn't have a description, but in the link you gave me it says the description is required. Could this be breaking things perhaps ? It also has a toolTipTitle but no ToolTip, i'll try filling those and see if it changes anything.
  22. Is there a way to make lithium hydride in any ISRU refinery ? According to wikipedia, IRL that would be treating treating lithium metal with hydrogen at high temperatures (600°C). This doesn't sound like too much of a complicated process, however I don't see it in the ressource flowchart of the OP. I'll try to check in the game if it's anywhere, but if not I think that it would be a great addition for future updates, now that we have kerbstein drives
  23. Thanks, I may create my own template then, this will be helpful. But I must admit that I would still be curious to find the default GONDOHAB template... Because everything I can find in Heisenberg/Templates is Battery.cfg, containing a battery template. I have a commomTemplates.cfg under Heisenberg/Parts/Gondola but it just has the GONDOCOMMON empty template. And since the module in MM_USI.cfg is applied to @GONDOHAB[GondoHab2,GondoHab]:NEEDS[USILifeSupport] , I don't really understand why it wouldn't work once updated with a fresh module. I may have missed something on the USI part.
  24. I could make the PR on github. I'd like to figure out why I'm not getting any "start hab" button though, I'll try a few more things. Btw, can I find the default templates somewhere ? Maybe if I edited the GODOHAB one I could get satisfying results. But that's a big maybe as I don't know what's currently in it Kool ! Guess I just didn't notice
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