• Content count

  • Joined

  • Last visited

Community Reputation

4 Neutral

About TheDuck700

  • Rank
    Bottle Rocketeer

Profile Information

  • Location France
  1. Mods profile ?

    @Foozle This seems pretty much what I need, thank you !
  2. Mods profile ?

    I guess I could do that, it will just take lots of space on the computer. Still, it appears to be the best solution for now.
  3. Mods profile ?

    Hello everyone, I've been wondering if there is such thing as a program that would allow me to switch between different profiles which would contain different mods. I am currently trying to show my father the game but I don't want to overwhelm him with the plethora of mods I'm using. I also don't want to c/c all the mods folder every time one of us want to play. What I'm thinking about is something close to Mod Organizer for Skyrim. Any suggestion ?
  4. [1.3.0] Kerbalism v1.2.9

    Hello everyone, I just dived back into Kerbalism recently and I noticed that the processes do not have the input / output I'm expecting. For example the scrubber on the Mk1 pod consumes 0.04 EC/s , 0.12 WasteAtmosphere/h and produces 0.03 CO2/s while the default profile (that I'm using) lists a consumption of 0.025 EC/s , 0.00002 WasteAtmosphere/s and a production of 0.02 CO2/s. The input/output seems to be multiplied by 1.5 and I'm not sure why. Can anyone help me with that? Edit: I think I've got it. In the Default profile, there is a small line that multiplies the capacity of the pseudo ressources used by processes by 1.67 The number check out so I guess that must be it.
  5. Capture Delta-V

    @Starman4308 Amazing! That's exactly what I was looking for! Thanks a lot
  6. Capture Delta-V

    @Aegolius13 Thank you for your input, but I was looking for a way using maths to get the delta-v cost of a capture, assuming an ideal Hohmann transfer, without having to rely on maneuver nodes. I'm sorry if I did not make it clear enough. @Starman4308 I was trying to use the vis-viva equation but I'm not sure how. If we keep the example of the mun with the same delta-v map, we expect to need about 310m/s to get into orbit right? First we need to know what's our transfer maneuver looks like. Let's see how the math checks out: Now we get to the encounter ans this is the part where I am lost and I'm no how to get the delta-v to get into orbit. I'm not even sure how to use the vis-viva equation since we're not in orbit and therefore the semi-major axis "a" is the one of a hyperbole. So I'm kind of lost. Any help?
  7. Capture Delta-V

    Hello Everyone, I've been wondering for a little over an hour about this now, how can you calculate the delta-v from needed to get into orbit of a body once you enter its Sphere of Influence? On many delta-v maps like this one there is a delta-v needed to get into orbit (mun: 310m/s). I understand the Hohmann transfer which gives the other values but I don't know how to get the delta-v needed to get into orbit once you're intercepted by a body. So can anyone help please?
  8. [1.3.0] Kerbalism v1.2.9

    @Algiark Are you using any mods beside Kerbalism? Perhaps we can pinpoint the cause of the problem if both you and Astroadrian99 use the same mods. It would still be better if you could first check if your issue happens when you're not using any other mod. @Rhedd What you're asking for seems to be hard coded, you'll need some knowledge of C# to change it. If you still want to I can direct you here for the habitat calculation but I wasn't able to find the specific part for the ressource output. Quick edit to add that I have literally no knowledge on C# so I might be wrong when I say it's hard coded. If so, don't hesitate to correct me
  9. [1.3.0] Kerbalism v1.2.9

    Yeah, as long as a part has at least one available space for a Kerbal it will have a Life Support System. Kerbal Space Program\GameData\Kerbalism\Profiles\Default.cfg: @PART[*]:HAS[#CrewCapacity[>0]]:NEEDS[ProfileDefault]:FOR[Kerbalism]
  10. [1.3.0] Kerbalism v1.2.9

    @Baleurion In that case: If you want to add compatibility, look at these particular file: GameData\Kerbalism\System\Signal.cfg and any file in the support section that modifies an antenna like this one: GameData\Kerbalism\Support\JX2Antenna.cfg Then try to add a new file on the support directory that would have the same format. If everything works correctly, you can eventually post it here, the mod author may add it in the next update.
  11. [1.3.0] Kerbalism v1.2.9

    You should check the planner to see if you've got enough power generation to account for your consumption (note that it counts ALL solar panels, even those that are on the other side of the craft and may not receive light) and have a look at this page to make sure you've got enough batteries. Also, unless you're using the Probodobodyne Stayputnik you should have SAS enabled. Here's a link with all the probe cores and their SAS level. And if you require some "strength" to turn, just add a reaction wheel to your craft.
  12. This mod seems pretty interesting to address the lack of LS production outside of Kerbin for TAC LS and USI LS but it gets pretty weak when far from the sun. With the introduction of ISRU, wouldn't it be better to have the parts generate LS directly from EC? This could imply that lamps are providing lights to the algae instead of using the sun's light. This way while in proximity of the sun, one could use solar panels to generate power, which would give the same results as the mod in its current state. But when too far, one could use the Radioisotope Thermoelectric Generator or the ISRU setup to make liquid fuel + oxidizer which can be used by a fuel cell to produce light. In the end it would result in the possibility of having permanent bases on far planets (OPM ?) with full LS. I realize this change would require a lot of work but I wanted to at least give the idea and see what might happen.
  13. [1.3.0] Kerbalism v1.2.9

    You also need to have enabled "atmospheric control" as an ECLSS setup in one of your manned command pod @astroadrian99 I see that you one of your 'modules" in your station only has crew cabins, which also is the one having the mechjeb case. If that's the one that landed then you didn't have control because crew cabins don't count as manned command module. But I have no idea why you don't have a signal to Kerbin in your station...
  14. Speed after a certain amount of time

    Originally I asked this question to know the speed relative to a target for a rendez-vous. Knowing the position / speed of the target and my own speed / position, I wanted to know what would be our relative speed at the closest approach.I know it's given in KSP now but I wanted to know how it one could be able to calculate it. The vis-viva equation doesn't help much in that regard since I wanted I already knew the speed and distance to the orbiting body, and neither does the law of conservation of momentum since it would require me to measure the time that the craft takes to travel a certain portion of its orbit and that felt like cheating (Measuring is too easy and only gives an approximation compared to a proper calculus) Kepler's equation seems to be what I was looking for even if it seems a bit complicated. I won't need a program to calculate it though, I'd prefer making one myself if I need to, it's more fun this way right? Anyway thanks to everyone for giving me more insight on the subject!