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Kwebib

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Posts posted by Kwebib

  1. I believe [LM] is the maximum level of the launch site.

    [TC] is the total cost of the vessel, and [RC] is the number of rush clicks (useful, for example, if you want rush cost to go up with the number of rushes you do).

    I'm not sure about [Adm], [AC], [MC], etc., but I found this. Not quite sure what it's doing.

    https://github.com/linuxgurugamer/KCT/blob/master/Kerbal_Construction_Time/KCT_UpgradingBuilding.cs#L166

     

  2. I've actually never used OPM, but I looked at it on GitHub and it has a Custom Barn Kit config (OPM_CommNet.cfg) that modifies the tracking station to have a 4th upgrade level with 2E12 range.

    I think you could actually call this a bug on Kerbalism's end. It needs to have another method to calculate this damping exponent for people with small Astronomical Units but large DSN requirements, such as with OPM.

    For OPM, I'd just keep using that override. Here is the source code for this specific feature, if you're curious. I stuck all the numbers and math in a spreadsheet to see how it worked.

    https://github.com/Kerbalism/Kerbalism/blob/master/src/Kerbalism/Sim.cs#L841

  3. I took a look at the source code, out of curiosity. What the code does is try to make data rates fall off in a similar manner, regardless of the size of your solar system (the stock system is really small compared to our real life system). It does this using the max DSN range in your game and the "Astronomical Unit (AU)" of your system (the distance from your homebody to its sun).

    @Empiro You are playing with the stock system, and changed the default max DSN range, correct? That log entry shows your max DSN range is 2E12, which is 8x larger than the max DSN range of the stock tracking station (250E9).

    A damping exponent of 365 is correct given the stock system and a max DSN range of 2E12.  If you plug in 250E9 (stock max range) and use the stock system (and thus stock AU), the damping exponent is 6.

    Of course, if you want a large DSN range and small system, that's what the override in Settings.cfg is for.

  4. 7 hours ago, Empiro said:

    Is there some sort of bug with the data transmission rates in the current version? In my early game, I was getting a transmission rate of 0.1 B/s from the Mun even though I was using the antenna and the signal strength was 96%. It should be pretty close to the rated speed of 5kb for the HG-5 High Gain Antenna.

    Data rates do fall off quickly with small changes in signal strength, but that is rather extreme.

    What are your settings under the comms section in Settings.cfg? Are you using the default Kerbalism-Config?

  5. I've been playing JNSQ for a while without KK now, but recently decided to try it out.

    Do you recommend setting the KK option to disable the stock CommNet stations if we use the new KK stations?

    EDIT: I think I've answered my own question by browsing the Kerbal Konstructs thread. Looks like that setting to disable stock CommNet actually does not work.

  6. 40 minutes ago, Vl3d said:

    Definitely. I use Unkerballed Start. Default comms are OK. Unfortunately the Kerbalism Companion Calculator is broken now. Use AntennaHelper. But RealAntennas is better that stock antennas.

    I actually recently discovered Kerbalism Companion Calculator. There is a pull request that claims to fix it for Kerbalism 3.15+, but I haven't confirmed it.

    https://github.com/ValentinBischof/KerbalismCompanionCalculator/pull/5

  7. Wow, I am very impressed with your mission planning, craft design, and video-making skills! This is really cool. I loved the Laythe segment with the ticking music. Reminded me of the Miller planet scene in Interstellar.

    What difficulty settings are you using for Kerbalism? I was under the impression that a crewed mission to Jool was nigh impossible (at least with the hard difficulty preset), but I haven't gone interplanetary with Kerbalism, yet.

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