# Tonka Crash

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Flight Test Engineer
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1. ## taniwha    Tonka Crash

I realize this is way late, and it is a bit of a criticism (thus the PM)

I wound up taking a really good look at your ECSmelter.cfg you send me, and started pulling my hair out at the manipulations of kWh.

I appreciate your efforts (and will still use your cfg as a base), but I absolutely have to fix the math. The problem is most people I've talked to simply don't understand the concept of Wh (Watt-hours).

One Watt-hour is 1W for one hour (not 1W per hou). 1W (one Watt) is 1J/s (one Joule per second). That is, a 100W light bulb consumes 100J every second. When that light has been on for one hour, it consumes 100 Watt-hours, or 360,000 Joules.

1W/h means that power consumption is increasing by 1W every hour (somebody is slowly turning up the dial).

Thus 1kWh (kilo-Watt-hour) is 3.6MJ (note the lack of a time unit).

This is why your electricity bill states kWh (about 22.5 US cents / kWh here in Japan as of last September): trying to do pricing in Joules would use awkward amounts (0.00625 cents/ Joule).

Power is in Watts (mW, W, kW, MW, GW etc)

Energy is in Joules (mJ, J, ...) or Watt-hours (mWh, Wh, kWh...)

Power is energy / time.

Energy is power * time.

Sadly, many games get this wrong.

I hope this helps.

1. That's fine, I'm glad you took a look at it. I felt like I was making a mistake somewhere in the math myself.

At the same time.  I pretty much put Kerballing completely on hold.  I lost my job last fall and have been doing odd jobs working remotely.  I really just got tired of being in front of my computer all my waking hours.

2. ## [Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12

Most of the base is built on site using: The docking tubes are from KPBS, but I think I increased the range they connect. I think MKS and Pathfinder both have equivalents for these, but I don't use either.
3. ## [Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29

You can post them, but there are no guarantees that we will see a problem. It also helps to describe what's going wrong or even post a video of the problem.
4. ## [Minimum KSP version - 1.12] Kerbal Inventory System (KIS) v1.29

The simplest is to edit the settings.cfg file and find the following section. Change "addWhatYouWantHere1" and "addWahtYouWantHere2" to whatever part you want. Add as many parts as you want, one line at a time. The problem is this will be overwritten everytime you update KIS. StackableItemOverride { partName = addWhatYouWantHere1 partName = addWhatYouWantHere2 } Or you create a patch. Any file ending .cfg located under GameData works. I have mine in "GameData\ZZZ_Personal_Patches\Mod_Patches\KIS-KAS_tweaks.cfg" @KISConfig:FINAL // Only use FINAL for your personal patches // when you want them to run after everything else { // KIS disables stacking if Tweakscale is installed. I limit use of Tweakscale to // "simple" parts like structural pieces & fuel tanks. For me manufactured "tech" // pieces like solar panels and lights are a fixed size and should stack. // @StackableItemOverride { partName = KAS.CH1 partName = KAS.JS1 partName = KAS.PCB1 partName = KAS.TB60 partName = KAS.TJ1 partName = KAS.TJ2 partName = KAS.W1 partName = KAS.W2 partName = spotLight1 partName = spotLight2 partName = ladderRadial partName = W485_SufaceLight partName = W485_SurfaceOmniLight partName = W485_Suface4WayLight partName = solarPanels1 partName = solarPanels2 partName = solarPanels3 } }
5. ## [1.12] Extraplanetary Launchpads v6.99.3

Do you know if the Station Parts mod is even coded to support EL resources? It doesn't matter which resource switcher you use if the part does include definitions for the resources you want to store. I chose to use USI Kontainers and had to rewrite all the patches for the parts to use the resources I wanted. Tweakscale is the only mod that I know that "breaks" stackability. KIS is intentionally disabling stacking if Tweakscale is installed. You can override it by edit or patching the KIS/setttings.cfg USI/MKS uses Global Construction as it's default construction mod, so it's resource chain is built around that.
6. ## [1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]

@rextable Your log is not publicly shared, none of us have permission to look at it.
7. ## [1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]

@strider3 Open up SMART.A.S.S and set to Surf Up and Translatron in Keep Vert mode. In Keep Vert mode, Tranlatron will keep vertical speed to what you set. SMART.A.S.S Surf Up tries to keep your nose point at the sky. So what I do is set my modes, then give Translatron a couple clicks up to climb and then click back to 0 when I'm at the altitude I want. With Translatron a 0 you will hover until you are out of gas. Now I can use either RCS or tilt the rocket in the direction I want to go. I find it easiest to roll so pitch inputs go to/from the primary direction I want. Yaw then tilts to slide left/right. When I get to the target area I slow down with RCS or tilting or hit the Kill H/S to stop completely if I'm moving slow enough. Then click Translatron to -1 or -2 to settle back to the ground. The Kill H/S check box in Tranlatron will try to stop any horizontal motion by tilting the rocket. It can be very aggressive if you are moving fast. Make sure it's unchecked before you try to liftoff or you won't be going anywhere. Don't try to engage it low and moving fast. Also if you are hovering and check it, then uncheck it SMART.A.S.S will disengage. So be sure to click the SURF UP button again or you will start to tumble. I always make a quicksave before starting a maneuver just in case I screw it up. And usually I keep the speeds relatively slow at less than 5 m/s if I'm just doing a reposition and I'm only a few meters up. Although I've cruised across Minmus flats at 40 m/s just a couple meters off the ground.
8. ## [1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]

I don't use this feature often so I don't know if it works this way for this mode. Do it once and revert to launch after the circularization completes and do it again. MechJeb needs the first attempt to determine the time required for the launch for your spacecraft. The first launch is normally done with no lead time. On the second attempt MechJeb should load an updated estimate of when it needs to launch. At least it works that way for launch to intercept (which I use a lot).
9. ## [Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12

Is English your first language? I find KAS trivially easy to use, so I have no idea what your are asking, and it won't be changing unless you can describe how it needs to change.
10. ## [1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]

@antipro Have you tried the Classic Assent Profile? I think it's the default method and it's the one I've always used. The other thing is it appears you are using the official release instead of the DEV build. The official releases seem to only get updated once for each major game release. The DEV builds get much more frequent updates and your issue may be fixed in it. You do run the risk of a DEV build breaking some aspects, but it's trivially easy to roll back to a working version if you have issues. Installing DEV builds are described in the first post of this thread.
11. ## [1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]

MechJeb is repeatable, but not terribly accurate. I have a Mun base that every craft will miss the landing aim point from 100m-1500m. If I want precise landings I have to work up unique coordinates to feed into MechJeb for each craft design. Eventually I quit worrying about that and just manually adjust the touchdown point with MechJeb in control. You know you can still fly the craft with MechJeb controlling the landing? I usually turn on RCS turn the final descent and manually move the touchdown point. If that doesn't work I use the Translatron to hover taxi from where I landed to where I need to be or do silly things like hover over to a docking port on my base.
12. ## [1.9.*, 1.10.*, 1.11.*] DockRotate - lightweight robotics - rotational control on docking ports (plus NodeRotate, make any part rotate)

My mistake. I'd renamed the original file DockRotate,orig.dll instead of DockRotate.dll,orig, so it was being loaded. All fixed now.
13. ## [1.9.*, 1.10.*, 1.11.*] DockRotate - lightweight robotics - rotational control on docking ports (plus NodeRotate, make any part rotate)

@peteletroll I'm another one that ran into DR log spam today. Undocking seemed to trigger it. The new DLL you shared cleared it up. Restarting clears it. Undocking again brought back the log spam even with the new .DLL. KSP.log
14. ## Horizontal Science Lab please!

The stock game doesn't really have too many parts tailored to use in bases. If it's that important to you, look at mods. Mk2 Expansion and Kerbal Planetary Base Systems both have labs that I use that are oriented horizontal and I'm sure there are many more.
15. ## Is the thread title correct?

Fixed it for you. One of the biggest problems with people new to forums (not just this one) is they think they are the first person to ever have their problem, so they don't bother searching for an answer before posting. I think its good of you to take the time to update the thread titles. I do check them, but I also check for what changed either in the OP or at the end the thread when there are updates. I use CKAN. So when I see an update available I use the CKAN link to the forum thread to check what changed. Mainly to decide if it looks potentially save breaking to decide if it's worth doing a full game backup before applying updates. Some like ReStock are always potential game breakers, but something like Click Through Blocker shouldn't be unless you go and completely change the functionality.
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