tomf

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Everything posted by tomf

  1. Crash for science, profit and fun - now in KSP 1.3! Download Github - https://github.com/tomforwood/kerbal-impact/releases Curse - http://www.curse.com/ksp-mods/kerbal/229331-impact Also available with CKAN Old version are still available at https://github.com/tomforwood/kerbal-impact/tags Thanks to BenjiGH who created the models We all know that crashing is fun, but did you know that it can also be useful? Our scientists have found two experiments that will return useful data from the resulting explosion. This mod has two new science parts, the Bangometer (seismometer) and flashometer (spectrometer) as well as contracts for performing experiments with them. Bangometer The bangometer is available in the Space Exploration tech tree node This experiment will analyse the seismic waves generated by an impact in order to get information about the interior of the body. Land a vessel with a bangometer anywhere on the surface of an atmosphereless body. Crash a second craft into the body as hard as you can. (You must be controlling this craft until impact.) Switch back to the landed craft. There will now be an experiment registered in the bangometer. Recover or transmit the result back to KSC. A seismic study on the Mun The amount of science resulting from an impact is proportional to the kinetic energy of the impact. Once you have acheived a high enough energy to get the maximum science no more impact will give any further data. Flashometer The flashometer is available in the advanced exploration node This experiment analyses the spectrum of radiation emitted by the debris thrown up by an impact Put a vessel with a Flashometer in low orbit around an atmosphereless body. Crash a second craft into the body. (You must be controlling this craft until impact). The craft with the Flashometer must be above the horizon in order that it can see the ejecta. Switch back to the orbiting craft. There will now be an experiment registered in the flashometer. Recover or transmit the result back to KSC. The science from this experiment is not related to the impact speed (although there is a minimum energy in order to create the debris). The science is linked to the biome in which the impactor crashed and is repeatable for each biome. Career mode In career mode you will be given contracts to perform impacts on bodies you have previously visited. Both are completed by receiving the required data back at KSC. Bangometer contracts will specify a minimum kinetic energy required to complete the contract (KE=1/2mv2). Flashometer contracts specify a minimum latitude where the impact has to occur. Asteroids The Flashometer (spectrograph) can analyse impacts into asteroids if it is with 500km of the impact. As with the other experiments you should control the impactor until the moment of impact. Don't try to crash at to high a speed as it is quite easy to simply pass through the centre of an asteroid without triggering the KSP collision code. ChangeLog v 1.6.1 Support nationalization and fix smaller impacts sometimes overwriting bigger ones v 1.6.0 Support KSP 1.3 v 1.5.1 Fix the bug that prevented impacts near the instrument from registering v 1.5.0 support KSP 1.2 v1.4.3 - minor fix to display asteroid orbing body in contracts. v1.4.2 for KSP 1.1 is released - see download links below V 1.3.0 Support for KSP 1.0.5 V 1.2.0 Automatically reveal the name of asteroids subject to new contracts Track asteroids for accepted contracts to prevent despawning Add MiniAVC plugin to track versioning To celebrate Asteroid day Impact! now includes asteroid impacts. All code is released under the apache license included. The models have all rights reserved by BenjiJH.
  2. Impact is updated to support internationalization. the only language available right now is English but if anyone provides translations I will include them in future releases. It also includes code that should fix an error message from the start up logs and a situation in which subsequent smaller impacts could overwrite previous ones.
  3. Addon Localization Home

    Impact is now ready for Localization I will accept any language but I'm mostly after the 3 standard non-english ones The English version of the localization is here https://github.com/tomforwood/kerbal-impact/blob/master/kerbal-impact/kerbal-impact/config/english.cfg It's 92 lines long
  4. It was announced by Squad a few months ago but doesn't yet have a release date. As far as I can tell it allows a creator to set up a scenario and missions for the player.
  5. Other than setting mod lists this does sound like what I think the making history expansion is all about.
  6. That isn't even remotely n-body physics which this thread is about.
  7. The difficulties with N-body physics isn't going to be for the active ship, it's going to be easy enough to sum up the gravity vectors for all the bodies at the start of each gravitational frame, and apply that to each part, and there aren't any gravity gradients strong enough to vary measurably over the size of a ship. The issue come when trying to draw an orbital path for the current ship and all the other ships in the game. With patched conics the orbit can be predicted and drawn with a relatively simple equation. With n body physics it has to be constantly simulated. Every single frame, for every non-landed ship, for every interval in the future the engine would have to calculate the position. I haven't tried Principia but I suspect it would struggle with the 200 ships and pieces of debris I currently have. On the other hand if there were perturbations in orbits meaning that you had to pay attention to station keeping the very first thing i would do is find a mod that would remove it or handle that stuff for me. I'm the director of a space program/an astronaut exploring new worlds, I have back room staff to deal with that kind of tedium. Lagrange points are cool but not really worth the hassle.
  8. Galileio Burnup on Jupiter

    Supercritical can also be used to describe a mass of fissile material that has significantly above the mass/density required in order for it to be a critical mass. In a supercritical state it is able to sustain a number of generations of fission before the heating from the reaction expands it to below criticality.
  9. Accourding to @bewing the magic glowing asteroids have special properties Does anyone know what they are?
  10. Bewing's comment at the start of this thread and the comments from squad staff in it definitely imply that there is more to it than that. It's been a few weeks since this thread, and a couple of years? since the glitteroids were introduced and no-one has found out any magical properties. Can we have a hint from someone with access to the source please?
  11. Any way to increase contract deadlines?

    Contracts have a method SetDeadlineYears that takes a number of years and a celestial body for arguments. It then sets the deadline to an appropriately scaled value for the relevant body. E.g. SetDeadlineYears(0.5, Mun) will result in a much smaller value than setDeadlineYears(0.5, Eeloo). If this isn't working properly for OPM I guess there are three possibilities The OPM mod doesn't correctly set multipliers for its bodies The Galileo mod doesn't allow you to set multipliers for added bodies, but it could do The squad code in Contract isn't flexible enough to properly support contracts for additional bodies
  12. I know, but that isn't really what I'm after , I would like to be able to see concentrations in a nice map view so I can plan where to put all the sections of my base.
  13. Low Earth Orbit Atmospheric Scoops

    I feel your liquefying of gas might be a bit optimistic, the SABRE figure you quote is from a heat exchanger which uses cryogenic hydrogen to cool the incoming air. To cool your air without boiling off something else in the process you are probably going to require a multi stage compressor powered design which is going to require additional power to run and will have terrible efficiency. This will all create a bunch of extra heat which you are going to require radiators to be rid of.
  14. Is there configuration (a MM patch?) that would make the KSPI-E specific resources like nitratine show up in scansat?
  15. Is there configuration (a MM patch?) that would make the KSPI-E specific resources like nitratine show up in scansat?
  16. Rover Wheels only steer a little

    Can you see the wheels steering? Lots of my rovers can be turned either using the wheel steering or by using brute force from reaction wheels. If you are turning slowly it could be because you are using the reaction wheels to turn instead of steering.
  17. How do I fix this?

    You were probably using radial rather than mirror symmetry when you added the wings. in the VAB/SPH you can switch between them by pressing R. The symmetry indicator bottom left will change to tell you which mode you are in.
  18. Naming your ships

    I'm quite proud of the naming of Adam, which landed on Eve, Sam which is a Gilly orbiter and the Vall lander/orbiter pair of vallidator and valladiction
  19. Before bewing's original comment above and this thread I don't think anyone knew there was a secret purple thing in room 2, which wasn't doing anyone any good. If someone had found something their first reaction would have been to go online and boast about it. Hopefully some people are now intrigued enough to go out an look for these things.
  20. The resistojet RCS parts onlt seem to work of gases, rather than the liquified gases that everything else uses. Is that deliberate? I can't find any parts that will store the hydrogen gas they require.
  21. drag calculating mod

    I'm actually building a fusion powered Jool SSTO and currently I want to know if i should put my plasma engine inside the mk3 cargo ramp while it's in the atmosphere, I just picked a more conventional example. Every time I make a change it's a bit of a pain to test it, even using hyperedit.
  22. Is there a mod that will allow me to compare the drag of different designs for stock aerodynamics? For example if I'm traveling prograde on Kerbin, at an altitude of 15,000m and a speed of 1000m/s how much additinal drag will adding a solar panel cause.
  23. The flag plaque engraving department uses a psychic kerbal who is able to read other kerbals thoughts over space and time. So when the kerbal plants a flag and thinks of a message he pulls out his plaque and low and behold it is already engraved there. Unfortunately the psychic is only able to detect the most powerful thoughts of kerbals, i.e. their inspiring space quotes.
  24. List of Mods Compatible with KSP 1.3

    Impact, Station Science Continued
  25. I've captured 4 or 5 myself in my current career and never noticed anything special about them, but then I never knew that there was anything special to find. I certainly have never seen anything on these forums about it so I'm not sure if anyone has ever found anything. I have a feeling though that whatever these special properties are they might be pretty subtle. So, I'll rephrase my question for now. Has anyone ever captured a glitteroid and noticed something unusual about it, without giving away what the property was?