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panarchist

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Everything posted by panarchist

  1. It's possible in 2 specific instances. There are 2 geosync points for tidally-locked bodies - the L1 and L2 Lagrangian points. They're not completely stable, however, so in the most pedantic sense you're correct - they're impossible long-term.
  2. I think it's awesome! I would still love to see optional outgassing, but that's a nitpick. I might go into why I'd like to see it in a future post - basically because it prevents a system from being totally closed-looped (which is realistic). Biomass uses the Hab/Hub and greenhouse models that ZZZ created - they are all mentioned in this thread: http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-(and-other-strange-things) ZZZ has given permission for everyone to use his models as they see fit, which is why you can already see a couple of those items in multiple mods. The greenhouse model is in posts #34 and #36 of that thread. Post #181 in that thread is where ZZZ gives permission to use the mods (quoted below)
  3. As general comments, I agree. Specifically in your comparison to the Ioncross mod, however - it doesn't have those features either. The developer of this mod has stated an intent to add features which use the additional resources, so I'd imagine if you look at it again in the near future, it might have more meaning to you. Yeah, Interstellar has a lot - not sure I'll use it long-term, and I might remove the warp drive from mine. I get the "overwhelmed" aspect - that's how I feel with B9 Aerospace, which has far more than I actually want to use. Biomass out of the box has a lot, but if you install the mod and then delete all the parts except the food greenhouse and the Microbiome part, then you have an instant orbital farm which makes use of the CO2 and water in TAC LS, and generates Food for it. Effectively at that point you're self-sustaining, and have a ready means to produce food for visiting ships.
  4. Re: ElectricityConsumptionRate = 1200 BaseElectricityConsumptionRate = 2400 (granted, this was almost 2 weeks ago, in post #420) That seems pretty off. The RL Mercury capsule had 13.5KwH in its batteries (48,600 kJ) and drew on average 540W. The Apollo LM had 7 batteries: 5 in the descent stage with 400AH each (41,760 kJ per battery) plus 2 in the ascent stage with 296AH each (30,900 kJ per battery) - total EC is a usage of about 1,100 watts. The Apollo CM drew about 2kW. Seems like a good RL rule of thumb is 100W baseline and 500W/person for landers, and 1,000W baseline for capsules with a full-fledged flight computer. (for 1970s tech at least) Kerbals would likely use 1/4-1/2 the resources of a person based on their approximate 1-1.3m height. Since the Mk.1 pod has an EC of 50, and the Mercury capsule it was modeled after is 48.6 megajoules, it seems that the typical numbers bandied about the modding community are off - an EC of 1 appears to actually be 1MJ, not 1kJ.
  5. Lack of polish? TaranisElsu's mod is being more frequently (and more recently) updated and developed. It's the only LS mod which keeps track of resources in vessels on rails. (non-active vessels outside of game physics range) It's one of two? mods using food and water - paired with the Biomass mod, you can grow food in orbital greenhouses. To me, the Ioncross mod feels bland, because the parts are simply retextured stock parts. There are no less than 4 retextures for this mod currently. I mean, it's not ZZZ quality like KSP Interstellar, but this mod is starting to attract the attention of a number of artists now that it's seeing more exposure. TAC Life Support, IMO is the technically superior mod - YMMV of course. I'm a bit confused. First you say it's too complicated ("why more than one resource?") and now you say it should be more complicated? How do you mean? Personally, I'd like to see him add a heat mechanic, and ZZZ's awesome radiators (which are open licensed). Heat is the only part of ECLSS (the actual system, not the mod of the same name) not currently being modeled by TAC Life Support. KSP Interstellar does a couple of those, and Biomass does the second one. TaranisElsu has stated previously in this thread the intent to add a greenhouse. It's feels clunky and redundant to you. Please recognize that the entire community doesn't share that view. Because TaranisElsu recently chose to modifly TAC LS to use resource names which have been settled on in the community, this mod easily integrates with a few others to allow a lot of variation and functionality. There's always a need to balance the number of resources used - part of the reason I think Squad is rethinking resources is because the tree they posted a pic for has too many resources. (I think KSP Interstellar might be in danger of heading that route) I think that the basic resources of Food, Water, Oxygen, Waste, CO2, and Wastewater are good ones. I'd like to see Heat and Nitrogen added, and I'd like to see a heat mechanic and an outgassing mechanic - but those are minor complaints/suggestions for what I think is the best of the LS mods for KSP.
  6. On some systems, graphics performance is improved if playing non-windowed. Also, an in-game calculator would allow certain functions like grabbing the current vessel's fuel remaining, or other game values direct from the game.
  7. Actually, it wasn't - you're thinking of the J-2S, a limited-run experimental engine which only had 6 units produced. The production version J-2 wasn't throttleable. http://en.wikipedia.org/wiki/Rocketdyne_J-2
  8. There's also Winchell Chung's fantastic version: http://forum.kerbalspaceprogram.com/threads/28428-Orion-aka-Ol-Boom-boom Ah, I see that's the link in Canopus' sig. Sorry, should have read more closely before posting. I second the recommendation!
  9. If KSP2 ever turns out to be the game analogue to the CCCP launch complex, and if you can spawn Kerbals there, then he could be a "Red" Haring. ;-)
  10. Although it might not actually look like that since it's in the dream sequence - it's how Jeb sees the space station, not necessarily what they actually launched in. Oh, and "space station"? Or "mothership"? Lots of fuel in that crazy contraption, regardless!
  11. Actually, you don't need *any* electricity for cabin heating. Even in Earth/Kerbin's shadow, the heat produced in the spacecraft by the electronics and the crew is more than sufficient to heat the cabin. Most heat systems use a flash boiler for those situations where the spacecraft is exposed to sunlight and the heat load exceeds the ability of the system to shed heat. I'd love it if TAC Life Support had a heat mechanic, and light/shadow is definitely an important part of that, just not in the respect of electricity, since ECLSS heating would never require it. (cooling would need a small amount for the pumps in most cases, since in the lack of gravity, passive systems are far less practical. Incidentally, that's also one of the problems with KSP Interstellar - they *do* have a heat mechanic, but the only things generating heat are the reactors and engines, not the cabin itself. BTW, since I haven't posted to this thread before, I just want to say that I really enjoy the TAC mods, and it's been great watching them develop. I like the TAC LS mod a lot, and have been messing around with it on a number of my game saves.
  12. They're at least 1/2 inch above the character portraits. Also, when I move any other gauge to the exact same location and make the Orbital gauge hidden, the buttons are able to be clicked just fine. Moving the Orbital gauge to other locations on the screen does not resolve the issue. It'll be interesting to see if other OSX users are seeing same. It's easy enough to work around when I want to EVA by hiding the gauge - just annoying. I made sure to remove any and all other mods - seems to have no impact.
  13. This is one of my favorite mods - outstanding! Love the changes in the most recent released build! I may have found a bug with the latest release. Am running KSP 0.22 on OSX, and if the Orbital gauge is visible, Kerbonauts are unable to EVA or IVA (the buttons on the Kerbal portraits will be un-clickable) - except if the pod holds 3, then the leftmost Kerbal *can* be EVA'd or IVA'd. It only happens when the Orbital gauge is visible - hide the gauge and EVA/IVA works normally. Hopefully, that's a quick fix (and hopefully easy to confirm) - I live with the Orbital gauge open all the time. :-)
  14. 3rpm is considered by some sources to be the practical limit - it's a bit more generous than 2rpm. USAF tests in the 1950s/60s showed that more than 80% of test subjects could tolerate 3rpm just fine, and a significant number could handle up to 10rpm. The big issues at those rotation rates come when you try to turn your head quickly - apparently not fun.
  15. Putting a decoupler atop a bigger decoupler in the same stage is not a recommended configuration. You *will* void your warranty. Fortunately for the brave Kerbal crew, the lander survived the incident intact, and they actually *did* go into space today. But it was a very near thing. Unfortunately, the 6 nuclear engines fell back to Kerbin, and the crew did *not* go to Duna as planned.
  16. Jarin - I've been using this ship here: http://vanillaspaceagency.com/pathfinder-mk-8-nuclear/ (all stock parts) Multiple decouplers will bounce off each other and cause the engines to go flying. I was able to successfully decouple them manually by right-clicking and doing it individually - the space bar does exactly as you describe.
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