cfds
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Everything posted by cfds
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Is it possible to get a 0.24.2 version with the payload autostruts? It looks loke a very useful feature but I do not want to upgrade to 0.25 (at least not wiith my main save).
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
cfds replied to Porkjet's topic in KSP1 Mod Development
Ok, this adaptor could be useful since I am ... drumroll ... pants at building space planes... -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
cfds replied to Porkjet's topic in KSP1 Mod Development
Do parts have to be connected? a_gun's idea would probably work if the clipping part of the wing does not have a collider put I do not know if this is possible. -
Is it really possible for Minmus to be made of ice?
cfds replied to jfull's topic in KSP1 Discussion
It is not entirely impossible. Take Earth and Moon as an example: The moons average temperature is well below freezing (220K at the equator) while the Earth's is just above freezing (288K). The difference is a result of the effects of albedo, atmosphere and radioactivity. On the Moon temperatures rise up to 390K, enough to biol water at normal pressure, but Minmus with its high albedo and relatively fast rotation my actually stay below freezing at all times. -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
I understood that the lists would work in sequence: connect to the first, if that one is not available connect to the second and so on. If a satellite would be connected to all in the list at once then you are right, the feature would be overpowered. -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
My bad, I thought this was also easy mode in your eyes. Next example: for interplanetary communications I have relay satellites in highly eccentric orbits above the poles. This way it is quite easy to set up connections between the inner planets. The (planned) relay in Jools orbit would need multiple (or at least two) 400Gm antennae (one for every relay in the inner planets) to guarantee coverage. With sat lists I can tell it to point at the Kerbin relays and, when those are not available, look to Duna or Moho or wherever another relay is. This way I only need one dish and can build a compact satellite that I can hide inside fairings during launch and behind heat shields for Jool aerobraking. Besides this point, satellite lists are far more efficient in CPU-use since RT doesn't have to check for every vessel in the target body's SoI whether it is inside the cone or not, it just has to check line of sight for a small list. I could also mention realism but I do not want to open that particular can of worms. -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
And why should these features not be there? Active vessel I understand because it causes a lot of problems, but what is wrong with a satellite list? This has nothing to do with people "who don't want to design their relay networks", that is just common sense: my three Kerbin-Comsats get to target the list of the three Mun-Comsats with one dish and the three Minmus-Comsats with the other dish. Your "my way or the highway" idea would require me to put six dishes on the Kerbin-Comsats for no gain whatsoever. -
Is the Poodle really that bad compared to the 909? If you count the structural parts that you need to make clustering happen, the TWR of the 909 cluster is only a slight bit better but lacks electric charge generation, has less gimbaling range (not really an advantage in the age of magic reaction wheels) and ist more awkward to integrate into stacks.
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Negative drain means that you gain resources, compare it to Electric Charge.
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Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
Personally, I like the Group Targeting idea. It would absolve me of the need to construct some four-dish satellite for the Jool-System -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
cfds replied to sirkut's topic in KSP1 Mod Releases
After some experimentation I am really staring to like the mod. The only thing that keeps it from my main save is the random behaviour after docking/undocking. The rebuilding of the tree seems to destroy some things there (and the log gets spammed with "InvalidCastException: Cannot cast from source type to destination type."). -
I have to say that the BioMass' dev team's choice of mass as the basic unit is the sensible one and should be taken over by the life support mods. TACs Kerbal-day unit is convenient to see the reserves on first glance but mass IS the natural unit for matter and the display of "time left" for the resources can (and should) be done via GUI.
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I looked at the release and I am confused as to the units of the ressources. Are they TAC-like Kerbal-days? And why do CarbonDioxide and CompressedCO2 have the same density?
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Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
Funny, I read about the duplicating/crashing bug yesterday and now I have it too. Is it distributed by the forums? -
[1.12.X] RealChute Parachute Systems v1.4.8.3 | 24/01/21
cfds replied to stupid_chris's topic in KSP1 Mod Releases
I really like the mod but there are two issues: - If I stage the chutes above their predeployment altitude nothing happens. They are not armed, they do not deploy at the maximum altitude, just nothing. - Sometimes, the main chutes in the 0.625m nosecone deploy completely at about 6000 - 7000m altitude, instead of 700m. Generally, something strange happens at that altitude: the drogue chute of the drogue/main combo rips off, the main chutes deploy fully or the capsule starts dancing in a weird way. -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
If now only the solar panels and antenna would not break of on loading the vehicle... -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
Cliph, I only had your old dev build and I didn't see any bugs besides the display bug for 1h or 1m and the fact that no config is created. -
Ok, the hexcans are way too full. The standard-sized one has a total volume of about 130l, so it would fit at maximum 80 units of Oxygen instead of 240 and no CO2. Similarily, it should only fit like 64 units of water and perhaps 160 units of food.
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My suggestions are the following: One kerbal-day of oxygen has a mass of 0.43kg and takes about 1.5l of volume at 200bar. A 1.25m tank fits 160 units and uses 79% of its total volume. One kerbal-day of water: 1.8l, 160 units would fill 92% of a 1.25m tank. That might be just a bit much, since we would need insulation and structural parts... I ballparked a kerbal-day of food at about 0.6l (density of 0.5kg/l) and a 1.25 part would carry 400 units easily. The complete 1.25m lifesupport part can fit 64 units of everything and still keep 18% of its volume for structure and infrastructure.
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Why are the parts too small? The ressources to feed one Kerbin for one day take 3.6 litres of volume (when we assume that O2 is stored at 200 bar and food has a density of about 1). The 1.25m life support container has a volume of 306 litres, 80 rations have a volume of 290 litres. This is at worst slighlty too small since you would need space for pumps an the like, but it is certainly not "not realistically intrusive".
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Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
That is actually just a display bug: the counter runs for 63 minutes. -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
I found a small display bug with the time delays of the flight computer in the experimental build: Entered Displayed 20 20s 60 0s 65 5s 122 2m2s 3605 5s 7205 2h5s If minutes or hours are "1", they seem to be dropped from the display. The actual timing works. -
Now-defunct-thread-that-should-not-appear-in-google-search.
cfds replied to Cilph's topic in KSP1 Mod Releases
To all those with crashing problems: do you have Interstellar installed? I have had a report of RT2 crashing the game with Interstellar but not without. -
I found a small bug: When I decouple a probe from an actively scanning ScanSAT ship, the new vessel continues scanning the planet, even without any scanners on board. I found it in 0.22 and it is still here in 0.23. It even works when one of the vessels moves to another body. Imagine my surprise when I repositioned my mapping satellite form Duna to Ike and found that the carrier ship already scanned half of Ike...