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Elan

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  1. I already reported it on github, but it would be TAC's decision, because that's the main mod that's using the value. Anyway, I changed my mind about that - I don't think updating the value is worth the effort. The difference between 1.41 and 1.43 is not big enough to affect realism and there will be imprecision either way, because all densities have only 3 significant digits. So in order to fix that, all values in the Community Resource Pack would have to be updated to have more digits, and that's just not worth it. A better way is to just adapt your calculations to match TAC's, as I wrote in the previous post. So you will have to recalculate all values used by the (4?) resource convertors in your mod, in order to be consistent with TAC and to have your convertors conserve mass. You actually only need to take the values from that spreadsheet I posted about earlier and scale the values accordingly. You are right, I think your value is better in terms of both gameplay and realism. We should try persuading TAC to change his value.
  2. I've been doing some number checking on TAC life support mod and while the information is still fresh in my mind, I decided to check this mod's compatibility with TAC. I found a few minor problems with the resource convertors. The Elektron water electrolyser produces hydrogen and oxygen in slightly (a little over 1%) disproportional amounts compared to TAC. It also violates conservation of mass. I tracked down the problem to oxygen density. TAC, US and Community Resource Pack all use oxygen density 1.41 g/L, while the actual value is 1.43 g/L. You also use different ways to calculate the result, which normally wouldn't matter, but now the imprecision makes a difference. Your two ways : US - two gasses under same conditions (pressure, temperature) have the same volume / mole, so electrolysis of water produces exactly twice as much volume of hydrogen as oxygen. Due to imprecise oxygen density this doesn't conserve mass. TAC - convert moles into mass, then mass into volume using density. Mass is conserved, but hydrogen volume wouldn't be exactly twice the oxygen volume. Because TAC doesn't have hydrogen and instead uses solid waste, there is no visible discrepancy. I recommend switching to the TAC way. Here is his spreadsheet. The electrolysis is at row 319. TAC also uses different amounts of charge (EC) for electrolysis. If 1 EC = 1 kJ then his value is more realistic, since the real Elektron uses about 1 kW (or so the Internet claims). And one last detail - water in the US resource definitions has unitCost=0.0001, while TAC (and CRP) has unitCost=0.0008.
  3. Oh, apparently someone already noticed this a month ago: https://github.com/taraniselsu/TacLifeSupport/issues/42. I hadn't thought about checking the github issues. Yes, I figured that out eventually, but my point is that it is not immediately apparent from the description, and new players might be confused like me. Maybe I could add some information on recyclers to the wiki ?
  4. Hello, I've recently started using this mod and came across a few issues. First, in the description of parts that recycle resources, it says something like "efficiency multiplier 5". I only found out what it means after some searching. Could you change the description into something more understandable ? For example, "80% efficiency" or "recycles <input> into 80% <output> and 20% waste". Since you can calculate one from the other, it makes sense to list the more comprehensible number, which is efficiency I think. Also, when I was looking up the meaning of that efficiency multiplier, I found your spreadsheet. It is very well researched, but I found some inconsistencies with the recyclers (starting at row 312 in the spreadsheet). I'll go through them in order : Water splitter - is fine. Carbon extractor (CO2->O2) - this took me a while. I didn't know where its efficiency came from. It is 100% efficient in the sense that it converts 1 mole of CO2 into 1 mole of O2. Its inefficiency comes from Kerbals, whose breathing converts 1 mole of O2 into 0.869 moles of CO2, thus making the overall oxygen cycle 86.9% efficient. Could you maybe add this to the wiki ? Sabatier recycler - it doesn't make sense to speak of its efficiency, because it's not a closed cycle like the previous one. This one uses water in each cycle, so it's like the combination of water splitter and carbon extractor. Water purifier - I think there is a miscalculation in the spreadsheet, which comes from cell C362. It says : C362=C360*(D210/D213)*J360, but I think it should be C362=C360*(C210/C213)*J360. Currently, there is actually more water produced than spent. (it's something like 100 water >>>Kerbals>>> 120 waste water >>>recycling>>> 110 water)
  5. I do like the idea, and it's nice to have an alternative to kOS (which hasn't gotten much attention lately). But LISP ? I don't know what the acronym stands for (or if it is an acronym), but back in the day we used to joke that it means "Lost In Sucking Parentheses" To this day when I see the name "LISP" it pops up in my head - "oh, it's that programming language with a lot of parentheses". Anyway, I still hope this gets more popular and wish you luck.
  6. I've got a bug - if I right click on KAC in the Space Center screen, it moves the window off screen and there is no way to bring it back in game. Here is the result from config.xml : <rect name="WindowPos_SpaceCenter"> <xmin>-10075</xmin> <xmax>-9775</xmax> <ymin>-10065</ymin> <ymax>-9925</ymax> </rect> Of course, if I substitute some normal values, it works again.
  7. Well, there is the Kethane wiki, from the first post. The rest can be answered here. But if a question gets asked repeatedly here, someone should probably update the wiki with it.
  8. My Kethane scanner works only on the currently active vessel. When I switch to a different one or go to space center, it stops scanning. When I switch back to it, it starts scanning again. What am I doing wrong ?
  9. The same install was working for me when I installed it on 28/12, version 0.11, so the problem must be on his side. Still, when can we expect new version with tweakables and whatnot ? Currently, there are some problems (described earlier in the thread), even though the mod works.
  10. Ah, so it's not a bug, it's a feature I just wanted to be sure it was normal and not some weird bug.
  11. Is it normal to have Kethane grid appear in the main menu ? I don't mind, I just thought it was weird.
  12. With science ! ... that is, mainly using Kepler's law a^3/T^2=const. What is needed : - at least 3 satellites If you want constant connection to the Space Center, you need at least 3 on the same equatorial circular orbit. The more you have, the more resistant your setting will be against them drifting apart due to unequal orbital times. - all of them in the same orbit Otherwise, planning it is more complicated. - all of them spaced more or less equally apart It's no use if all of them are on one side of the planet at the same time. - choosing convenient height of their orbit Generally, higher is better. But there are limits - mainly range of omnidirectional antennas (the basic one has 2500km range). You should use them instead of dishes to have complete coverage of space near Kerbin without having to worry about where to point dishes. Here is how I did it : I used 4 satellites, launched in one piece (screenshot 1 below). I wanted them to be on a circular orbit 700km above Kerbin. And here is where the science comes in - how to get them spaced equally apart ? With a little calculation, I came up with an orbit - apoapsis of course 700km (and above Space Center to provide connection) and periapsis 246.25km. The first satellite, after launching in apoapsis and circularizing its orbit to 700km, goes 3/4 of its orbit when the stack of other satellites reaches its apoapsis again to launch another satellite. So after a few passes, there are 4 satellites on circular orbit spaced equally apart. Then there is another important part - all those satellites must have the same orbital period. I'm using Kerbal Engineer, so it just means looking at the right number (screenshot 2). Finally, the result is on screenshot 3. Another interesting thing I just calculated - the orbital period of all my 4 satellites is 1h 22m 37.6s. If one satellite was off by just 0.1s, it would drift away to cause short periods of no connection in only 277days. Fortunately, this drift can be easily spotted and corrected by very tiny burns before it gets out of hand.
  13. The parts you can grab are described in "GameData\KAS\addModule.cfg". The file structure seems quite self-explanatory, although I haven't tried altering it yet. I probably will tomorrow.
  14. It was the control window, but now that I tried it again, it works. Oh, well. I'm looking forward to the update That message is from using RemoteTech. It requires communication channel between any unmanned probe and Space Center. You can find more on that in the thread on RemoteTech.
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