Streetwind

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About Streetwind

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  1. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    I have no idea. Gonna try it myself when I get home.
  2. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    For anything packaged under Extras, it doesn't matter where you put them. All they need is the presence of the "parent" plug-in (i.e. nearfutureelectrical.dll for the decaying RTG patch) somewhere in GameData.
  3. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    I don't know. I don't even understand the root of the problem, to be honest. Nertea makes the mod, I just help out with some part balancing and answering questions here on the forum. Unfortunately, your game version is not supported by Near Future. There has not been a 1.4.4 update yet. So it's possible that the bug happens for you because of the version mismatch. Nertea has very little free time these days, and he's winding down his involvement in KSP modding. I can't tell you when Near Future will update next. Perhaps the mod will transition to a maintainer with KSP 1.5, perhaps not. Time will tell.
  4. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    Hello @Valyria - we had a bug a good while ago where the localization broke the reactor fuel transfer. We thought that was squashed. What version are you playing on (KSP and mods)? Also, could you switch to default English and see if the problem goes away?
  5. ...Erm? o_O I'm honestly not sure if we're talking about the same youtube video, mind. But the one I linked in the first post is a recording from the April 2018 TED conference, on the official TED channel. The on-stage presenter is Aaswath Raman, from Standford University, one of the lead scientist of the group that is doing this research. You'll see him credited in the Nature article.
  6. Since my choice to link an easily digestible youtube video ruffled enough feathers to prompt two thread pages of mockery and dangerously high blood pressure, I apologize for jeopardizing everyone's health. Here is a proper article from the journal Nature from one and a half years ago that I found after thirty seconds on Google: https://www.nature.com/articles/ncomms13729 The specific experiment it describes isn't exactly the most real-world applicable, since it was intentionally designed to maximize the result in order to check if theoretical models of the maximum possible effect are sound. But the article does give a good overview of the physical principles involved.
  7. Apparently their next flight is supposed to be "this summer". So, sometime in August maybe? Fingers crossed.
  8. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    Truth to be told, I don't know. Parts set unresearchable are usually deprecated, but the changelogs don't mention anything to that end.
  9. The contract is added by "WildBlueTools", which you most probably have because you installed Deep Space Exploration Vehicles. Go here: https://github.com/Angel-125/WildBlueTools/blob/master/GameData/WildBlueIndustries/000WildBlueTools/Experiments/BasicExperiments.cfg Hit ctrl+F, and type in construction You'll find the experiment definition and a list of parts that are required to do it. Now, I'm not sure if you need all of them, or a specific one as defined by each individual contract, or if any one will do. You'll have to check that yourself. But usually, required parts do show up in the contract description.
  10. Okay, I know that "nano"-anything is a terrible industry buzzword. And perhaps some of you have heard of this particular application before. But it was new to me, and it just blew my mind: TL;DW: You can, through creative material engineering, make a substance that rejects heat to the environment faster than even the sun can heat it up. As in: a surface that manages to stay cooler than ambient temperature, in direct sunlight, at noon, in the middle of summer. And manufacturing this material isn't even that complicated. Potential applications abound: - Spacecraft radiators that no longer care whether they are in sunlight or not - Passive heat rejection installations for residential and industrial air conditioning systems, reducing global energy consumption for cooling - Increasing solar cell efficiency through keeping them cold in direct sunlight - Possibly even building a heat engine that can "generate electricity out of darkness", to produce power where solar panels don't work - And so on and so forth And the really mindblowing thing is: the very reason that this works (radiative heat rejection that bypasses the atmosphere) means the heat rejected by these materials just... vanishes into deep space. It doesn't get trapped in Earth's greenhouse bubble. We can literally shunt excess heat away from the planet for good. Now I'm sure that there's a lot of R&D left to do on that stuff, and even when it's widely available it won't magically solve our climate change problem. But it's likely going to be a contributor to the solution - and the potential uses go beyond "merely" better managing humanity's waste heat. Shut up and take my money!
  11. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    Indeed, we seem to somehow be misunderstanding each other. What issue are you having, exactly? The screenshot of the RTG you showed is perfectly normal. That's how RTGs always look. Has been that way since at least 1.3.x, possibly even 1.2.x. The ModuleCoreHeat is there to make the RTG get warm on its own, like a real one would. (I've not found any gameplay impact worth mentioning though.)
  12. Streetwind

    [1.4.3] Near Future Technologies (1.4.3ish)

    Sorry, but that sounds like an issue with your install. When in doubt, rebuild it from a clean slate. I always keep a freshly downloaded stock KSP in a zipfile for that express purpose. Just extract it into a new folder, season with mods to taste, and serve. If you want to troubleshoot the NF Electrical behavior, install only that (plus is dependencies) and no other mods, then see if it works as you expect. If not, please show us screenshots of what happened.
  13. That's like saying the box that a microwave meal comes in should be made resealable, because resealable boxes are ubiquituous and cheap. Nevermind that there is no point resealing a dirty, empty box. Regardless of the cost involved, adding wipers to a rover designed to be discarded before the panels even have a chance to get dirty is equally pointless*. Besides, you have no idea of the engineering effort involved. A "20 USD wiper" would be broken before arrival on Mars, because rubber becomes unusable in extremely low temperatures (and who knows what several months worth of hard vacuum does to it). Their cheap electric servos are not sealed against regolith dust, and would fail within weeks on the surface. Wipers also cut into the mass budget the rover can work with; even 250 grams is no trivial amount on a vehicle that only carries a few kilograms of science payload. Then you're going to have to budget tens of thousands of dollars (or more) for development time, ground tests, reliability assessments, design reviews, sterilization... the list goes on. It's always easy to play the armchair engineer with 20/20 hindsight. Real life is often far more complicated. *(Whether it makes sense to design your rover that way is an entirely different discussion.)
  14. Already answered two posts above yours: It was designed to operate for 90 days. Long-term maintenance gear was considered pointless.
  15. Ah, how quickly people forget the early SpaceX launches, which sat, scrubbed and delayed often for weeks on end... This is the first regular flight. They're going to quintuple-check everything. And probably run several rehearsals.