Dr. Jet

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About Dr. Jet

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    Sr. Spacecraft Engineer

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  1. Crafts are installed by CKAN to the /Ships, not to the /Saves/YourSaveName/Ships. One really should not uninstall by deleting whole /GameData/. Use CKAN instead for clean process.
  2. Notepad++ for all text-based files including .cfg. But keep in mind, those are UTF8, not Win1251.
  3. Updated with bugfixes from @Kerbas_ad_astra, Yalov and @Gordon Dry. Thanks for support, guyz. I'm a bit out of modding for a while now, too much IRL work.
  4. As this one is parts-only mod, It is already 1.5.1 compatible.
  5. Dr. Jet

    Ending 32-Bit Support with Update 1.5

    In KSP it does add RAM usage efficiency. A lot.
  6. Dr. Jet

    Electrocutor's Thread

    @Electrocutor Thank you a lot! Working DX3D11 is still a performance savior.
  7. Don't scare me. It's in place. https://github.com/doktorjet/ChopShop/tree/master/GameData/ChopShop/Utility/DDAS That was a duplicate that was deleted before. BTW, better use Spacedock or CKAN. Github instance is there for possible pull requests, not for downloads. I don't even have release packs there.
  8. v Eng: Updated stock rover patch for KSP 1.5.1 changes. Made controls for SSP rotator and SSP panels have different text (KSP 1.5.x allows it finally). Added new impact resistances and wind resistance (where it was missing) for all SSPs. Rus: Обновил патч стокового ровера с учётом изменений KSP 1.5.1. Сделал разный текст для управления ротором и панелями УСП (KSP 1.5.x наконец-то это позволяет). Добавил новые параметры удароустойчивости и параметр ветроустойчивости (где он был пропущен) для всех УСП.
  9. С каких пор Мехджеб переведён? Этого даже в проекте не было.
  10. Contracts to grab science from KSC do not work in 1.5.1... Separate tasks are shown as completed "in-flight", but when returning to contracts screen at KSC they are all shown as not completed. Also "Return any science from Kerbin" did not completed until I actually grab an experiment while flying, neither of ground experiments counted for that.
  11. Ok, I'll make it a separate part then. XL one will remain of course, I already re-configured it. Nevermind. I remembered how I did it before. A substitute part that was deleted in presence of ModuleManager.
  12. With update 1.5 finally fixing the stock rover rotation... should I still keep MM config that adds some more batteries and reaction wheels to it?
  13. Hm-m-m... According to this model of BIOS-3, I overesimated both the growth area and algae tank volume needed. See those bioreactors? They are not so big... Ans phytotrones does not take the whole sections either. And during experiment algae section was succesfully replaced with third phytotron, what I didn't know about. Living quarters Phytotrones. One - for wheat, one for veggies. Algae bioreactors (tanks with inner lighting). The whole installation is 14 x 9 x 2.5m. Each room is 7x 4.5 x 2.5m. Also found today a very nice document: http://bioscience.oxfordjournals.org/content/47/9/575.full.pdf It is the most full and comprehensive online document about BIOS-3 I've ever seen! Much better than even russian documents I read before. According to table 2, phytotrone with plants only (no algae tanks) can produce enough oxygen for 1 human if it's growth area is 13 m2. For 1 kerbal it should be 4 times smaller - 3.25 m2. Seems that Kerbalism Greenhouse model with it's 4.8 m2 growth area is OK for 1,47 kerbals than. SSPX 2.5 Greenhouse in that case is OK for 2.7 kerbals and SSPX 3.75 Greenhouse if OK for 2.7-3 kerbals. Though gameplaywise, I still see it as balanced for 1, 2 and 2 kerbals accordingly. There should be some surplus space for the case plants won't grow well.
  14. Yeah, yeah, I have read description in cfg files too... Those assumptions are plain wrong. Using VOLUME to assess crops is WRONG. Growing AREA is what matters. (Yeah, I forgot that word and used word "square"). Let's check this assumptions... I used Blender .mu import to calculate actual growing area of greenhouse parts. (Assuming model size ratio is 1.0) Kerbalism Greenhouse. Easy one, as growing area is simple flat surface, painted with microgreens texture. It has two sections of 2.4m2 each, so exactly 4.8 m2. ( It's not enough for single kerbal, btw. We need 5,2 m2 AND ALSO 6,56 m3 of algae tanks. And this model does not have space for algae tanks. SSPX 2.5m greenhouse. Harder to calculate... It uses actual plant models rather than painted surfaces... We have 18 sections and each of those has two of it's side walls as growing areas. Using the whole side walls area for calculation it's 0.44m2*2*18 = 15.84 m2... Impressive difference, isn't it? And it is not in favor of Kerbalism Greenhouse. Though using the area of small "hydroponic pots" only it's 0.0208m2*3*2*18 = 2.2464 m2. Concidering plant models are about twice as wide as pots they grow in, we have 8.9856 m2. Not so impressive, but still almost twice better than Kerbalism Greenhouse. No algae tanks in IVA though. Not even a place for them. SSPX 3.75m greenhouse. Two growing areas on "top" and "bottom" are 5.6m2 each, wich gives us 11.2m2. No "hydroponic pots" in model though. And plant models are distributed scarcely (to spare our GPUs). Concidering edges of area are hidden beneath "pipes", effective area should be a bit smaller - around 9-9.5m2 possibly. Also, IVA model has some closets, which can hide algae tanks inside. So... Kerbalism configuration was misquided by SSPX plant models being less visually dense than painted surface in KG model. Gameplaywize I recommend to skip minor differences and configure both SSPX greenhouses to effectively produce oxygen for TWO kerbals. Update: Patch is ready https://github.com/steamp0rt/Kerbalism/pull/193 SSPX 2.5m greenhouse is actually an interesting one. 18 independent small greenhouses allow for crop rotation, effectively harvesting 1 section every 11 days.
  15. Oh... I was referring to https://github.com/ShotgunNinja/Kerbalism