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Found 7 results

  1. Baha EPL Redrilled BahamutoD's Drills & Parts for Extraplanetary Launchpads. The is an updated version of @BahamutoD 's original Baha EPL mod. The drills are compatible with stock and now animate and behave like stock drills. I'll be maintaining from now on, or until BahamutoD returns. You can Download it from SpaceDock Here! Albums: Change Log: Version 1.3.02 [KSP v1.5.1] - Fixed attach node direction for 3D Printer and Compact launchpad. - Removed crew compartment in launch pad and added probe core. - Cleanup of launch pad config. Version 1.3.01 [KSP v1.5.1] -Updated dependencies -Included Module Manager Version 1.3 [KSP v1.3.1] -Full update to KSP v.1.3.1 Version 1.2 [KSP v0.23] -Added expandable containers -Added Launchpad -Added 3D rocket parts printer BahamutoD's original thread as of (3/2/14), also posted below: These are a pair of animated augers (one large, one small) for the Extraplanetary Launchpads mod by skykooler and taniwha. They do not overwrite any parts from the mod and aren't officially part of the mod, just my own addon for them. -Known 0.23.5 bugs: -Launchpad dances while being deployed -3D printer falls through things/things fall through it Version 1.2 -Added expandable containers -Added Launchpad -Added 3D rocket parts printer Notes: Includes an early version of my Animation Modules plugin that allows the container and 3d printer animations. I'm not entirely satisfied with the 3D printer yet but I thought I'd let people play with it for now. Source for the plugin: bdanimSource0.1.zip Download: EL Drills and Parts v1.2 Download =========================== [Legacy Imgur Album Code Omitted] ============================== Surface Sample Drill Also, a science drill was requested. I wanted to make a separate part for that eventually but for now, a rescale and retexture: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  2. I have a lander on the Mun that's intended to hop around collecting science and refueling itself. It seems to be OK with mining ore and refining it into fuel as long as you focus on it. If you switch to something else, it stops making fuel. When you come back, the drills say the ore rate is n/a. Anyone have any ideas where I could start with looking for the problem? The lander is probably not designed well, but there's nothing that stands out as egregiously wrong. The lander does have decouplers separating the ISRU and drill sections from the main body, in case the kerbals need to get back to Kerbin on their own. The decouplers do not have crossfeed enabled - does that affect ore flow, or just fuel?
  3. On Rura Penthe I am running a convert-o-tron 250 which requires 200 KW of Cooling and a Max Cooling of 750 KW two Drill'o'matic excavators requiring 200 KW between them and a max of 200KW between each this seems to be a total of 400kw required my base has 4 x Medium Thermal Control System fins - each with a core heat xfer of 250 KW, max cooling of 19494 KW surely this would be more than enough to keep everything cool, so why are the fins glowing red hot, running at more than 100% ( keeps flickering to 100.5%) and sparking? I shut down the drills and ore processing ( the tanks were all full anyway) to stop explosions happening. The picture below shows my base layout. Is in fact happeneing because all the tanks got full?
  4. Hi, sorry to ask even more awkward questions again, but I've not been able to search up any definitive answers, or yet figure out for myself (even from the copious thermal debug info) what exactly is happening under all circumstances, here. This Reddit thread did a great job of fathoming the equations and figures for drill's surface harvesting mode (with different level engineers on board). I've confirmed them myself, experimentally, and re-arranged the relevant wiki page a little. I've also expanded the information on the wiki about radiators, regarding their core cooling stats, adding a table of the core cooling requirements of the 4 ore processing parts. I've observed (experimentally, in game) the differences in the time it takes to warm up a drill core, quicker with higher level engineer, when surface harvesting. E.g., using the setup shown below, for a good little demo, with table showing results: Engineer Level Drill Junior Warm up time (s) None 156 0 70 1 41 2 30 3 24 4 20 5 17 I was originally thinking that the drill cores produce additional heating, in line with their additional charge usage, and so there must be additional cooling bonus provided too, since the number of radiators required stays the same, but I couldn't make anything out in the debug stats to support this. (1) Does heat produced by drills in surface harvest mode vary by engineer level? (Or is there only some kind of warm up bonus added...?) Further, with the asteroid harvesting mode: I found that the ore production rate scales up with the engineer level, as expected, but the electric charge used remains a flat rate (0.3EC/s for Drill Junior). (2) This flat EC useage is a deliberate decision on mechanics, yes? Further, with engineers of level 3 or below, it wasn't possible to cool the drills to optimal level with any amount of radiators. So I'm thinking that the drill's "max cooling" stat is being modified by engineer level (although, again, I can't see any read-out that confirms this directly). Or, the drill's heat produced is being scaled *up* for lower level engineers (I think I observed the drills warming up quicker for lower level engineers, which would support this)... (3) What's happening with drill's thermal stats during asteroid harvesting (by engineer level)? (4) Some other nuances I've observed that it would be nice to clarify (if all desired behaviour): Drills will not detect insertion into asteroids, if already extended, when moving the whole craft into position and grabbing asteroid. (And can not drill asteroids not part of the same craft?) Drills report "100% load", only with level 5 engineer (otherwise "operational"). Does this indicate load scaling from engineer bonus? Minor bug: drill status continues to show "no storage space" after the ore tank(s) have been re-enabled for fuel transfer (and ore is in fact flowing in). And continues showing "100% load" after EVA-ing level 5 engineer. Until stopped and started again. My expectation, from last time, is that @RoverDude would be the best member/dev to talk to here, given these mechanics stem from his work. So I'd be much gratified of any input again (thanks). P.S. I also plotted a graph of drill's thermal efficiency verses core temperature... ... But there's no way to embed this in the wiki (with "migration issues", still). (5) Any chance this wiki situation will change, or any way around embedding images (editing templates, etc)?
  5. Weight, heat, and power not withstanding, is it better to have a drilling rig with only 2 drills (for weight balance) or to spam as many drills as possible around the hull? I have a drilling rig with as many as I could fit, but I wonder if I'm "saturating" the extraction rate?
  6. Drills placed behind heat shields are not properly occluded. The game seems to treat the drills as though they are extended. Test 1: Placed a drill on a 2.5 metre tank and placed a 3.75 metre heat shield on the bottom node of the tank. Offset the heat shield as necessary to occlude the drill. Put craft in orbit with 200 km apoapsis and 32 km periapsis. Set SAS to 'Hold Retrograde'. Result: Heat shields and drills began to glow at about the same time. Drills overheated and exploded. Test 2: Took craft from Test 1 and rotated drills 180 degrees so the bits were pointing straight up. Repeated previous steps. Result: Heat shields properly occluded drills. No unexpected heating observed. Pure stock install. Happy landings!
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