Jump to content

[1.7.3] After Kerbin


Gameslinx
 Share

Recommended Posts

  • 1 month later...
  • 1 month later...
On 10/14/2020 at 4:21 PM, Neil Kermstrong said:

Got some problems with planet textures here

Noticed it in guardian rn

 

On 10/14/2020 at 6:14 PM, Neil Kermstrong said:

Exactly same thing is happening to me

This is probably happening because After Kerbin was made for 1.7.3. It does function with later versions so that just happens.

Link to comment
Share on other sites

Is everybody else getting too much radiation in Solitude's system when using Kerbalism? The planner reports 4 mrad/h in LSO and 15 mrad/h almost everywhere else (this is consistent with the magnetopause which shields 11 mrad/h).

However, the actual radiation I experience in LSO and Guardian surface is about 560 mrad/h, while radiation in deep space is those 15 mrad/h. This makes it somewhat unplayable, for example a Space Camp contract in a fully shielded station uses about 50% of lifetime radiation allowance of each Kerbal involved. Since you need three instructors to lead the camp and you get three new recruits, the total allowance of your workforce doesn't change. I bumped the allowance up, but that in turn makes interplanetary too easy.

I see that there are no radiation configs in Kerbalism or After Kerbin for the bodies in this mod, so this seems to be defaulting to that of Kerbin from stock. I was thinking whether scaling is an issue here, after all, Kerbin has radius of 600 km compared to 800 km of Solitude. So I thought that perhaps I'm getting the readings I would get 200 km higher for Kerbin. However, this is not the case, a 275 km high Kerbin gets more than 2 rad/h, while 175 km orbit gets around the same radiation as 75 km high Solitude orbit. However, this wouldn't explain the radiation I see on Guardian surface.

Are you guys getting the same reading? Anybody tweaked the definitions to make this workable?

EDIT: After a bit of digging, I understand why this is happening for the planets, but I'm unsure why is the radiation in deep space only 15 mrad/h. Kerbalism defines the radiation on the surface of the sun, which is set to 27 rad/h. As the radiation scales with inverse square distance from the center of mass, we get around 15 mrad/h at Kerbin in stock system. Archangel has radius about 10 times large. If we keep the surface radiation the same, this yields an 100-fold increase anywhere else. The observed values are less than that, because Duna is further away than Kerbin. So, the fix is to reduce the radiation_surface of RadiationBody[Sun] to 0.5 or so to make it equal to stock. I can make a MR with the radiation definitions if that would be appreciated.

Edited by Majk
Link to comment
Share on other sites

  • 5 weeks later...
  • 4 weeks later...
  • 2 months later...
On 12/14/2020 at 11:10 AM, Majk said:

Is everybody else getting too much radiation in Solitude's system when using Kerbalism? The planner reports 4 mrad/h in LSO and 15 mrad/h almost everywhere else (this is consistent with the magnetopause which shields 11 mrad/h).

However, the actual radiation I experience in LSO and Guardian surface is about 560 mrad/h, while radiation in deep space is those 15 mrad/h. This makes it somewhat unplayable, for example a Space Camp contract in a fully shielded station uses about 50% of lifetime radiation allowance of each Kerbal involved. Since you need three instructors to lead the camp and you get three new recruits, the total allowance of your workforce doesn't change. I bumped the allowance up, but that in turn makes interplanetary too easy.

I see that there are no radiation configs in Kerbalism or After Kerbin for the bodies in this mod, so this seems to be defaulting to that of Kerbin from stock. I was thinking whether scaling is an issue here, after all, Kerbin has radius of 600 km compared to 800 km of Solitude. So I thought that perhaps I'm getting the readings I would get 200 km higher for Kerbin. However, this is not the case, a 275 km high Kerbin gets more than 2 rad/h, while 175 km orbit gets around the same radiation as 75 km high Solitude orbit. However, this wouldn't explain the radiation I see on Guardian surface.

Are you guys getting the same reading? Anybody tweaked the definitions to make this workable?

EDIT: After a bit of digging, I understand why this is happening for the planets, but I'm unsure why is the radiation in deep space only 15 mrad/h. Kerbalism defines the radiation on the surface of the sun, which is set to 27 rad/h. As the radiation scales with inverse square distance from the center of mass, we get around 15 mrad/h at Kerbin in stock system. Archangel has radius about 10 times large. If we keep the surface radiation the same, this yields an 100-fold increase anywhere else. The observed values are less than that, because Duna is further away than Kerbin. So, the fix is to reduce the radiation_surface of RadiationBody[Sun] to 0.5 or so to make it equal to stock. I can make a MR with the radiation definitions if that would be appreciated.

Maybe it's just Archangel being Archangel. 

Link to comment
Share on other sites

  • 3 months later...
  • 5 months later...

Would be cool if you could make a version of this mod with standard sized Duna Soltitude

 

Edit: Never Mind

Edited by AndryCake
Watched the video of the playthrough and it turns out it has been bombarded by asteroids
Link to comment
Share on other sites

  • 4 weeks later...
  • 4 months later...

Hey,  so i went to the Wasteland, but i can't seem to locate the old KSC. i am on the exact spot on the exact continent, but i just cant find it. I have terrain scatters enabled, i have Kerbal Konstructs... I would love to see it, so can someone please help?

Link to comment
Share on other sites

  • 1 month later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...