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Buffalo 2 Modular Space Exploration Vehicle


Angelo Kerman

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21 minutes ago, Ooglak Kerman said:

This kind of crosses WildBlue mods, so I'll post here
Seems there is a bit of problem  with the Fusion Reactor on the Hacienda IFM (and possibly others) where the EC from the reactor doesn't propagate out of the Hacienda IFM.  EC level in the Hacienda fill up, but not for the whole vessel. 

The template for this is in 000WildBlueTools\Templates\ClassicStock\Production\OmniConverts.cfg

//Fusion Reactor
OMNICONVERTER
{
	TechRequired = experimentalElectrics 
	%TechRequired:NEEDS[CommunityTechTree] = fusionPower
	ConverterName = Fusion Reactor
	description = Harness the power of the sun to produce ElectricCharge, but probably at small scale. Be sure to have some ElectricCharge as the reactor may have a jump-start requirement.
	StartActionName = Start Fusion Reactor
	StopActionName = Stop Fusion Reactor
	AutoShutdown = false 
	UseSpecialistBonus = true
	SpecialistEfficiencyFactor = 0.2
	SpecialistBonusBase = 0.05
	ExperienceEffect = ConverterSkill

	INPUT_RESOURCE
	{
		ResourceName = FusionPellets
		Ratio = 0.0005
		FlowMode = STAGE_PRIORITY_FLOW
	}
	OUTPUT_RESOURCE
	{
		ResourceName = ElectricCharge
		Ratio = 500
		DumpExcess = True
	}
	OUTPUT_RESOURCE
	{
		ResourceName = ElectroPlasma
		Ratio = 500
		DumpExcess = True
	}
	REQUIRED_RESOURCE
	{
		ResourceName = ElectricCharge
		Ratio = 500
	}
}
 

I'm curious..  should there be FlowMode = ALL_VESSEL in the EC OUTPUT_RESOURCE definition?
...  and the REQUIRED_RESOURCE.  Does this mean it always needs 500 EC to run and generate 500 EC?

Interestingly, the Krupp fusion reactor in DSEV doesn't specify a FlowMode for the output EC and it goes all over the vessel.

Thanks and happy another trip around the sun eve

 

Not sure about your distribution problem (you didn't say what the current FlowMode is), but the ratio's mean this:

For every 0.0005 pellets used, 500 EC and 500 ElectricPlasma will be generated

 

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1 minute ago, linuxgurugamer said:

 

Not sure about your distribution problem (you didn't say what the current FlowMode is), but the ratio's mean this:

For every 0.0005 pellets used, 500 EC and 500 ElectricPlasma will be generated

 

Yeah, I get the outputs and ratios.  As was shown in the .cfg above, no FlowMode was specified for the output EC.  Or is there a global FlowMode for a craft?   So much to learn every time I run this thing.

	OUTPUT_RESOURCE
	{
		ResourceName = ElectricCharge
		Ratio = 500
		DumpExcess = True
    }

I added the line

FlowMode = ALL_VESSEL

to the above and issue fixed.

An interesting problem though.  The two Haciendas I have adjacent to one another were receiving the EC, but the other PathFinder modules - also attached - were not.  Yet, other OmniConverters in the Haciendas were pulling EC from ALL_VESSEL.  Leading to drainage around the craft.

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1 hour ago, Ooglak Kerman said:

Or is there a global FlowMode for a craft?

Specified in the resource definition.  For example, here is the resource definition from the Squad file:  ResourcesGeneric.cfg:

RESOURCE_DEFINITION
{
  name = SolidFuel
  displayName = #autoLOC_501001 //#autoLOC_501001 = Solid Fuel
  abbreviation = #autoLOC_6002097 //#autoLOC_6002097 = SF
  density = 0.0075
  unitCost = 0.6
  hsp = 920
  flowMode = NO_FLOW
  transfer = NONE
  isTweakable = true
  volume = 5
  RESOURCE_DRAIN_DEFINITION
  {
	isDrainable = false
	showDrainFX = false
  }

 

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14 minutes ago, Angel-125 said:

I would set DumpExcess to false and add FlowMode = ALL_VESSEL to your output resource. That way, when the ship's EC is full, the generator stops producing ElectricCharge.

14 minutes ago, linuxgurugamer said:

Specified in the resource definition.  For example, here is the resource definition from the Squad file:  ResourcesGeneric.cfg

Thanks all for the recommendations.  I did set FlowMode = ALL_VESSEL for that omniconverter template.

Alar (in Nova Kirbani) is about to acquire various Pathfinder domes - with the knowledge that they're gonna get stomped on with the upcoming update.

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@Angel-125 Two questions regarding the FLP-1 part

- for transfer from one vessel to another - will it currently pull/put from/to all vessel or does it have to be attached to the tank from/to which you want to move resources (my testing is inconclusive and probably badly done)

- for the movement of resources around a single vessel, does a single FLP-1 do it for all tanks on the vessel?

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2 hours ago, Ooglak Kerman said:

@Angel-125 Two questions regarding the FLP-1 part

- for transfer from one vessel to another - will it currently pull/put from/to all vessel or does it have to be attached to the tank from/to which you want to move resources (my testing is inconclusive and probably badly done)

- for the movement of resources around a single vessel, does a single FLP-1 do it for all tanks on the vessel?

You need to place the part on the tank that has resources that you want distributed. Once placed you can pump the resources throughout the vessel for local distribution, or to the remote vessel's resource tank that has a pump set to remotely receive the resources.

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14 minutes ago, Angel-125 said:

You need to place the part on the tank that has resources that you want distributed. Once placed you can pump the resources throughout the vessel for local distribution, or to the remote vessel's resource tank that has a pump set to remotely receive the resources.

Ok.  That fits with what I sort of figured out. Thanks.
This is really pretty awesome though you gotta be careful with it.  Heh... what?  Think it through?  Heresy!

Oh... BTW... the conference room on the big Pathfinder inflatable....  That is so cool!

Edited by Ooglak Kerman
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15 hours ago, Ooglak Kerman said:

Ok.  That fits with what I sort of figured out. Thanks.
This is really pretty awesome though you gotta be careful with it.  Heh... what?  Think it through?  Heresy!

Oh... BTW... the conference room on the big Pathfinder inflatable....  That is so cool!

That room was fun to make. I had to add the demotivational posters to it since it was a boardroom type thing. Best of all you can change the pictures just by clicking on them.

35 minutes ago, Ooglak Kerman said:

Happy Another Trip Around The Sun to all.  A big thank you to @Angel-125 and @JadeOfMaar and the others who had a hand in these most excellent WildBlue mods.
Even if the WildBlue Kerbals do get themselves stuck in orbit of this or that unlikely place.

Happy New Year!

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On 12/28/2022 at 12:18 PM, Ooglak Kerman said:

To be all picky and CDO (no obsessive compulsive would ever call it OCD) - your runways do not appear to be 10 degrees apart.  And what if the ship changes heading?

It's a single runway 0405 :D  KSS Grumpy Roger has only one 20m wide runway. Extra width is required for  interplanetary resupply transports. Some of them fly like a brick and can't aim precisely
yZJRjJo.png

While others are almost as wide as the airship
V5GEtww.png

ecStjkM.png

P.S. Warranty void if using angled decks on CZN-28 (carrier zeppelin nuclear, 2 hulls 8 segments each) due to "minor roll instability". 

Warranty void if landing vessels with a 30m wingspan on a deck 20m wide. May result in decapitation of a radar tower with a 75% chance on Tekto or 100% chance on Kerbin or Eve.

Yes, I had to land in reverse due to radar decapitation issues when landing from the stern.

Edited by Manul
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28 minutes ago, Manul said:

Warranty void if landing vessels with a 30m wingspan on a deck 20m wide. May result in decapitation of a radar tower with a 75% chance on Tekto or 100% chance on Kerbin or Eve.

How did you get the airship to those planets?  other than Kerbin, of course

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3 hours ago, linuxgurugamer said:

How did you get the airship to those planets?  other than Kerbin, of course

It's dry mass is less than 200t and wet mass is under 300. Nothing a good orbital nuclear tug can't handle supported by extra fuel from it's payload.  If you can get an airship to Jool, you can get it anywhere. (but not to Jool itself, WBI AirPark doesn't work on Jool, it devoured all my airship fleet). Liftoff from Kerbin is a bit tricky due to rocket-airship paradox: rockets are aerodynamically stable, airship is stable, airship+rockets is extremely unstable beyond mach 2.5 (can't release hands from stick and throttle for a second while in atmosphere without spinning out of control).
Attached rockets to the dirigible to lift it then attached dirigibles to rockets to lift them (extra balloons were jettisoned at 3km due to being useless)
lGr18XD.png
An spacetug came from the munar asteroid base to give it a lift
gtlGmAx.png

This time I used a Blueshift warp tug to save years of gravity assists but wasted 7M funds out of 16M on the tug with enough warp capacity. The airship costs additional 6M (didn't get much refund from landing reusable rockets because I crashed one of them)   And I still  needed a Jool gravity assist to match velocity with Sarnus.

Eve version uses a much smaller tug but lots of 10m heatshields.

Edited by Manul
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1 hour ago, JadeOfMaar said:

Just how do you do STOL with chubby OPT planes on such a short runway? Please tell me you have a bunch of OPT LP-J engines under them.

Being an awful VTOL pilot I don't get much benefit from VTOL engines :)

The small J spaceship (i wouldn't call this brick a plane) uses Valkyrie tilt engines to VTOL.  The large spaceplane doesn't have any VTOL capabilities :D STOLing a 100t plane is possible only on Tekto with its weak gravity and thicc atmosphere. With reasonable cargo and fuel amounts (reducing it's mass from 150 to 100t) this thing begins to stall at under 17m/s on Tekto and 50m/s on Kerbin. But 15m/s stall speed doesn't help much with this mass, and low gravity means low friction, so the only way to STOL it is to stall it just at the right point to touch the deck gentle  and not to destroy anything. It took about 20 approaches and 10 quickloads :confused: The radar tower was decapitated 7 times in a row.

This guy was much more easy to land due to it's lesser wingspan

PEcrKiD.png

 

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1 hour ago, stk2008 said:

Not sure why

I guess, TCA doesn't like part module SWAquaticEngine because it's inherited class from ModuleEngine but does some extra stuff that TCA can't handle, so it's not a bug, just some sort of compatibility issues.

Oh I'm also getting an error about ModuleResourceIntake.FixedUpdate() and I'm not using FAR or TCA. That's strange because none of aquatic engines has a ModuleResourceIntake in their config files maybe it's somehow integrated into SWAquaticEngine. I need to go into this rabbit hole a bit deeper to be sure.

Edited by Manul
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On 1/10/2023 at 10:41 PM, Manul said:

I guess, TCA doesn't like part module SWAquaticEngine because it's inherited class from ModuleEngine but does some extra stuff that TCA can't handle, so it's not a bug, just some sort of compatibility issues.

Oh I'm also getting an error about ModuleResourceIntake.FixedUpdate() and I'm not using FAR or TCA. That's strange because none of aquatic engines has a ModuleResourceIntake in their config files maybe it's somehow integrated into SWAquaticEngine. I need to go into this rabbit hole a bit deeper to be sure.

Hi chap

Did you have any luck finding the errors? just to assist you IF you was taking a peek this is the mods I use from Angel-125

KcSUaMD.png

thanks in advance :)

 

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On 1/7/2023 at 8:12 AM, JadeOfMaar said:

Just how do you do STOL with chubby OPT planes on such a short runway? Please tell me you have a bunch of OPT LP-J engines under them.

It's only hard if the platform is stationary. Get it up to speed (Airships can unrealistically get up to 100m/s of horizontal velocity if you put sizeable engines on them), and you can almost just lift straight up.

My biggest gripes on HL Airships and Heisenberg are the lack of proper wind resistance limiting speeds, and the completely unrealistic buoyancy. Hangar bays in Heisenberg would only work for real in craft like this with lift envelopes on both sides. Otherwise they would rotate upside down since the "empty" top half is so much heavier than the bottom half.

In any case, flight operations on these airships are much easier if the airship is moving, just as it is with "real" aircraft carriers.

This reminds me, I need to build me some Buffalo 2 planes. Just 'cause it's fun. :-D

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14 minutes ago, Angel-125 said:

If I do the gravitic plugin right for KSP 2 (assuming I can...), I wonder if it could be adapted for airships in KSP 2?

I don't see why it couldn't be adapted. Have its "static thrust" depend on not the throttle of an engine but how many total units of the resource used for buoyancy are held in the craft. Lift/Buoyancy force per units of a resource in a whole vessel. Then (assuming you want a non-gravitic version) there's the matter of what gas you're using (with a reference table of popular gases to use and their molar masses) vs the molar mass of the atmosphere the vessel is deployed in. This avoids the problem of having to create a reference table of what every planet in any planet pack has in their atmospheres, meanwhile, the Kerballoons mod is unfortunately hardcoded in some way to the stock planets' atmospheres.

A hot air balloon style plugin would derive from the original gravitic airship plugin, however, its acceleration would be measured in kN, not fractions of standard gravity, or, it would not be an engine and would have no throttle (to hopefully avoid having time zoom restricted on it) but it will constantly be burning through whatever fuel mix is chosen and stored on the vessel. The burn rate depends on the vessel's mass, airship envelope size, fuel mix efficiency and desired altitude.

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  • 3 weeks later...

Interesting behavior of the B2 shortSideHatch.  It has to be an end piece in order to exit into the part - not inline between 2 crewed modules.  If it's between crewed parts, you get "hatch obstructed".  Kind of a bummer, but not terrible.  The ladders lack colliders though.

 

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With WildBlueTools installed there is an experiment slot in a Buffalo 2 lab and it can also produce Lab Time. There are contracts to do various sorts of Wild Blue Science but I couldn't find how to put an experiment inside the lab. Do I have something missing?

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On 2/11/2023 at 5:07 AM, Manul said:

With WildBlueTools installed there is an experiment slot in a Buffalo 2 lab and it can also produce Lab Time. There are contracts to do various sorts of Wild Blue Science but I couldn't find how to put an experiment inside the lab. Do I have something missing?

I had sorted that out a while back, but need to revisit.  I do remember that the science return was pretty punky though.

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