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Everything posted by helaeon
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
Depending on the direction of your travel vector, yes, sometimes more. Especially somewhere like Moho with very little mass. Sometimes it is a good idea to change the direction of your travel vector to match that of the planet you are travelling to (tangent to it's orbital path at its current position). Version of the drive you are using changes the procedure, but generally you want to make it so you are at apoapsis or periapsis then as you turn to fall towards (or away) from the parent body warp away when your direction is what you want. That can massively reduce the amount of correction needed at arrival. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
The angular momentum mode works almost opposite to the velocity conservation version. (If you warp out to Jool with velocity mode you have way too much velocity, the angular momentum mode you have far too little. As Jool has nearly twice the orbital momentum that Kerbin does) Velocity mode as you climb out of a gravity well you get a ton of free potential energy. Angular momentum mode you do not. The hyperbolic orbit calculations in the angular momentum mode however, make it so it's easier to use the mass of the target world to capture without using your reaction drives very much if you know what you're doing. In practice, yes you can keep warping to the planet and match velocity with it around Kerbol, works a bit better in my experience in the angular momentum mode. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
Here are some to get you started: [url]http://forum.kerbalspaceprogram.com/threads/100798-1-0-5-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-3-1-0-2015-11-09?p=1761606&viewfull=1#post1761606[/url] [url]http://forum.kerbalspaceprogram.com/threads/100798-1-0-5-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-3-1-0-2015-11-09?p=1991863&viewfull=1#post1991863[/url] [url]http://forum.kerbalspaceprogram.com/threads/100798-1-0-5-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-3-1-0-2015-11-09?p=1808550&viewfull=1#post1808550[/url] -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
Any other mods used on the ship? If you can give a .craft file and I've got the mods, or none are needed I'll give it a load and see if it does it for me. I'm not sure if I've even tried the warp drive in the current version of KSP yet, so I'll look into it a bit. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
Is the drive on or off when you go to the space center? (As in, is the drive shut down or just throttled down?) It looks like from your screen shot that it's off... I've swapped from my ship to the space center and back many many times. So no idea what could be going on here. -
It lets you do a Duna mission one of the proposed Mars mission ways as well: where you send a little ISRU base first get it digging up and making fuel. Then you only need to send the manned lander. You can expend all the fuel in the lander if you need on landing, then use Duna's resources to fill up the lander to go back to Kerbin. Now that your base is already there though you could send as many landers as you like and keep fueling them up. If you wanted to do science on a planetary scale you'd have a fuel depot in orbit and a fuel hauling drone that could make orbit with lots of excess fuel and keep that depot topped off. You'd do ferry missions as needed. Then you'd send a lander designed to dock with that depot, land, return to orbit, top off and go home. ISRU opens up a ton of mission profile options even in stock.
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
helaeon replied to Angelo Kerman's topic in KSP1 Mod Development
How about a hub part that sits on the Muncrete slab? It's just a pillar with 4 nodes on it to attach the other modules to? I've been wanting to run a crew tube from the underside of my lander to such a hub, then attach a science lab(s) and factory to that. Another cool part might be a bigger drill that node attaches to the inflatables. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
helaeon replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm not using life support at all because I don't find it fun. I use MKS for permanent bases, and pathfinder as an augment to them or for space camping. I do and use both depending on what I'm trying to do and make. I like being able to pack the inflatable bases away in a cargo bay in the lander and inflate them on site, then take them down when it's time to go. It also lets me set up a mini-science lab on an asteroid after catching it. Very versatile. I also like your Science-Funds-Rep module for the science labs. For me MKS is more of a Extraplanetary Launchpads thing where I use the remote logistics, logistics transfer, and that resource chain to build craft off-world.- 3,523 replies
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How far have you gone in Kerbal Space Program?
helaeon replied to Columbia's topic in KSP1 Discussion
Been everywhere. Returned a kerbal from a landing everywhere but Eve. I've yet to think of a solution to Eve that I think would be elegant or slick enough to attempt. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
helaeon replied to Angelo Kerman's topic in KSP1 Mod Releases
May have a bug, was present pre .8, and not sure if it's the intended behavior. In the science lab, if you transmit for Reputation or Funds it seems to require a ton of time and power. If you transmit for science it works as expected. Also it seems if you transmit for Funds or Reputation your stored Data goes to 0. If you transmit for Science your data stays intact. If you switch away from the craft while trying to transmit it sets stored Data to 0.- 3,523 replies
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Running into KSP players in the real world.
helaeon replied to NecroBones's topic in KSP1 Discussion
I just hired a guy that is a KSP player. I didn't know it until about the middle of his training, but my opinion of him improved dramatically as a result (he was doing very well anyway). -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
helaeon replied to Angelo Kerman's topic in KSP1 Mod Development
If you can't tell I really enjoy your mod. "Space Camping" is a really really handy thing to be able to do. The science lab extension you added is perfect. May I make another request and ask that the Hacienda's new ISRU functionality also include LH2 & Ox in the proportions added to the other ISRU parts by Nertea's Cryoengines? Or if it's not too difficult a way to add/remove ISRU functionality via the CFG file? (Whatever is easiest for you, if you choose it's something you want to do at all) possible bug report too: when a base building contract is accepted, the conditions of the base construction are fulfilled even when the pieces are stowed. Not that it probably really matters as the point of bringing those parts would be building the base to fulfill the contract. No idea how to prevent this. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
I haven't really messed with the warp drive much in 1.0. However, if you're having heating problems trying the kerbol trick using the velocity version you can do it from further away. Still works just takes longer. It's also not totally necessary. You can warp at the planet and lose/gain energy that way. However, it also might take a bit and quite a few warps. Yep, still need to time warp quite a bit. Oberth effect is totally something you can and should use. Be thinking about your orbital energy (for both modes) and how you can most effectively change it. I think sophia had a fix to the framerate drop (it's a little ways back) so if that gets merged in I'm pretty sure an update will get pushed. I'm having (and been having) some work-life stuff going on so been away and don't have a ton of time. But if it's still not fixed when things clear up IRL I'll take a look. And yes, the game is getting a little pissy at us about the transgressions against physics. Less so now though (as in the no more ships shaking themselves apart). The orbit drawing method isn't super efficient (I think I saw it improvements list for 1.1), and that's a part of the lag. Though I bet sophia's find is the major issue. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
helaeon replied to Angelo Kerman's topic in KSP1 Mod Development
That .txt to .cfg for the labs is awesome. Thank you. -
[DEVTHREAD]Pathfinder - Space Camping & Geoscience
helaeon replied to Angelo Kerman's topic in KSP1 Mod Development
Angel! I have a request... your science lab module is so awesome I think all the science labs should work off it. Would there be a good way to do a MM config that would apply it to other parts that have ModuleScienceConverter? Or, to add it manually via MM patch to named parts? (I'm thinking the MKS pioneer, the stock lab, Kerbal Planetary Base Systems science lab, etc). I'm even thinking maybe differing values. Like the heavier and larger bases may have more storage or a bigger multiplier, but of course less mobile, can't be packed up, etc. I tried it myself last night and didn't work, so not sure what I was missing out on. I'm more than happy to write the patch and share if that helps things. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
helaeon replied to TriggerAu's topic in KSP1 Mod Releases
The only reason I can think of not to is burning up lots of memory space on icons that aren't used. And that is only an issue if they take up a non-trivial amount. I would think the amount of memory all the packs take up together wouldn't breach 5mb. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
helaeon replied to TriggerAu's topic in KSP1 Mod Releases
WOO! Thank you! -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
That... might be tricky. Fiddling with settings probably won't do it. Every couple of frames the game gets a new set of orbital variables to calculate from and pretty much re-does everything about your ship as far as it's orbit and velocity go. It's part of the deal with translating through space this way regardless of which energy conservation mode you use. The velocity conservation mode is a lot simpler and is way easier on the CPU however. My great hope is we will get multi-threaded physics with 1.1 and the issues of re-calculating the orbit of all of the individual parts that make up a ship will be a much smaller problem. Serino and I went to quite a bit of effort to try and reduce the CPU overhead while not causing too much lossiness in the calculations. What you have is about as good as it gets unfortunately. Maybe if there were some way to load the whole ship into the warp bubble and weld the whole thing to a single part, then re-constitute the multipart ship from temporary file or something when it drops out of warp... that's about the only way I can think of. -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
helaeon replied to TriggerAu's topic in KSP1 Mod Releases
Would it be possible to have the resource transfer allow you to select multiple tanks as "out" or "in" then transfer evenly? For example could select 6 tanks as out, 1 as in, and it would drain evenly from the 6 into the 1 (or vice versa). Similar to stock behavior. Except your window is nicer because you don't have to hunt for the tanks and alt+right-click. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
To really understand it you need to know the history behind krakensbane and why we have it. When other planetary bodies were added to the game and you tried to travel large distances, the velocity vector of each individual rigidbody (part) in your ship were subject to floating point errors. The further away you got from the origin of the scene the more pronounced the errors. This caused the pieces of your ship to be headed in slightly different directions at slightly different speeds due to these errors piling up - the original kraken slap. Which is what put me onto using Krakensbane to move our ship rather than setposition. As what the old kraken did sounded a lot like what was happening to our warp vessels. So Krakensbane, once your velocity goes over 750 m/s your ship becomes the center of the scene and the world moves around you. Everything moves in relation to your ship. You can see krakensbane being used as designed by the game when you change SOI (that's the G spike on scene changes). When the warp drive offsets the krakensbane frame we're offsetting the rest of the game space around the local physics frame and we do this repeatedly in real-time... this is obviously not how krakensbane was intended to be used. As a result we get some strange stuff like warping backwards at low throttle. Serino and I originally started with what you were thinking... it didn't work. KSP does some goofy stuff behind the scenes to create the illusion that you're moving through space in an intuitive way. You "are" but the way the game is doing it is certainly not that simple unfortunately. I do want to look into it. I'm hitting my busy season at work though so no promises. Right now my thought is set the minimum speed for the warp drive to say, 25,000 km/s. As soon as it turns on you go at least that fast. That should solve a lot of the backwards warping problems. When I have a bit I'll sit down and find the number where the backwards warping stops and set it just a bit higher than that. Then push it along if the tests go well. I use this warp drive similarly to how you do, but I use the Angular Momentum mode and did a lot of the tests in that mode. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
@goldenpsp- That applies to the velocity version. Remember that your velocity vector and magnitude (speed) remain constant in that version. The biggest hurdle to think about is how to alter the direction of your velocity vector. That's where the drop to the sun jump is nice. You can change your velocity very quickly in a predictable way by falling at the sun, the closer you are the faster it happens. Timing is critical though as you need to have the velocity vector direction and magnitude correct. So Jool is something like 4000 m/s around Kerbol, so you want your orbital velocity about 4000, and you want to be traveling in the same direction Jool is at that place in its orbit. If using the Angular Momentum version, the simplest way I've found is to warp to your target planet and set your periapsis as low as you can, then keep warping back to that periapsis. If you want to magnify the effect you can flip your engines on too. It's like a repeated gravity assist. I do still intend on writing a guide up. Now that things are settling with the 1.0 situation it will probably be sooner rather than later. @chlue - it's a bug with the way we're using Krakensbane to move the ship through space. Well, it's more an unintended side effect as Krakensbane isn't meant to do what we're doing with it, but it's way better than using unity's setposition function (as in our ships no longer explode and rattle apart)... so unexpected side-effect of warp. Also on my list of things to investigate more. It does make some of those sling shot maneuvers around Dres, Mun, and Minmus quite hard. You do get used to it with practice though (need very good throttle control usually). I know a few things that's it's not. It may be necessary to set a minimum warp speed and the drive doesn't engage or use fuel until you've given it enough throttle. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
helaeon replied to RoverDude's topic in KSP1 Mod Releases
It's not really 100kN of thrust. That's only used for the purposes of making the throttle work so all the drives have that same thrust. Also, it's a warp drive everything about it is crazy -
NFT Fuel Tank Capcities and Ratios Discussion
helaeon replied to Nertea's topic in KSP1 Mod Development
Just from when I was playing around with the CryoEngine mass ratios from before... I tried 1:4, 1:6, 1:8, 1:10, 1:12... 1:10 as you have it now is the most sane. I did the actual tests on it. 1:10 is the way (works best for gameplay, makes writing configs far simpler, is close enough for chemistry purposes, works nice if one wants to add a module to the ISRU to make LH2 and Ox). So that one should simply go off the table. I haven't gotten into the NFT Hydrogen stuff yet, but from what I'm seeing on the cryoengines side the tankage is pretty close to perfect as far as I'm concerned from what I seem to recall you wanted for tradeoffs for Kerosene vs LH2. My 2 cents then would be to make the NFT electrical parts do what you think is best for delta-V via ISP (and adjust the electrical use so with the new ISP they use the amount of electricity per second at full throttle you'd like) and leave the tanks the way they are. So, if from the NFT-Propulsion side we're needing too many hydrogen tanks for fun... have the MPDTs use less hydrogen per second, but same amount of electricity. Looks like maybe the same should happen for the NTRs as far as fuel use and thrust when using LH2. Properties of a kerbal NTR should be what they must be to fill the spaceflight role they're supposed to demonstrate rather than adhering to what real world numbers are... as we're not using real world NTRs because real ones behave quite differently to what we have now. -
I have an idea... I don't know if it's possible though. I've been playing around with NavLights and was thinking that maybe a part (like the strobe light from NavLights) if present on the ship would cause an effect like the .90 "recovery transponders". It would give a percentage boost to the value of the vessel when recovered, for an up-front cost. Namely the part and investing in the strategy initially. Percentage boost would be governed by the investment in the strategy.
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[WIP] DEV: Lithobrake Exploration Technologies 0.1 (2015-07-08)
helaeon replied to NecroBones's topic in KSP1 Mod Development
I would welcome more landing leg options and more lander pod options (another 2 man lander pod in a different form, and 3-5 kerbal pods). Ladders might be cool. Maybe a procedural one, especially now that mass matters. How about a cargo bay that opens downward(upward). For example maybe you'd put your engines around radially, then have that in the center full of all your science experiments but it's pretty flat so the dome opens up. Kind of like the Multispectral Scanner from DMagic's parts? Or maybe one that attaches radially? Could be kind of like a blister pack possibly.