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Jacke

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Everything posted by Jacke

  1. Nyan Cat is from ModuleManager. It's because it's February 22, Cat Day! And every day can be Cat Day with the command line option " -nyan-nyan".
  2. Celebrate! Because it's Cat Day (one of several every year) !!! Better, make every day Cat Day! By adding the command line option " -nyan-nyan" to KSP so that ModuleManager will bring a kitty to your KSP start up every day!
  3. Celebrate! Because it's Cat Day (one of several every year) !!! Better, make every day Cat Day! By adding the command line option " -nyan-nyan" to KSP so that ModuleManager will bring a kitty to your KSP start up every day!
  4. You should always read the last few pages of a mod, especially one that hasn't had a release in a long time. Above, others reported issues that were difficult to work around. Because of the shear amount of time that has passed since CoolRockets released, there is likely issues with it beyond those reported. If you want @sarbian to try to address this issue (if he's still supporting this mod), you'll have to provide a few things: Logs (see the first link in my signature). A better description that describes exactly what went wrong with the camera; screenshots will help. A minimum set of other mods (besides CoolRockets and its dependencies ModuleManager and SmokeScreen) and the steps that produces the bug. Even current mods can have weird bug interactions, which is why it's important to remove other mods to simplify things. CKAN is very helpful here.
  5. TL;dr: An NCD Career needs to either do Mun or Minmus EVA or go Interplanetary. Still working on my Science Checklists to add Breaking Ground Science to the Celestial Bodies, but I have done Kerbin, Mun, and Minmus, so I have revised Caveman Science totals for them. I've gone over them carefully, catching mistakes (like having "Splashed" Atmosphere Analysis on my last release; it's only Landed, Flying Low, and Flying High, all 3 by biome). These numbers are almost certainly correct for the totals for all Caveman Experiments in all Situations in all Biomes at 100% Science Return. And as a picture is worth a 1000 words, here's 6 screenshots of the first 5 sheets, almost certain not to change except in positioning the numbers tables. They're PNGs with a lot of detail. The front sheet with virtual all of the general details. The second sheet with Kerbin. The third sheet with KSC and other Kerbin bases. The lower part of the third sheet with extra details about KSC. The fourth sheet with Mun. The fifth sheet with Minmus. I was using my last released version to check that the transformations I've done haven't introduced new errors. Here's some tidbits, numbers are Caveman-capable 100% Science Return. Prior to adding Breaking Ground Science, all Caveman Science on Kerbin, Mun, and Minmus--excluding KSC and other bases--added to 12,369.1. Adding Caveman Breaking Ground Science brought that up to 13,057.6, an increase of 688.5. KSC's 11 areas--including the razor-thin "Flying over...." situations, add 419.1. KSC's 5 Structures (buildings the craft has to be touching) add 117.0. The other 6 bases (Baikerbanur, Baikerbanur LaunchPad, Island Airfield, Dessert Airfield, Dessert Launch Site, Woomerang Launch Site) each add 38.1. As they are biomes, none of the bases gets any addition from Breaking Ground Science, which is all global. KSP 1.11's EVA Science Kit Experiments (can someone confirm that the EVA Science Kits aren't consumed when the Experiment is run?) added a total of 632.5 to Kerbin, Mun, and Minmus, available for all situations but otherwise global. Prior to 1.11, Kerbin, Mun, and Minmus would have produced 11,736.6 Science. Adding in KSC areas alone pushes this over the 100% 11,840 needed to complete an NCD Career. Exhaustive digging out of the Science in the Kerbin system alone can complete an NCD Career. So, the only need even in an NCD Career to go Interplanetary is wanting to do something cool and different, fear of having Bob ride outside for the EVA Science, biome exhaustion exhaustion, wanting to avoid Space Madness, or going Space Mad. EDIT: Now, getting all Kerbin, Mun, and Minmus Science except EVA-based (EVA Reports, EVA Science Experiments, all the Breaking Ground Science), adding KSC all 11 Areas and 5 Structures including EVA Reports, gives 10,406.3. The other 6 Bases give 38.1 including EVA Reports for 228.6. Kerbin Surface Landed and Splashed EVA Reports total 61.6. Kerbin Flying Low & Flying High EVA Reports total 68.8. Kerbin Near Space and Far Space EVA Reports total 100.0. EVA Kits give for these 4 cases 17.5, 40.0, and 62.5. The Breaking Ground Go-ob gives 13.5. All Kerbin EVA is 363.9. All Caveman Science in the Kerbin SOI including Mun and Minmus but not including Mun and Minmus EVA is 10,998.8. All Mun EVA Science including Breaking Ground is 1493.0. For Minmus, it's 1330.5. An NCD Career needs to either do Mun or Minmus EVA or go Interplanetary.
  6. Add the command line option " -nyan-nyan" and *everyday* can be Cat Day!
  7. I think it's getting close. Here's my post from last Thursday where I point out in an Apatite Career in 1.11, without the Breaking Ground Science, there's almost enough Science (within 100 points) just in the Kerbin SOI--excluding Mun and Minmus--to complete the Career. Though that means sending a Kerbal--Bob, where are you?--on the outside of the spacecraft to every situation and biome, including the Badlands. Now, adding the Go-ob ED Monitor's 45 Science on Kerbin in Apatite still leaves Kerbin SOI short, 1143.66, but by even less. I'm getting close to a new release for my Science Checklists. I've got the background details on the Breaking Ground Science straight now. Just have to go through all the Celestial Bodies to adjust each. Then I'll be able to see.
  8. As far as I can tell by investigation outside of the game, the Robot Scan Arms don't collect the Surface Features, even the Tier 1 ones, they only scan them and either store the data or transmit it. From your game, returning a Kerbal-collected Tier 1 Mun Stone provided all the Science that can be extracted by them. A Tech Tier 6 Space Exploration Small Scan Arm could return only 1/3 of the Science, the Tier 7 Scanning Tech Medium Arm 2/3, and the Tier 8 Advanced Science Tech all of it. Looks like if the Kerbal is returning to KSC, collect the Tier 1 Surface Features. For the Tier 2 and 3, the Robot Scan Arms are necessary. From what I've learned, as Bob was a 1-Star Scientist, when he set up the Deployable Experiment, it could only transmit at 35% of the max data rate (when a 5-Star Scientist sets it up). But it didn't affect the max Science Return, only the time to transmit it, from the minimum 160 sunlite hours to just over 457 sunlite hours.
  9. Thanks, @Blaarkies! This really helps a lot! For Kerbals picking up and returning the Tier 1 Surface Features, this confirms what I'd found in only one quote: it provides the max Science return for that Surface Feature from that Celestial Body, as if the Tech Tier 8 Large Robot Scan Arm was used. For the Deployable Science, I have another question: do you remember who deployed the Experiment, the Go-ob ED Monitor, on both Kerbin and Mun? Comes down to whether it was Bob the Scientist or someone else. And if it was Bob, what his Star Level at the time was. I know the Deployable Science rate of return is affected by the Experiment base rate (baseValue), the Celestial Body Surface Landed Science Parameter (for Kerbin 0.3, for Mun 4.0), and the Scientist Level from Not, 0 to 5 (.05, .25, .35, .45, .60, .80. 1.0). I know that the maximum possible Science Return is affected by the Experiment Max Return (scienceCap) and the Celestial Body Surface Landed Science Parameter. I was trying to determine whether the Max Return was affected by who deployed the Experiment. If it is, then it would take a constant amount of time, 160 sunlite hours, and delivere a variable Max Return of Science. If it's not, it'll always return the same Max Return of Science but take from 160 to 3200 sunlite hours. I think from your completed Kerbin Go-ob Science Return and the strong unlikeliness you had a 5-Star Scientist deploy it, that the Max Return of Science isn't dependent on who sets up the Experiment, just the data rate and how long to complete. It's even more important to have an Engineer (like Bill) deploy the power source, whether solar or RTG. Each Deployable Science Device consumes 1 unit of power. A power source deployed by a non-Engineer produces 1 unit of power. An Engineer deploys it and it produces 2 units plus 1 more for every pair of Star Levels the Engineer has, up to 4 max. That's Eve's funky set of Science Parameters: Eve Science Parameters 8.0 Landed Data 8.0 Splashed Data 6.0 Flying Low Data 6.0 Flying High Data 7.0 Low Space Data 5.0 High Space Data 5.0 Recovery Worse on Duna. Duna Science Parameters 8.0 Landed Data 5.0 Flying Low Data 5.0 Flying High Data 7.0 Low Space Data 5.0 High Space Data 5.0 Recovery Jool's is at least progressive all the way down. Jool Science Parameters 12.0 Flying Low Data 9.0 Flying High Data 7.0 Low Space Data 6.0 High Space Data 6.0 Recovery But then there's Kerbol's! Kerbol Science Parameters 1.0 Flying Low Data 1.0 Flying High Data 11.0 Low Space Data 2.0 High Space Data 4.0 Recovery Low Space starts at 1,000,000km (above Kerbol's standard radius of 261,600km) and is a Science bonanza. Kerbol's atmosphere starts at 600km and is a Science let-down. There's some more Body-wide Science, but only the one-time and max Recovery Science goes up (100% returns: from 40 and 48 Low Space to 48 and 57.6 Flying). Only addition is Atmosphere Analysis, but that needs Tech Tier 7 Electronics. It does!
  10. I like this one. Probably a synthesis of both would be better.
  11. I can forgive KSP 2 many faults. But if it repeats the shear stupidity of the parts distribution of the KSP stock Tech Tree, with Un-kerballed pods not available from the start RCS not before *Tier 5* NO 90° RCS quads (see the ones on the Apollo Lunar Lander) Proper inline RCS tanks not before *Tier 6* Many parts needed together spread over several Tech nodes Overpowered reaction wheels ....
  12. Let's hope that bodes well for my Topaz Career, starting soon. This is KSP being stupid. Reaction wheels and their ilk are for long station spacecraft. Most used cold-gas RCS--which for most missions would weigh less than reaction wheels. But even in KSP, once you get the right parts, a little RCS goes a long way. I've used spacecraft where the final stage *was* the vessel's RCS with the remnant Monoprop, doing the mid-course corrections on the Kerbin return trajectory. I can't remember if stock KSP reports RCS delta-V; I think it may under certain circumstances. But for Caveman trajectory shaping, it'll likely be fine. EDIT: There's also the 1.11 smaller RCS blocks, also under Tier 5. But AAAAARRRRRGGGGGHHHH!!! KSP!!! Putting the first 2 round inline RCS tanks under Tier 6 Advanced Fuel Systems. KSP is really really STUPID. You have to find your way through the Career with your spacecraft and Tech progression. But Docking Ports become vital when you reach the limit to what 18t and 30 parts can do.
  13. Hmmm, the charge used scales down with CommNet link quality. I would have thought it would have no effect or perhaps make it worse. LOL, I think it's more than 5 mouse clicks overall, though that may be the marginal cost. If you had a retractable antenna and had its PAW up and were fast, you could try retracting the antenna to see if an interrupted transmission both saves power but also satisfies a contract part. Not completely sure, but are there even enough "Science from...." contracts available to rotate through, especially considering only two can be active. And I can't remember where, but I thought somewhere I read that for those contracts, they don't even require the Science to be returned or transmitted, just gathered. Never tried that and it would have to be tested. If that's true, it's rather silly.
  14. I have no idea; those with more knowledge would have to be asked to be sure. But if things were right, even if you were colliding, you'd think it would cause a drag force, not an acceleration.
  15. You may want to look over the last MASSIVE Duna mission that @IncongruousGoat used to complete the first Caveman LCD, as he did a *lot* of side assemble in Kerbin orbit to make one craft to send to do it all. There's the Thud, unlocked by Tier 4 Advanced Rocketry, although that may not work for what you want here. Alas, the other 3 are in Tier 6 Precise Propulsion.
  16. Yes, it's the second KSP Expansion DLC from 2019. For Cavemen it doesn't provide a lot of extra Science and all of it would have to be done by Kerbals on Surface EVA, even more tricky for Cavemen. For "Robotic Arm Scan", there's only Kerbals picking up Tier 1 Surface Features, possible on "easy" Caveman destinations Mun, Minmus, Ike, and Duna. For "Deployable Science", there's only 1 of the 4 Experiments within Tech Tier 5: the "Go-ob ED Monitor" to run a Goo observation experiment. Also required are the "Probodobodyne Experiment Control Station" and the "OX-Stat-PD Photovoltaic Panel". And of course they're all on 3 separate Tier 5 Tech nodes, respectively Miniaturization, Space Exploration, and Electrics. My best estimates at this moment of maximum Caveman NCD Science for these: Nearby Tier 1 Surfaces Features (althought Kerbals picking up may only return 2/3 or even 1/3 of the Science): Mun 12 Minmus 15 Ike 24 Duna 48 Mun, Minmus, and Ike each have 1 type of Tier 1 Surface Feature, Duna has 2. And for the "Go-ob ED Monitor" with a 5-Star Scientist (maybe for Other, 0 to 4 Stars multiply by respectively 0.05, 0.25, 0.35, 0.45, 0.60, or 0.80): Kerbin 1.35 Mun 18 Minmus 22.5 Gilly 40.5 Ike 36 Duna 36 These require on each Body running the experiment for at least 160 hours of daylight. Requires a transmission link back to KSC (100% max Transmissibility); unknown if the data can be returned. Also, the "Probodobodyne Experiment Control Station" only has a 500k Direct Antenna and may need a relay. Note that to be sure of Surface Features, you'd need to start a new Savegame after getting and installing Breaking Ground, as stock doesn't add them to existing games to prevent collisions with existing player structures. I've found instructions to edit a Savegame after the fact to add them in, but that's not guaranteed.
  17. I use free Dropbox for all my logs+stuff reports to mod authors, zipped to save space. I also use it to deliver my Science Checklists, 2nd link in my signature.
  18. @Blaarkies, if you or other Cavemen could provide me with screenshots of the results in situ and from the R&D Archives of the Breaking Ground science, that would be wonderful. Currently getting a grip on both Deployable Experiments and Robotic Arm Scans, but I still have questions. For the Deployables, I can calculate the rates (baseValue * Body Surface Parameter * Scientist factor), but is the max Science dependent in the same way? Body Surface Parameter is likely. Scientist skill increased the rate of return, but does it also increase the maximum returned? For the Robotic Arms Scans, I'm wondering how things work when a Kerbal picks up a Tier 1 Surface Feature.
  19. Asking for what the devs will likely want. Can you provide the logs (see the first link in my signature), the savegame(s), and the .craft file(s) required to recreate this? Also, a list of the actions you went through after landing the rover up to experiencing the strange motions. The logs will list all the mods, so with the savegame and the .craft(s), they should be able to see what happens themselves. I think this is the sort of thorny context-sensitive bug that will need that sort of analysis to track it down.
  20. @paul_c, if you can find some time to post screenshots of Experiments in action along with how much Charge was consumed and other details, that would be wonderful. My reply in a spoiler, because this is getting off-topic for @paul c's NCD Career.
  21. But it can sure help to get closer to perfection and feature variety and sufficiency, Sunshine.
  22. And if KSP 2 is lacking, well, as long as it's as moddable as KSP and modding info is documented, within a month to three KSP's community of modders will have dealt with most of the worse flaws that can be modded. KSP is the way it is because of being moddable and the community over the years of modders and mods. Not repeating that with KSP 2 would be the worst possible decision.
  23. All out of likes today! I know those sorts of landers work on Minmus, just can't help thinking them odd, so tall and without legs. That's odd. My numbers from the data are 80 and 120 units of charge respectively for Temperature and Pressure Scans. I wonder why they're 10% lower. This is the part I'm dreading, having to send multiple mission to Mun and worse to Minmus. Mun I'm sure I can get an encounter and with enough delta-V padding complete a mission. Minmus I've yet to get except with patched conics. Getting the phase angle right will be critical. Now only if I knew the phase angles for Mun and Minmus.
  24. A given launch vehicle has a certain performance on interplanetary missions. The max delta-V it can provide is with no payload. As payload mass increases, the delta-V that can be delivered to that payload goes down. To go from one planet to another takes a variable amount of delta-V as time passes, with minimums of delta-V being the centre of the launch window. At that point, the payload mass that can be sent is maximum. When designing the mission, a given payload is decided upon and the launch vehicle is intended to give it up to certain delta-V, greater than the minimum, with a small reserve. That design delta-V being above the minimum means there's a stretch of time during which this particular design can be launched and successfully delivered the payload on its way to the target. That stretch of time is the launch window. At the start and end of the window, it starts cutting into the reserve delta-V, which isn't large and is intended to deal with non-destructive mishaps during launch.
  25. Like @TheSaint, this phrase brought to mind a different song from my dark past. One with quite a interesting history. Songs like many human creations can be double-edge items that cut both ways. It's up to us to make sure things stay positive, because all too often there are those who will take things negative. I like "Erika". And many years ago learned a contemporary tune that unfortunately is still slightly entangled with its early history. Such is the nature of soldiers' culture.
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