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Everything posted by Jacke
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[1.12.5] Restock - Revamping KSP's art (August 28)
Jacke replied to Nertea's topic in KSP1 Mod Releases
Wow, that's really cool! I still like @Tyko's MSP-3000 as it makes it perfect for balancing with the Goo Experiment. -
Every crewed spacecraft since Gemini and Soyuz has used a lifting reentry and needs roll authority. Except for the Shuttle, they all had a reentry RCS system that was only used for just before and during reentry. Gemini 8 (Neil Armstrong and David Scott) used their reentry RCS to stabilize after a jet jammed open on their orbital RCS; because of that, the flight needed to be finished up pronto as it was specified to reenter within a certain time of its activation just to have positive control. And they all, including the Shuttle, have multiple redundant RCS jets. Lifting reentries reduce the G-loads on the crew significantly. Loss of roll authority would be bad for the crew both for the increased G-loads and error in landing location. I don't think there would be lost of the craft (certainly not for Apollo which turned out to have a heatshield 3 times over even engineering margin on what was needed for Lunar return) but the crew would really be worse for it.
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[1.12.5] Restock - Revamping KSP's art (August 28)
Jacke replied to Nertea's topic in KSP1 Mod Releases
I know the ReStock team is dealing with accommodations with other mods (through appropriate whitelisting) and bugfixes. But for the future, I was wondering how we can suggest new parts to go into ReStock+. I think it's great the 45° RCS quads and others were included. But I'm also thinking about the pre-KSP 1.0.5 Mk1 Cockpit. To have that get the ReStock treatment and proper support of one part with all-white and lower black texture variants would be great. -
Kerpollo - A Complete Science Mode Run In 9 Acts
Jacke replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Galileo's Planet Pack provides a radically different solar system. Possible. If just extending the stock system with the Outer Planets Mod isn't enough for you, I suggest trying out the Snarkiverse, which rearranges the stock system. Snarkiverse can even add in the Outer Planets Mod as well. -
Kerpollo - A Complete Science Mode Run In 9 Acts
Jacke replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Good for you! I've never gone Interplanetary except for few short jaunts outside Kerbin SOI. And that was back in KSP 0.23 and 0.23.5.... Only landed unkerballed on Mun and Minmus. So to me, Moho is right out! -
Kerpollo - A Complete Science Mode Run In 9 Acts
Jacke replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Kerpollo including the Outer Planets Mod? Adding one more launch per planet similar to the others? It's all from KSC science. And when checking now, turns out I had a mistake in the calculations on my Science Checklists (which I've just updated). It's actually 1294.5 science from KSC. Following are the 100% science-return values, half for 50%. Take a look at my Science Checklists (today's release 20190306a) as they are all on the 2nd page for KSC. This is for early game science, so I only take it up to Materials Study. There are 11 area mini-biomes, zones around particular buildings, with Surface Landed science and a razor-thin Flying Low biome. Each of them have a razor-thin "Flying above KSC's ...." science rated at 0.7 for the following experiments that are per-biome (later science only adds Atmosphere Analysis). I get them with a 2xMk1pod Roller doing short bursts and repeatedly trying the experiment until I get the specific KSC Flying Low. For EVA Reports, I have a Kerbal push a Roller and keep trying until I get the "EVA Report flying above KSC's ....". Also, there's 21 building micro-biomes, which the craft or the Kerbal must be touching to get the Surface Landed science. All other buildings just return science for their containing area mini-biome. All the 11 area mini-biomes and the 21 building micro-biomes get Surface Landed science rated at 0.3. The Goo Observation, Surface Sample, and Materials Study can be maxxed out by running 3 of them. I have Bob Kerman, Scientist push the Roller and he keeps 3 reports per biome+situation. So that a total of 1294.5 science from KSC. While getting the KSC Science, you can usually get the science for Surface Landed on Kerbin's Shores and Flying over Kerbin's Shores (Flying Low for non-biome science) from minor biome glitches as well. They can give more science, 35.4 and 82.6 science respectively. For a grand total of 1294.5 + 35.4 + 82.6 = 1412.5 science. When unlocking tech nodes, 288 science unlocks up to all 45-science nodes. There's 10 90-science nodes. So, at full return, can unlock all 90-science nodes plus one 160-science node. At 50% return (706.25 science), can unlock 4 90-science nodes. I should start my Kerpollo science career soon. I intend to run a couple of just-Mk1pod missions to the Launch Pad and Runway. That should be enough for me to unlock the Thermometer and the Pressure Gauge. Then a Roller across KSC to get those and the missing Crew Reports, EVA Reports, Goo Observations (in triplicate), and Surface Samples (again in triplicate, passing into one of the pods then back to Bob Kerman on EVA). Get enough to unlock the Materials Study, then run a special Materials Study Roller (with the Mat Bay protected by a lining of Radiator Panels) and finish them all. -
[1.6-1.11] Jacke KSP Stock Science Checklists (20210224a)
Jacke replied to Jacke's topic in KSP1 Tools and Applications
20190306a Corrected release (fixed KSC Flying Low science to use correct 0.7 science instead of 0.4 from Spashed) -
[1.12.5] Restock - Revamping KSP's art (August 28)
Jacke replied to Nertea's topic in KSP1 Mod Releases
Wow! Congrats on this great achievement. I'm wondering how two other mods will interact with this, particularly as they respectively also fill in a lot. While they both cover a lot more, @Snark's Missing History has a number of fill-in 1.875m parts. And RLA Reborn, currently maintained by @linuxgurugamer, has a number of 0.625m parts as well as many alternates LF engines. -
If there's torque reported, KER thinks there's a misalignment of the thrust vectors with the CoM at those particular stagings. Trying using the RCS Build Aid mod as you're assembling the rocket as when switched to the proper mode it can give graphic display of those torques and allow you to place parts to minimize or eliminate them.
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[1.3] NavBallTextureChanger v1.6 (8/7/17)
Jacke replied to TheRagingIrishman's topic in KSP1 Mod Releases
I followed the guide in the TextureReplacer first post. I used the replacement navball texture from @Zasnold, the 2nd to last navball texture in this topic's 2nd post, the navball texture library. Using the information in the TextureReplacer post, I put the texture at this location, renaming the file to "NavBall.<tag>": GameData/zzzFinal/TextureReplacer/Default/NavBall.png where "zzzFinal" can be any directory in GameData and the important part of the file name is "NavBall", as the file format and tag can be any of those supported by TextureRepleacer, " `.dds`/`.png`/`.jpg`/`.tga` ". -
[KSP 1.5.*] Outer Planets Mod[2.2.1] [25 April 2018]
Jacke replied to Galileo's topic in KSP1 Mod Releases
You usually read back through the last few pages of the topic to figure that out. For OPM, if you have the correct version of the plugin that runs changing planets, Kopernicus, for your version of KSP, it should work.- 471 replies
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Floor 5069 You find the Director arguing with the Producer. "All this...Stuff wasn't in the Script!" "But can't your Cast improvise?" "Improvise?!? Improvise!?! Helps to have a Skeleton of a Plot to put some Muscle and Flesh upon!" "Well, there's no more Room in the Budget to add any more. Or any new Sets. Or any Effects. So...improvise!" "WHAT? A Bottle Show!?! ...." You decide to leave them at it. The floor looks rather plane. At least at this scale. You head up the stairs.
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I have that mod installed. I believe LGG just uses the same script I use. I have it in to run in final and whichever hits it first, the second one won't find parts that fit its NEEDS so will do nothing. If I remove LGG's mod, I don't want to get hit by that bug. It was discussed in this topic.
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This was discussed in another topic...which I can't recall or find. But after reading that, I've used this as a workaround fix. @PART[*]:HAS[~bulkheadProfiles[]]:FINAL { bulkheadProfiles = srf } It can be wrong for non-surface parts, but being wrong is better than having a part without a bulkheadProfiles.
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Voted "other" as well. I'm not a console KSP player. In the announcement topic, a console player said he'd rather have a update that improved performance and brought other features recently released on PC KSP. I'd say that's what I would want on PC as well. The most recent feature on PC I think was most important was providing stock info for delta-V and TWR. Recently, we've seen a lot of remodelling of textures for parts. That's a nice-to-have. And then we see a mod that's going to do that better. Squad should be focused on more QoL improvements, like bug fixes, performance improvements. Better a few more critical parts that will let us make better craft, like RCS quads that can be placed at the 45° angle spots. And how about career seeing some love? The current stock career needs a lot of work, especially the sequence of parts unlocks and the relative costs. A moon launch facility I'd rate at around the same level as part texture revisions, a nice-to-have that should get some effort but not to the exclusion of other more needed improvements, on both PC and console. I think this is a move by Squad trying to show KSP console players they're not just second-class KSP players. But a better move would be to do these things the players actually want. And as it does seem possible to set up console games to allow modding (some other games have it), perhaps that's worth the effort over a moon launch facility.
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Kerpollo - A Complete Science Mode Run In 9 Acts
Jacke replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
I've not actually done asteroid missions or science, so I'm going off of the base numbers in the Science system. They have a base value of 60 and a science cap of 70. If just sampled initially, they don't get any situation multiple. Can sample it again if it's moved to another situation, usually hauled back to Kerbin, where they do get a situation multiple, but that may make it less. Just doing the initial sample for 60 either outbound or return could give a bit of a premium. I'd say having a specific asteroid recovery mission could get more but that would really demand a lot of one of the interplanetary missions. As an extra mission, I think it would have to return the asteroid to Kerbin to get significant amount of science--maybe. @5thHorseman, Kerpollo is your challenge. You'll have to judge what you think is appropriate in the case of the asteroids. I'd think at most allowing a stop off for an EVA and sample return wouldn't be too distracting, but beyond that it might be too much. -
I think if you'd used the Command Chair as the control point, it would be directed forward. So you had to either put the Chair facing up or use another part like the docking port.
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I think it was a distant lightning strike.
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Come on! If you're going foreboding plushie, there is only one possible choice. “Iä! Iä! Cthulhu fhtagn!”
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Do you think we are alone in the Milky Way?
Jacke replied to caballerodiez's topic in Science & Spaceflight
I really think we may be the only intelligent life form that exists. What I think it comes down to is intelligence requires the complexity of Eukaryotes and that seems to be a far rarer occurrence than the formation of simpler life like bacteria. The critical step seems to be that the primitive ancestor of the Eukaryotes took in a protobacteria that became the mitochondria, the cell powerhouse. At some other time some of them took in a protocyanobacteria that became the plastid, the photosynthetic powerhouse. And at a later time, the ancestors of Heterokonts (including brown algae) took in another algae and that's the source of their different four-walled plastids that do photosynthesis for them. Simple bacteria-like life appeared under a billion years after the Earth had a livable environment. But Eukaryotes took billions of years more. And the successful events that formed them only appears to have happened 3 times. 2 of which were vital to forming a successful set of Eukaryotes. And within a billion years of that, a massive increase in the complexity of life. -
If someone else metamods this mod, then NEEDS is more appropriate, as the metamod could be present without the mod. If @Tyko includes the indicated MM script as part of this mod, then I think FOR works, as it indicates that the mod name following is present. In fact, is 'NEEDS[MOD-X]' true during the MM pass of MOD-X ? If it isn't (I'm not sure), then FOR is actually needed required. (Talk about needing the capitalization to keep confusion down to a dull roar. )
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Soyuz was designed by Sergi Korolev to have the maximum utility in the smallest spacecraft. He went through a number of iterations and had thought of it as part of a system including putting up modules to assemple larger spacecraft or stations. With a mass about the same as just the Apollo command module, it provided a very good orbital craft, with its division into Orbital Module, Reentry Module, and Service Module. It could also serve as a transfer vehicle to space stations, as it has since the early 1970's. However, a craft without Soyuz's utility and flexibility is likely better for use as a dedicated transfer vehicle. Thus the Boeing and SpaceX designs.