Aedile
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[old thread] Trajectories : atmospheric predictions
Aedile replied to Youen's topic in KSP1 Mod Releases
With what version of FAR is this supposed to work? -
Hi, I have a question. Will KAS, ahem... Anyway, is there a way to make some actions available only with tool equipped? I mean somehow hook into it and have a right menu action appear only when certain tool is equipped?
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What would be really nice is if the maximum lifting limit would actually depend on the gravity. It's a bit weird that a kerbal can move 1 ton stuff on Kirbin, and just around as much in 0G. Otherwise, just loving this mod.
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Well, I don't know but they certainly seem to be. My simple test of making rocket consisting from MK1 pod, tanks and an engine, and looked for a starting ASL TWR of 1.3. With the "swievel" got 13.5 ton craft with 3500dv ASL/4170dv VAC With the VL1 got 20ton craft with 4300dv ASL/4980 VAC. (Or 13.5 ton with 3800 dv ASL.) So in this particular case, there is 20% boost. With some creative staging superiority becomes even more noticeable. Problem is not so much the ISP and trust of these engines (which are rather realistic), problem is how much the isp of stock engines were slashed. IMO trust should be reduced little. Otherwise - beautiful engines. And hilarious naming, granted that Russians historically avoid cryogenic fuels.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Aedile replied to Nereid's topic in KSP1 Mod Releases
What he means is - lets say you got the original 4 kerbals. Then when tourist contracts get offered (not sure about the save kerbal), when in flight, those guys appear in the kerbal list, even though they are not actually existing. They don't seem to appear in the list when you are in the KSC screen. Also hired tourists in your roster (accepted contracts) seem to appear in the list. Not exactly game-breaking, but... -
You know - there are difficulty sliders for this. Changing the "cash difficulty" (forget what's called), changes both contract payouts and cost of buildings. It's default position is a "joke" though. The big influx of cash really comes from the "record" contracts in the beginning, after that things slow down quite a lot. Kerbals cost rather a lot to hire too, and if you want to exchange cash for science, you'll toss really a lot of cash.
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All due respect Rover dude, but if 1EC/sec = 1KW, then since 1KW=1KJ/sec by definition, 1EC/sec = 1KJ/sec or 1EC = 1KJ. So not sure what you claim is wrong, with that particular statement. EC is not used for consumption EC/s is. This is like saying meter is not length unit, because m/s is used to measure velocity. Now while this is probably not the place for this, most people do not in fact respect the 1EC/sec = 1KW. RT antennas using 1EC/sec or 1KW. Sounds problematic doesn't it. The stock parts are really out of whack too. For example the lamp would use 20W (sounds fine), but the basic solar panel would be 750W(which is around 10 times what you'd expect). On the other hand batteries hold ridiculously small amount of energy. An AA battery is around 5kJ, a cheap car battery around 1800kJ, apollo batteries 30MJ each.
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No because there isn't much searching. You scan and you know. If you want difficulty you go find Karborundum on EVE or Eloo. If you use MKS (or whatever is called now), you'd be looking for a bunch of different minerals and a spot with all of them in a 2 km radius. Setting up and assembling a MKS base anywhere other than Kerbin moons is not particularly easy task, so having to move it just distracts from other things I'd rather be doing. Their isn't any particular difficulty involved, but rather a waste of time. Also I don't know why should it be depleted. Oil wells produce crazy amounts of oil before they deplete, so if you think about it for a small group of individuals a single well would be practically infinite. And others would be renewable.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Aedile replied to TaranisElsu's topic in KSP1 Mod Releases
There is also this -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Aedile replied to TaranisElsu's topic in KSP1 Mod Releases
Me neither. A kilogram actually makes good sense. This is what was trying to explain, that major difference between carbs and fats/proteins is that they got roughly twice as much carbon (in addition to the hydrogen which also needs external oxygen). I suppose all the other compounds go to waste/waste water (eg the urea ends up in your pee). There is this implied trace contaminant removal and CO2 removal working on electricity Most of the real LS systems actually capture water condensate. In a lot of cases it which goes directly to potable water. Lots of them split some of the extra water, releasing some oxygen. The resulting hydrogen can further be used in Sabatier process, in turn recycling CO2 and producing methane. So in any case the amount of water+waste water should increase. (never bothered to see if TACLS does this). -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Aedile replied to TaranisElsu's topic in KSP1 Mod Releases
Actually I was "a bit" out of it, you don't lose half to two thirds of oxygen to water. But roughly 15-20%. Note that glucose already contains all it's water, so you need oxygen only for the carbon (theoretically anyway things are much more complicated). Lipids and proteins to large extent (like most organic compounds) are mostly CH2 chains, so metabolizing them takes roughly 30% extra oxygen. However, since they don't contain the oxygen, in the same weight they would contain roughly twice as much carbon and hydrogen. A kg of pure fat would require around 160% extra oxygen compared to kg of pure glucose. So there's where your oxygen goes. This is obviously a severe oversimplification. For example the urea cycle (removes hydrogen), the microflora metabolism (methane production) - but these are rather small part of the whole process (unless kerbals operate more like cows, which would explain frequent explosions). The important part is that the result of what comes out need to weigh the same of what comes in (assuming no variance in kerbal weight), or at least not gain extra (we can imagine something was lost to space) -
Unfortunately the fix for the initialization problem, works only once. Once you exit and reenter VAB, poof...
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Aedile replied to TaranisElsu's topic in KSP1 Mod Releases
We have talked about this many times. It is normal and realistic that water is created. Food when metabolized, do in fact produce large amount of water and CO2. In reality you'd be losing between half and two thirds of your oxygen to water (I don't think TAC actually does this). -
[1.0.4]Intake Build Aid (obsolete for 1.0.5)
Aedile replied to LordFjord's topic in KSP1 Mod Releases
Awesome. Funny though people keep calling kasuha kashua -
Oh yes I'm guessing the ATM is breaking them
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Anyone know/remember why near future solar and filter extensions are not playing nice together? At least couldn't see anything special in the logs
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Aedile replied to TaranisElsu's topic in KSP1 Mod Releases
you should have around 2hr electric and 18hr of the rest by default -
[WIP] Karbonite Plus (K+) - a Karbonite Expansion
Aedile replied to RoverDude's topic in KSP1 Mod Development
Is there any pattern in karborundum distribution? It seems like anywhere on eve/eloo you have very little. After a dozen a probes I ended up hacking the scanner and the best concentration I saw was 0.005%. (with chances of actually finding that legit way probably being crazy low). Seems like the best way is just to get it from the sun or get huge installation to eloo -
Scientists - how do they work?
Aedile replied to KerikBalm's topic in KSP1 Gameplay Questions and Tutorials
Scientists do in fact boost lab efficiency as far as I saw, at least in theory. In any case I usually make a lander with 4 mat bays (makes it pretty stable to land), put the lab in polar orbit of Mun and take 2 in each biome then hop to the next. Once done I transfer to minmus. Transmissions are also good for contracts, you can actually make lots of cash that way so it does make some sense collecting them in the lab and transmitting when required. It also helps when getting science from far away places, rather than waiting for return window and trip. -
How to hit a strange orbit effeciently
Aedile replied to trinimac's topic in KSP1 Gameplay Questions and Tutorials
Launch at appropriate time. Then go north or south as required. Once the inclination is close enough, turn to match exactly your prograde (orbital) vector. If you are using remote tech, and this is your first sat contract, this could be pretty difficult. On the bright side the tundra and "kolnya" will give you a pretty nice coverage afterwards. -
Is it possible to craft a solid square frame?
Aedile replied to SaturnV's topic in KSP1 Gameplay Questions and Tutorials
No, it is not possible. The only way is to use some docking ports, but not particularly easy.