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juanml82

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Everything posted by juanml82

  1. Magnetometer plus mystery goo plus antenna for transmission. I hope the science equipment does more stuff than showing a blurb of text and assigning points. Maybe something like scansat, in which certain pieces of equipment map the terrain for landing spots and locate the resources on the ground for fuel and colony manufacturing.
  2. Great, I'll look into it. I just substract one year from whatever date it indicates, right?
  3. There is the transfer window mod, but it shows the phase angle rather than the date or the time left to the transfer window. Typically, in KSP 1, I'd set a bunch of Kerbal Alarm Clock alarms with the upcoming transfer windows (obtained from KAC itself, some mod or even adding a maneuver in an orbiting probe). But AFAIK there is nothing like KAC in KSP 2 yet. Is there, idk, a community calendar somewhere, at least for the first transfer windows in a new save? Or is the transfer window mod the only way to plan ahead at this point?
  4. Yay! Any news on savegame bloat/corruption?
  5. As it says on the title. As it currently stands, if you press W to go forward, you also pitch down (and even disabling the command pod torque causes that? I guess that part is a bug). In KSP 1, the key binds could be remapped to different keys, so you could drive around without tilting the rovers. The wheels should also have more traction.
  6. Ok, I think I'll try to bite. I'm using RSS + SMURFF + Far Future Technologies + No life support + EPL to expand the base The Far Future Technologies Z-Pinch fusion drive can get me ships with over 300,000 m/s dV with a large payload. If I'm reading things right, that should mean I should be able to put the ships at 0.3-0.5c and have enough to circularize at Proxima and then maneuver to Proxima B, right? How do I go about burning towards Proxima Centauri? Do I get into solar orbit (so the navball doesn't become a mess when leaving Earth' SOI), select Proxima as a target, point the ship towards the target using the navball and fire the engines? As I see it, the mission profile is as follows: The travel times should be fast enough so the fission reactors powering the ships (and keeping the fusion fuel tanks cooled) don't run out. Rtgs wouldn't last the journey and solar panels will only be useful once close to Proxima. And without power, I loose the fuel and can't slow down at the destination. The target planet has no moon to serve as a gas station, a 54km high atmosphere which only gets thick below 5-10km, so it's hard to use to slow down, and it takes about 8,000-9,000 dv to land or achieve orbit. Nertea's FFT engines tend to be useless in an atmosphere, except for the nuclear salt water engine. But considering it's a colonization and not a "let's irradiate the whole place" mission, a ground rule of not using NSW engines inside B's atmosphere must be established. For the same reason, ships can't stage away nuclear thermal engines while in the atmosphere or in suborbital flight. So in other words, landers have to use conventional engines or, if they use nuclear thermal, they must be SSTO (or more precisely, Single Stage to the Surface). LH2 can't be kept in the tanks for such a long trip without boil off, and even methalox may strain the electric power budget for the trip. So it's either LFO ships, or they use LH2, but will carry ore and convert it into LH2 once in the orbit of Proxima B. The ore tanks can be used as pretended shields against high velocity particles during the journey (yes, yes, they aren't modeled in KSP, but let's pretend it's important) A scansat satellite should also be brought, in order to find a good base site and also to explore Proxima C. So, the tentative plan is as follows: A space station with a large centrifugal habitat carries the kerbals. This ship doesn't land, and will remain in orbit around B. One single stage to surface lander with a nuclear thermal aerospike. The landing will be assisted with parachutes. Since it uses LH2, it will travel with the tanks dry and an ore tank attached to the top in order to produce the fuel in orbit (oh, yes, a moon would have been so convenient). In can also work as an SSTO for the colony, but without a moon, it can't refuel in orbit, so once it reaches orbit, it can't go down again. Two barely mobile bases made with Planetary Base Systems, one for ore mining (and fuel production) and nuclear fuel recycling, the other for EPL and OSE Workshop production. They will be delivered with spaceplanes, which can stay in the low atmosphere long enough to slow down - they'll use inflatable heat shields to provide additional drag. Their hopefully controlled litobrake will be parachute assisted. If the spaceplanes survive, they'll serve to explore the place. Since I won't be able to reliably aim at the landing site, the bases will drive there using Bon Voyage. The bases mass is in the 16-18 tons range. A scansat satellite with a vasimir engine will be delivered with some of these ships. EDIT: Huh... right, no. The speed of light is about 300,000 km/s. 300,000 m/s is one thousands of that
  7. You can use SMURFF to adapt the stock parts (and plenty of mods) to more realistic mass and dry/wet weights so you can use them in RSS without the massive behemoths I think you'll need if you just use the stock parts as they come. You will still need bigger diameter parts than the stock ones for lifter stages, so you should download a few part mods. Near Future Launch Vehicles and SpaceY have 5-10 meter parts. SSTU isn't covered by SMURFF. Alternative, you can go all the way and use the entire Realism Overhaul pack
  8. Venus can be problematic if part pressure limits are enabled. I'm actually unsure if there are parts capable of surviving Venusian pressure. I don't really know, I've only tried to land a probe there once and it blew because of the pressure some few thousand meters above the ground
  9. I did that, I still don't have any button for targetron in either toolbar, stock or blizzy
  10. I have updated to the latest versions of toolbar controller, click through blocker and toolbar, as well as this mod. Still the same issue though
  11. Cryotanks latest update may be causing a conflict. If you want, you can check if that's the reason by replacing your version (delete the folder) with cryotanks 1.6.0, which you can get in the github page: https://github.com/post-kerbin-mining-corporation/CryoTanks/releases Or maybe it's something else
  12. Hi. 1.6.1 was also messing with this little mod I've made for my personal use And it's also probably causing conflicts with Rational Resources I've solved it by simply adding the code so LSI loads after Cryotanks, but you might want the heads up
  13. Just updated 0.40: Added uranium enrichment, fixed Cryotanks 1.6.1 causing a conflict with this mod. Updated version file.
  14. Hi, I don't know if it's still being mantained, but as of KSP last version, the icon isn't showing up in neither blizzy's toolbar nor the stock toolbar, so the Targetron's window can't be toggled, only minimized
  15. Crash it to see how much science you can get out of a seismographer
  16. You can always try the SpaceX route and vertically land your first stage. In stock Kerbin, I use a large first stage that makes it to orbit, and then deorbits and lands with a combination of parachutes and a rocket burn. You'll need mod landing legs to avoid landing on your engines. Reaching KSC can be hit or miss, though. But the payload fraction is much bigger than spaceplanes.
  17. Ion engines are made for small probes. Bigger engines would fall into the cheat/torchship category. Even some of Near Future Propulsion engines feel cheaty - you can make a lightweight lander that will land in the smaller moons and with a dV in the range of 4,000-5,000 dV and using engines unable to lift their own weight in real life. I still use them, but I can see why they aren't stock.
  18. Modders will make planet packs for KSP2, and a built-in tool would prevent players using planet packs to wait for Kopernicus to update once KSP2 updates, so built in support for planet packs would be a great idea
  19. Yes, it's fixed. I'm finding some stutter at the emitter and the receiver, but it may be caused by something else
  20. I made these patches to turn the stock relay antennas into power relays But whenever a probe with a relay is on focus (ie, I build a probe in the VAB and roll it out to the launchpad to launch) the game slows down to a slow slideshow (I'm not even sure if I'm getting 1 FPS). I've tried changing the amplify bit from true to false and shutting down the only power beam emmiter in the system, but it doesn't matter. Here's the log file if needed http://www.mediafire.com/file/335rkssjw72iazq/KSP.zip/file
  21. I've cheated this into Mercury's orbit, I still can't enable the transmitter, it immediately switch to disabled when I click on the button EDIT: I had to deploy the antenna first
  22. Alright. I've created this cfg to add the module to J2X antenna @PART[jx2LDA]:NEEDS[JX2Antenna] { MODULE { name = WirelessSource DishDiameter = 20 Wavelength = GammaRays Efficiency = 0.8 } @cost *= 40 } And replaced the dlls for the RW ones, renaming the RW ones in the extras folder with the original names (ie BeamedPowerPropulsionRW.dll to BeamedPowerPropulsion.dll and the same to BeamedPowerStandaloneRW), but when I try to toggle to transmit, it immediately disables the transmiter (ie, I can't beam power)
  23. So "short" means it's useful for long distances while "long" for shorter distances, right? Also, this isn't supposed to be scaled for larger solar systems, right? I'm playing RSS+Smurff and thought "Oh, I could make a solar farm on Mercury's orbit and power stuff on Earth and beyond" and well, you can't because the losses are huge, it only seems to work within a planetary system. OTOH, maybe that's intended? I'm not sure how realistic (even if incredibly advanced) solar farms in Mercury would be
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