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Angelo Kerman

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Everything posted by Angelo Kerman

  1. The contest was not the secret project I was hoping for (a comet would've been cool, but maybe I can mod an asteroid), but what the heck, here's my entry: How Do Astronauts Wear Their Helmets? The second most asked question to all astronauts beyond how do they go to the bathroom in space, is how do they wear their helmets? The helmet is a vital component of an astronaut’s spacesuit. It keeps the air we breathe in, and the vacuum of space out. Its visor offers unparalleled visibility while blocking the harmful rays of Kerbol. But as any kerbal can tell you, our arms are too short to reach the tops of our heads, so just how do the astronauts wear their helmets? Do they use mechanical arms? Are the helmets equipped with Reaction Control System (RCS) thrusters? Do they get help? This investigative journalist attempted to find out. To test the mechanical arm theory, while touring Kerbal Space Center, I examined the insides of the crew capsules used by the astronauts as well as the Hitchhiker habitat and MP-LG-2 Mobile Processing Lab. There were no indications of mechanical arms mounted to the insides or tucked away in some storage drawer. Instead, storage containers held items like trash, garbage, and rubbish. Next I looked at one of the spacesuits used by the astronauts, and sure enough, the helmet had no RCS thrusters that let the astronaut pilot it and dock it to the suit collar. The only possible conclusion is that they get help. That would make sense for the three-kerbal Mk1-2, but what about the Mk1? Or the Mk3 cockpit, when only one astronaut is aboard? “It’s classified,” is all Bill Kerman, one of the "Original Four" astronauts, would say on the subject. Why, do they use alien technology from some crashed flying saucer to wear their helmets? Unfortunately, for now, the answer remains a mystery. - Mike Kerman, KBC News
  2. @eloquentJane Is the Lacerta IPT using 3.75m parts? How much delta-v does it have? I'm curious because I'm trying to do some performance tuning for DSEV's Kopernicus reference design. Definitely enjoying your mission reports.
  3. Ooo, a mid-tech 2-kerbal command pod! I'd love to see something like Better Burn Time and Kerbal Engineer become part of the game (preferably by contracting the mod authors to do it).
  4. Actually, yes. I am finishing the Botany Module, and then need to learn how to make contracts. Once that's done, I can release the LDEF update to the wild.
  5. I built several modules for MOLE's new LDEF:
  6. Making progress on the LDEF project: Just need to create the Botany Module, and figure out how contracts work.
  7. They're probably ModuleManager patched out, but the parts are there. I think there's a :NEEDS[InfernalRobotics] in the spindle, spin ring, and counter torque ring. If you remove that you should see the parts. Is IR updated to KSP 1.2.2?
  8. Well, you got me stumped then. If you copied everything from the zip files's GameData folder into your game's GameData, then it should all work. My guess is you have a mod conflict somewhere.
  9. Yikes! Hope you feel better soon. Ok, I need to know how you installed the mod and what the contents of WildBlueIndustries looks like.
  10. Not hard at all, actually: @PART[WBI_D2Centrifuge]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 6 } } @PART[WBI_D2Hab]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 1.1 } } @PART[WBI_D2Greenhouse]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 0.5 } } @PART[WBI_D2CryoShelter]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 0.5 } } @PART[WBI_D2Lab]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = ExWorkshop ProductivityFactor = 2 } } There will be a MM_EL.cfg patch in the next DSEV release. Meanwhile, you can use the above values.
  11. Looking good! I like how you made use of the centrifuges and saddle truss. It also looks good with the propulsion unit. I'm doing some work on MOLE and Buffalo right now, but plan to get back to DSEV- you won't see the long hiatus like before. I want to make some updated 2.5m lab and hab modules, and there's my take on the Mars Excursion Module, And of course the NAUTILUS-X...
  12. Can you show me an image with your install folder? Sounds like a botched install.
  13. The LDEF experiments use the same ones that you currently have for the MOLE Lab. So if those experiments have definitions for Eeloo and such, then yes. BTW, I'm always looking for more science result text.
  14. Glad you're having fun. MOLE came about when I saw a lack of early-game space stations and two-person crew pods in the game. The real-world Manned Orbital Laboratory provided the inspiration. I also wanted stations to serve a purpose, so I added the science system in (the LDEF I'm working on is an extension to that). And it's the first mod I made that had the ability to optionally tie into Pathfinder's production templates. You can even build new vessels via the Mk1 Drydock and @taniwha's Extraplanetary Launchpads, and the KH-10 DenEye works with Tarsier Space Telescopes as well as the CactEye. So there's lots available to do. I need a lot more to go on, like screenshots of your GameData folder.
  15. Which is kind of funny, because in the Marvel Cinematic Universe, Tony Stark is partly patterned after Elon Musk..
  16. Unit 5 and the KSP 1.1 parttools. You can download Unity from unity3d.com, and the PartTools can be found in the addon dev thread. Much appreciated if you do take a look and see what you come up with, it does help.
  17. Me too! I've wanted an LDEF for MOLE for a long time, but couldn't come up with a reason for it. Now I have one. When I started this mini-project, all I had in mind was a core component and an experiment container, but now I've got a solar battery module, command processor (probe core), science processor (generates LabTime from ResearchKits), and storage container. So like with the real thing, you can drop one of these off in orbit and pick it up later, or just attach it to your MOLE station and accumulate LabTime faster. And if you look closely, you'll see that the side panel textures come from the real thing.
  18. For a moment, I thought Angelo was.... The Kraken Lord! dun dun dunnnnnn! But he's too busy fixing those damn fusion reactors. Like for real, heh.
  19. Your derp resulted in a lot of work and several releases that were ultimately unnecessary. So I really need you to be extremely thorough when making bug reports. Thanks! It's my best artwork to date. Not bad for a software engineer, I'm finally getting into the realm of pork-alike.
  20. Long story short, take MOLE's enhanced science experiments and stick individual ones into an LDEF (Long Duration Exposure Facility) experiment module, then either use the MOLE Lab to generate LabTime, or use the LDEF Science Processor. When all the conditions are met, finalize the experiment and either return it home, take the data and return home, or transfer the data to a Mobile Processing Lab. It works pretty much the same as it does with Station Science, which set the standard for this type of station experiments. The original MOLE science system will remain in place; you can load experiments into the Coach and MOLE Lab, do the experiment, then transfer the experiment back to a Coach for landing. But the LDEF makes the system more intuitive, and you have physical objects to send up and return home. Plus, you get an LDEF out of the whole thing, complete with probe core, solar battery, and the like.
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