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Box of Stardust

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Everything posted by Box of Stardust

  1. Heeeyo, newcomer here. Finally got around to making something for the ASC/ASF after a year. Have a fighter entry. Hope I didn't break any rules. Pretty sure there's none against tons of part clipping. Tested against a few of the fighters in the thread, so it should at least hold its own for a bit and conforms to the current Vulcan spam meta. Also I got lazy after a while, so the AI pilot is tuned to a state of 'meh, works'.
  2. Oh, I'm aware that it's not supported and don't expect it to be. I'm just looking for helpful pointers towards which I could link the functionality I want, if there's no framework that I can work off of to begin with. That said, the converter overrides were defined in Kerbalism's configs, which I've removed, so I have reason to believe USI's converter functionality shouldn't be affected. I could test these later just in case.
  3. Hm, which core stock mechanics? Is it simply the background processing? I haven't noticed any major issues yet, though I haven't gotten that far either. I also configured out most of the complex processes it modifies, so it should be just a background processor with added atmo management.
  4. I'm working off of Kerbalism's configurable settings, through which I've turned off/removed most of its own features, keeping only its atmosphere and climate management. (I like the mod's robust background processing and status UI.) So pretty much, I'm looking for a way to add CarbonDioxide as inputs for greenhouses and potentially other habitation parts to output Oxygen, to integrate atmosphere management with USI in a reasonable way. I read that there was TAC-LS support in USI, which also uses those resources, but I'm not sure what support for TAC-LS entailed and if there was a framework in place to handle O2 and CO2 already, or if I have to write out something myself, in which case I'd like to know if there's any processes within USI that would most logically have the atmosphere regen linked to. In the end, I want to be able to achieve closed-loop atmo management, working alongside part functions within USI-LS and ISRU stuff that would be happening within MKS.
  5. So, I'm doing some funky inter-mod compatibility with USI here; not sure if this question is more suited here or MKS (but maybe sorta both). I really like most of the life support and colony aspects of USI, but I felt like it was missing climate and atmosphere management. What's the best way to get USI parts to generate Oxygen? Is there a config or something I can grab to add that capability to parts?
  6. Um, derp. Do I feel stupid now. So: I've made a fantastic 'discovery'... probably because of the first time it was asked, ShotgunNinja already took care of it. Went and actually inspected what the profiles did and... // ============================================================================ // An empty profile // This make Kerbalism degenerate into a background resource simulator with a // simple EC consumption planner/monitor. Optional low-ec warning included. // ============================================================================ Profile { name = none Supply { resource = ElectricCharge low_threshold = 0.15 low_message = $VESSEL batteries are almost empty@<i>We are squeezing the last bit of juice</i> } } Was literally that. Guess I did remember some things from the original discussions way back when... Unless something's changed within the last few patches that I'm not aware of, I guess that answers my question. I wonder if there's any way to link other mods into Kerbalism's status UI through the configs?
  7. Gah. Figured; I still sorta remember when it was first asked and that was pretty much the answer. Bit of a shame too; it'd be awesome if somehow Kerbalism's 'supporting' features could be separated from its 'gameplay' features. It has such a great package of 'universal operations support' features with its really solid background resource processing and the handy Kerbalism status window(s).
  8. Hey guys, I see you're all busy, but I got a quick question that I don't remember if anything came out of the first time it was asked. Can Kerbalism be configured to only use its background processing and nothing else from the mod? (Well, maybe that and its incredibly useful ship status UI.) The 'Background Processing' standalone mod... uh, doesn't seem to work as intended right now, but I know Kerbalism's does (I'd just uninstalled it due to wanting a less suicidal life support mod lol). I remember the answer being 'no', but that was a long time ago. And I don't think it's as simple as setting the config in the settings to 'none'.
  9. As far as I have read in the documentation, orbital decay is a planned feature. However, naturally occurring orbital perturbations due to other gravitational bodies will happen.
  10. Hi everyone, Awesome mod here; I'd forgotten about it for a long time until recently hearing about it again. I know it's a bit of a general question, but what kind of mod compatibility am I looking at with this? The mod seems to overhaul mainly the physics portions, so could I assume that it probably won't 'destructively' interfere with that many other mods? Is there anything I should look out for in what kinds of other mods I have installed aside it? I can forsee a lot of mods involving flight plans and automation potentially having some problems, but what else? Also, what kind of extra strain does this put on the computer's hardware? I'm already running a mod-heavy game, so I can't be sure if adding this in will still leave me with a running KSP (or a running computer).
  11. Also, it only happens when the office building is actually selected. When deselected, I think it works properly.
  12. Got a question on how the offices are supposed to function in KSC's campus. So 'hiring kerbals' and assigning them to the offices is supposed to generate funds. It states '[x] per 12 hours' or something, maximum of 24000. Two assigned kerbals is 0.2 per 12 hours according to what it says. However, it then goes and generates that 24000 funds within one minute... which is really imbalanced. I mean, I'm happy how it got me out of bankruptcy extremely quickly, but still. Isn't fair. Is this fund generation rate an issue with the mod/something in its configs, or is it not playing nice with something else in my tons of other mods? (Like Kerbal Construction Time maybe.) This happens in both KSP 1.2.2 and 1.3.
  13. EDIT: I was being dumb. Somehow didn't grab the GameData files, but the actual source. Or CKAN did. Manual download from Curse should work as it has the actual GameData files...
  14. What's the latest version of Kerbol Origins for 1.2.2? Is it the one on Curse, or is there one in this thread that I might've missed?
  15. Restrictions on weapons. Parts mods is BDA only unless otherwise noted. Also, I've finally got my computer fully up again, so ASC-IV is good to go on my end finally, woo.
  16. So, I was pretty stoked when I saw this on CKAN. But... it's giving me an error when trying to install- 'Cannot install UniversalStorage, module not available'. Any idea why?
  17. I tried Ven's Revamp before- wasn't ir. BUT, it turns out it was Texture Replacer. Don't know why, but hey, works now.
  18. I'm not quite sure which mod is causing it (I have a lot), but a look through the log file makes me think this is the culprit: [LOG 19:59:43.489] PartLoader: Compiling Part 'Squad/Parts/FuelTank/fuelTankJumbo-64/fuelTankJumbo-64/fuelTank3-2' [ERR 19:59:43.491] PartCompiler: Cannot replace texture as cannot find texture 'TPtank2m-Specular' to replace The loading stops right there. I've tried removing FuelTanksPlus, which I thought may have been causing it, but it didn't work. EDIT; Mod list:
  19. I love KAX, but the parts list is much more oriented towards modern-era props. I mean, the main thing that sold me on KAX was that beautiful P-3 Orion in the pictures album. I dare someone go for a triplane, btw.
  20. I dunno if it's just me, but the prop engines in KAX have really big props. The only reasonably sized one is really weak, which, while entirely reasonable for the WWI theme, might really hamper performance (25kN stationary thrust). The highest thrust turboprop is 68 (?) kN thrust, but then again, that seems like it's not following the spirit of the competition. I haven't tried Airplanes Plus yet, but the engines are modeled after WWII-era rather than KAX's modern props, so it might be worthwhile for someone to check (my KSP-compatible computer is still out of commission, but will likely be good in time for ASC-III... hopefully).
  21. Man, I wish my computer didn't bork out. Never got to finish tuning my crafts. Maybe I can get it up in time for ASC III.
  22. Is it designed such that we don't have to micromanage the kerbals into these spaces? I remember that being an issue, but forget the answer. And in that case, I assume there has to be enough space for all crew in either scenario.
  23. Really? I thought the mechanic worked per individual habitable module, regardless of connectivity.
  24. Presenting the Aero-Space - 3 ‘Skystreak’, an SSTO design starting from a variant built with only Tier 2 R&D facility capability! Dropbox: AS-3 Skystreak (Multiple Variants) The download is a pack of a few variants, mainly Tier 3 R&D upgrades (and very slight upgrades at that), but the main show here is the AS-3F Skystreak, the original variant to actually manage to SSTO to low Kerbin Orbit, all without fancy true SSTO parts! (Although a fully-upgraded Tier 3 Space Plane Hangar is required.) The AS-3F is controlled by a probe core, and carries no passengers; it is, however, fitted with a cargo bay that can return very small components from orbit, or, perhaps, rescue a kerbal if fitted with a command pod. It is powered by no less than four Panthers in-atmo and two Thuds for vacuum (with ~2,000m/s dV fully fueled); unfortunately these are also its weaknesses. It comes with four flush-mounted solar panels to recharge the probe core and batteries in orbit. The wingtip tanks and outboard sections are connected by fuel lines to automatically feed into the main body, although it is still recommended to manually rebalance the center of mass by transferring fuel to the frontal tanks before attempting atmospheric flight after reentry from orbit. The two small rear fuel tanks are partially drained of oxidizer, as liquid fuel is relatively scarce and the fuel budget for jet engines uses most of it or more during ascent. Background I spent *far* too long trying to develop a Tier 2 R&D SSTO (hours and hours); no ramjet or supersonic intakes. After 9 major iterations of a basic airframe and many more versions of those in between, I came up with this. My aim was to use it for those component recovery missions... but to be honest, I ended up doing the space program goof up of 'overcomplicate for nothing but higher cost and lots of used up time'. Still! Oh yeah, and I can't non-physics time warp the recovery missions because there's no AGU, so it stays loosely inside the cargo bay. Also, I don't get paid for 'obtaining' the part, because technically, I never do. For a while, it had no other name than 'AREA-9F' (Autonomous REsearch Aircraft). I was thinking over a name including 'Thunder' because it uses Thuds for its rockets (it's like, the first time I ever used Thuds lol), specifically chosen due to being the only engine able to meet the thrust requirement within weight margins. For the craft name, I eventually settled on ‘Skystreak’, which the ramjet upgrade definitely lives up to. Though, the Whiplash upgraded variants probably deserve something with ‘Thunder’... Here's a bonus image of the 9F/3F next to the 8C, its functioning predecessor with an LV-T45, but needed a cargo bay-held ejectable fuel tank pack to make it to orbit, so not exactly an SSTO (but does have tons more delta-V in orbit than the 9F/3F; +300 compared to +100). The fuel tank pack was pretty cheap though, so it was probably still a really good design even if not 'true SSTO'. The best thing the 8C did for me though, was give me a solid numbers for fuel, thrust, and mass baselines for a functioning low-ish tech SSTO. Lastly, some time during the design process I learned that turning off angle snap in Offset/Rotate mode allows free movement of parts. So *oh my gosh flush solar panels so satisfying*. AS-3F Action Groups 0: Toggles all intakes (press this at start of flight) 1: Toggles Panther engines AND TOGGLES ALL INTAKES 2: Toggles Thud engines 3: Toggles Puff engines 4: Toggles cargo bay doors 9: Panther mode switch B: Airbrakes (in addition to landing gear brakes) Career Notes Parts to note, for those selectively going through the tech tree and might want to use the AS-3F: -OKTO2 -Fly-By-Wire Nose Cone -Z-200 -J-404 Panther -Short Mk2 Cargo Bay -LY-35 Medium Landing Gear -Oscar-B -O-10 Puff Also, there is a Small Inline Reaction Wheel fitted in the cargo bay. Advised to move this to outside where the fuel tank and rear section is, reconnect the rear section to the reaction wheel, and offset the rear section back into place; should give slightly more space in the bay, as well as avoid any possible stock aerodynamic shenanigans with the reaction wheel’s open node. For kerbal rescue missions, I have not actually tried doing a mission, but a Mk1 Command Pod can be attached inside very snugly. I do not know how the extra mass will affect the ascent, however, as it is already a struggle (though adding a command pod in the cargo bay area will allow removal of the Small Inline Reaction Wheel). For component recovery missions, it’s doable for very small parts; the best I’ve done was a Panther engine floating around up in orbit (goofy other companies trying to mid-tech SSTO like me… ). However, you can’t time warp for long periods or else the two entities (craft and part) will eventually drift apart due to absence of physics during orbital warp. Atmospheric warp, however, is fine, as physics are active. Oh, also, you won’t receive the reward for ‘obtaining’ the component because technically, you never do. You just ‘recover’ it. (A Mk1 Command Pod does fit well without clipping inside the short bay. The Small Reaction Wheel is visible in the rear of the cargo bay.) AS-3F Ascent Profile I have to admit- I haven’t flown the AS-3F in a while, so my memory of the correct ascent profile is not very accurate. Also, I fly with a lot of instrumentation assistance (i.e., MechJeb/Engineer readouts), so I usually fly off of information like what my vertical speed and acceleration are. My recall of the altitude and speed checkpoints is decent, but the AS-3F is fairly underpowered, so additional information definitely helps during the ascent. This is a general, inaccurate outline that is a good place to start from: 1. START-UP SEQUENCE: SAS ON, MAX THROTTLE. Press ‘0’ [CLOSES ALL INTAKES]. Press ‘1’ [ACTIVATES PANTHERS, OPENS ALL INTAKES]. (It’s taken from Cupcake’s Air-Sync from his classic SSTOs.) Caps Lock fine-control optional, but may be useful. 2. Pitch up at minimum 70m/s, wings provide definite lift at 90m/s. 3. Once airborne, Panthers stay on Dry, pitch at 25-27 degrees. 4. Afterburners ('9') at ~3,500-4,000m (dependent on speed and when it starts dropping too much), pitch up to 45-60 degrees. 5. Gradual pitch down to 10-15 degrees starting at 7,500-8,000m; by 10,000m, pitch is at 10-15 degrees. 6. Speed run. By 13km - 15km, speed should be around 700m/s. 7. Somewhere between 14km and 15km at a speed above 700m/s, activate RCS and Thuds [Press ‘2’], pitch up to 45-60 degrees without going under 600m/s speed. Turn off RCS after pitch up is secure. 8. Panthers flame out simultaneously; upon flame-out, press [1]. This shuts down the Panthers, as well as closes the intakes. 9. Uh… from here, fight to get the apoapsis up to 71,000m. I don’t remember the ascent profile from here; recommend gradual pitch down start no earlier than 35,000m, and only 5 degrees per 5,000m. 10. Circularization procedures as normal. Just make sure you don’t dip back under 70,000m… as normal. Should all things have gone mostly well, the AS-3F should have at least 150m/s of dV in orbit for the Thuds, as well as an additional ~100m/s on the Puffs. This allows a recovery mission or a station rendezvous (though it has no docking ports, so an AGU on the station must be used or a docking port should be added (unknown how this will affect already difficult ascent profile)). (It was built right before 1.1 came out; note the old LY-10s. They have been replaced with LY-35s, because in 1.1, LY-10s explode due to overstressing, and honestly, the LY-35s look great on it.) Tier 3 R&D Upgraded Variants Eight Tier 3 R&D variants are included in the download link. They share the common design of replacing the short Mk1-Mk2 adapter with the long adapter and an upgraded engine configuration to Whiplash ramjets for atmospheric flight. -AS-3G2: Straight upgrade to the AS-3F2; dual T-1 Darts -AS-3G2-T: Transport variant of the AS-3G2; cargo bay replaced with crew cabin, tiny docking port fitted, landing legs fitted for moon landings in tailsitter orientation -AS-3G3: Elongated rocket fuel fuselage replaces short fuselage -AS-3H: Dual LV-T45s, long cargo bay -AS-3J: Dual LV-Ns, rocket fuel fuselage replaced with liquid fuel fuselage -AS-3J-T: 3J modified to AS-3 transport configuration -AS-3K-T: Triple LV-Ns, AS-3 transport configuration -AS-3K2-T: Elongated fuel fuselage Differences with AS-3F Transport variants have the landing legs on the next open action group after the engines, and ladder toggle on the action group after that. The LV-N variants do not have O-10 Puffs, reducing the engine action groups by one. Ascent profile involves the same takeoff sequence, speed up to 200m/s, then pitch up to 60 degrees. Pitch down schedule is the same. Start pitch back up once 1200m/s minimum. The higher thrust variants (LV-T45, Dart) are relatively easy to get to orbit. The LV-N variants... an equal but different struggle from the AS-3F due to the low thrust, but high atmospheric velocity before activating the rocket engines. Overviews So it turns out, when an SSTO is engineered to work off of relatively underpowered engines (Panthers), as expected, when it’s given much more powerful engines (Whiplashes), it gets… well… really fast. The AS-3J climbs to 6000m at 70 degrees from the horizontal at 75-80% power. And at the speed run, a small sliver between 10km and 13km altitude, the quad Whiplashes at full throttle give the lighter variants a huge kick (topping out at around 5.15 TWR). And whereas the Panther variant is a fight to get up to speed, the Whiplash variants are a fight to... not overheat and explode, and hope there's no asymmetrical flameouts. Oh, and try and keep the thing controlled pointed straight and not get pulled up or down by aero forces. Now, specifics. I’m going to start off with my favorite one- the AS-3J Skystreak. (AS-3J, first flight.) I figured oxidizer is uselessly heavy, so I took out all of the oxidizer, removed some tanks from the wingtips, replaced the short rocket fuselage with a liquid fuel one, and stuck in dual LV-Ns. Compared to the original Panther-Thud variant, it actually ends up having roughly the same fully fueled mass, in actuality being slightly lighter. It is, in fact, the lightest of the Tier 3 R&D variants, coming in at 30 tons. The poor TWR of LV-Ns makes it a little hard for the final ascent, but if the Skystreak’s trajectory can be kicked up to launch it to 40km off of the Whiplashes, it makes it to orbit with over 1k delta-V left. But hey, no oxidizer makes logistics that much easier (or annoying, for refuel stations with oxidizer), and super efficient LV-Ns. Quite an improvement over the Panther-Thud original prototype. (Naturally, Thuds had to be used on the AS-3F because Panthers don’t have the thrust to get the plane to a fast enough velocity, so the rocket stage had more work to do for the ascent.) Unfortunately, still not enough to do even a Minmus landing (or at least a round trip) without a refuel. With a refuel though, it’s got pretty respectable range. The AS-3G Skystreak is a more conventional variant that uses dual Dart aerospikes instead, but it’s fairly boring otherwise. Gets up with pretty decent dV too, though (I think also about 1k, so same limitations as the 3J). This is the generalist variant, with good thrust and relatively good ISP. (This picture is dated, and the name in the craft editor is no longer its designation.) (Yeah, the kerbals will need to jump a bit. Also, this was before I put the docking port and boarding ladders for when the plane is landed on its wheels. And I've never actually tested the landing capability.) The AS-3H Skystreak is a common-sense upgrade that is very comparable to the AS-3F. It's a straight upgrade using simple tech- LV-T45s, making it the only upgrade variant with gimbaling rockets. It comes with the long Mk2 cargo bay. Not built for range, but for actual orbit delivery duties with its higher thrust but lower ISP compared to dual Darts. Untested, but expected to perform as designed. And lastly, there’s the AS-3K Skystreak. One step up from the AS-3J, it has three LV-Ns. Also untested, also expected to function well enough. The slight increase in thrust should make the ascent somewhat easier to handle. I recommend using the AS-3K2-T with more fuel. (AS-3K-T, showing the final design of the AS-3 transport configuration.) I'd imagine the Skystreak would also be good with RAPIERs, but I like the pure liquid fuel version too much. I'm thinking the most optimal configuration would be using quad Rapiers and have dual Whiplashes on the main body, then switch the internal fuel lines to pump rocket fuel to the outboard modules. If anyone wants to give that a shot, cool, report back.
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