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cdugas4

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Everything posted by cdugas4

  1. Thanks for the reply, but I already tried KerbalStuff. They have a bunch of .25 versions and then skip ahead straight to 1.0.2.
  2. Does any of the versions in the release log work with .90? EDIT: Nevermind, I found it on the KerbalStuff repository.
  3. Hello guys. First, let me say I am very interested in this project and would like to lend a helping hand. I think it has great potential but I have some major concerns. I read a little here and most of the threads on the mossat website. Maybe I missed something, but I'm going to quickly outline my concerns here. I suppose I'll make an account there sometime this week and voice more specific concerns and suggestions there. 1. The available baseline data on the selected moss species and selected technique for growing it. What made you guys decide on this species? Do we have a list of published research on this species, how to grow it, nutrient requirements, light requirements, response to microgravity (0G), ability to grow under zero light conditions with selected media, response lighting from the flash for the camera, etc? There is a plethora of information we need to have clear on this species so that we can form a proper null hypothesis. 2. Once we have that information on this species, we need to begin running experiments on it ASAP. We need to start an R&D type program to develop the best techniques for propagating the species and help rapidly prototype the holders, starting atmospheric conditions, etc. needed to get success. That way we have a baseline set of data to compare our data with. It will also give us metrics to measure. Taking a picture sounds great, but we need ways to interpret that data once we get it. We can take pictures and then measure all sorts of things so that we can correlate the pictures from space vs. what we already know. For example, (assuming we decide to change the experiment and allow a light source) we can measure photosynthesis levels or some other metric of the health of each plant based on color. 3. Design of experiment. How are the samples going to be mounted inside the cubesat? Radially along the outside walls? I see some discussion on the website but I can't view any of the pictures posted for some reason. I think I may have a novel idea which will allow us to conduct two gravity level experiments simultaneously. I think this is absolutely needed because it simplifies other aspects of the design and minimized the variables for each sample. Besides the simplicity of less sensors, less need to modify/control the climate which leads to abrupt swings in parameters, etc., I think the solution I have will mean less crossover of initial conditions from the previous experiments. What I mean is, if you do a .3G test first, then do a .6G test, how will you prove that the first G load didn't affect the second G load test and so on. I suppose you could have separate compartments, have some way to suspend the growth of the moss and then somehow restart it's growth. I think that is the intention by just sending up seeds or something and then hydrating them? That gets VERY complicated. This thing should be simple. with as few things to go wrong as possible. Having multiple samples each with it's own climate control systems for O2 and CO2, plus sensors, plus mechanisms to add water selectively, etc... That's way too complicated, IMO. My solution will keep all samples in the same atmosphere, provide two different G conditions at the same exact time which can be chosen during the design phase and have all samples in the experiment running together. I'll explain my solution to these issues if someone shows interest or will just prepare something for you guys over on the mossat site. If anyone is wondering what my background is, I have a BS in Agronomy-Plant and Soil Science in which my concentration was Crop Management. I also have a minor in Environmental Management Systems. During college I worked for a research farm for LSU so I'm familiar with designing, implementing, gathering, collecting and sorting data for research trials for plants and to some extent fungi, insects, and bacteria. I currently work at a chemical plant as an operator, and I'm routinely (currently almost daily) designing and troubleshooting systems (by systems I mean both process systems and computerized control systems) along with our engineering group. I think this is a great project and hope that I can help!
  4. Does this mod still work in .23.5? I recently picked up where I left off on an old save. I can't upgrade because I had too many mods and parts customized and working together for that build.
  5. This is an amazing work of art/history that you are doing! Thanks. It gives us who were born an entire generation after these events a sense of how special and awe inspiring they must have been.
  6. OK, YES. I already acknowledged maybe I went a little overboard making it lighter. I'll do some re-evaluations as to what a balanced mass should be considering I also shrunk the drill. But to be honest, even considering a very heavy object, it shouldn't be 1.1 tons as the stock part file shows. Especially after I shrunk it in half. And it doesn't need to be super dense heavy metals for construction of it. A dense material for the tip of the drill is sufficient. Keep in mind we are only using this thing to collect one surface sample which odds tell us will either be dirt, sand, or a fairly soft rock.
  7. True. I suppose I'll have to re-evaluate my thought process.
  8. I found the problem. I edited the config and for some reason I kept overlooking the fact that it was already in the .cfg. I was looking for the "TechRequired" in the place it normally is, and it was one block of info down from there. So once I edited in another "TechRequired" asset, it screwed it up beyond recognition. Haha Sorry about the confusion. Great part. Might I suggest lowering the mass and scale though. I went with .08 mass and .125 scale. That puts it more in line with the other probe and science parts that people will probably be using it with. Thanks.
  9. I am working on a custom build in .24.5 for myself to replicate a realistic space program progression. I downloaded and tweaked the "science drill" by making it a little smaller and lighter. The problem I am having is Tech Tree integration for Career Mode. No matter what I put as "TechRequired =", it doesn't show up in the R&D center. On the same build in a sandbox more it shows up with no problem. Anyone have any ideas?
  10. Try the air brakes from B9. Bind then to action groups 1 and 2 for left and right side respectively so that you can control which side opens. Won't be able to fine tune, but should be a crude work around for now.
  11. Is anyone else having an issue with SP+ using RPM causing stack overflow errors?
  12. This isn't a perfect replica, but using SP+ for the entire body and B9 landing gear, I think this model is pretty darn good. It is amazing that it's performance stats are pretty close to the real thing. I'm currently trying to edit the cfg of the SP+ intake to give me enough air to run at higher altitudes. Currently starves for air at around 24,000 meters. Any ideas on what parameters I need to tweak? I've tried editing the intake area and max amount or whatever but I still loose air at roughly the same height. I guess you can call it cheating, but I am going for aesthetics and don't want to really cheat by adding ridiculous numbers of intakes... NOTE: The pictures in flight are of an earlier version that had a shorter fuselage. The aerospike rocket is mostly for show, but I do have a LKO capable version. My plans to "cheat" with the intake air should also get me to a point that I can carry a cargo to LKO.
  13. Thanks for the quick replies guys. I had already looked over the issues on github and didn't really see anything too important. Thanks for your help!
  14. I'm building an install in .23.5 and want to use RT. I had heard there were issues with this mod in the recent past. Can anyone confirm that it is relatively issue free? Also, if I do run into issues, can I disable to mod somehow mid-game?
  15. I think you're right. I always had MM, but I think I was using the an old version.
  16. The problem mentioned earlier of only the cockpits showing up is real. I encountered it in a test build two days ago. I ended up fixing it but I can't remember what I did.
  17. I'm having an issue with the 2.5 meter in-line container. It doesn't show up with the texture that is included in this file. It continues using the texture from the actual Cupola pod. Great looking parts by the way! EDIT: Nevermind, I found the problem. The config for the 2.5 meter in-line container needs to have the model reference for the Cupola model changed from "model000" to "ksp_l_cupola_diff" in the two instances it is listed in the config file. This is due to the Cupola model names being changed between .23 and .23.5.
  18. I had to install IR as advertised, new Toolbar update, and then delete the tweakscale dll from Goodspeed. Not at my computer now so I can't recall exactly what it was called. Worked perfectly though... Now both mods have tweak able scale.
  19. I'm running into two problems after installing this mod. First, I don't have tweakable sizes for any of the parts. I installed the files correctly and have tried it on multiple copies of the game. Secondly, I have Toolbar already installed and IR shows up for the group editor in the VAB, but once on the launchpad Toolbar doesn't show up at all, and I have no window for my IR parts at all. I think I'm having a conflict with Goodspeed Aerospace Parts also having a tweakable scale feature.
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