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Jovus
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Everything posted by Jovus
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Back to the topic at hand... I can't, of course, because we don't know what the paper says or its methodology. But from what little we know about it from the abstract: I'd start by not writing it at all. It's like writing a paper on what the effects would be if all the water on the planet suddenly disappeared, or if all the cows died off, or if the dinosaurs came back to life. It has no grounding in reality. I will, of course, retract if we get access to the paper and that turns out not to be the case. As I said, we're dealing with the abstract only here, which in my experience is a very poor measure of the actual work of the authors.
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Oh, look, the abstract of a paywalled paper. Well, nothing interesting to see here, since we don't actually get to read the study. Really, most of all I'm interested to see how they justify: because that's not obvious at all. Solar panels generally increase local albedo, therefore leading to more heat, not less. But then, after all, ...so you're modelling a completely fictitious situation anyway, which must be nice because it means your model can never be falsified. And someone gave you a grant for this?
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Interesting. It doesn't happen when I haven't covered the strut in other small parts. I gues I'll see if I can't fix it on my end by a redesign. Sorry for cluttering the thread with a stock bug.
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I seem to have run into a weird thermal bug in my RO/RSS install. Namely, whenever I decouple the fairings on the ship provided below, the Cubic Octagonal Strut in the payload rapidly overheats and explodes. I've managed to watch it actually overheat via thermal data in the debug menus, but it was too fast to get a screenshot. (Just for clarity: I do have both DRE and RealHeat installed, along with all the other required and many recommended mods, all by CKAN, in an otherwise perfectly functional install.) Reproduction steps: First, be sure you have the RO suite installed, of course. Include also Ven's Stock Revamp, FASA, and SXT. Then download this craft for use in the replication steps below. 1) Go to the launch site in Northeast Africa. This isn't necessary, but it's where I did most of my testing. 2) Launch the craft from the VAB. I used KCT's simulation mode, but this is unnecessary as well. 3) Decouple the payload fairings. This may require moving them into the first stage. 4) Watch the fireworks! That solar panel confetti is kinda pretty. Notes: I managed to actually catch it in the act with right-click thermal debug. Sadly, I could not get a screenshot, because it happens too quickly. Nor is there anything in the debug log. When protected by the payload fairing, the cubic octagonal strut has normal heat values, though a small negative conduction. (Something like -15) When the fairings are decoupled, the conductive flux rapidly goes into 5 or 6 digits, then just as rapidly swings back into the negative of the same amount, but it's too late, because temperature tolerance has already been exceeded. This may have something to do with part clipping. However, to make sure I wasn't clipping parts into the strut, I offset everything attached to it with the offset tool. This made it worse, so that it would explode even with the payload fairing on. I have a fresh Player.log on offer - by fresh I mean I deleted the old one, started KSP, reproduced the bug in the steps outlined above, and then quit KSP. If this is the wrong log, I apologize, and can furnish the correct one on request. Thanks for reading this far, and I'm really enjoying both RO and RSS! So thanks for all your work!
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Mars saga. . . . .the Maven mission ....reveals
Jovus replied to PB666's topic in Science & Spaceflight
Because they need funding, and this is all they know about how to secure funding. -
Representing earth; what should we give aliens if they show up?
Jovus replied to Norpo's topic in Science & Spaceflight
Stock options. No, really. Get them economically invested in not destroying what we have now. -
I don't fly stock, so I can't speak to the stock aerodynamic characteristics. But there is one important area of comparison I haven't seen mentioned: wet/dry ratio Standard wet/dry for rockets in KSP is 9. (This sucks, by the way, but whatcha gonna do?) For Mk1 parts, the wet/dry ratio is also 9. For Mk2 parts, the wet/dry ratio is 8 or lower. Ouch. For Mk3 parts, the wet/dry ratio is 8 as well. So yeah, if you care anything about efficiency in getting to orbit, eschew funny-looking tanks.
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Thanks NathanKell, that was exactly the problem I was running into. Now I know! Complete non-sequiter: I was poking around, and ran into a paper on a demonstration of a system for long-term hydrogen storage with zero boiloff for space applications, and thought you guys might be interested, because it's interesting. http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20110004377.pdf
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I seem to have run into an issue with adding hydrazine to procedural tanks. It works...sometimes. Specifically, only occasionally when I attach RCS thrusters or the generic 1kN orbital maneuvering engine (I'm also using RO and RSS) will I be given the option to add a tank of hydrazine. In any case, when I open the tank GUI, Hydrazine is not among the fuels listed as an option. Have any of you heard of this or a similar issue before? I've uninstalled and reinstalled RF to no avail, and sadly there are no relevant logs to share.
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I thought the primary local effect for water moderation of weather went like this: 1) Sun goes up. During the day, both sun and water get warmer 2) Sun goes down bcause the sun does that. Things start cooling off. 3) Ground cools pretty quickly, because all told rocks have a fairly low specific heat. 4) Water cools more slowly, releasing its heat over time to the air overnight 5) Therefore, places near large bodies of water have less daily (and therefore seasonal) fluctuation in temperature. 6) Temperature gradient is a huge driving factor in weather; therefore, places near large bodies of water have more consistent weather. Is that not the case? Did I get something wrong? Inquiring minds want to know. (I'm not disputing that water vapor is a greenhouse gas; it clearly is.)
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Where do I go on the tech tree next?
Jovus replied to JackBush's topic in KSP1 Gameplay Questions and Tutorials
I run for planes as quickly as possible, personally, because I like to do as much as I can with spaceplanes. I'm not recommending this as a course of action, though. Puts me in a couple sticky spots, usually. -
Definitely the Rafale. A good plane, and in my opinion the prettiest to boot. And I'm American.
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Couple questions on the new update: 1) does the first bullet point mean we no longer need to download the RemoteTech for RSS configs? (Seems like yes.) 2) is this save compatible for people using RP-0? 3) separate: do you forecast RO/RSS to be compatible with 1.0.5 without changes, or no?
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That mod already exists, actually. It's the Remote Tech Probe Control Enabler, and you can either get it through CKAN or here: https://github.com/Felger/FelgerFixes
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Interplanetary commsat network advice
Jovus replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
Also, if you're primarily worried about cost, combine launches. One big launch is cheaper than three medium ones, usually. -
Screw all the other predictions in Star Trek; I want my Apollo 30.
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Is EVE a safer destination with FAR installed?
Jovus replied to sebbemann's topic in KSP1 Mods Discussions
Probably easier, since FAR models high-altitude skin drag whereas stock doesn't, meaning you should slow down faster in FAR than stock. I couldn't say for certain, though, since I haven't done side-by-side trials. -
But that's hardly an issue, really. Given the other characteristics of the Kerbol system (like orbital arrangements that are stable when they shouldn't be, see ), we must 'invoke some handwavey sci-fi effect'. Therefore I propose that the Ancients, aka the Primordial Harvesters, constructed the Kerbol system, partially out of degenerate matter (because neutronium's easy to come by when you're Kardashev III) stabilized through some method we don't understand yet. Similarly, they either have some active stabilization method for the orbits of the celestial bodies, or have manipulated local space itself to have exotic characteristics. I'm fond of this latter explanation, because it explains why vessels also don't experience typical perturbations, along with how Kerbals can easily exceed the speed of light and yet never truly escape the system itself.
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I crashed into the Moon. On purpose. Whee!
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Has anyone come up with any working solutions to creating stage-and-a-half rockets? Sorry if this is the wrong place to ask, but the RO craft repository I could find appears to be dead.
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Yeah, I'm hoping I can make an XR-1 with LOX in the wings to simulate the refrigerated double hull.
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Right. Gotcha.