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nhnifong

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Everything posted by nhnifong

  1. Log file https://drive.google.com/file/d/0B4VVj2TMRghsMENyYjlmUFZFZzA/view?usp=sharing My Community Category Kit version is 1.2.2.0 Which CKAN thinks is the newest (by refreshing it)
  2. I don't have access to any parts capable of making MaterialKits or SpecializedParts and I think it's a bug or a mod conflic, and I'm hoping someone can help me fix it. Apparently Ranger_Workshop (Inflatable Workshop) should be able to make MaterialKits, but it's not loaded in my game. The config says it should be in the advanced construction tech node, which I've unlocked, and I don't see it there. I found a possibly relevant error in the KSP log. [LOG 16:18:15.163] PartLoader: Compiling Part 'UmbraSpaceIndustries/MKS/Parts/Ranger_Workshop/Ranger_Workshop' [ERR 16:18:15.169] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace' But as far as I understand, that shouldn't prevent the part from showing up, only prevent it from having that particular module. I didn't delete the part and I didn't install any mods that say they would hide it. Any ideas? Should I look in some other logs? I have EL installed because there don't appear to be any good alternatives at the moment. I've read that EL changes things about MKS, but I don't know what, because all the wiki pages about that are apparently gone.
  3. Is this meant to be used only with MKS or MKS-Lite? It's not shown as a requirement in the description. If not, then how can one obtain MaterialKits other than by packing them in from Kerbin?
  4. It appears one can safely delete the investor contract after having used it to unlock the casino and hotel contracts. GameData/ContractPacks/Tourism/InvestorTour.cfg Problem gone!
  5. About the Investor crash bug, Can you hardcode two names for the investors? seems like the fact that they pick random names means you collide with the name of an existing kerbal every now and then.
  6. The last few versions have had too many bugs. I'm not uninstalling DRE. I've just dealt with this by disabling heat unless I'm re-entering, but I would like to deal with it another way if a balanced game mechanic could be found.
  7. I'm trying to use the KSP interstellar version of the nerva, "Solid NTR Nerva" and it seems like there's just nothing I can do to radiate the heat enough to prevent it from overheating parts of my ship. Specifically, there is a battery that cannot tolerate more than 850 degrees. Even with an enormous amount of radiators it still overhearts. It seems to me like radiators just don't radiate stock heat, but only radiate "MW". But is wierd because there are two radiator modules on every part "Radiator" and "Active Radiator". Surely if there were two kinds of heat and two kinds of radiators, one of them would radiate stock heat right? Another wierd thing is that the KSP interstellar wiki says that when thermal rockets are running they will dump all heat out the back with the propellant, but that clearly does not seem to be the case. The heat is negligible whenever this rocket is off, and when it is trusting, the ship overheats until that sensitive part explodes in 3 mintues regardless of radiators. I'm running KSP 1.0.4, Interstellar, and Deadly Reentry and about 1000 other mods.
  8. Works great! nice work Adentissa! Mirror of your Download link https://drive.google.com/open?id=0B4VVj2TMRghseHN2OERBTHh1ZEU
  9. When I first started playing the trickiest part was that the only way to make bigger rockets was the tricoupler, so everything flew like a christmas tree made of dildos.
  10. Thanks! I think I'll aim smaller. 40t is a lot to ask of a spaceplane
  11. Slashy I think your answer is correct Hodo, yeah this is super hard! Slight differences in ascent profile are the difference between making it to orbit with that SSTO and coming up 500 m/s short.
  12. One was a total loss and one I recovered about 160k funds worth of junk from the other. If I got this right, I need to crash a maximum of 1 in 10 times to keep the spaceplane operational cost lower http://www.wolframalpha.com/input/?i=223234+-+217534*x+%3D+27395*0.9+
  13. Well, usually I get it every time, but this plane is difficult. So far my record sucks: 3 successful landings out of 5
  14. I am working on the following two reusable launchers Overall the rocket has a slightly higher operational cost but It is lower risk. I'd like to calculate the exact landing risk for the plane that makes the operational cost break-even with the rocket. Both launchers are designed to put a 38.8t payload costing 12k into LKO. Below, the payload cost is deducted from the operational cost of the launch to make comparing launchers simpler. Rocket: Up-front launch cost: 96,547 Perfect recovery revenue: 69,152 Operational cost: 27,395 Spaceplane: Up-front launch cost: 223,234 Perfect recovery revenue: 217,534 Operational cost: 5,700 And the risks: Due to limited range control on the recovery of the rocket, (I can't hit KSC on the nose) I can only expect about 90% of the perfect recovery cost. For the plane What is the probability of crash that will make the operational cost break even with the rocket?
  15. I think it would require some relatively expensive station-keeping because of the imbalance caused by the sun, but in general halo orbits are normal at Lagrange points. There is an equilibrium that is being oscillated around, like a ball circling a depression in a surface.
  16. I think it must be one of my mods. I repeated the experiment in several areas on Pol and each place I landed allowed me to extract about 1k to 2k ore almost immediately, and then it dropped down to the near-zero level. Almost like it was designed to do that. I too thought that vanilla KSP does not deplete areas... Only, I don't think I have installed any mods to change how resources behave, but you never know.
  17. Some further information. I was only extracting ore at that ridiculous rate *while it lasted* on Pol I noticed that I depleted an area of about 2500 ore and then could only extract at a very low rate comparable to what I saw on minimus. Maybe I didn't notice the fast rate on minimus. I did sometimes use the surface scanner, but I wasn't sure what it did, and didn't look at the orbital map after using it. The levels it reported usually agreed with the scanner that looks like a spinning hexagon (The one I've been calling medium) None of these ships were manned.
  18. I'm seeing wildly inconsistent scan results on various bodies. On Minimus * Long range scanner reporting peak levels between 30% and 40% * medium and surface scanners reporting 4.5% percent at the same place. * harvester takes about 40 days to capture 1000 ore. On Bop * Long range scanner reporting peak levels below 10% * Medium range scanner reports 0.5% at the same location. * harvester takes only *0.5 seconds* to harvest 1000 ore. What the hell? How do bugs like this go undetected? Is there anything that can be done to fix it with mods?
  19. For a moment I though squad had added orbital decay - until I realized my apo was rising.
  20. I've turned off all engines, and I have observed this with two different ships. The only thing to do is put it on max physics warp and wait until you are in a higher orbit and the acceleration drops down. Is there some cfg I can change to disable this warning?
  21. I'm sure we'll find atmospheric signatures of life a lot of planets. If we sample 1M planets and find life on only 100, that's still enough to tell us some interesting stats about life. Is life more common on small rocky planets or big ones? Does life absolutely need a magnetic field? What range of temperatures can it tolerate? How long does it last? I'm guessing that we would be able to figure out which planets have magnetic fields from the relative abundance of helium.
  22. It's probably not unreasonable to expect that in a few more decades, we will have a great sample of exoplanet atmospheres! Hypothetically, if we had a database of the absorption spectrum of every planet in a kilo parsec of Sol, along with mass, radius, and orbit, what do you think the implications would be? What unexpected things could we learn from this database?
  23. 1. i instantly enlarged a microscopic cell (for instance, a white blood cell) to macroscopic size (3 cubic feet in volume) It would collapse like a giant water baloon. The surface would look like an oil slick 2. threw myself into a blackhole (while using godmode) If it was a big one, you would fall in, if it was a small one, you would get wrapped around it and obliterated releasing a massive amount of energy as x-rays. 3. traveled to the largest scale of the universe possible You would become comatose due to the time it took signals to travel the immense distance between your neurons. 4. condensed radioactive waves into a particle You would create a positron electron pair most likely which would shortly annihilate back into EM waves. 5. attempted to leave the limits of the universe (try to go outside it) You would not reach the end, but instead spend a lot of energy to get somewhere that looks exactly like here.
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