Jump to content

DBowman

Members
  • Posts

    648
  • Joined

  • Last visited

Everything posted by DBowman

  1. A first entry and existence proof. Mission report for my Complete Havoc entry http://forum.kerbalspaceprogram.com/...-but-Kerbalier KSP version: 1.0.2 Mods: Hooligan Labs Airships - Cirrus Envelope ( not the 'realistic lift' version ) Firespitter - electric prop motor, .cfg hacked since is would explode within a few minutes running at only 10% throttle - obviously not updated for 1.0.2 Movie Time - some neat camera effects - just for fun really Procedural Fairings - though I used stock ones also, I couldn't quite figure them out at first. TACLS + Soylent - life support MecJeb, KerbalAlarm, KerbalEngineer - build and flight support. [*]Scorables Crew - 1 only Kerbin total Pad mass: 825,346 kg = 584,722 Eve Land/Lift + 240,624 Crew Return Low Eve Orbit mass: 61,764 kg Eve Land/Lift Eve science payload mass: 9,540 kg Eve Lifter: 23,665 kg
  2. Chiken1880 - it's a pretty fun challenge, you should have a go. I've formalized a Challenge around HAVOC: http://forum.kerbalspaceprogram.com/threads/127792-Cry-HAVOC-rockets-blimps-Eve-the-Kerbliest-NASA-mission-concept - Let loose the dogs!!
  3. This is about the Kerbaliest NASA mission concept I've seen. High Altitude Venus Operational Concept - the heart of it is: re-enter Venus atmosphere slow the vehicle till it's falling at 100 m/s deploy a blimp ( wt* ) inflate the blimp so it acts as a drogue, then parachute, then buoyancy cruise around at about 50 km altitude for up to a year detach a small ascent vehicle and go for orbit rendezvous with an earth return vehicle http://sacd.larc.nasa.gov/branches/space-mission-analysis-branch-smab/smab-projects/havoc/ Translating the Crazy to a Challenge: Run the HAVOC mission profile on Eve. Mainly a creativity challenge to see what people can come up with. Hooligan Labs Airships and Firespitter mods are probably required - but if you find a substitute that's great. Call out any mods you use. Call out any 'magic' - obviously it's a last resort but around KSP version changes it may be necessary. e.g. for Firespitter electric prop engine I had to hack the part .cfg under 1.0.2 since the engine would over heat and explode running at 10% throttle - some of the modes just are not yet 'made sane' for the new heat and aero. Call out your KSP version Three versions of the challenge: Despoil Eve - Your vehicle must: Re-enter from a stable Eve orbit Be able to cruise at 1 atm level. In 1.0.2 it's around 10,600 m. It may vary per version, so call it out if it's different in your version. This is mainly a 'meaningful buoyancy' check. Be able to return the crew to a stable Eve Orbit. Call out mass in Low Eve Orbit Call out Crew on Eve Call out Eve science payload mass ( exclude fairings, envelopes, etc. ) [*]Complete Havoc - You must Despoil Eve and: Launch from Kerbin. You can do multiple launches, orbit refuelling, orbital docking assembly etc. Return the crew to Kerbin. You can assume Kerbin to orbit facilities are available, so just aero capture them is fine. Call out total Kerbin 'on the pad mass' [*]Utter Mayhem - you must achieve Complete Havoc in Realism Overhaul with Real Solar System Probably impossible - but it's important to 'aim high' [*]landing is not necessary, but the only way you can save [*]Kudos for realism: Life Support, Remote Tech, DRE, FAR, (as they become settled for the KSP version you are using) [*]We'll use the masses and crew counts for ranking. ( There are a couple of other havocy challenges, but they don't seem to have got any entries, hopefully the above structure and the kick off entry below will make this one more successful. ) A balloon launched rocket just after lighting up...
  4. I saw a crazy looking NASA mission concept and had to try the Kerbal version of it: http://forum.kerbalspaceprogram.com/threads/127710-NASA-HAVOC%21-but-Kerbalier
  5. I saw a crazy looking NASA mission concept and had to try the Kerbal version of it. If you don't know what HAVOC is then the NASA video in the spoiler is a spoiler. http://sacd.larc.nasa.gov/branches/space-mission-analysis-branch-smab/smab-projects/havoc/
  6. My Solylent life support / decoration mod hit 1000 downloads - woot!
  7. Gratz on the stats. I guess this is kind of a 'feature request'. Hyper edit is invaluable for testing landers, it would be great if it could also be useful for testing aerocapture designs. Maybe I just don't know how to drive the orbit editor. If you could set up a hyperbolic orbit that would be great; (radius, pe, prograde velocity). Maybe the hyperbolic is complex (find the direction vector to make it work etc) but a (radius, velocity) and pointing straight at the planet would let one easily put a ship near SOI and tweak the pe by hand. What do you think?
  8. You could also look at my Soylent mod. It adds a 'plant growing bay' that recycles wastes into food, water, & oxygen. It tries to be 'reality based' and 'near future'. Re Kerbals at KSC & TAC: my experience is that once you actually 'launch' the craft the life support accounting for the Kerbals starts. For a rover that is just driving off the pad. I'm not sure when it switches off accounting - I guess when you recover the Kerbal.
  9. I'd been waiting for TAC (Thunder Aerospace Corporation) Life Support to update to 1.0.4 - but went ahead and tested my 'Soylent' Solar Algal Arrays today. All works fine. TAC makes the Kerbals consume Food, Water, & Oxygen producing wastes and the Algae arrays eat it all up producing 'edible' drinkable and breathable stuff. They also work as decorations.
  10. Tested in 1.0.4 with TAC, all seemed fine. Updated KerbalStuff's compatibility version.
  11. thanks I see that he's specifying some 'suncatcher' transform - I guess the transforms are 'baked' into the .mu. How can one find what transforms are in a model - I dont' know anything about modelling. My next step would be to try some 'random' raycastTransformName=Panel_005 say, then figure out how to 'open' the .mu and see if it's obvious ...but if anyone can tell me off the top of their head that would be great.
  12. SAI Peregrinus - for sure they would, I was thinking to use the model for another purpose.
  13. EVA transfer looks great. From the video on KerbalStuff it looks like it does an 'initiated transfer' (I mean like you press 'start' and it starts) - how does it act if it's connected to a generator (e.g. solar array)? can you use it like a 'power line'?
  14. RoverDude - I was wondering if it was possible to use a MM .cfg 'tweak' to make the ModeuleDeployableRadiator orient face on to the sun rather than edge on? maybe a different raycastTransforName? (I've no idea what it is but it sounds like orientation control and maybe there is another named transform that would do face on)
  15. Added yield per distance from Kerbol / Sun to OP. You can stick to nominal for Duna and closer, for Jool triple up, for Eeloo ... 25 x
  16. theJesuit - For sure it should. I'd originally had the arrays produce 'photons' rather than electricity and then used that to drive the algae, but KSP does not really handle the simulation properly for high warp or unfocused craft. It didn't seem right to kill peoples' crews due to that so I dropped the dependency. I did some research that I'll write up and add to the OP but here's the summary of how I think production should (i.e. by physics and biology) scale by orbital distance from the sun: Duna and inward - full production per the parts. Dres 86% production. Jool 1/3 production Eeloo 4% production - i.e. 25 arrays per Kerbal - ouch Also note it doesn't simulate planetary (etc.) occlusion so 'adjust by hand' - double up for something that will low orbit a plant or be on the surface. When I get some 'plugin fu' I plan to make the mod handle these issues.
  17. Add a radial attach container for Soylent Starter for large and / or very long term missions. Only folder UberDyneAstronautics\Soylent\StarterRadial added.
  18. I improperly fitted snow chains and then ignored some banging sound from the rear end of the car. The gas tank 'developed' a leak and the car stalled out on a mountain in a snow storm. We had to rig a plastic tube from a jerry can held between the passengers knees to the carburettor fuel intake, then drive a few 100 km with the windows open so as not to puke from the gas fumes.
  19. Nathan - it sounds like the height is a linear function of pixel luminescence? Is there any value to be got by making it non linear - so more of the luminescence range is devoted to the 'interesting' altitude range? As example to explain what I mean, if one made it a logarithmic relationship from sea level then 1 quantum of luminescence could be 0.01 m vertical height and at 1000m 1 quantum would be 10m. It doesn't help in the horizontal resolution, I don't know if the vertical resolution is even an issue though.
  20. I'd been thinking it would take significant science equipment to make Starter. I probably should call out the tweakability in the Oxidation unit.
  21. jonrd463 - Sorry about that - I'd been thinking 'short term' not anticipating exhausting full SCWOUs. Also I'd been trying to minimise part bloat - but you are right I should add a container. In the meantime I guess you should proceed as you suggest, even though it's 'a bit wasteful'. I'll do this asap. The 'starter' is supposed to represent things like 'essential micro nutrients' and 'frozen spores etc' for if the culture 'goes bad' - so at least for now I'll stick with it being a limited resource. btw are you using this in career? I was thinking to make sure the parts fit properly into a career tech tree.
  22. Query / Request: I'm retexturing a part: ... -mesh = model.mu MODEL { model = Squad/Parts/Utility/largeAdapterShort/model scale = 1.5, 1.0, 1.5 // << x,y,z rotation = 0,0,180 // texture = model000,./model000 // shame this syntax does not work texture = model000,UberDyneAstronautics/testing/Shield/model000 } ... is there a way to do a reference to the replacement texture file that is relative to the .cfg specifying it? It's a shame to have to create a dependency on the path of the .cfg in the .cfg.
  23. You plan to do it 'Apollo style'? (leaving the Kerbin-Duna transfer stage in Duna Orbit & staged lander) To minimise Duna lander mass take only one chute & just burp the landing engine at the last few seconds to absorb the 10's of m/s left from the chute. You would be heavy enough that a nuke transfer stage would be lighter.
×
×
  • Create New...