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Drakoflame

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Posts posted by Drakoflame

  1. Hey Angel, I saw that you said something about Nertea's upcoming SystemHeat mod, and, I searched around this thread and then goggled it, but I didn't find anything... do you think you could give me a link to where its hidden? That is, if your allowed to? Because it looks really interesting! I've got myself, currently, a modified KSPInterstellar mod so that it strips everything but the WasteHeat and the seismometer function (and the radiation feature because its hidden in the .dll plugin) because those are my two favorite features of the mod, especially when I have to worry about my early game space probes overheating before they get a chance to transmit all their stored data, and small battery compasity

  2. You can make a nifty little low-grav lander with the nested tanks quite easily.

    http://i.imgur.com/sGG2fPX.png

    http://i.imgur.com/1v8oCCk.png

    If you don't mnd me asking, other than the parts from this mod, what mod parts do you have installed? those legs for example .3. their pretty sweet looking!

    Aside from question:

    I just had a (surprisingly) successful return mission from the Mun using the 2part lander stage. I even got to visit three biomes! I had to tap into a little impactor probe (for Interstellar), draining it, but ended up being able to fling it into the air using a procedural part hybrid rocket (really awesome mod, i'll put link here: http://forum.kerbalspaceprogram.com/threads/104236-0-90-Hybrid-Rocket-Booster?p=1753982 its not a download, so you'll have to copy the text into a .txt document and rename it as a .cfg for MM) and ended up getting two explosions out of it! in total raking up 300 science from the one impactor. After lining up Kerbin and the probe, I launched, using all five rockets, the lifter attached to the inner tank, the two SRB's used to push it up fast and quick, and the two hybrid SRB's (super high thrust and ISP, and controllable thrust .o. ) putting myself onto a collision course with Kerbin. I'm glad that it worked, having it set up so I could ditch the lifting part of the rocket, including the Hybrid rockets, leaving just the probe core and Sepitrons attached as it gracefully and slowly glided down through the atmosphere and touched the ground ever so gracefully smacked the atmosphere at nearly 4000m/s, breaking off the hybrid rockets, leaving me with the lifter and sepitrons and parashoots, thankefully I was able to slow down to a blistering gentle 800m/s before I ditched the lower stage, slowing me down enough to safely deploy the parashoots and land. All of that was made possible due to another mod called Science Containers (look it up... freeking life savor, literally!), pulling all the science into the probe core, so I could return it with as little as possible :3

  3. Faster? well what I could create is a modifier, which you would have to change yourself. I wouldn't be that hard, would that be enough for you. Another solution would be to reduce the amount of wasteheat that can be stored in the solar cells. You can actually already do this yourself with some MM script.

    a modifier to increase the rate would be preffered, jut decreasing the amount would give the same effect, but it would take a long time especially on a larger craft. If it wouldn't be to much of a trouble FreeThinker, could you make the modifier? I'm sure I can't be the only one out there not happy with their early game space probes overheating! :D:P

  4. Blacscy, I think you should make some sort of landing leg/engine hybrid for your 2 stage landing magic That way the player doesn't have to add their own landing engine to the 2stage thing for the landing part. Maybe you could also try to invent some kind of science thing? Or what about an inline solar panel/battery contraption that comes in 2.5m, 1.25m, and .635m variations for peoples ships? The .635 one would be perfect for probes, especially if it had a small reserve or Xenon gas or something, that way all they'd need to do is slap on an engine of their choice (because other mods) and use space tape to attach it to a lifter and put it into orbit!

  5. Well SolarPanelClampedHeating is not set a False by default and to help players with heat problems, I made some Basic radiators available with General Construction

    I know FreeThinker, I've got it set to true so they generate and store WH in themselves, what I want is to make them generate if faster, so that early game probes (before access to radiators without your mod) will eventually overheat and become useless and the best thing to do is take them out of the skies

  6. I looked on the site a bit more, and found something better than water propulsion; Propellantless Propulsion.

    I would also suggest looking on the site a bit more, especially the products (they are very interesting products indeed).

    Thats actually pretty intresting! I wonder how something like that in KSP would work, you could make up some sort of resource that ssslllooooooooowly degrades over time. The resource would be "Electromagnetic Tether". It would be contained in a small box attached to the bottom of the satelite, and when deployed, the tether would slide out below the satellite, but the electricity requirement would be large, maybe 30 ec/s, but, the DV would be limited to your battery size and charge rate

    - - - Updated - - -

    I too took some time to look around on that site. Something like this could be used to make solar panels In Situ- but it would require super advanced modeling skills to make the legs move. Or you could have it be a box that "prints" the solar panels out. But that would require KAS to be able to attach the solar panes after....

  7. I made a Procedural Parts implementation of the Hybrid Rocket Booster concept for the SETI-BalanceMod (link in signature).

    Please note that it is primarily balanced for the SETI mod, and even that only to some degree (I do not like the densities and costs of the original Procedural Parts, and only the latter have been addressed by the BalanceMod).

    So it is probably cheaper than the PP SRBs, but only because those SRBs are much too expensive.

    --SNIP--

    Yemo, does this MM.cfg require your SETI mod? or can we just throw this into a .cfg like you'd do with the original by Lord and it'll work? Because, as fun as your pack looks, I'm already stretching all 4g's of my ram as far as I can, even running in OpenGL mode, sacrificing my shadows so keep from running out of ram... I guess thats what I get for being a modoholic... about 61 in total, maybe 70 with addons that hide inside of other folders... anyway... does it require your pack? if not then I'd love to use your code!

  8. Any idea where I could find suitable engines for these? I'd like to set up a huge omni-swarm around the planet for my remotetech game, but I'd like the swarm to fly to their own orbits once I have them up in space rather than moving one larger carrier and dropping them off all one at a time.

    You could look into what Patrick said... but I have something WWWAAAAYYY better (no offence Patrice x.x)

    get the 2.0 PRE release for RoverDudes sounding rockets, which are like... .3 things, SRB's and they even have a little LFO rocket. You can keep it iddy biddy by getting Procedural Tanks, and there is a tiny .3 or .5 rocket engine, but its fare from efficient (you could go into the config and you could make it very efficient, something like 1000 IPS Vac and a thrust of maybe 75, that would give the rocket great fuel economy as well as a really really good TWR for such a tiny little probe

  9. Reminds me of this. :)

    omg its so cute!

    @modrelatedstuff:

    You should totally add some sort of micro SCANsat and Karbonite part! that way you could launch a ship with four of these radially attached with radial decouplers on 4x symetry that way you can do all four scans at the same time! Low-res, Altimatry/Biome/Anomoly, and High-res and then scan for karbonite all at the same time with one quick launch and no more slapping all the parts onto a single probe, making it look super ugly with that gnobby karbonite scanner slapped on he side...

  10. Ah, thanks CaptRobau, I didn't know, I was only going by what I could easily see by looking into pre-made files! You know more than I do about making science things like that xnx

    I myself am still trying to figure out what exactly I'm going to do with my mod, I know for sure I want it to be heavily based on probes, so that the science will have full return values!

  11. Drakoflame,

    I think the problem you're struggling with is that Boris changed the solar panel code back on Christmas of last year to be *more realistic* in that solar panels now generate heat more slowly (because their backsides also act as large heat-radiators). While his implementation wasn't *perfect* (the WasteHeat production picks up sharply about the point where you get to Eve), the change was a *marked improvement* over the pre-existing situation...

    Solar panels *do* still generate WasteHeat even around Kerbin- I think what you're missing is that the body of your spacecraft also acts a large (and inefficient) heat-radiator.

    Currently, any spacecraft it KSP-Interstellar will radiate WasteHeat back into space at a rate directly-proportional to its total mass. This was a clumsy attempt to model a spacecraft's surface-area, much like the stock drag-model originally (currently) modeled/models drag as increasing proportional to spacecraft mass (fortunately, this is finally being replaced with a more realistic/intuitive drag-model in KSP version 1.0)

    The fact is, heat doesn't just radiate out of heat radiators- it also radiates off the entire skin of a spacecraft (although the sun-facing side of the spacecraft also absorbs some sunlight, the net balance of absorption vs. radiation favors a relatively cool resting-temperature for most spacecraft- around -40 Celsius for a passive body in Low Earth Orbit, where it's being bombarded with Infrared radiating off the Earth...) So, if you have only a couple small solar panels on a relatively large spacecraft, you wouldn't EXPECT it to overheat quickly. Even on a relatively small satellite in Low Earth Orbit, with comparatively large deployable solar panels, the solar panels themselves act as heat radiators (out their backside), so you usually don't have a *drastic* problem with heat management (a *very* small active radiator will do) unless the solar panels become VERY large relative to the spacecraft...

    Look at it this way- most spacecraft are designed to maximize passive heat-radiation, and absorb as little sunlight as possible. That's why the surfaces of many spacecraft are painted white, and have intentionally high albedos... Most solar panels absorb only a few Watts of sunlight per square-meter. How hot do you *think* the spacecraft would have to get before the rate of heat-radiation out the backside equaled a few Watts from a small set of solar panels?

    Now if you attach something the size of a Gigantor to a tiny probe, you'll still get overheating, even near Kerbin. THAT is realistic...

    Are you *SURE* you still want to change the system back to how it was before, even if it's unrealistically-harsh?

    Regards,

    Northstar

    TBH, No, I don't want my early probes to overheat due to them having four of the photovalic plates...

    BUT, I would like to increase the amount that it generates slightly, to the point that a small probe made out of: Stayputnic, the small fuel tank, can't rember the name, four photovalic plates, commutron-16, and a few other parts from a mod, the total part count of the early game probe (unlocked basic electronics and space exploration tiers at most, with advanced rocketry).

    I want to adjust the levels so that that little probe will eventually die due to inefficient heat radiation. That is the most that I'd want to increase the heat production levels to.

  12. Hmm can a science.cfg go anywhere? Also how can I find my biome id?

    edit: Lovely photo I got of Porp just now

    http://i.imgur.com/ZbHt6kj.png

    Okay, I just checked in Squads folder, the science thing is really called ScienceDefs.cfg, and it goes into a folder called Resources. as for the layout of an EVA surface sample, it looks like this:

    EXPERIMENT_DEFINITION

    {

    id = surfaceSample

    title = Surface Sample

    baseValue = 30

    scienceCap = 40

    dataScale = 1

    requireAtmosphere = False

    situationMask = 3

    biomeMask = 3

    requiredExperimentLevel = 0.5

    RESULTS

    {

    IceLanded[name of the biome] = Hmm, the ground here is cold, it might make a good coolant for the rocket!

    IceLanded[name of the biome] = After many requests, Mission Control continues to say that taking your helmet off to lick the ground would be a very bad idea

    IceLanded[name of the biome] = As you study the material, you here a very scary sounding crack coming from your lander, and decide staying any longer would be a bad idea

    Now, as for the SituationMask, biomeMask, and requiredExperimentLevel, I don't know what those are, you'll have to ask someone (Like anyone else who has successfully made a planet)

    but thats basically set it up, and replace the [name of the biome] with the biome that is on Ice that your making the blurb for!

  13. Could I try and get some help from someone and edit the way that the solar panels make heat so that they make it a bit quicker? I'm happy that I can get it to generate outside of the atmosphere, but I would like it to be a bit quicker so that my probe overheats before it goes behind Kerbin and cools off. If someone could help me with that so I can bump up how fast it makes heat, I'd appreciate it

  14. EUREKA! It works!!!!

    sorry for the confusion, but glad that you got it to work! I meant to say you need to make the scaled space texture (which I think is also the map texture) at 50% transparency, and that fixed the 90degree offset for lighting and what-not!

    - - - Updated - - -

    Is it possible to adds the blurbs yet? Meaning, if you took a soil sample (are soil samples possible), we could have a custom description for the experiment?

    Yes it is, you need to define them in your science.cfg file, with the science experiment being "EVAsurfaceSample" or something like that, you can give them a custom blurb, and I think you might even be able to make multiples, and that would look something like this (I dont' know exactly what it looks like, but you can look at configs for Stock biomes and get a better example):


    {
    @Ice
    [BiomeID]
    EVASurfaceSample= Hmm, the ground here is cold, it might make a good coolant for the rocket!
    EVASurfaceSample= After many requests, Mission Control continues to say that taking your helmet off to lick the ground would be a very bad idea
    EVASurfaceSample= As you study the material, you here a very scary sounding crack coming from your lander, and decide staying any longer would be a bad idea
    }
    }
    }

    Something along those lines, and when you do the surface sample, it should randomly choose one of those reports to display. Don't take my word for it, nor copy what I wrote (unless you like the blurbs, then you can take those and use them however you want :3) I still suggest looking at the default science.cfg file thing that comes with the stock game!

  15. Using RSS settings you mean?

    I have really no idea how to use Kopernicus to texture the SS textures.

    When I add a Scaled Space config to my clone planet file, the game does not load the planet anymore.

    Also weird shadows (not the sun, the shadows :P)

    http://i.imgur.com/vL4fGKD.png

    Ah, this is easily fixed, you need to pud your scaled space (Pretty sure thats what it is) you need to give it a 50% trancparency. If you convert all of your textures to a DDS format, it automaticly does it for you

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