RedParadize
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Posts posted by RedParadize
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I like it, its seems to be quite modular and have utility beside its rover use. Do you plan on making smaller frame/cabin as well? What I liked about the buffalo was that it was the smallest of the enclosed rover around here.
I always have wished to have a super lightweight rover that can easily be deployed. That part always have been the bottleneck. -
If you can share it I would like to give it a try. Oh, and because we are here, @Nertea Looks absolutely glorious, I trough you were not doing the interior?
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@lemon cup Can you tell me the graphic mod you are using? Because that looks awsome.
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Would be pretty awesome to have most of the base build on the spot rater than carried there. I think that it would be nice to have it become mostly autonomous past a certain scale. Ideally I would say that it should not require complex logistics or large number of part. Once its done you could get crew/cargo mission that has it as a destination, with the liberty to do them or not. The playtrough could be something like this:
1:Exploration/prospection: Find a spot that has the needed resource for sustainability. (part production too if player want to use it to build stuff)
2:Bring the stuff to the base site.
3:Do some on the spot building.
4:Repeat until the base is autonomous.
5: leave the base alone, get some transport mission. (would be pretty neat if it would grow on its own from there)
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15 hours ago, NiL said:
I doubt Nertea'll be on board, If I'd turn out to be right might make the pathes myself
To make my case, I would say that crew tube are more or less like IVA, you look them once or twice but never really use them. Since they serve no purpose they almost never end up being used. I doubt that there is any unused space ISS.
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@NerteaIf its the case then I did not know sorry.
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On 4/6/2021 at 3:01 PM, Nertea said:
Haha, yeah I'm pretty happy. From top left, clockwise:
- 1.875 -> 1.25m adapter
- 1.875 -> 1.25m flat adapter
- 1.875 -> 0.625m adapter
- 1.875m attach point
- Short crew tube
- Medium crew tube
- Long crew tube
- 2.5 -> 1.875m adapter
- Science lab
- Utility module
About the crew tube. Its pretty sad that such nice part have not real use. Given that we now have cargo system, why not have them do that? I would also like it allot if they had limited capacity radiator and fuel storage. Now that I think about it, a mini mod that make crew generate low temp increase would be pretty awesome. It would justify the presence of the low capacity radiator of HeatControl, they seem to have no use atm, even small reactors cant be cooled by them. -
These new part looks pretty damn good. Here is my new Mun/Minmus taxi. Perfect to ferry crew and expandable landing module.
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Hi everyone. I was wondering if any of you have this issue:
The black line around the vehicle flicker and its very annoying. It doesn't happen in space or without the 6.4x scale I have. My previous build was 1.81 and didn't had that issue, this is 1.11.1. Do I need to change some setting to remove this artifact? -
The PMA-3 looks like something that could have reaction wheels. As a utility module it would fit nicely.
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On 4/3/2021 at 8:56 PM, MotokiKuN said:
No issue on 1.11.2 so far
Can you see reflection? I see them in vab but not on the pad. Also it seems that everything that cockpits no more have menus on my side.
Correction: the menu issue seems to only happen in VAB. so I guess it still kind of usable -
Regarding Trust, I can live with a acceleration of 2ms. Under that planetary orbital maneuver start to be really messy, you can't just go higher before doing interplanetary transfer, you have to do it in multiple pass. I play with kerbalism and scale at 6.4x. That mean crewed transit time is really important. But anything above 200k dV is excessive (unless you have other stars to go to).
What I usually do is send material, supply and fuel separately at lower speed, sometimes with chemical or nuclear booster. Then send the crew at dash speed with dedicated fast taxi. That image predate X-6 Clark trust nerf but it still can fulfill that role. It's hard to see, but the engine can be disconnected and changed for a new one on destination:
Atm, I do not play a real campaign, I am just exploring option. From experience, multi millions spacecraft don't cut it. This is one of the major drawback of everything that use He3 atm as the fuel alone can cost a fortune. Until we get that beautiful regolith miner to work the only other option is Jool atmosphere. That cost also a millions to start extracting. Having Kerbalism installed mean that I can't expect a atmospheric scooping pipeline over Jool to work forever. Its fun to figure out how break even expense wise, its another kind of optimisation. I hope we get a bit more of that in KSP 2. -
On 11/27/2020 at 3:26 PM, Brainpop14 said:
I'm having a bit of a problem. The station parts are completely breaking my game. I try to use them and my game just suddenly goes crazy. It works OK at first and then after a little bit it goes completely crazy and nothing works.
If you want support you gonna have to be more specific. "breaking my game" and "going crazy" don't say much.
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Truly awesome! Is He3 everywhere or it isn't placed yet?
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I see, I forgot to change the atmo definition back to 280km that was part of the problem. For He3 and D abundance was lowered right? that seem to be the reason why I had to dive deeper to get them.
I will try to reduce "50 km^3 of atmosphere per second" on my end and see what happen. I think the hard cap will still be very noticeable. Will see. -
Hummm. I do not think it had the intended result, at least on my end. It just changed the instant filling of tanks from 206km to 199km. It do fill slightly slower trough, in like two seconds.
From what I can see it only apply to hydrogen, I guess its because FFT was not updated yet right? Maybe I can change the value in the part and patch. Gonna try on my end. -
4 minutes ago, Nertea said:
Added flag to check occlusion of ModuleSpaceDustHarvester intakes before allowing harvesting (on by default)
I saw that one coming! Mk2:
Ps; Gonna give a try to new version, thanks! -
@NerteaI see, so the minimal static pressure is 0.0001? I think you might want to either raise that or factor in the fact that at that speed the actual pressure in front of the intake would be much higher (that is if it didn't had a inflatable shield in front of it!)
I think that I found a bug while going up:
Pressure displayed by the scoop do not reset it seem. -
@NerteaHere is few image of what happen during the decent, Sensor and scoop are selected and you can see atmo drag in vessel info:
First image: I am clearly in the atmosphere given the drag I have, given what I have in SpaceDust\Definitions I should have been since 280kmSpoilerHere is the moment where I detect something, value are low, but its there:
SpoilerJust before I hit the magic 206 000m alt:
SpoilerAnd when I finally hit the 206 000m, tanks go full instantly. Note that hydrogen volume isn't that much higher than it was at 210km
Spoiler -
2 minutes ago, Nertea said:
Ok what I mean is that when you change the distribution and try to harvest it, you are subject to the limitations of the harvester, which includes cutoff for when 'atmosphere' no longer exists. So if you check with a local scanner that shows you the concentrations, you will get the real things.
But... atmosphere do exist. I have 40m/s of drag at 208 000m. I will check the concentration give me a minute.
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9 minutes ago, Nertea said:
Which config are you changing, there's two here.
Thinking a bit, you're saying 'tanks go to empty', which says to me you're testing with a harvester. You should check with a scanner. A harvester has its own subtleties.
I am changing atmo setup of Jool only. Next will be exo... so far I didn't got any amount at all using the exo.
On another try I had the planet fully scanned with all the related sensor... If I understand how it work at least.
Edit: It goes from empty to full... not to empty. -
2 minutes ago, Nertea said:
Can you provide a full example of the config you are testing so I can take a look? Also, better to put it in the SpaceDust thread.
I am using your config in SpaceDust\Definitions, only changed altitude really. At around 206 000 m of altitude tanks goes from empty to full, regardless if I change top altitude or falloff.
Spoiler// Defines LqdDeuterium definitions for stock planets
// An example configuration for a SpaceDust resource
SPACEDUST_RESOURCE
{
resourceName = LqdDeuterium
body = Jool
RESOURCEBAND
{
name = joolAtmo
title = #LOC_SpaceDust_Band_Atmosphere// Maximum and minimum abundances (variation is by game seed)
// In t/m^3
minAbundance = 0.00033915
maxAbundance = 0.00063915// Discoverability Data
// --------------
alwaysDiscovered = true
alwaysIdentified = false// The lower this number, the longer the band will take to discover with a Remote telescope
remoteDiscoveryScale = 0.5// Scale abundances by air density
useAirDensity = False
// Distribution model to use, can be Uniform or Spherical
distributionType = Spherical// These parameters are specific to the Spherical model
// -------
// Altitudes are in km from sea level
// Maximum altitude for a distribution
altUpperBound = 280000
// minimum altitude for a distribution
altLowerBound = 0
// peak of a distribution
altPeak = 0
// maximum variation of these altitudes (variation is by game seed)
altVariability = 0
// Falloff for altitude, can be Linear or None
altFalloffType = Linear// lats in degrees
// Maximum latitude for a distribution
latUpperBound = 90
// Minimum latitude for a distribution
latLowerBound = -90
// peak of a distribution
latPeak = 0
// maximum variation of these latitudes (variation is by game seed)
latVariability = 0
// Falloff for latitude, can be Linear or None
latFalloffType = Linear
}
RESOURCEBAND
{
name = joolExo
title = #LOC_SpaceDust_Band_Exosphere// Maximum and minimum abundances (variation is by game seed)
// In t/m^3
minAbundance = 0.0000000000000000000012
maxAbundance = 0.0000000000000000000025
// Discoverability Data
// --------------
alwaysDiscovered = false
alwaysIdentified = false// The lower this number, the longer the band will take to discover with a Remote telescope
remoteDiscoveryScale = 0.25// Scale abundances by air density
useAirDensity = False
// Distribution model to use, can be Uniform or Spherical
distributionType = Spherical// These parameters are specific to the Spherical model
// -------
// Altitudes are in km from sea level
// Maximum altitude for a distribution
altUpperBound = 2000000000
// minimum altitude for a distribution
altLowerBound = 0
// peak of a distribution
altPeak = 200000
// maximum variation of these altitudes (variation is by game seed)
altVariability = 0
// Falloff for altitude, can be Linear or None
altFalloffType = Linear// lats in degrees
// Maximum latitude for a distribution
latUpperBound = 90
// Minimum latitude for a distribution
latLowerBound = -90
// peak of a distribution
latPeak = 0
// maximum variation of these latitudes (variation is by game seed)
latVariability = 0
// Falloff for latitude, can be Linear or None
latFalloffType = None
}
} -
Just now, Nertea said:
Yes, that's what ye enormous harvester is for.
I love it.
But it occurs to me that the harvester should check for air in front of it before working
I trough you would say that! I have another model where the intake is much more to the rear, If you gonna add occlusion it kind of need to take into account at what distance it would work.
@NerteaBtw, Falloff definitively do not work, I mean that line:
altFalloffType = Linear
Also Does the altitude have a hard cap ? it seem that not value above 200000 work:
altUpperBound = 280000 -
@Clamp-o-TronI trough about that too. Would be nice to have a alternative to Jool extraction.
In the main time, I changed my aproach about Jool extraction, (at 6.4x size its quite a challenge). Instead of slowing down by 8km/s to avoid burning I now dive into the atmosphere like a hammer. With the amount of trust that engine have the massive 50m/s of drag isn't really a problem. That heat shield is so OP...
Buffalo 2 Modular Space Exploration Vehicle
in KSP1 Mod Releases
Posted · Edited by RedParadize
I have two design in mind, one small with external seats and another slightly bigger with a cockpit:
The smaller one could be like the Apollo lunar rover, with foldable wheels/frame and transported on the sides of a lander. I am convinced it could be done as some other mods have part that do the needed operations to make this happen. For example, Aset portable rover has folding seats, wheels and frame. However it was conceived as a on the spot KIS assembly, which is not always easy to perform. Seats fold to almost nothing, but wheels do not fold in a fashion that make it more compact. Also the connection on the frame do not move when folding, I however have seen parts that have that feature.
Part wise I think it would require a minimum of 1 part per wheels, as they need to be independent object, same with external seats I think. Say it only has 3 wheels, two front and one rear. It might be possible to merge one seat with each of the front wheels. Rear wheel assembly would include battery, solar panel and some space for science instrument, one or two wheel and a custom made connector to attach it to the lander.
The Bigger one would be a more customizable design. Imagine a two seater side by side, a bit like Buffalo original cockpit, if you look at the internal of the buffalo it could be quite allot smaller. That cockpit would be right in the middle of the vehicle, wheels would be on arms that fold upward and then rotate to form a circle around the cockpit. Ideally it would fit within a 1.8 tube once folded. I imagine that a longer 4 seater cockpit that reuse the same wheels could also be made, that one may fit within a 2.5 tube.
Is it something that you would be interested in doing? If so I can offer my modest contribution.