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RedParadize

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Posts posted by RedParadize

  1. 1 hour ago, JadeOfMaar said:

    Can you detail this? Seating, if any, and how?  Dimensions? I'm curious to how this takes shape in your mind.

    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.
     

  2. 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.

  3. 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)

     

  4. 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.

  5. Hi everyone. I was wondering if any of you have this issue:

    vfcxK62.png

    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?

  6. 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:

    ZCbbfoB.png

    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.

  7. 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.

  8. 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.

  9. @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 280km

    Spoiler

    1vumOQx.jpg

    Here is the moment where I detect something, value are low, but its there:

    Spoiler

    LDmJrkj.jpg

    Just before I hit the magic 206 000m alt:

    Spoiler

    VZSwyRJ.jpg

    And 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

    03mTpVn.jpg

  10. 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.

  11. 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.

  12. 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
      }
    }

     

     

  13. 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

     

     

  14. @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...

    E8Qwxm3.jpg

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