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kerbiloid

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Everything posted by kerbiloid

  1. That would be a ready pump system to transfer ammonia from Titan to Mars and carbon dioxide from Venus to Titan and Mars.
  2. I.e. not use a mod at all instead of trying a chance (which in most cases successful).
  3. Youwould take a dll from there http://forum.kerbalspaceprogram.com/threads/81496-0-25-KSPAPIExtensions-V1-7-1-Utilities-for-shared-mod-use and better put it into GameData As many mods include this dll in their distributives, first you have to find and delete all its existing instances in GameData.
  4. You would look at: FASA historical pack http://forum.kerbalspaceprogram.com/threads/24867-FASA-Oct-7th-25-Release-v4-98 BobCat http://forum.kerbalspaceprogram.com/threads/24724-0-22-X-BobCat-ind-Historical-spacecraft-thread Mk 1-1 A2 http://forum.kerbalspaceprogram.com/threads/98250-WIP-Parts-2-Kerbal-Command-Pod-Mk-1-1-A2-%28Alpha-0-35%29
  5. Probably, barn would be relevant with Vertical Propulsion Emporium or Bargain Rockets, but no one KSP part looks farm-producted. Maybe some (KerbalKonstructs + Kerbine-Side + country-style 3d models) mod would be a better solution. Especially as Kerbin-Side allows to select your launch site.
  6. As I have written a bit above, the common problem of all this greenhouse-based life support system is that its followers scale their Earth patterns to an empty room circumstances. To avoid misunderstanding: I don't mean that such greenhouses are impossible or useless at all. The closed ecosystem solution is of course possible  but it must be overpowered a lot, as any ecosystem is much less predictable and scalable than a simple and stupid technical device. You can split a chemical/electrical refinery to thousand of parts and if something varies, 800 of 1000 will produce 80% of needed efficiency. But minimal self-sufficient portion of ecosystem will not allow to have 1000 to loose 200. It would be enough large to have, say, 2-3 independent systems at once, and loose 1/3..1/2 if something happens. So, bio-based life support is a privilege of metropolis-sized colony, not of a single ship or 1000-human groundbase. Quod liced Iovi  non liced bovi. And brave starshipmen and frontier colonists would eat their Earth-manufactured snax and be happy of that.
  7. I believe that I describe much more realistic scenarios than "green happy Mars", and definitely not trolling  if you mean that. If my manner of speech seems too agressive, I'm sorry, that's not my aspiration. I just had honestly tried to calculate resources consume/produce rates for a closed-loop system (earlier  just of curiosity, and later  to build a self-sufficient KSP base) and realized that to keep it stable, not a crystal doll-house, you would created a  yeah, over-producing  system where the crew would be just excluded and treated as a small quantity of outer parasites not affecting it too much. Spare parts are fine to repair some small trouble. But the main closed-loop ecosystem disadvantage is that it can not be easily simplified, splitted or scaled  as electrical/chemical refinery. If it goes  it goes massively, no "75%" or "90%". You are just accustomed to Earth conditions where humanity needs are many times less than total biosphere production. You didn't ever have a yard with rabbits or aquarium with decorative fishes, did you? They also do not face weather or meteorite storm, but they like to unpredictably ill or die, and often  several per week. Also, if rabbits (being fed, warmed and cured by owner) begin to die, then can die dozens a week. And later they reproduce dozens a month. If you have another food  no problems, but we speak about a closed system. So, to compensate rabbits mass death, you would have, say, another yard of chickens. So, you would already increase you ecosystem twice than needed  until the ecosystem becomes you aim instead of give a food to the crew. If you want just to works a couple years, it's definitley much easier not to build an ecosystem, but to drop them enough food supplies. Also, you can any time resupply using slow-moving ion-powered unmanned cargo ships: who cares if 10 tons of frozen meat will fly for several years, it isn't afraid of radiation.
  8. USI mods size (incl. Karbonite) is greater than Kethane size. Check your RAM amount being used. If needed - try ATM (http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!)
  9. Just use USI mods pack to extract and produce fuel and electricity, store them in tankers, then (in VAB/SPH) empty your tanks and batteries and fill them on the launchpad.
  10. Imagine you have a well designed, self-sufficient closed-loop ecosystem village-under-a-dome. It consumes exactly the same amount of substances which your crew can produce, and produces exactly the same amount of food and air your crew would consume. A short circuit destroys your aeroponics pump, a half of your plantation die. As your system is precisely designed to replace 100 kg of waste with 100 kg of goodies, and now it can produce only 50 kg, will you reduce you crew twice? Er... It not that "would", but it "does". Any plantation harvest varies from year to year. Fishes in aquarium from time to time unpredictabely die, and algae either grow or rot. You can predict whether your harvest will be 30 or 50 t, but not 40 or 45. You can't predict if some of your potatoes grow ill or just unhappy  it's usual uncertainty of any agricultural affairs. So, you would anywhere take this into account in your estimations. And use a bottom value, designing a surplus system which will be anyway not balanced with the crew needs. As a result you will contain a self-sufficient system without humans, where humans can take what they want frokm time to time. It looks beautiful but several times greater than you crew really needs, so it's a very expensive joy. For example: any hinge must contain a slop betweens details. A hinge without a slop will wedge on any tiny condition change. Those notorious "close loop ecosystems" are such hinges without slops. Any change  and you get an avalanche of disbalances. First of all, mass conservation law is a theoretical abstraction. It is great in chemical equations, but why you need to wash your flasks after chemical studies and wash your plates after eating? Because any system has a conversion efficiency parameter, and it never be 100%. Some part of substances will anyway be lost in a random manner: as an effuse, as leakage, as an obstinate dirt, just as some chemical artefacts which is easier to replace than to dissolve. There no 100% filters to separate gases atom by atom. Also when you talk about any biological products, you can't predict illnesse, diarrhea and so on. So, an "output product" would widely vary. As a result, you would dispose yourself to: any ecosystem wider than one fish tank will have have a loss for (dozens) percents per cycle. To replace the loss you need (see above) an opened system being daily replenished from outside. Earth is not a closed ecosystem. First, it gets energy from two exhaustible sources: depths and Sun, for 4.5 billin years. Estimated, depths energy (produced by gravitational differentiation of mass) will finish 1.5 bln years later. I.e. 75% of time allowed is exhausted. Sun energy  vice versa  grows ~10% per billion years. Estimated 1 bln year the Earth surface will be like Venus one. I.e. 80% of time allowed is exhausted. So, Earth energy is like weight driven clock: https://www.google.ru/search?q=weight+driven+clock&newwindow=1&tbm=isch&tbo=u&source=univ&sa=X&ei=IcuPVPTwL8PMygOv8oK4CQ&ved=0CB0QsAQ&biw=1760&bih=897 Second, Earth gets carbon dioxide and water from volcanic gases. They come from depths, while the rocks drain-out. Then a free carbon is burried as a bog mud, millions year after becoming a coal. The free oxygen stays in air allowing us to breathe. Thrid, live species do not stay stable. They evolve and from time to time die. This is not very appropriate for a crew or precisely designed ecosystems. Btw about nitrogen in "closed Earth ecosystem": Atmospheric nitrogen 4e18 kg Plants 2.4e15 kg. Animals and bacteria 2e13 kg. I.e. 100 t of atmospheric nitrogen per 1 kg of animal biomass. Probably, not the best template for artificial system.
  11. If you mean rovers with tracks: Caterpillar http://forum.kerbalspaceprogram.com/threads/84102-WIP-PARTS-PLUGIN-0-25-Kerbal-Foundries-wheels-anti-grav-repulsors-and-tracks Kerbal Foundries http://forum.kerbalspaceprogram.com/threads/35147-Caterpillar-Tracks-NOW-OPEN-SOURCE-ALL-FILES-OPEN-TO-PUBLIC
  12. As it seems, Kerbals are kinda halflings. For example, a TAC LifeSupport calculation gives more details. https://github.com/taraniselsu/TacLifeSupport/wiki/FAQ Seems, KSP is already Orbiter 3.0 if you take into account several thousand mods created by its community and being widely used.
  13. kOS can check such angles and axecute an action group on a condition. http://forum.kerbalspaceprogram.com/threads/68089-0-25-kOS-Scriptable-Autopilot-System-v0-15-2-2014-11-19 To explode smth you can probably use some of this: TAC Self-Destruct http://forum.kerbalspaceprogram.com/threads/25830-0-25-TAC-Self-Destruct-v1-4-12Oct kExplosives http://forum.kerbalspaceprogram.com/threads/98080-Part-0-25-KerTex-Explosives-%28K-Tex%29-v1-1 Dyn-o-mite http://forum.kerbalspaceprogram.com/threads/94152-0-24-2-Dyn-O-Mite!-vers-1-0-18-Sep-14
  14. I'm afraid, to build a consistent colony needs much more than one ton per human, as this requires a lot of construction and machinery. I believe, metallurgy and macjinery manufacturing would be primary aim of all this enterprise: just to bite into the ground and build a hard and protected industrial base equipped with a lot of machines. Just your car weights about a ton of metal, and imagine that you are building a building on a planet where no other architectural materials except alloys of locally mined metals, restores from oxydes. Probably, the oxygen would be not the first of you problems. In fact, that "biodome" (Biosphere-2) just have shown that you would need to be a sorcerer just to let 7 humans leave in balance with ecology. Imagine, that they have left one part of their paradise because of plant-louse, or fire, or decompression. Or imagine their plantation gave a bad harvest just because potato had disliked their fec... fertilizer. So, to guarantee that they will not starve to death, first of all you must provide them with several times superfluous plantation than they indeed need. To provide this paradize with fertilizer you will need (say, on Mars) store large ammonia cysterns  to produce nitrates, as by definition this plantation would need much more than all the crew can sh... produce even trying their best. Why to bother about those puny several hundred kg of crew's "natural product"? Just bury it at any place on the whole planet. About what "self-sustained balance" can we say then? Of course, if/when you build a whole city, and another probleam appears: remove all this biowaste, there will be also greenhouse  just as an easy way to convert bad things into good. But just as a support measure. And, certainly, greenhouses as a game scenery look nice  as steampunk machines, for example, why not.
  15. Of course. But plants do not consume every gram of waste which you have feed them. There is an ecological pyramide, and every next level of it needs ten imes more organics mass existing on the previous. 1 t of carnivore flesh need existing 10 t of herbivore flesh, which needs 100 t of plants flesh, which require 1000 t of soil humus. Not exactly, but you get the idea. You can ride a horse to a water, but you can't force it to drink. So, for any greenhouse you need tons of organics per human circulating in system. And also you need to move cysterns of ammonia to Mars, of water - to Titan. And also light sources, heaters, tubes, pumps. It would be a HUGE total mass. Much easier to grow food where it grows without any interplanetary fertilizer transporting - on Kerbin or Earth, then sublimate it or else and just to send wherever you want.
  16. Maybe this: http://forum.kerbalspaceprogram.com/threads/86695-0-25-USI-Exploration-Pack-Small-parts-big-adventure!-v-0-2-5-2014-11-01
  17. Until you have an energy plant, you would just drop supplies, as nowadays. If you are going to build a large base, you anyway need refine construction materials in-situ. If you already do this, you already have a lot of bonus oxygen. If your aim is a small scientific station, greenhouse will be their headache, not remedy.
  18. I have also found at least one place where it has been uploaded several months ago, but also not me. I don't play such things.
  19. Cockpits are for planes only. But FASA and Tantares historical packs both have 2-seats Gemini pod.
  20. As Sarbian decides this link is not appropriate, I deleted it.
  21. A human consumes 1 kg of oxygen per day, 400 kg per year. Planets crust mostly consists of metal oxides: Mg+O, Al+O, Si+O, Fe+O. Melting out every ton of a metal gifts a human-year amount of oxygen. So if you have a large ground base (which is the primary aim of any colonization): you anyway have an industrial tier, you anyway mine thousands tons of metal oxides, you anyway melt out thousands tons of metal, you anyway get thousands tons of oxygen, you anyway produce hundreds tons of industrial gaseous waste, especially carbon dioxide. You have so much oxygen to breathe and so much carbon dioxide to utilize, that all these greenhouses look just ludicrous. If you have a large orbital base without a ground facility: wait a minute, what for do you have it at all? (ISS is just an appendix to the on-surface Earth industry.) If you have ISS or another small three-cabin scientific forpost then chemical/electrical oxygene refinery is: 1) You can just switch it on/off. 2) Predictable: it can't be ill or unhappy, it can't give a bad harvest. 3) Repairable. 4) Scaleable: you may split it to ten mini-modules, and 8 of them will just produce 80% of the whole ten would. But you cant't split your aeroponics in such easy way. 5) If you get a wreck, it's more probable to find some electricity and/or chemical supplies to breathe a little; but it's doubtful that you can keep you greenhouse intact. 6) If you have guests, you can just use reserve refinery and easily increase you oxygen production. 7) No fungi, mildew or yeast will grow on it and then in you lungs (don't forget: any plant and substrate are lovely host for all such bio-feces) So, I believe, all these "oxygene greenhouses" are just a fiction scenery, and nobody will ever build and use them  except for science or fun.
  22. Seems that while you have only chemical engines, any permanent base will be too much expensive and unacceptable. And when you have new-clear ones, it's no problem to build a large and full-featured one at once. So, such single-module station will appear only as builders' temporary cabin for first few weeks, while they are leveling the ground with a huge bulldozer. Then a mass drop of supplies will happen, and you look something like in Iron Sky (I mean, a size, not a shape).
  23. Maybe this would be useful http://forum.kerbalspaceprogram.com/threads/74195-0-25-Action-Groups-Extended-%28Nov29-14%29-250-Action-Groups-in-flight-editing
  24. Antiles Liebig channel: http://www.youtube.com/channel/UCGrBYmOsaW5lDVGUVPjN6qA/videos "Mikro" animation
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