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DDay2021

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Posts posted by DDay2021

  1. db_destiny_009.jpg

    db_destiny_010.jpg

    These appeal to me as you could feasibly drop the first image in as an initial landing vessel,  or rover even,  then 3d print (DIY kit) the rest into position such as the reactor? in the second.  You would still retain some modularity with the function of what is built in-situ.  I'm of the opinion that whatever is built in-situ has a time cost, as well as material.

     

  2. 7 minutes ago, RoverDude said:

    Kontainers can no longer push to PL on their own.  Something with logistics capabilities are needed.  The new MPUs were added explicitly with push-only to help with remote miners

    Thanks.   This newfound understanding will bring a new challenge to upgrade the remote miner. :confused:  I appreciate the help and the wonderful mod.

  3. 3 minutes ago, RoverDude said:

    I would add... you're talking 50m... so are you looking to put the resources in PlanLog, or to use them on your other vessel (the non-mining one)?

    It's 50km so local logistic won't work.  It seems the source of my issue is the lack of a logistics hub at the remote mining site.  Although I could swear I read that kontainers could push to PL,  I've only had 2 cups of coffee this morning and my memory could be off. :/

  4. Planetary logistics question(s):   I have a base on Minmus with a Duna Logistics hub (w/ pilot) and an inflatable storage unit configured for silicates/silicon,  I also have a un-kerballed mining rig 50 or so km away with a 3.75m flat tank kontainer configured for silicates, which is currently mining silicates.  Both the base and the mining rig have planetary warehousing turned on. However, I am not seeing the silicates show up in the planetary logistics tab.

    1.  Does the mining rig need to have a logistics hub w/ pilot for planetary logistics to function properly?
    2. Under which circumstance will the pull occur?
      • The rig's container is full?
      • There is a consumer at the base i.e. silcates -> silicon?
      • All the above?
  5. Found what may be a bug with the 2.5m Resource Converter, it tries to produce chemicals when it's configured to produce Fertilizer(G).  The MKS_Processor250.cfg currently reads as:

    Spoiler

     

        MODULE
        {
            name = ModuleResourceConverter_USI
            ConverterName = Fertilizer(G)
            StartActionName = Start Fertilizer(G)
            StopActionName = Stop Fertilizer(G)
            Efficiency = 1    
        
            INPUT_RESOURCE
            {
                ResourceName = Gypsum
                Ratio =  0.003
            }
            INPUT_RESOURCE
            {
                ResourceName = ElectricCharge
                Ratio = 4.5
            }
            OUTPUT_RESOURCE
            {
                ResourceName = Chemicals
                Ratio = 0.006
                DumpExcess = False
            }
            INPUT_RESOURCE
            {
                ResourceName = Machinery
                Ratio = 0.0000130
            }
            OUTPUT_RESOURCE
            {
                ResourceName = Recyclables
                Ratio = 0.0000130
                DumpExcess = true
            }
            REQUIRED_RESOURCE
            {
                ResourceName = Machinery
                Ratio = 650
            }
        }

       Shouldn't it read something similar to this?

    Spoiler

     MODULE
        {
            name = ModuleResourceConverter_USI
            ConverterName = Fertilizer(G)
            StartActionName = Start Fertilizer(G)
            StopActionName = Stop Fertilizer(G)
            Efficiency = 1    
        
            INPUT_RESOURCE
            {
                ResourceName = Gypsum
                Ratio =  0.003
            }
            INPUT_RESOURCE
            {
                ResourceName = ElectricCharge
                Ratio = 4.5
            }
            OUTPUT_RESOURCE
            {
                ResourceName = Fertilizer
                Ratio = 0.006
                DumpExcess = False
            }
            INPUT_RESOURCE
            {
                ResourceName = Machinery
                Ratio = 0.0000130
            }
            OUTPUT_RESOURCE
            {
                ResourceName = Recyclables
                Ratio = 0.0000130
                DumpExcess = true
            }
            REQUIRED_RESOURCE
            {
                ResourceName = Machinery
                Ratio = 650
            }
        }

    If you'd like I'll try to figure out the pull request on Git.

  6. There may be nothing that RD can do as it's probably a broader KSP issue, but to satisfy the OCD itch in me is there a way to alphabetize the resources in the resource tab?  Once I have multiple resources I'm tracking it is frustrating trying to find Silicates, for example, in the list.

  7. 1) Smaller craft are better, until they're not, and then you have to go BIG.

    2) Learn the NavBall, what it means and how to think in 3 dimensions.

    3) Think about center of mass, center of thrust and how to place engines and RCS thrusters for the best effect.

    4) Kerbal Engineer is invaluable in calculating dV and presents all the necessary information.

    5) At least once, Land on the Mun using only your engine and the NavBall, no Mechjeb, KER or other mods, just you, the craft and the Mun.  You'll thank yourself afterwards.

  8. I'm running a clean install of 1.1.0.1230 on OS X 10.11.4 on a late 2015 iMac with 3.3GHz i7-577R, 16GB RAM, Intel Iris Pro graphics with Retina 4k monitor. KSP itself is running in windowed mode at 1920 x 1080.

    Several visual glitches appear in both the SPH and VAB.  In the VAB the flag on the wall is full of "tv static" and the floodlights on the walls go through a cycle of getting brighter and dimmer.  I also go from an initial 86% cpu usage in the VAB to over 200% in a few seconds along with an increase in temperatures and fan speeds.  This is variable depending on how the view is set. 

    VAB issues can be seen here: VAB graphics issues

    In the SPH the floor markings display the same type of static with the exception that it is dynamic in changing patterns.  The floodlights there also display a similar cycle of brightness.

    The graphics anomalies for the SPH can be seen here: SPH Disco

    Both videos along with my KSP.log and player.log can be found here: Dropbox Link

  9. [quote name='NecroBones']Something I'm tempted to do is to go back and add solid propellant motors to many of my stack decouplers (MRS and SpaceY), just with it defaulting to zero fuel, so that it's an optional upgrade in the VAB to fuel it up and use it. This would function similarly to the SpaceY rocket-powered radial decouplers.[/QUOTE]

    I use too many mods to be sure where I've seen it, but I've seen a 2.5M reaction wheel that comes in two parts to strap around a fuel tank. Something like that with either solid rocket or monoprop motors could make for a low part count separator/ullage motor that you could place wherever you feel it should go.
  10. [quote name='NecroBones']Yeah, the MRS decouplers have the same thermal limits as the stock decouplers, which was one of the things I double-checked in the recent MRS update. I could bump it up some, but it's a result of the changes in how exhaust heat is applied, so it probably wouldn't help a huge amount.[/QUOTE]

    No worries, don't make any changes just for my whims, I can change the way I do my launches and include sepratrons or other small motors.


    [quote name='NecroBones']I think that's what Squad intended, possibly with the use of Sepratrons as ullage motors to aid the separation.[/QUOTE]

    Interestingly enough, watching this [URL="http://www.youtube.com/watch?v=HSnOTaCeSuk"]video[/URL] gave me some ideas of how to change some of my launch profiles. The most interesting thing I saw was the use of springs(?) for the first stage separation.
  11. Any one of the Cape Canaveral Beach hotels is great, there are plenty of good viewing areas on the beach. I got lucky and was able to see a Delta IV launch in late July prior to boarding a cruise ship. Here is the link to the forum post, video is at the end, http://forum.kerbalspaceprogram.com/threads/129572-Lucked-into-launch-viewing, it was taken from the beach next to the Holiday Inn Club Vacation hotel.

    This site is up to date with all the launches: http://www.mynews13.com/launch-schedule.html

    and this one shows the publicly accessible viewing locations: http://spacecoastlaunches.com/

    Here's hoping the weather and mechanical issues don't get in the way.

    Tip have your camera ready to go right at the begining of the launch window, when they go they go fast.

  12. I was playing around with the Learstar last night and had an incident when the SRBs separated taking out the main fuel tank. Instead of my usual "ESC" + Revert to Launch, I attempted a landing with it and succeeded. My first actual landing of an aircraft occurred because of freak mishap. :cool:

  13. The family and I arrived at Cape Canaveral last night in preparation for a cruise later this week. I found out that the Delta IV medium launch for last night was delayed to tonight. So we will be standing on the beach and hopefully filming the launch.

  14. Introduced my nephew to KSP, and watched him build a massive craft out of a Mk 3 cockpit, four 5m fuel tanks with engines, and 12 SRBs. The thing hit Mach 5 in atmosphere and went into orbit around the sun. After it ran out of fuel I asked him how he was going to get Jeb, Bill and Bob home again. He's still working on it. :sticktongue:

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