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Basilicofresco

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Everything posted by Basilicofresco

  1. Hi! I just noticed that all the surface features (eg baobabs on Kerbin) disappear as soon you update Kopernicus to v1.12.1-158. It happpens even without OPM, so I opened a bug issue over there. In the meantime I suggest to avoid Kopernicus v1.12.1-158 and stay with release -157.
  2. I discovered that it's caused by the automatic upgrades: the RDU adds 275300 to the basic cost and the TV adds 33500. After unlocking the Advanced Exploration in the tech tree the price of the Hitchhicker Storage Container change from "√4,000.00" to "√37,500.00 + √33,500.00". After unlocking the Advanced Science Tech in the tech tree the price of the Hitchhicker Storage Container change to "√312,899.00 + √33,500.00". It's just odd that I cannot avoid these expensive upgrades if not needed. What do you think?
  3. Hi everybody! I've not been playing for a while, so I must've missed it... but how did we get at the point that the old Hitchhicker Storage Container costs more than 310000? I just installed the latest version of KSP, the 3.16 version of Kerbalism and loaded an old savegame coming from one year ago or something like that. Is it a bug or a feature? What does the double price xxxx + yyyy mean? Thanks!
  4. Hi! I noticed that with Breaking Ground expansion if I set "Science = false" in Settings.cfg then the transmission of ground experiments does not work. The signal is strong, Kerbol is shining over the solar panels, but sadly science transmitted remains 0%. I tried with a clean installation with just KSP 1.9.1.2788 + Breaking Ground 1.4.1 + Kerbalism 3.7 and the problem is still present in career and science mode. It's worth to mention that if change the settings to "Science = true", then the transmission occours as soon I restart the game. Is this a known bug? Is there any solution?
  5. The modified MRE of course. A single big device is more realistic in this case than two smaller Convert-O-Tron 125.
  6. @ShotgunNinja Hi! Is there a way to set the same process in the pods of Convert-O-Tron 250?
  7. No, a better insulation will reduce the thermal gradient, the regolith close to the walls will get hotter and finally the walls will be touched by the molten mass. At page 28 they explains that the molten regolith is really corrosive and after just few hours is able to erode the crucible. However at page 38 there is a hope: heat recuperation outside the walls could be an effective avenue for reducing energy requirements by 20-40%. So at least 40% can be cut. May be more considering that the resulting heat could be used to help the climatization and other processes. A possible alternative to better balance di process within the gameplay could be to reduce the energy consume assuming also a corrosion resistant crucible. Process { name = molten regolith electrolysis modifier = _MRE input = [email protected] // 2 kW MRE reactor at 2300 K with heat recuperation and corrosion resistant crucible input = [email protected] output = [email protected] output = [email protected] // Slag is wasted }
  8. @ShotgunNinja @lordcirth I researched a bit about the Molten Regolith Electrolysis and I found out some interesting facts. At the moment Kerbalism is using MRE process just to produce oxygen, but real MRE produces also metal at the catode. Actually in order to continue the oxygen extraction, the metal must be removed from the core. Mined iron could be used for shielding purposes since it is just slightly heavier than lead at the same shielding level with high energy gamma radiations. Iron is pretty abundant in Moon, Mars and asteroids soils, so the extraction sounds realistic. Moreover I feel that it would add additional fun and possibilities to the mission planning... and to the struggle for survival. Using the 100% ilmenite conversion model, along with 1 liter of oxygen we could extract 1.661 g of iron. However reading this really interesting and detailed paper about MRE reactor modelling we could assume that a cutting edge 50kW MRE reactor of 1000 kg with an optimal working temperature of 2300 K can quite realistically produce 0.317 g/s of oxygen (10000 kg/year of O2, page 104) and at least 0.0317 g/s of Fe (1000 kg/year with the metal poor Moon regolith coming from highlands, page 102). This reactor would have an oxygen extraction efficiency up to 35% (fraction of oxygen that can be extracted by lunar regolith by weight, page 91), so the processed amount of regolith should be 0.906 g/s. Since only the central part of the regolith within the reactor core will be molten (the rest must stay solid in order to protect the reactor walls, page 63, 69 and 95), I suspect that the real total amount of required regolith will be higher. It is not clear if after the completion of each batch, the whole content of the reactor is discarded or just the central slag part. To stay on the safe side I will cut the oxygen extraction efficiency to 20%. So more regolith will be required, about 1.5855 g/s. Assuming ore=regolith, each liter of O2 will require 0,00071384 units of ore and 225 EC and it will produce 0.142 g of Fe. Let's say that the conversion of molten iron in a proprer shielding tile will be done with an efficiency of 70% and we have 0.00044 0.00000044 shielding units per oxygen liter. Yes, as you probably noted, the elephant in the room is the huge quantity of energy required. I considered 50kW=50EC/s, is it correct? Well, after all is a 50kW monster that is barely able to produce 1 oxygen liter every 4.5 s. Well, using this data I tried to adjust the MRE process: Process { name = molten regolith electrolysis modifier = _MRE input = [email protected] // 10 kW MRE reactor at 2300 K input = [email protected] output = [email protected] output = [email protected] // Slag is wasted } How does it sound? From the point of view of gameplay, if you want to extract oxygen on site you will need several Gigantor XL solar arrays. Maybe on a separate unmanned vessel.
  9. In the Convert-O-Tron 250 we cannot set the same process in both of the slots. Is it a deliberate choice or a technical limitation?
  10. @NIcklett Try with this: TAC profile for Kerbalism. Then replace "Profile = default" with "Profile = TAC" at the beginning of the file Settings.cfg
  11. @lordcirth Are you able to make the pull request? I'm not used to them. Also the fact that the electrolysis keeps running even if the tanks are full sounds odd to me. What do you think?
  12. I further experimented with fuel cells and electrolysis in order to store energy and I found the problem. Few thoughts, again. 1) Chemical Plants keep running electrolysis even if the tanks of O2 and H2 are full. For sure they should stop when tanks are full. For example fuel cells stop burning fuel when the batteries are full. The best option would be a switch in order to choose between "stop as soon all the tanks are full", "stop as soon O2 tank is full" and "stop as soon H2 tank is full". I would like to use the H2 tank in order to regulate the electrolysis: I need to stop electrolysis as soon H2 is full in order to preserve water. Apparently it is the only way to get it working. 2) It would be nice to have also a Big Chemical Plant. The perfect size would be 6 times bigger than the current plant because the Fuel Cell Array is 6 times bigger than Fuel Cell. Ops, I just noticed the new role of the Convert-O-Tron 250 and Convert-O-Tron 125. However comparing the masses of these converters, the mass of Chemical Plant seems to be just too low, it should weight about the double. 3) The automation module is really interesting and with few improvements may be used to better regulate complex processes. For example new conditions like nomore_power_high and nomore_power_low could be useful. If the power is no more above 80% is an early warning that the energy production is no more able to cover the consume. 4) The condition "sunlight" cannot be used to start energy hungry processes because at the dawn there is not enough light. What about two conditions about the atmospheric transmittance of sunlight? For example below 33% and above 36%? Ok, Near Future Electrical has got a bigger and denser battery (10000 EC), however I would like to keep the number of installed mod as low as possibile. Moreover thinking again about large scale energy storage for a base, fuel cells+electrolysis sounds less unrealistic when compared against huge battery banks.
  13. Let's imagine a lovely base on Duna. For the happiness of the kerbals the base is huge and it will grant at least 200 m^3 per kerbal using converted fuel tanks as extra habitats. (did I mention it is lovely?) The crew is going to spend some years on the site, but the supplies will be the easiest part: the real problem is the radiation hazard. I can create a small shelter for the storms, but realistically the rest cannot be shielded. So... here we are: the base needs at least 5 active shields always on. The night is long on Duna and it means that the base will need at least 120 Z-4K battery banks (4000 EC each). A skyscraper of batteries. That is a bit ridiculous. Ok, so I tried to store energy in a different way: electrolysis during light hours and fuel cells overnight. Both always on. Apparently it works... but only apparently because I was not able to stabilize the process in order to get it working by itself indefinitely. It produces too much water or too little. I tried to regulate it using the automation tools (sun/shadow or low/hi battery) but it is even worse. Moreover this approach does not sound enough realistic. A bunch of RTGs would solve the electrical problem but not the radioactive one... Some thoughts: 1) It would be helpful to have bigger batteries with higher capacity and a new 3.75m supply container 2) It would be nice to be able to add shielding to RTG in order to lower the emissions 3) It would be equally nice that the radiation dose of a RTG could take into account the distance between the RTG device and the closest habitat (any designer would put them as far as possibile from crew) 4) It would be great to tag one o more habitats as "shelter habitat" in order to use that seats during storms (and avoid venting the whole base each time) 5) Compatcing ore in order to produce shielding seems more reasonable for a base than using poo Ps. Thanks for this intriguing mod!!!
  14. Hi! First of all thank you for this great mod! I just encountered an odd bug related with the root parts. If I set as root part a Life Support Waste Container Large (or a TACLS Water Purifier Large or probably any other large TACLS parts) the first time I save and reload the game then... the part looks smaller! For example: I create a test vessel like this one and I set the upper Large Waste Container as root. On the launch pad everything seems ok. Then I come back to the Space Center and then I select and come back to the vessel again: now the root part has shrunk up and the OKTO2 is floating in the air. It looks like a standard size container, but actually it is still a "large" part. I'm using TacLifeSupport v0.11.1.20 and KSP 1.0.4. Thanks in advance!
  15. Hi! I'm experiencing overheating problems for no reason with a space station orbiting Minmus. Apparently the skin temp of some solar panels keep rising and therefore several parts are glowing red. Just to be sure, I installed additional large radiators but they did not help. Disinstalling FAReverything comes back nomal... is there anything else I can do in order to solve or avoid the problem? KSP 1.0.4 FAR 0.15.4.1 TAC Life Support 0.11.1.20 KerbalEngineer 1.0.18.0 SCANsat-v14.1 (you don't need it to load the minmus space station) It's is a career game started from zero from the version 1.02. Here is the quicksave, let me know if you need additional details. http://drive.google.com/file/d/0B6xCI60sZ39TNUFsTDZvR180azg/view?usp=sharing Thanks in advance!
  16. Hi! I recently switched from the 0.90 game to 1.0.2 and I just noticed that the inflatable 6.25 heat shield is missing. No mention of it is present in the changelog so... can you confirm it? Is it related with some bugs? Is it definitive? It was handy... in any case thanks for the porting to 1.0.x!
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