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Everything posted by Terwin
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Yu sould not be the only person ding this, and I see no reason to think that MKS and WOLF infrastructure would not readily support the new parts and processes needed for off-kerbin construction. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Support for 1.11.x has been referenced in the thread name for a while now, yes. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Example: Any MKS base that is not yet fully self sufficient and thus requires some parts/resources to be shipped in. DumpExcess = FALSE does *not* shut down the process, it pauses it until there is storage available for the output, at which point it resumes until storage is full again. Just like the stock ISRU processor that will turn ore into fuel until the tanks are full, then wait for free space in the tanks before processing any more.(your recommendation would have the ISRU keep making fuel, that would be dumped over-board, until the ore tanks are empty) Like with my example of a uranium enrichment processor. Most of the time it just sits there processing at a small % of capacity, but occasionally I deploy a new reactor and need to refill my reserves, at which point it kicks in to full gear, all without any action on my part directed to the enrichment processor. To calculate your 'boost' from efficiency parts, add together the weight of all efficiency parts and divide by the weight of the parts being boosted, and that is the % of boost being provided. If you have 10t of efficiency parts running at 100%, and 10t of processing parts, the efficiency boost will double the production of your processing parts, just as if the efficiency parts were doing the same processing. Efficiency processes basically let you perform more advanced processes with lower-tech parts. So those 43 ranger rock-crushers(0.08t*43=3.44t) you sent up for your early bases, instead of becoming useless dead-weight, can be set to efficiency mode, almost doubling the production of your new Tundra refinery(3.471t). Almost as if you sent up a second tundra refinery from the start(using the same launch capacity). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
If you need to ship-in specialized parts(or exotic minerals, or ...) do you really want all of those shipped-in resources to be consumed to manufacture something that will just be thrown away? Most colonies have at least one resource constraint. Planetary stockpiles and WOLF make that issue easier to deal with, but it does not eliminate it. Even colonies without a current resource constraint may well develop one in the future(colonization multipliers can do this), so wasting rare or hard to find resources on something that is not useful seems like a generally bad idea. The only reason things like Recyclables and Mulch dump excess, is because these are by-products, and you do not really want your Kerbals to starve to death or stop manufacturing just because you might lose some potentially recyclable materials. I would often have bays producing enriched uranium and machinery just for the sake of keeping my resources 'topped off' while using a majority of the resources for other things(like colony supplies). I could not supply enough raw materials to keep all of my processes running at full production, but as some of them would only produce 'as needed' I had plenty of resources to do everything I wanted done. -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
Light has non-zero energy, and as such, it has non-zero mass. Any object with non-zero mass will warp space-time and thus bend light. I think the key word in that statement is 'weak' as we would expect this scattering theoretically, but I do not think we could measure it... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
It is basically saying 'something changed here, and unless you did this deliberately, you probably don't want this change and should go back to the known state' Seeing as how you did indeed make changes, this is normal and expected. You should not try to reinstall because you want the beta version(which is not yet in ckan and that is why it is complaining). I usually find it less troublesome to remove any ckan supported versions of the mod before I try to manually add it, just to avoid this sort of thing. -
Hover capability covers a multitude of sins. That is how helicopters can land on helipads mounted on ships or buildings or after all...
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I live just outside the city limits of Austin, TX(aka 'silicon hills'/'Silicon Valley II'), and the Starlink beta has a lower monthly cost and higher bandwith that any other broad-band provider to which I have access at my current address.(which is less than a mile from the GM innovation and Amazon distribution centers on the old Dell Campus, so hardly out in the sticks). If I was not in the process of buying a new house (which may or may not be in a different Starlink 'cell' which may or may not require a new dish), I would already be on the waiting list for service in 'mid 2021' just for the service improvement and cost reduction. If I can't get better service in a tech-hub living less than a mile from a Dell/GM technology/Amazon campus, I imagine that the number listed above for potential subscribers to be a very pessimistic estimate.
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There will always be specialists that understand a given technology. Even today, no one can be a specialist in all technologies. If you are a rocket scientist, then the ability to produce a child with three genetic mothers is probably not something you hae a through understanding of, and if you are a genetic engineer, then a continuous transmission probably seems pretty out-there, and if you are a mechanical engineer, then the design and operations of VLS IC design(the methods use to make modern computer CPUs and GPUs) probably seems pretty obscure and arcane, and if you are an IC electronic engineer(who does not play KSP) then orbital mechanics and the rocket equation are unlikely to be intuitive. This says nothing about the guy who plays in a garage band and checks out groceries to afford an amp that 'goes to 11'. Personally, I find quantum mechanics to be weird, but not half so strange as politicians and other 'social people'. Even that approach may be looking at the quote the wrong way, as I have a good understanding of how Alexa and other digital assistants function, but when they work as intended, it 'looks' magical. I could easily see 'does what I want without needing to worry about the details' as 'magical' tech, even when I fully understand how it works. After all, how functionally different is this personal transport drone from a magical flying carpet: If I can summon it with a few words and it can take me where I want to go, it seems pretty similar to me... (sure the current version has lots of limitations, but as the technology develops those limitations will become less and less relevant for most users)
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For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
In graphics class they spoke about how the first 'mirrored' enemy in a computer game worked: they just grabbed pixels from a different portion of the screen as 'good enough' because the processor was not powerful enough to do the ray-tracing real-time. It was lauded as a clever fix that was just as effective for the intended purpose as ray-tracing would have been. I do not see any reason for them to have bothered to change the approach for later games. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
That would be a minimum, yes, but one of the weaknesses of wolf, is that it is completely static(as far as I can tell), and you cannot adjust production based upon your current needs. As such, having a 20m Atlas factory that you can re-purpose as needed gives a lot more flexibility than pushing all of your manufacturing into WOLF(especially as we do not yet know the details on how the new parts manufacturing process will work, so having that flexibility can help take advantage of the new functionality as soon as it is released) Also, I do not believe that WOLF handles population growth, so you will need MKS parts for that as well(if you want it). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
I don't think kerbals count as parts when on a craft, as they do not require any physics simulation. Not many bases can be self-supporting in a single biome, WOLF is mostly for handling all of the stuff other than your main base on each planet. A single 20m atlas part replaces several smaller parts. For example, you can have 6 active bays on an atlas module, and I would expect that they would be at least the equivalent of a tundra module, so the 20m module should be able to replace at least 6 3.75m tundra parts(plus related stands, airlocks, etc). -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Did you see that the new 20m atlas parts have a max crew of 96 each? A couple of hab domes and a couple of factory domes would let you use most of that. Question: do the Atlas parts still benefit from only the highest specialist on the station? I vaguely remember something about multiple specialists being useful, but that might have been in relation to WOLF... If you only benefit from one specialist, that is a *lot* of kolonists... -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
Snow is basically ice with air in/around it, sort of like a pumice stone is stone with air in/around it. We do not have a lot of materials that both evaporate and freeze in large quantities within our atmosphere. While the hexagonal structure would be due to the chemical structure of the water molecule, other materials could also form loosely packed crystal structures if they were to condense out of an atmosphere and freeze, but most would probably not form a hexagonal structure like water does. -
I was under the impression that the objective of the Alcubierre drive was to shrink space in front of the vessel and expand space behind it, so that you are not 'moving' the vessel at all, except perhaps using some chemical thrusters to cross the much shortened distance, or am I thinking of the wrong drive tech?
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Space station orbital velocity(for reference): 7.66 km/s according to this: https://www.omnicalculator.com/physics/centrifugal-force a 13km radius with a velocity of 7660m/s gives centrifugal acceleration of 4513.5 m/s/s or 460g If you reduce that to half the velocity of the space station(which means a non-trivial rocket for the other 3830m/s), you can reduce that to a mere 115g of off-axis acceleration. If you used earth's equator(radius of 6,356km) as the largest possible loop, you can get the off-axis acceleration down to 9.2m/s/s which should be readily handled by just about anything on earth that can lay on it's side(which does not generally include a rocket once it is loaded with fuel). And you would only need to build an air-tight tunnel 40,000km long. (just don't try to make any sharp turns, such as going up a mountain, as that would splatter your ship right quick).
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
To be fair, this does require landing in the biome, and for the depot in particular, landing a single use rather large and heavy mid-tech level item, which does not have a lot of use until you also acquire multiple max-tech elements. Once you have all of the WOLF tech, there are not likely to be a lot of unresearched tech nodes left, especially when using the community tech tree, making additional research points of little value. And it is not as if you couldn't already unlock pretty much the entire community tech tree with biome hopping inside the kerbin SOI, so this just makes it so that you can do less biome hopping but still have access to advanced WOLF tech just from deploying lots of depots(which are not terribly useful in and of themselves without that advanced WOLF tech). -
I have an invocation I use every morning to bring forth light: "Ok Google, set office to 30%" And one to banish the light at the end of the day: "Ok Google, turn off bedroom" If you were not familiar with this technology, you would not have any idea that the small, unobtrusive cylinder hidden on a shelf was in any way related(especially if responses were muted), or that it was dependent on distant computing devices connected via a world wide information network. "magic" technology is all a matter of familiarity.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
The config files should still be there and may even have been updated for 1.11 At the moment I am mostly working on WOLF infrastructure (which will hopefully be easy to transfer, at the very least you can edit your save to re-add it as it is not obfuscated in any way), not sure yet if I will add a construction mod or just wait for the integrated construction, probably depends on how far I get before the new version is released. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
A building? You do realize that nothing has a sellable value off of Kerbin, and in particular at a launch site if you want full value. Also, a single large cargo container of rare resources(potentially filled from a hopper) can provide funding for pretty much the rest of your space program. (hundreds of millions in funds) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
You cannot add resources to WOLF, you can only produce and retrieve them. If your WOLF drill can extract those resources, you can probably ship them around with WOLF. I think that kerbal points are something that can be shipped around, but it is not something that I have done as of yet. -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
So you are saying that we now have the equipment to look at an undecayed atom and predict exactly when it will decay, or at least a design that was used to do this successfully in the past, correct? Or is this all still theoretical? (I may not be the most attentive to scientific forums, but at the very least I would have expected to hear about radioactive decay no longer being a sufficiently entropic randomness source for strong encryption) -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
There is *lot* of randomness out there. If you make 10,000 hard drives that are all virtually identical, you still have a 'mean time before failure' instead of an 'expected expiration date' In our macroscopic world, we *think* things are deterministic because we only work with things at a relatively huge scale compared to the individual components(atoms). At CERN(arguably one of the most advanced research facilities in the world) they use statistics to try and determine what actually happened when smashing together atoms at a large fraction of the speed of light, and they repeat the process a large number of times(hundreds of millions of times per second) to collect data on events that may happen with a low probability. ref: https://home.cern/science/computing/processing-what-record The nuclear weak force, which I believe is the second strongest of the four, can only be predicted in a statistical way( the 'Half Life' is how long it takes half of a material to decay into something else. You have no way of knowing if a specific atom will decay or not, just how long it will last 'on average'). Unless you can predict when each and every atom will decay, you cannot really say that you have a fully deterministic system, just that you have a statistically deterministic system. And that is without even getting into wonky stuff like quantum mechanics, where it is perfectly reasonable, and some times even expected, for a particle to move from point A to point B without crossing the intervening distance, Either because of energy levels(electron orbits), or because you don't really know exactly where the particle is, and even if it started out on one side of an impermeable barrier, if it's probability function includes points on the far side of that barrier, it might just end up on the far side of that barrier(without penetrating it). 'Determinism' seems to be something that can only be really believed by people who don't look too closely at how the universe works... -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Not any more. Multiple bays was mostly a way to divide up the total drill capacity, and it caused enough problems to just ditch it, I believe. -
Shuttle used glue over aluminum. One of the instances where a tile fell off they managed to land safely because there was steel under the aluminum that managed to survive and keep the shuttle intact Starship uses bolts over steel. It *should* survive reentry naked, but without heat tiles it could negatively affect temper and other properties of the steel, especially as they intend to aerobreak from both the Moon and Mars(the shuttle never went faster than LEO). If the tiles are still good, they may just need a quick walk-around before they refuel and relaunch. Without tiles, or with damaged tiles; they may need to perform more in-depth checks, especially for hotter reentries such as Mars and beyond.