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KSP2 Release Notes
Everything posted by Terwin
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I believe the current functionality only has 2 GC parts and a few USI-MKS parts with the GC Workshop attribute. I believe the USI-MKS workshop parts are at 300% and can fit 2-4 engineers, while the GC parts are 100% and the mobile workshop vehicle part can hold 12 engineers(have not looked at the GC parts since the second workshop part was added though). While vessels can be made into mobile workshops by incorporating one or more of those parts, other parts can only be made into workshop parts with a MM script or by manually adding the tag to the part file.
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Do you have community tech tree installed? That is what gives all those other nodes for the LS parts to go into.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Lack of Machinery could also be providing some limits(especially if the hab-ring did not have any). -
You forgot the parts where several congressmen refuse to vote for the bill unless a certain minimum amount of the $$ gets spent in each of their districts, often in very specific ways(keep these SRB related factories working!) And how this is probably a necessary component for any plans being proposed to congress that they actually want to get funded.
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The thing is Co2 is only 0.041% of the atmosphere on earth (partial pressure: 0.2mmhg) but 96% of the atmosphere on mars(4.3mmhg), so even with the much lower atmospheric pressure on mars(0.6% of earth), there is still more than 10 times as much Co2 per unit of atmospheric volume on mars than there is on earth. As an added bonus, we do not even need to filter out all of those other gasses to get a useful concentration, because they are only a small percentage of the total. Edit: this video is talking about collecting methane (.00017%), ISRU will be collecting Co2 and basically 'un-burning' it into methane and O2 by using (presumably)solar power. Think of it as a giant chemical battery that stores power as methane so that it can be released by the rocket when needed.
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Unless you crank down the funds severely, funds are not much of a constraint and play-time is the big thing that needs to be optimized. So getting 2/3 as much done for 1/4 of the funds cost in the same amount of play-time is often a net loss for most players, especially if the tasks being done are high pay-out contracts where completing that extra 1/3 usually brings in more than the 3/4 of the costs that were used to get things done with less play-time. But then again, that assumes that you enjoy completing tasks/reaching objectives, if you derive greater enjoyment from squeezing every last bit of efficiency from your missions, you probably get more enjoyment from getting 2/3 as much done in the same play-time so long as you can do that 2/3 in the most <X>-way possible.
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Unless something has changed that I am not aware of, I would expect this to be mostly a paperwork issue. Presumably the 'space force' would include all orbital activities that are currently engaged in by the other branches of the military(satellites and that experimental vessel that they send up for months at a time). Might include GPS and even NASA might fall under that umbrella. Come to think of it, clumping NASA in with the military might do good things for NASA's budget. Hmmm, 1) change the name of NASA to 'Space Force' 2) Tell a general you need $X billion to build and operate the biggest gun on mars 3) Build a mars rover with a compressed air 'cannon' to blow dust off of the solar panels and thus have a new science rover paid for from the budget of the military 4) go to step 2, but slightly increase the diameter of the 'air cannon' barrel every time you want a new Mars rover...
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For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
Curie was a Doctoral student in the lab where it was discovered, she discovered that it was only caused by certain elements and gave it a name. So before, sure. Long before? Not really. Was probably even the same piece of radium. -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
Ok, let's go back to your earlier number of 1/3 of the sphere being covered by the cap(obviously it would be much less as if the explosion was that close, the cap would probably have been vaporized, but for now I'll assume 1/3) If 1/3 of the energy of the 0.3kt explosion came out of the opening of the test shaft(where it knocked off the cap), where did the other 0.2kt of the explosion go? All of that expanding plasma/super-heated air had to go somewhere, and I strongly doubt that it was all somehow perfectly absorbed by the walls of the shaft. -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
Except the walls of the chamber containing the nuke test blocked all avenues of escape *EXCEPT* the opening covered by the cap, therefore the cap should have been accelerated by ~100% of the kinetic energy for the blast. Just like the bullet in a rifle only covers a small portion of the surface-area of the gunpowder but still gets nearly 100% of the energy from the charge. If I recall correctly, a sonic boom does not travel backwards, only forwards along the path of the super-sonic entity. As such, there is no reason for anyone on the ground, only aircraft that happened to be flying in the restricted air-space very close to a nuclear test, and those would all have been shot down before being allowed to get that close. As such, only the over-pressure from the actual explosion would make an obvious boom for ground observers. Also, remember that the sound of the explosion is also traveling at the speed of sound(in fact the over-pressure wave that pushed the cap off the hole could reasonably be called the 'sound' of the explosion), as such, even if there was a sonic boom, it would be caused along the surface of, and travel along with, the wave-front of the explosion sound, making them indistinguishable without precise digital analysis comparing two identical explosions, one with the additional 'sonic boom' and one without. If the cap flew up into space, or even if it melted on the way there, there is no compelling reason for it to have been obvious or to have left any obvious evidence behind that would be particularly distinct from the forming mushroom cloud, especially for the relatively primitive recording instruments of the day. -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
The entire explosion(nuclear+conventional) was constrained by the surrounding rock. Remember, this was an underground test that took place in a very deep pit, and the only vent for all of that energy was covered by the cap. Just like the difference between putting a small piece of lead on top of a small pile of gunpowder and shooting a bullet out of a gun. I don't know where the 'extra' 0.17 kt came from, but there is no need for multiple kt to explain it. Meteoroids only burst if they have pockets of volitiles inside of them(like ice or gas) and those expand form the heat, causing the rock to burst. Usually they just disintegrate as parts ablate or get torn off by the atmosphere. Also very few are as dense, even, or tough as a one ton chunk of armor plating, so it is entirely possible that it managed to leave the dense part of the atmosphere before it had warmed enough for any obvious effect. I would expect that any 'sonic boom' would have been close enough to be hard to distinguish from the over-pressure wave of the initial explosion. If the cap did not heat up enough to glow while still in the atmosphere, there would have been no visible 'fire arrow'(even if it did, it probably would not have started glowing until much higher, and with a high speed and a dim glow, there would have been very little to see) Unless the cap vaporized, there would be no source of smoke, so no smoke trace. -
For Questions That Don't Merit Their Own Thread
Terwin replied to Skyler4856's topic in Science & Spaceflight
In addition to the projected nuclear energy, there are often conventional explosives used as part of the trigger mechanism. As the entire thing was enclosed in a tube with a plug at one end(basically like a giant pop-gun), all of the explosive force(both conventional and nuclear) could easily have worked together to throw the 'cork' There is also the possibility that 0.3kt is the expected useful yield, and that other components of the reaction that are not generally considered part of the useful yield could have contributed due to the nature of the set-up(vaporization of the container walls due to types of radiation that are not generally considered useful for example) Think more meteor and less ICBM. As the plate ablates due to friction with the atmosphere, both the encountered air and the ablated particulates would carry away some of that energy. Even compressing the air above the plate due to the plate moving faster than the air can get out of the way would take a lot of energy and that would mostly result in just reorganizing the air a bit(and probably some sort of sonic boom). -
What is your most facepalm-worthy moment regarding KSP?
Terwin replied to MaverickSawyer's topic in KSP1 Discussion
I launched an ISRU mun-hopper the other day with several open crew slots and took several rescue missions. One was a high retrograde orbit so I went to get that one first, only to discover it was on a part with no hatch. Reverted to earlier in the flight(I have a LS mod, so staying outside of 2km range lets them survive longer) and went in to land. Landing went fairly well, and I even discovered that my landing site had a decent ore percentage, but after a few minutes, my fuel production dropped... I had forgotten radiators.... Welp, used some of the transmitted research from my new Gravioli detector to research the klaw and dent a 'rescue' ship with a screw driver, klaw, radiators and some LS supplies... -
If a single 'launch stage' does not give me the dv(or twr) I need to put my space stage where I want it, then my first go-to is kickbacks with tanks on them.(but extra kickbacks may be added if launch twr is too low). Generally with 62* main engine lf/sec worth of lf in the lfo tanks. This generally gives me a 2.5 stage rocket that can get even pretty sizeable self-fueling rockets wherever they need to go for their first top-off. (once I have a fuel station in orbit this is only needed for much larger rockets as not needing that extra ~2km/s for a mun refueling landing on top of the launch dv helps a lot)
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Stock Tweakscale means it is no longer possible to re-create any(non excessively clipped) stock vessel from just a good picture of it. It also means you lose legitimate design choices like the lower-efficiency ISRU in exchange for a smaller size(everyone will just use a shrunk-down large one) and the various trade-offs for the various engines at different sizes(poodle shrunk to 1.25m is more fuel efficient than terrier, and possibly more powerful as well).
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I'm a colony manager. The goal is not just to get there, plant a flag and to come home, but instead to build a self-sustaining base and fill it with Kolonists.(Generally using RoverDude's USI-LS and MKS) My last game had self-sufficient colonies on the Mun, Minmus, Duna, and Moho. This game has an objective of a self-sustaining base on Lathe with at least 20 inhabitants and indefinite life-support/habitation. (probably with a test-base on the Mun)
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
I generally go in with a DIY kit with a 'starter base' which basically has everything I need to make material kits on-site(and the largest KIS container), then I use OSE Workshop to build additional components(starting with a second refinery so that I can also produce specialized parts, then usually lots of power/hab/etc). In the near future I expect that additional module production will switch over to using the in-situ GC DIY kit production which is currently in beta testing.(Especially since I do not think OSE Workshop is updated yet). A few months ago, I think I posted the exact contents of my usual starter-kit and a fairly detailed description of going from 3 launches(kit, MK, crew/portable workshop/starting hab) to a base that is ready to accept as many kolonists as you would like to send. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Collecting colony rewards is done from a Pioneer module. The value produced is based on the number of Kerbals with a given bonus type multiplied by the size of the vessel they are in(MKS part count?) As the Kolonist profession has all three bonus types(and they are cheaper than any other type of Kerbal), they are the preferred type for 'filler' kerbals after you have a pilot(for logistics), Scientist(for farming), and an Engineer(for manufacturing, although multiple engineers may be wanted for GC or OSE workshop) . -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
Different MKS drills have different numbers of separators which can all be used at the same time. 1 for small drills, 2 for medium drills 6(?) for the industrial strip-miner. If you are only using one of them at a time on a medium drill, then you are only using half of your drilling capacity with that part. Actually changing a separator to collect a different resource always costs mk/sp when outside of the VAB/SPH (and requires a space-walk) -
Well, the CZ crown in one tooth, the implanted titanium screw with attached CZ tooth, and several composite resin fillings should make it pretty obvious that my origin is more modern than ancient(with Titanium having not even been discovered until 1791). This would also be much harder to fake than a post-mortem iphone insertion. Both the CZ and the titanium show up very clearly in x-rays, suggesting closer examination.
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What is your most facepalm-worthy moment regarding KSP?
Terwin replied to MaverickSawyer's topic in KSP1 Discussion
Launching 16 tourists that want to orbit the Mun, I make my first Mun landing to satisfy the exploration contract, then I notice that there is no arrow next to the two tourists on the screen. At some point I removed the hitchhiker pods after adding the tourists and then forgot to put them back in after re-adding the pods, so I went to the mun with 3 empty hitchhiker pods and a bunch of tourists waiting for their ride... -
Kerbal Space Program Enhanced Edition Grand Discussion thread
Terwin replied to UomoCapra's topic in KSP1 Discussion
- Kerbnet is basically using a probe-core(with a connection to KSC) to view details of the body you are close to. The higher the level of access/more advanced the probe core the more details you can see. These details can include the biome, and you can generally zoom in and out a certain amount based on how high up you are(too far away and even fully zoomed in you will only see a small disk, and if you are landed, then even fully zoomed out you will only see the local area) - Contracts have always had a gibberish bit at the top that is nothing but window dressing. The important parts are the completion criteria, and those are grouped with their pay-outs. - Personally I also generally have little or no use for the Admin building, but it can be useful for shifting pay-outs when you have an over-abundance of one thing but a serious deficiency in another(like allocating science income to funds either after the tree is done or when your difficulty settings provide almost no funds income) - I am not sure if this is in the Enhanced edition or not, but look in the Tracking station when you have one or more vessels with a scheduled burn. You should see the read-out of that vessel switching back and forth between the normal read-out and a timer until the scheduled burn. As of 1.4.3 this is as much of a stock alarm clock as we have gotten. IT will not keep you from forgetting that burn you needed to do, but at least it provides a central location to check all of your pending burns(even when those are 0dv burns you just added as a reminder to yourself for something else)- 310 replies
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So, you have a plane on a conveyor belt...
Terwin replied to Randazzo's topic in Science & Spaceflight
Aircraft tires are not generally designed for perfect friction at high speeds, so even if you had a magical treadmill that could somehow increase rolling-friction by increasing speed, the aircraft tires would still have some slip, especially at such high speeds as the treadmill would need to be spinning at(with the air being drug along by the surface of the treadmill adding an additional cushion, and if the treadmill is smooth enough not to drag air, then it is smooth enough for the tire to drag more easily). Any dragging that the tire does on the treadmill equals forward movement of the aircraft, so even if the rotational speed of the surface of the tires matches the linear speed of the tread-mill, it still could not prevent the aircraft from moving forward due to friction between the wheel and the treadmill not being perfect. Without the coefficients of friction and the actual speed of the wheel/treadmill being provided, we cannot say if this slippage is sufficient for the aircraft to take off, but with enough friction between the tires and the treadmill, the tires will eventually melt/burn, causing the treadmill to stop(when the entire tire is stuck to the treadmill, the treadmill must come to a stop to prevent the melted tire material sticking to the treadmill from moving), at which point the aircraft can take off. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Terwin replied to RoverDude's topic in KSP1 Mod Releases
There have been times where problems were fixed when the USI mods were installed manually instead of through CKAN, so that is something you could try. -
Perhaps not, but testing something because it is commonly done *is* a good idea.
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