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Everything posted by LN400

  1. Thanks for the heads-up on that mod. Appreciated. I would like though, to know if my maths is in worse shape than I think. I depend too much on doing calculations "by hand", it's part of the fun in playing KSP. It is no fun however, to get wrong results due to not getting the maths right. Thanks heaps! It has been a long time like I said but in my faulty memory, orbiting Minmus took forever and a half even at low altitude! I guess I need to be more optimistic then
  2. It's been a very good while since I last played KSP and most of the maths needs a good brushing up. Here's the thing, I'm planning my Minmus comms network (using Remote Tech and SCANSAT) and I need to work out the time these satellites will spend in the dark. For this one, I'm sending a scanning sat to Minmus on a 70km circular orbit. I did punch in the numbers but the result I got just seems off. I got a little under 18 minutes in darkness at 70km. I barely remember Minmus and orbital periods now but 18 minutes sounds too low. I was expecting (don't know why really) more around 30-45 minutes but I did the calculations twice and I got the same result, just short of 18 minutes. Can this be right or did I mess up somewhere?
  3. This is the single most impressive mod I have ever seen for KSP. Just beautiful and it might even run on this computer too! This is one topic I will follow.
  4. A couple of years ago, around the time I took a break from games, there was a mod in the works but now I can't for the life of me remember the name of it, or much at all about it really but here goes It was (to my recollection) meant to work with Infernal Robotics It was a script mod that allowed you to set up some pretty advanced scripts for how the servos in IR would run This is all I can remember now. If anyone has the faintest clue which mod I am looking for, please chime in. EDIT: Found it! [WIP][1.6] Infernal Robotics Sequencer (NEXT) 3.0.1
  5. LN400

    Retro Games

    Real life prevents me from really getting back into Ultima 7 but if you want to talk descent into madness, I would "recommend" Ultima 9. Played through it once, regretted it while playing.
  6. Thanks, guys! See, when I left KSP for real life, every new version of KSP was sure to be followed by an update on all these mods, including necrobones' parts mods. I just got so used to that so when I read that necrobones had retired from KSP and the version for these mods were quite old now, I assumed that having these mods working would involve tweaking and or luck. I don't do luck.
  7. My 2 all time favourites: M (by Fritz Lang) The Third Man (by Carol Reed) There are plenty of astonishingly good flicks in lots of different genres but these two are on a shared first.
  8. LN400

    Retro Games

    I haven't played any computer games in a long time now but my all time favourites are Ultima Underworld and Thief 2, alongside the original Monkey Island 1-3. I would also love to return to the world of Text Murphy in Under A Killing Moon and The Pandora Directive (Overseer always crashed on me and I lost faith in it) as well as TIE Fighter.
  9. After a long absence, I finally get a chance to Return to KSP but to my utter dismay and distress, necrobones is no longer active (please correct me if I'm wrong) developing his mods. Have any of the modders considered contacting necrobones for a continuation of his MRS mod, Space Y and others? I mainly remember MRS as one of my quintessential mods back then and the idea of taking up KSP again without it is well… not a cheerful idea. /venting
  10. Replayed one of my all time favs: Thief 2 The Metal Age. A containerload of thanks to the makers of tafferpatcher for letting me replay it on this computer. Also played through one hugely entertaining game: Commandos 2 Men Of Courage. Sadly the series went to hell after that but I am happy we got Commandos 1, 1b and 2.
  11. Ex-Males Ambulate Canine Squaddies The Delightful Conjurer Of Oz
  12. My avatar is one of the most horrifying toys ever coming out of the deepest, darkest pits of hell: A toy monkey banging cymbals together while grinning like a mad.. um.. ape... Why? Because the sheer uglyness of it had me laughing out loud when I saw it and 1, I'm not against laughing out loud, 2, I can appreciate someone making a din for the hell of it and 3, I am a sucker for absurdities and that toy is about the most absurd I have ever seen.
  13. A proper kebab pizza would do it for me right now.
  14. No Feratu: A very, very old Transylvanian Count fights rumours of him having odd eating habits. Bad Tate: Sharon moves to New Zealand to set up her new fast food enterprise. Ride Of The Gorilla: A man and his curse, to live a life as a rodeo gorilla, a life gorillas were never specifically adapted to live.
  15. Been having a look at Pioneer, a free, open source attempt at bringing Elite 2 Frontier type games back. I'd say it is rrrrrrrrrrrrrrreeeeeaaaaally early beta (playable so not alpha as far as I could tell), it has a few improvements over E2F and some new ways of doing things I''m not too enthusiastic about but then again, E2F and FFE had me playing for years and years (recently started a new career in FFE) and they did offer what I consider an overall superior gameplay over Pioneer but again, it is still developed and who knows how it will end up in the end.
  16. I'll just add, by having the sats in a lower orbit, you can get away with shorter range antennas for local network which consume less power. Combined with a shorter time on the planet's night side, it means you need fewer/smaller -> cheaper and lighter battery packs, making the overall launch cheaper which is always nice in career mode.
  17. Well, the modules for the Mun (legs, not tracks or wheels on these modules) operation is already orbiting Mun ready to land as soon as the rovers on the ground have found the highest ore concentration. Already on the ground are 2 fuel tanks on legs and a science probe also on legs. They were hooked up using winches and there was no hint of trouble then. I will land the mining modules soon and find out if Mun is generally more Kraken free than Kerbin which apparenly is where Kraken and its mom live.
  18. THe bit I bolded there is a major pain in the neck. I have a contract for a Mun surface base for 12 kerbals, 7000 units of LF, 5000 units of ore and the whole bleedin monstrosity has to be on wheels, as per contract. There is no way I will get that in one piece from Kerbin to Mun even with empty fuel/ore tanks.
  19. As for auto struts the answer is no. In fact that was the reason I went for the KF wheels as they don't have forced auto struts. As for not understanding the behaviour, that makes 2 of us. It is weirder than weird Al and it baffles me a great deal not to mention troubles me as a failed design of a mining installation will be quite damaging to my career mode bank account.
  20. First, I could post this in the KF mod thread but I figured some replies here might be outside that thread's scope so here goes: Now, for some issues I have that might have a workaround or a solution (this is where I hope you guys will chime in with your experiences): I use the mod KerbalFoundries for the wheels and tracks. They work... kind of BUT tests on Kerbin had the Kraken rear its ugly head: If a kerbal so much as came near the KF wheels, it would rocket left and right up and down like crazy, stretching out like mad spaghetti before exploding in a puff of dust. Weird thing is, the KF tracks work like a dream on Mun where the Kerbals can climb the tracks and all is fine and dandy, Kraken sound asleep. I plan on a Minmus mining operation, big scale and the decision has been made to make it module based using winches to hook all the modules together. This to allow for expansions for more drills or power or battery banks, fuel tanks, cooling etc etc etc. The drill unit will be a quad drill with large ore tanks on the same unit. This unit I really would like on tracks since it might need to move around. One design has some mamoth sized tracks and the whole thing has a dry mass of around 40 tons. The fuel tank unit that will hook up to this is also around 40 tons. Refinery, PSU, coolers and battery banks will all be separate modules but again, tests on Kerbin had all the light weight modules go bananas as soon as they hooked up to the heavies, jumping around until they tore themselves apart and exploded. I have no idea but I suspect the CoM calculation is not coping well with the winch but at the same time,, I do keep in mind how the KF tracks changed behaviour as described above as soon as they landed on Mun. So, any inputs/ideas on how I should go about it? Any of you ever had similar issues? For a wheeled/tracked, module based operation, how would you go about it? Any tips or suggestions on mobile mining/refinery operations on other bodies than Kerbin?
  21. I never bother with geosynchronous orbits for my commsat hub or any other comm sat. I just don't see the point. As you point out, as long as their periods are the same, it still works just fine. My standard setup is 800-900 km for all comm satellites around Kerbin, 4 hub sats at 840 km, Mun and Minus get 2 at say 835 km, Moho/Eve 2 at 830 etc etc untl I replace all with 4 sats with full comm capabilities for all planets + 1 direct link to the active ship + 3 for a link to a Sun hub late in the game for link to planets in the Suns comm shadow from Kerbin. None of these sats ever go geosynchronous. (Reason for these altitude bands is I don't have to think about where I can place other ships and sats with no risk of collisions. I use the same idea for pretty much the entire altitude band down to 70km, each 1000m or so meter is assigned a non-debatable purpose. Tourists/parts tests/one orbit trips etc get 71km, rescues are typically between 75 and 95km). Departure is 100km, return to LKO 101km etc etc).
  22. If two or more really, REALLY important events are to happen, they WILL, invariably, happen at the exact same time. No way around that one.
  23. Keep in mind that burn time is a function of not only delta v but also acceleration. Delta v requirements will be the same for any engine but the acceleration will not. To find the starting acceleration, take the thrust that the engine produces, and divide by mass*9.81 (close to Kerbin's surface, other values entirely on and around other bodies). Now take the delta v you need and divide by the acceleration you just calculated to get burn time in seconds (actual burn time will be lower as the spent fuel means less mass and higher acceleration but for ballpark figures it'll work). So: Know or calculate how much dv the first of the two stages will give you and for how long the engine will burn before the fuel is spent. Calculate the burn time for the 2nd of the two stages to give you the remaining m/s. Total burn time will be the sum of these 2 burn times. Add then the time you need for a clean separation.
  24. Bewing is right. If you use a mod that gives you detailed flight info, like KER, and some auto throttle capable mod like RT then it is quite possible to have the orbital period match to tenths of a millisecond.
  25. Hah! I suppose that explains why I thought the mod had had a name change. I was missing the circularize feature and lo and behold, it was there in the other mod all along, huh? I guess I will have to try that then.
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