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Deimos Rast

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Everything posted by Deimos Rast

  1. ModuleLiftingSurface seems to be missing from ShuttleB.cfg. The description promises that this lifting body will provide the lift and support my shuttle needs, but alas, tis not so. (I noticed it was also missing from Shuttle Lifting Body A till the most recent update - my guess is it just slipped through the cracks). Love the pack. Cheers.
  2. a sort of "trace Minerals" sort of like we need in our multivitamins? And the Ore approach could represent a "if a little is good then a lot must be better" mentality frequent to kerbals? No idea where to even find a mineral container to peg it to, so sure, 100 sounds good. I'll root around to see if I can come up with a container from a reputable (respects CRP) mod for them so we have something to recommend (we could just make patches, meh). I'm sure WBI or USI probably has one. As a mental note, someone remind me, or someone else, to check unit costs at the end of all this, to make sure those are factored somewhat. Right now I'm mainly judging costs based on container costs, assuming the player provides the resources, but containers costs don't always balance out the best. I don't think I mentioned it, but I temporarily removed core heat from my testing rig till I get the ratios right, since that should just flat scale things based on thermal efficiency. Same with Scientist bonuses (which @Itsdavyjones are the exact same as you would find in the stock ISRU; I believe it's just a flat % bonus to production and another to do with heating some how - only thing changed is which class is required).
  3. just want to say that's one the best "all rights reserved" licenses I've ever seen, nice!
  4. I "discovered" that this allows you to switch vessels within the atmosphere. Not sure if that's intentional, but please leave it in, because I've been looking for that feature forever. It's pretty niche, but it's fun to switch to a booster dropping away then back again to the rocket. Also makes FMRS style deployments easier, I'd imagine.
  5. Here are some guidelines I think might be worth keeping in mind (as caps on ratios): Large Ore Tank = 1500 Large XenonGas Tank = 5250 Large Water Container (TACLS) = 2200 (considered as minimum) Gigantor Solar XL = 24.4 (x1 min for standard x2 min for turbo) Fuel Cell Array = 18 (bit disappointed by this, devs plz fix) Large Radiator Panel = 0.025 EC/s Large Folding Radiator = 0.5 EC/s I made a spreadsheet where I worked out what the ratios should be with the above rough guidelines as caps on ratios/inputs. It's vastly simplified the process, except for the minor problem that ingame results don't match up with the expected ones. But as I learned in high school chemistry, if the data doesn't match the hypothesis, the data must be changed! Current Formula in testing*: Glykerol (Standard): 13.2 Water + 6 XenonGas + 24.4 EC/s = 0.006 Glykerol (Normalized x1): 2200 Water + 1000 XenonGas + 4067 EC = 1.0 Glykerol (Normalized x5): 11000 Water + 5000 XenonGas + 20333 EC = 5.0 Glykerol Glykerol (Turbo): 13.2 Water + 6 XenonGas + 90 Ore + 73.2 EC/s = 0.06 Glykerol (Normalized x1): 220 Water + 100 XenonGas + 1500 Ore + 1220 EC = 1 Glykerol (Normalized x5): 1100 Water + 500 XenonGas + 7500 Ore + 6100 EC = 5 Glykerol Goal is 1day or 6hrs for 1 Glykerol (or 5days or 30hrs for 5 Glykerol). Note on the above "Normalized" quantities: those are total quantities, not rate. The first line of each formula is rate (per second I believe). How Turbo mode works (I'm not entirely content with it's current incarnation): You're basically burning Ore to expedite the process. ElectricCharge is used at three times the rate, but because it's happening ten times faster (0.006 -> 0.06) less total EC is expended. It doesn't necessarily have to be ten times faster, but I think it needs to be significant to warrant the hassle of adding in an entire new resource into the supply chain. If we wanted to keep it at the same total EC cost expended...well EC/s would need to be something like 244 which is equivalent to ten Gigantor's which seems a tad high. Personally, I would just as soon this ISRU converter require the player to run it on a reactor (a la USI's Reactor Pack or NFE's Fission Reactors), but I can understand some people being hesitant about such things. So, do we like this formula? Burning Ore seems a bit weird here. "Combustion" maybe, but that seems an odd word to associate with a gelatinous freezing process. I'd prefer it if the roles of XenonGas and Ore were switched, but then we'd have a Water + Ore reaction (essentially splashing rocks with water), which magically yields Glykerol, which I am even less fond of. There are other resources to consider in place of Ore: some combination of Uraninite/Substrate/Minerals might not be too bad. But that would just be radioactive pitch clay, no? Going to cut this wall short.
  6. @Nertea I just finished a spreadsheet comparing stock radiator/thermal values against some heat management mods (Heat Control, Heat Management and Atomic Age) and I came across a couple of discrepancies in the ElectricCharge consumption rate of two of your radiators. Specifically, the VS-3750 (Massive) and VS-1000 (Large) static radiators both have consumption rates of 0.0025 which is the same as the YZ-10 'Phi' (Small), whereas the medium static radiator, the YZ-50 'Tau', has a rate of 0.0125. By comparison, the XR-3750 High Temperature Heat Radiator (Massive) universal radiator, which has the same transfer rate as the VS-3750, has a consumption rate of 0.9375. Cheers.
  7. As far as I know there is no harm in adding the module to the parts without the mod installed. Only time I can think of CLS ever being a hard dependency would be for like a wonky docking port. Keep in mind I'm not the author though, I just habitually add the CLS module to custom parts and then forget to install the mod Still, probably should be in an MM config, or have a :NEEDS[ConnectedLivingSpace]
  8. the FatCholesterol license is listed as MIT but @Cholesterol hasn't logged in for almost a year. I would vote include it, but obviously update the readme specifying the separate licenses. Still wouldn't hurt to shoot him a message. Ah, actually it looks like he and Sophia wanted it integrated (see here) and gave Sophia permission to do so. That about solves that I'd say.
  9. Since when is MJ considered to be a part of the MC? ----- @Doctor Dimension It's standard procedure to provide logs when requesting support. It sounds to me as though it's not mechjeb at fault. Are you using the Ascent Tool? If so, there is a circularization option in it, near the bottom. Do you have remote tech installed? Sounds like a loss of control/command half way through due to distance/curvature from Mission Control. This is also not the proper venue for support requests.
  10. we definitely need more categories or the ability to better customize our organizational framework. Not everything can be in the "Utility" tab.
  11. Do you have much experience with karbonite? I'm curious about it's rarity in relation to ore. Hypothetically, one could have a little folder of optional conversion patches (assuming roughly equivalent ingredients). I say hypothetically, because one, it's not my call and two, it assumes there is a working ISRU to begin with
  12. 30 hours? so then hyper warp it is then...the big unknown to me is how hyper warp affects ISRU. Based on your results and basic tests, my guess is that converters still work at hyper warp speed. What is not clear, however, if whether the Core Heat mechanic does. I'm pretty sure hyper warp strips out a lot of the extras and reduces processes to the bare essentials to better facilitate calculations at high time warp. I know Physics Warp respects Core Heat, because I ran my test using 80x physics warp (albeit with a somewhat reduced physics fidelity) and the part still warmed and cooled as expected. Switching to hyper warp seemed to cause the part to stop heating entirely. I'm assuming background processing, if it affects ISRU converters, functions similar to hyper warp, but I have no idea. Why is this important? If we're sticking as close to the stock ISRU part config as possible (which I think we should), we have to deal with Thermal Efficiency and Core Heat. Personally, I like the mechanics it adds, since otherwise it just feels inert. No idea how any of this works under the hood, so jump on me if something is off. I'd like to run some tests ingame but alas I can't get in game because KSP is throwing an epic tantrum at the moment ---- @Itsdavyjones The gigantor is 24.4 ec...I was thinking requiring at least 1 to 2 at full capacity (50ec). Not to mention ec expenses for radiators, etc. (Just a stray thought to consider, but this could require more than solar alone. ) 500-1k Xe doesn't seem too bad; a 1.25m container holds (I think) ~5k and we need x5 gly, so that about fits. I would up the water, since it can be found both on planet and asteroid. A 1.25m TACLS lifesupport mixed container, iirc, has like 553 water in it and costs a few hundred kredits (not mentioning the food and oxygen that come with it), with a unit cost of 0.0008. Not as exciting if we can just used bottled water from the KSC gift shoppe Thanks for helping and the input by the way, especially since I can't do as much as I like right now.
  13. no worries mate; sorry if I came off as a bit of a grump - woke up on the wrong side of the bed to bad weather, etc etc. I don't know much about licensing myself, but a lot of licenses have a clause in it stating that you have to keep it at that license on redistribution. There is a mini guide in the addon release subforum I believe, which is pretty exhaustive. When in doubt, you can always ask in the discussions forum and someone will probably help you out. As always on the internet, the quickest way to get information, is to often start off from an incorrect position I never really paid attention to such things before KSP, but here everyone seems to be a rocket scientist during the day and a lawyer at night. Spacedock seems a bit lax with checking such things, but had you posted the reuploaded mod to the forums, it would have been removed by a moderator for, at the very least, not showing the source code. It can seem like a lot of red tape and hurdles, but considering how much work developers put in their mods, it's probably for the best. Anyway, no harm no foul. Sorry again to give you both barrels like that. Cheers.
  14. Anyway, I made you a thing! Here is the decaying RTG patch for Near Future Electrical. It's considered an optional extra in NFE, so probably best to keep it in a similar folder. I haven't had a chance to test it in game yet, so I can't attest to it's functionality. Personally, I hate the way RTG's are implemented in stock, and while not as fancy as JDiminishingRTG, this is probably a lot better. Below you'll see BasePower, which is basically equal to Rate in the Stock Generator. HalfLife was always 8.35 in the example patches, but if you wanted to get crazy I'm sure you could play around with that. No idea what Easy mode does, but it was always True, so I left it as such. Feel free to use it, or not. Warranty void if it gives your probes space rabies or something. //-----------COATL AEROSPACE - NEAR FUTURE ELECTRICAL DECAYING RTG'S SUPPORT--------------------// //--------------CA-R2000 RTG--------------// @PART[ca_rtg2000]:FOR[CoatlAerospace]:NEEDS[NearFutureElectrical] { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.2 HalfLife = 8.35 EasyMode = true } } //--------------CA-R3900 RTG--------------// @PART[ca_rtg3900]:FOR[CoatlAerospace]:NEEDS[NearFutureElectrical] { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.39 HalfLife = 8.35 EasyMode = true } } //--------------CA-R8200 RTG--------------// @PART[ca_rtg8200]:FOR[CoatlAerospace]:NEEDS[NearFutureElectrical] { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.82 HalfLife = 8.35 EasyMode = true } }
  15. ah yes, forgot the vacuum part Well continuing on in an attempt to save face... you could always decrease the skinSkinConductionMult on deployment, no? It determines, best I can tell, the conduction between the skin of two parts. Porkjet's AtomicAge radiators are the only part I've seen use it. I think DRE has some custom values too and if you already have it for the module...I think it's a blanket "conductivefactor".
  16. I had these but everything needs a redo, and these are probably a bit severe if no background processing. This is the part I would also really like feed back on. Cold start refers to thermal efficency. Recipe was just ore + ec or ore + xe + ec at the time, as a placeholder. Note: infused mode is opposite probably of what I mentioned above (needs more ore). Standard ~3hr to make 1Gly from cold start 2000 Ore; A LOT of EC (in excess of 40K) Infused Mode: Runs at x10 the speed 25 Minutes for 1Gly from cold start. 100 Ore 1000 Xenon
  17. Yeah, I was thinking more along the lines of say emissiveConstant or something, as in it "ventilates/cools better" when extended or I guess. Admittedly, I don't have the firmest grasp of thermal mechanics...or the 8 week old kitten that keeps trying to run on my keyboard...cutting this comment short lol
  18. here are some of the inline zzz containers, maybe from the other pack but they look new.(to me). License is public domain.WTFPL. The link is to the Snack Pack mod which uses them, but you'd only be after the models, which are zzz's work. Are there any other type pieces you're looking for? Problem with a parts mod for TACLS is that it already has a lot of parts, unless you do something like fuelswitching (a la Cargo Transfer Bags mod). That would be useful.
  19. PSA: @bengee777 just released a second copy of this mod onto space dock, not realizing that @Denko666 already beat him to it. What's more, bengee777's version has not been updated since 10/15 and this has a Warp plugin required to work. Denko666's version has been updated as recently as 4/30/16, so use his. For clarification: bengee's version is labeled "Sophias Warpship" and should be probably be ignored. Denko's version is labeled "IXS Warpship OS" and should be flown around while yelling "Zooooooooom" and being a boss. I find it interesting that the licenses are also completely different and one doesn't have any source linked. Hmmm. I know you're new @bengee777, and your in intentions seem to be in the right place, but you're just going to create confusion if you just start re-releasing broken mods without doing due diligence. ------ Also, I believe it's on Curse, there is supposedly excellent IVA for the command bridge of this mod that is a separate download, that might be worth checking out. Edit: Here is the IVA
  20. I come bearing gifts! Nertea's Near Future Electrical has an Optional Extras folder with a little patch in it for adding decay to RTG's. It basically replaces the Stock Generator, with a decaying generator. Anyway, I made a patch for the MRS RTG. In his example patch, the half life was always 8.35 and EasyMode always True. BasePower is equivalent to Rate in the Stock Generator. I haven't had a chance to use the module yet in game, so I can't attest to it's functionality. Thought you might like it, feel free to use or not. //---------------ModRocketSys NearFutureElectrical RTG Decay Support--------------------// @PART[NBrtg1]:FOR[ModRocketSys]:NEEDS[NearFutureElectrical] { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 4.75 HalfLife = 8.35 EasyMode = true } }
  21. It's 5am and I'm about to pass out, but look at my spread sheet for candidates. Basically, I think it needs to be found on an asteroid; bonus points if it's also planetary but not mandatory. I like Water a lot as the base, as you originally suggested, because of it's ready availability (planetary and asteroid mining) in game, is already supported by a lot of mods. LqdHelium and LqdNitrogen, while defined in CRP have no sources in the wild and thus cannot be currently mined without first adding them, which unleashes a headache...we want to keep this no fuss no muss. While they may exist in real world planetary atmospheres that is for all intents and purposes besides the point. Stock only adds Ore to planetary bodies which leaves us with CRP and planet packs (and I've also made a spread sheet of some of the bigger ones of those....well, mainly just OPM) and Custom Asteroids. For the "kicker" I vote XenonGas due to it's availability in asteroids (CRP adds it). It also the opposite of Water in terms of rarity and expense (and they're both blue I might add). You could say the Xenon gels/crystalizes the water or something. XenonGas can also be harvested somewhat atmospherically (I believe), adding another dimension. Since this is supposed to be a really slow process, I think we need an optional faster but expensive mod, with a third ingredient. I think Ore/Karbonite/etc would probably be best (so we have liquid gas and solid). Ore is even more readily available than Water, so to balance that we'd need a lot of it. Of course all of this requires a lot of ElectricCharge. Sorry if any of this comes across as brusque, but my head is on my desk and I need a nap. If you can, JPLREPO, can you answer the below? I already, more or less, have the part finished (do you want it as a patch or part.cfg?) but it'll probably need to be redone when we/you decide on things.
  22. I was thinking some more (always dangerous!) about your RTGs. I've mentioned in the past (I think I did) how neat it would be if they changed their thermal properties when they extended. The good news is I think I figured out how to do it... the bad news is I think it requires Deadly Reentry. DRE makes use of a "ModuleAnimation2Value" (which is the only place I've seen it, so it's probably proprietary), where an animation played has the effect of changing a value, in the case below, maxTemp, as the solar panels shed their protective shroud. Starwaster is the man behind DRE and the one you'd want to talk to if you're curious to know more. At the very least, shouldn't be too hard to make a patch for someone who uses DRE to get some nifty mechanics (I don't use it at the moment, otherwise I'd give it a go). Cheers. MODULE { name = ModuleAnimation2Value animationName = solarpanels2 valueName = maxTemp valueCurve { key = 0.0 2000 key = 1.0 1523.15 } }
  23. You mean these? I think there is a similar inline container set that Snacks used, although I wouldn't worry about that. And your KAS containers should be here. But the license is a bit wonky. IgorZ is the current maintainer of KIS/KAS and might be able to answer any questions about it. I had heard that zzz later stated that all her/his works were public domain, but that might only apply to works as an individual. No idea, way before my time. Cheers.
  24. Death threats if you quit work - you in the majors now boyo. Not that people pay attention to these numbers, but for a new spacedock release, you have a very respectable Follower:Downloads ratio - smart money says invest now! (I also like the new parts - you seem to have eased off on the foil a bit, while still using it in places to keep the unifying look. Very stylish and exactly what I was hoping for.) Cheers. Edit: Something to consider is Near Future Electrical RTG decay support for your RTG's. There are patches that add it to the stock one as an example in NFE if you need an idea.
  25. I know DMagic has a "Replace Stock Contract Window With My Infinitely Superior Version" Option (my words) in Contracts Window+ which might be worth taking a peek at. Or it could be apples and orange 'cuz I know nothing about these sort of things, but it's the only thing I can think of as a way of saying thank you for fixing the aforementioned issues. Thanks.
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