ExiledViking
Members-
Posts
22 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ExiledViking
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ExiledViking replied to ferram4's topic in KSP1 Mod Releases
As long as you confirm it works, i'll adjust the file to stop the nag screen. Thanks again.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ExiledViking replied to ferram4's topic in KSP1 Mod Releases
@ferram4 I'm running 1.1.2 with Far grabbed from github. the versioning file contained with MoularFlightIntegrator is tagged as follows: "KSP_VERSION_MIN": { "MAJOR": 1, "MINOR": 1, "PATCH": 0 }, "KSP_VERSION_MAX": { "MAJOR": 1, "MINOR": 1, "PATCH": 0 } I presume that's why.- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ExiledViking replied to ferram4's topic in KSP1 Mod Releases
Hi @ferram4, Could you confirm that the dependancy ModularFlightIntegrator included in Kindelberger being flagged by MiniAvc is a non issue? tia- 14,073 replies
-
- aerodynamics
- ferram aerospace research
-
(and 1 more)
Tagged with:
-
@DarkonZ Regarding turning off parts etc. What would happen in a design environment would be to have more than one electric bus (circuit) so life critical systems would be independent from non critical items. Further one would have redundant back ups. As for the tank. copy the parts .cfg file, leave it in the same folder, Rename it RadialWater.cfg Open in a text editor, change: name = kerbalism-oxygen-radial to: name = kerbalism-water-radial change: RESOURCE { name = Oxygen amount = 25000 maxAmount = 25000 } to RESOURCE { name = Water amount = 35.25 maxAmount = 35.25 } You will need community resource pack installed for the game to recognise it.
-
A 20 month burn for Jool would probably put me off @ShotgunNinja Ion Isp is about 10x chemical, thrust is much lower, but we have lives Dawn has a fold panel wingspan of 19.7 meters, which is equivalent to 1.5 Gigantors. Your estimate for gigantior out put is still quite high though...
-
I'd say quite the opposite… Design reflects considerable differences in mass and usefulness, while cells are largely similar, so the number mounted dictate output. It's not all about dv, it's just as much about compactness and suitability to the task. I would drop the game immediately if it boiled down to a "top trump" situation. this mod should regulate output based on area, however it has no place making assumptions about mass.
-
SADM's… (Solar array Drive Mechanism) single axis 3.3KG, dual axis 5.25kg, good for 70,000 cycles). Thats for a typical 2/3 fold satellite panel.
-
I'm looking at a catalogue for Solar Array deployment systems that has sprung deployment hinges actuated by motorised release mechanisms, and motorised tracking actuators…. ???
-
Retractable pannel wings? What about Curtain wings? Tracking systems?
-
Ok Last but not least, we have flexible film panels ( Like the Gigantor ). I'm only seeing w/kg specs, 400w/kg droping to 13o when you get them mounted. essentially the modules listed above glued to a film and hung like curtains. So for Gigantor EC. 2 'curtains' of 6.5 x 1m = 13m2 / .06 = 216 modules at 17.6 watts each = 3.8EC. The film based modules should weigh .029m without a frame or motors.
-
Here is another one. 20x 30cm modules, 175 grams, 17.6W. Six modules in a pannel (a fold) 1.7kg 105 Watts. Wing of up to 5 panels max, 3 panel wing = 6Kg 315 watts. there is no actuation hardware included here. Yes a difference, but is that because they state "in space" values as opposed to on earth ones, or is the "military grade" worth the extra magnitude of cost I think this being Kerbal space, we have room for High cost exotic panels, and 'look what i found on eBay' panels. Personally i think the cost curve for extra efficiency should be steep… The very first panel I mentioned costs £50… I doubt these custom substrate panels cost quite the same…
-
Looking at some box sat companies, 8.2 x 33 cm 7 cell panel for 8.5w and 132 grms. So for an Ox sat XL sized panel 0.006m 0.38EC without a frame. I think these are ideal parameters as opposed to the real world I posted above, further, in space panels degrade. There was a good article on the ISS arrays but I can't find it when I need it…
-
Yes those are high end domestic commercial panels. The baby ox-sat is a self supporting generic thing as seen on lamp posts… The larger panels need frames, so there isn't a direct correlation between mass / size and output. I have no idea if for space solar cells are better in terms of out put per area, maybe marginally… Their frame can be lighter… however deployment mechanisms require multiple motors etc. Kyocera has a good reference for standard cell based panels.
-
An Ox Sat sized pannel 50 x 30 cm is typically about 2kg and 20 watt rated… ( 0.002m 0.02EC) An Ox Sat XL sized pannel 165 x 80 com is typically about 20kg and 260 watt rated.. ( 0.02m 0.26EC)
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
ExiledViking replied to sDaZe's topic in KSP1 Mod Development
25km here too for effects without FAR, but that's about the right height if I'm not mistaken? I agree they do seem less than stock with FAR.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
ExiledViking replied to sDaZe's topic in KSP1 Mod Development
No Steam here... I'm far to old to trust Steam with my software or details- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
ExiledViking replied to sDaZe's topic in KSP1 Mod Development
Sure I can try that… I had been testing so many mods and noticed a similar effect to the issue scdr91 raised, so I thought I'd share the news. Anything specific cache wise?- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
ExiledViking replied to sDaZe's topic in KSP1 Mod Development
Manual install of kindelberger here... Without FAR I'm getting 50-90 kPa dyn Pressure so FAR seems to be the issues here…? Perhaps scdr91 can confirm FAR instal. On another note, doing all that re-entry testing without scatterer, at 21k you can see straight to the bottom of the pacific… Perhaps a more opaque sea graphic for the reduced Earth dimensions in SSRSS? I have also grabbed KSCswitcher to check how the launch locations work on a small scale Earth. MM reported a few issues, will pass on any findings.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
ExiledViking replied to sDaZe's topic in KSP1 Mod Development
I'll load up without FAR and report back asap.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
ExiledViking replied to sDaZe's topic in KSP1 Mod Development
I'm seeing very little in the way of re-entry effects too, with and without scatterer, from a SLEO of around 120KM on various trajectories, further I'm seeing only about 14K dynpress. I'm new to rss, so wondering if having FAR installed is an issue? Is that already part of RSS? On OSX btw.- 2,401 replies
-
- rss
- real solar system
-
(and 1 more)
Tagged with:
-
@ShotgunNinja I'm assuming you missed my earlier post… Have you considered a secondary "active" shielding type i.e. ESA's SR2S project, as a higher tech method for longer endurance missions? Further, your thoughts on linking QoL breakdowns to a Kerbals' personal stats? Thanks.
-
Thank you for your efforts on the mod... A few questions/ points... Regarding the real issues of cosmic radiation and its effects, rather than extending the efficacy of physical shielding, have you considered a secondary for of shielding for late tech in the form of "active shielding" similar to the recently published SR2S project study, where superconductive coils are used to create a ships own personal magnetosphere? Secondly, regarding QoL effects, prevention, and result generation, have you considered utilising Kerbals individual personality traits as part of the QoL calculation? Specifically: Courage as a factor of determination of susceptibility to stress effects, High Courage Less Susceptible. Stupidity as a factor of the amount of entertainment needed, Less Stupid, less entertainment needed. Stupidity as a factor of the type of error resulting from stress, Less stupid, less accidental and more deliberate. and, courage as a measure of what a kerbal does when at rock bottom. More courageous being selfless. Essentially, rather than random susceptibility and effect, we have a matrix of cause effect that would involve careful crew selection on our part depending on mission conditions and length, and provide an actual use for the personal stats in the game by providing a vast array of personalities, from Captain Oates, to Evil Doctor Smith.