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AngrybobH

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Posts posted by AngrybobH

  1. On 1/3/2019 at 8:29 AM, Yakuzi said:

    Can anyone confirm before I submit this to the bugtracker?

    I have noticed the exact same behavior with 1.6 stock and slightly modded(6 mods). I would like to note that I did not play 1.5 at all but, I had the same problems in 1.4 and to a lesser degree in 1.3. I have also noticed it is worse when near a runway (any of them) and will get significantly better at a certain altitude(changes but usually about 2000m). Intermittently, dropping below that altitude near a runway reintroduces the z fighting. The dessert runway seems to do this more often (nearly always). Reloading the scene seems to always fix the issue.

  2. 16 hours ago, ARS said:

    One of the most frequently potrayed bad science in movies and fiction (especially those that sets in post-apocalyptic world) is how the fuel survives for a very long time

    This is problem I find almost unacceptable in movies or tv shows mostly because I am a mechanic. That and the fact that modern vehicles, with all their computers, draw a considerable amount of amperage even when off. Most modern vehicles won't have enough power to start after sitting in as little a 4 days. 2 weeks and even '90s cars won't start.

    14 hours ago, magnemoe said:

    Diesel on the other hand last for decades

    Except that there are molds, fungus, and bacteria that can live in diesel. These can easily overwhelm the filter system that filters to 3 microns. Anything above 3 microns that gets into the injectors can damage them permanently because of small parts and insanely high pressures (200MPa). Also diesel engines can run(starting is harder though) on transmission fluid, motor oil, used cooking oil, etc but you have to be careful to check the PH. Too far from neutral can also damage the injectors and HP pump.

    14 hours ago, kerbiloid said:

    Afaik, gas/petrol lifetime depends on its  octane rating. The higher - the worse. Low-octane can last for two maybe three years iirc.

    Depending on storage, you can get water into the fuel from thermal cycling cracking and/or overwhelming seals(gasoline expands and contracts quite a bit). Water accelerates the separation of gasoline and what stays behind is basically lacquer that WILL require new parts to fix and there is water in your fuel already(more than you might think). Think about the problem of cleaning an 8mm ID, non-straight, 2 meter long piece of plastic (or soft metal) that is completely filled with solid dried lacquer without overbending or puncturing the part. Also, a vehicle fuel tank is not a good long term storage solution. It is open to atmosphere with the only interference being the activated charcoal evaporative emission canister, so water vapor is getting in.

  3. because of this  (from wikipedia)

    Titan's internal magnetic field is negligible, and perhaps even nonexistent.[25]

    and the fact that melting all that ice would probably result is the emission of far too many VOCs,  Titan looks more like a fuel storage container than something to live on. Plus lots of oxygen and heat with that high of percentage of HCs doesn't sound like a good time unless you like singed eyebrows.

  4. My nearly doomed (but saved!) Dres manned pioneer mission finally made it there. Jeb, Bob, and Bill made some footprints, planted a flag, and collected some science.

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    The lander was designed for Duna. I didn't feel like making a new lander for Dres so, I sent this 2 stage thing. It turns out the spare fuel and more efficient engine it has will save the crew from running out of fuel. Laziness sometimes pays off.

    I then (because I was forced to use vacation days or lose them) obsessed over making a ridiculous SSTO that's basically a flying station. It has 4.6km/s dV, space for 20 crew, 5 years of supplies for a crew of 3, a removable front section with 1.7km/s dV and landing legs, a cargo hold with a returnable science drone, a mass over 200t, and a 200+ part count. Did I mention it was ridiculous? Here it is launching away from the sunset.

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    And the underside.

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    I might call it the "Nurnie" because it's a bit greebly. It flies ok as long as you don't get rough with it (or breath too hard on the controls). Its first test flight went to a 84km orbit and back. Landing was more like falling out of the sky in a (somewhat) controlled manner. But, in the end, it touched down and stopped(the important part) on the runway with all of its' bits intacted.

  5. My Mun colony mission has been cancelled after 2 full years of operation. The parts down there are old and out of date and I need crew for an expanded minmus mining mission. So, brought all 31 of the crew home for a quick break (9 days) before I fling them into space again. Here's the last of them docking with the X10-b because the X10 is serving out the rest of its' days as a coral reef east of KSC and the X10-a is being refitted with a left wing and upgraded brakes. The X10-b can land safely but needs a couple of days turn around to reload the barf bags and clean the passenger cabin as re-entry is 'exciting'.

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  6. I haven't used the stock landing legs since I found the MKS mod. The landing legs in there are awesome but more like using structural parts than landing legs but has an action group you can tie to the gear button. The best feature though is the ground tether(I think KIS needs to be installed for this to work). Toggling the ground tether on locks your vessel to its spot so even when you reload your ship it doesn't fly away. It even works on hills.

    11 hours ago, Jeb federation said:

    I use landing legs for glitch bombs

    I think this is the intended purpose of stock legs.

  7. On 9/24/2018 at 10:12 AM, p1t1o said:

    If you've got the balls to strap yourself to hundreds of tons of explosive and to hope that the resulting explosion flings you into orbit, and then keep your head for long enough to provide payload related expertise, then yeah, I think you're a genuine astronaut

    I have to quote this as it's probably the best way to sum it up.

    Think about humanity as a whole, what percent of the population would be even willing to chance a ride on a rocket? Then, what percentage of them are useful enough to send to space? Then, what percentage to them could qualify physically and mentally to get the job done? If you qualify to go to space enough that someone would be willing to put you in a rocket with a job to do and then you go, you're an astronaut.

  8. 8 hours ago, SpaceMouse said:

    This is probably the proper solution

    That is where I would start, if I was going to this project and I didn't want to just build it from scratch. That might be even better than scratch because it comes with its own programmable software that you didn't have to write. You should still reverse engineer how the switches are actuated to avoid issues and/or letting the smoke out of the board. Now I wonder how many of those you could hook up and have unique inputs from all the different buttons? I imagine the computer would just keep assigning space on the bus until you drew too many amps out of the USB power source. And now I wonder, how many amps can you draw from a USB port? How rediculous kerbalized could you get with something like this? If you used the USB power to trigger a transistor to turn on an auxiliary 5 volt supply you could have as many amps as you wanted....how far can you go? where is the limit? ugh, I should probably stop thinking about this before I start building things.

  9. 55 minutes ago, Triop said:

    Today I designed a new passenger plane

    Me too!

    Actually it's a station service SSTO with capacity for 20 kerbals and a maximum tested payload of 45t to LKO.

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    It comes off the runway at a fairly reasonable 77m/s with 20t in the cargo bay. It even flies ok for the bus that it is. The only time it gets real upset is pitching in low atmo while empty. It also needs the entire runway to slowdown. Maybe I should add some 'chutes. I did 9 launches with it to build an orbital refinery that makes refined exotics from munar material. Refined exotics pay well when you bring them home.

    I built that because I needed something else to do instead of trying to save my nearly failed Duna colony. I made a major miscalculation with a 2.8 million kerbuck(including supplies) supply drone and scattered it and most of its' cargo (DIY kits for self sustainability) across a 70km stretch of Duna midlands. I didn't save before the attempted landing and right after the probe core came to a stop 'autosaving' flashed across the screen. Some of the kits survived but I haven't made the journey out there to take inventory. There are 30+ kerbals on Duna right now and 10 more in orbit. The 10 in orbit have enough supplies to last until the next transfer window(last one closed about 80 days ago) plus the flight time, but barely. The ones on the ground were really counting on that supply ship and there is no way to ration with kerbals. I'm not sure what I'll do but next transfer window will likely see 32 new colonists on their way to Duna.

  10. dV to LKO is ~3.4km/s depending on TWR, drag, gravity turn profile, plus some others. It's been that way since I started playing.

    wouldn't 2g on the meter when launching mean that 1g is gravity and the other g is your accel? I don't know, I never really look at the g meter. I use kerbal engineer and mechjeb to see TWR and accel in m/s^2.

  11. 1 hour ago, wumpus said:

    I don't see anyone setting up a permanent colony on Antarctica

    From wikipedia,

    "Antarctica has few permanent residents, and contains research stations and field camps that are staffed seasonally or year-round, and former whaling settlements.[1] The largest station, McMurdo Station, has a summer population of about 1,000 people and a winter population of about 200.[2] Approximately 29 nations, all signatory to the Antarctic Treaty, send personnel to perform seasonal (summer) or year-round research on the continent and in its surrounding oceans.

    The population of persons doing and supporting scientific research on the continent and its nearby islands south of 60 degrees south latitude (the region covered by the Antarctic Treaty)[3] varies from approximately 4,000 in summer to 1,000 in winter; in addition, approximately 1,000 personnel including ship's crew and scientists doing onboard research are present in the waters of the treaty region."

     

    This type of this is what I think of when someone says "colonizing mars". On mars, though, facilities for growing food and manufacturing would be required, making long term operations even more likely. This type of settlement, if it were to maintain a population for long enough, would eventually determine if Mars is indeed able to be terraformed. If it is not possible, then I agree that it will eventually fizzle out.

  12. 5 hours ago, Sharpy said:

    Wait, you mean one can't just put a switch on two pieces of wire to simulate a specific single keypress

    depends on where you tie in. A simple MUX circuit will have a resistance value tied to a key, like 100 ohms and 200 ohms tied to another key. If the section sees 300 ohms it knows you are pushing both(how steering wheel controls on your car works, 3 wires for all those buttons!). In that way you can just tie into the section(bypass the switch mounts). If you tie in exactly where the switch is, you can just tie 2 wires together as long as you aren't adding(or subtracting) too much resistance from the circuit. And, yes, switches have resistance. If the design of the board uses 1 ohm differences, you could press the switch you have assigned to "A" and get a "D" if you're switch adds as little as 0.5 ohms. Then you add wiring and solder joint resistance(and possible inductive current) and you could have a mess. If the difference is more like the car steering wheel, 20 ohms added or subtracted doesn't bother it too badly.

    Thinking about in terms of different type a MUX like a timing pulse MUX(Nissan/Renault steering columns, 5 wires in, 5 wires out), resistance would matter less and you could probably get away with 'just tying two wires together'. Knowing what you are modifying and how it was designed is extremely important.

  13. 1 minute ago, Shadowmage said:

    would think that those keys are wired individually

    nope. They are MUX style like most everything these days. Saves on wiring and pc board runs. Expensive keyboards are just keyboards you spent more money on. Sometimes they have better driver software and better switches(which would be removed in this project)

    4 minutes ago, Shadowmage said:

    complete PITA

    Exactly.

  14. 29 minutes ago, Sharpy said:

    The keyboard is a sort of a grid, with rows and columns and shorting pretty much any pair produces something

    Its known as a MUX circuit. Everything you press varies a voltage and/or amperage on section. Each section contains multiple switches(keys). Each section then talks to the central process that then encodes the info into a bus style output(USB). If you know some basic electronics you could hijack a section or the keys in a/all section(s) but the output would correspond to a key on your keyboard. To get the computer to understand it as something other than your keyboard you would probably need a custom built driver. I've never tried, what happens when you plug 2 keyboards into a computer? But, the real question is, what happens in KSP when you have 2 keyboards plugged in?

    As far as the switches themselves you can use anything that is a momentary switch but be careful to not use too much wiring as some MUX circuits can be extremely sensitive to resistance, which wiring adds. The work around would be to alter the resistance of the circuit to work with the additional resistance of the wires. That would be entirely dependent on the model and design of the board. A schematic of the board would help but most companies that "make" boards don't actually make them and don't have a schematic available. I know this from experience.

    48 minutes ago, Sharpy said:

    So you'll have to reverse-engineer

    This is exactly what must be done. so, this answer is probably best.

     

    On 9/11/2018 at 11:18 AM, steuben said:

    Possible yes... worth the effort probably not.

     

  15. 38 minutes ago, steve_v said:

    How's work on the insane memory usage and GC stutter coming along?


    How about fixing the things we already have, or in this case had, before introducing more content?

    Didn't they make a statement already that part of this part revamp is to reduce resource usage? And, GC stutter can be reduced via Memgraph. Its a great mod and you aren't opposed to mods, right?

    I am happy with most of the things Squad does with these small improvements. Only because they are still working on my favorite game and I see a general movement in the right direction. Even if that progress has set backs, which is quite normal. That said, I am also glad that there is plenty of constructive criticism from the community. Feedback loops are great unless you are talking about microphones and electric guitars.

    If I were to complain, I would complain about the heat management system, increasing multithreading(not even sure this is possible), and the wheel/landing leg physics(particularly the suspensions). But, they haven't said anything about working on those. They have only talked about the part revamps this go around and I feel generally positive about it.

  16. It seems I am very similar to many here. I started with my aunt's colecovision and moved to an atari 2600 then a commodore 64. Video games and custom cars have been my hobbies but working on cars became my job so, now I hate it. And I was left with games. I have, without exaggeration, played thousands of different games. Currently, I bounce back and forth between KSP, crusader kings 2, and stellaris. There were some games I bought after these that I played for a bit(XCOM2, Fallout 4, ME:A) but they ended up only consuming tens of hours. KSP is a bit special in that it keeps calling me back.

  17. And there is this which is still a WIP as far as I know.

    Also Ground Construction has an arm or 2 already assembled. Or is MKS that has those? I got ground construction with my MKS download and I have some controllable arms and cranes in there.

    says 1.3 but its for 1.4.5.

  18. On 9/5/2018 at 8:46 AM, totalitor said:

    What's wrong with this engine? What I should do different?

    I have not read through all of this thread and I am not a rocket mechanic but I am a fully qualified automotive master technician. I know, doesn't really seem to apply here but, my first impression of the second and third ignitions is flame front propagation time being off. In a reciprocating piston engine (whether diesel or gasoline or whatever) you can have the right (by math) amount of fuel and air but the flame speed can be too slow and unburnt fuel can end up exiting into the exhaust. In the car world we ramp up fuel pressure (or change the aeration tube if you're a carburetor guy) to ensure full atomization which speeds up the burn(sort of, more like ensures max speed). Many other things affect flame speed like combustion chamber design, dynamic compression, and engine temperature(gas is a 14.7:1 mixture ideally but can be 10:1 on a cold engine). On GDI(gasoline direct injection) and diesel engines the fuel pressure is extremely high for injecting fuel exactly at the heat source(spark plug for gas, much more complex for diesel) just before ignition under nearly max compression. GDI engines run nearly 3000psi fuel pressure and modern diesels run 30,000psi. I would, if possible, use the least amount of fuel and ox I could get away with and the maximum pressure of both that I could in an attempt to burn them where and when I wanted.

    Maybe all that has nothing to do with it. It's just a mechanics take on what could be wrong or what could improve performance.

  19. 12 hours ago, StarStreak2109 said:

    overly complex.

    I was coming from a career save with KSPI-E and TAC-LS to kerbalism to MKS so it doesn't seem that complicated to me. Plus I like a bit of complexity. I never tried the Pathfinder mod but it looks about like MKS (or as you said MKS lite). I have had problems with WildBlueTools/BARIS not playing nice with other mods, even ones they say are compatible. Which is the reason for not trying it and dropping Kerbalism. But, that does give the OP yet another option for complexity/management type of thing to consider.

    I would also suggest to the OP contract configurator(with packs of contracts) and Dmagic's Orbital science(also scan sat). Better contracts with contract packs(all different kinds available) and the orbital science adds longer term missions that can take hundreds of days to complete once the designated orbit is achieved. That ties up your cash in a mission and potentially limits other contracts you can do. I'm sure there are many mods that say they do one thing but don't sell the fact they add complexity to how you play a career save when you consider money management. This game, with mods, is as complicated and micro-managey as you want to get. For instance look at RSS/RO/RP-0 thats almost a different game.

  20. 46 minutes ago, Zosma Procyon said:

    I landed the creatively named "Duna Science Rover" (I know, i'm a creative genius)

    All of my ships and stations share that same level of creativeness. Like 'Mun Station', 'Minmus rover 1', or 'High Altitude Plane 3'. A couple of posts back I posted my first helicopter. I bet you can't guess what its' name was.

  21. On 9/3/2018 at 3:59 AM, StarStreak2109 said:

    it really becomes interesting, if you add life support into the mix

    This is something that added a whole new dimension to KSP. To go even further, I would recommend MKS with the USI life support. I have used many different life support mods and game mechanic altering mods that add difficulty and complexity but MKS has the right balance for me. It adds a colonization system that requires management but rewards you with science and funds. It also lets you (with the correct parts on your ships) resupply from a planet that has infrastructure without having to actually fly that boring mission. Add the above mods plus maybe Dangit and you have disasters and crises waiting to happen. Imagine needing supplies on Duna in 400 days(or everyone dies!) but the supply ship blew up when the second stage ignited and a new ship will take many more days than you are comfortable with to build. What do you do? That is the type of problem I enjoy solving and goes way beyond just funds and science collection.

    Alternatively, there is Kerbalism that is a life support mod and much more. It adds radiation belts and part failures plus revamps the science collection. I feel like this mod could use some fine tuning and polish(better integration with other mods) but all in all it gives a real sense of space being dangerous. It's not so much adding management to the game but it makes you think about redundancies and protecting crew which adds weight and cost.

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