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JadeOfMaar

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Everything posted by JadeOfMaar

  1. That's likely due to the known fault in the Snack processor module in those greenhouses. I don't remember exactly what the fault is, but it is there and this is related. Those will have to be swapped out for stable converter modules.
  2. @tonimark I view Kerbal Health as roughly, but not exactly, "Kerbalism's health and radiation subsystems split into its own mod. Players that want this unique portion of Kerbalism but easy to mix with other life support mods finally have it." Making these two compatible is somewhat of a pointless venture. It is nothing like parts mods where you can just get away with installing more mods that add the exact same sort of parts--there's no possibility for them to get in each other's way. If you know how to, create your own Kerbalism "profile" where these Kerbalism features are disabled, then try this mod, filling that gap. Have you read the OP? Kerbals' max HP grow as they level up, and they do heal (but not instantly) with flying low on Kerbin or especially back a KSC and in Available status. I cannot give you a sure answer however, about recovering lost max HP. About parts, I have been asked to make sick bays for Kerbalism, and I'm making them... These parts will be offered to this mod as well. (While I view the mods as mutually exclusive, I wish that the parts not be locked into just one of them.)
  3. Sorry, no. The long kraken engine is available only as part of the KrakenScience mod, the dish needs to be remade a little differently (I ran into an unfixable issue with it) and will be available separately at some point, and everything else is low priority WIPs. I'm working on a few big projects right now that don't involve the rest of these.
  4. CKAN works in cycles. It does not respond instantly to the update of a given CKAN-using mod.
  5. So buff the BFS's volume from 4000 to 30000? Seems right, granted its sheer size vs the cargo box. I found the typo. There was an extra 'c' in 'command' in the part name. The idea is for BFS to easily support crew to Duna so I'll set 8000. For gameplay value, this can be set to half-full by default so the player can opt to leave that as is and send up a food tanker. This can be left to whether players are willing and able to provide for the EC demands of a recycler by the time they unlock the Rodan pod, or if they'd rather cram supplies into it. I may opt for more Supplies then it may be trivial to just add enough battery to last a while. Give me a number to raise the Supplies amount to. Alternatively, if @damonvv prefers recycler capacity I'd like him to make that known.
  6. Why not take the third option and add OhioBob's GEP with GEP_Primary + GPP in Secondary + OPM? Also, yes, Gael's launch sites don't spawn under GPP_Secondary. I can't answer about the feature request, sorry.
  7. KSP parts are scaled down by a significant fraction vs IRL things. Although a kerbal is nearly as tall as a human (would you believe it?) it's not the case with parts, due to the kerbal universe being very small and dense. There is also the expectation of BFS to be able to go around the moon and even land on Mars from a full tank in LKO, meanwhile the Shuttle is not known to have any potential beyond LKO and the orbit of ISS. considering these two images, their relative sizes may actually be proper. Your suggestions for KIS have been noted and Damon will receive the changes next time he's on. Any suggestions on altering the KIS volumes (and access settings) of the Gigan and Rodan command pods (and perhaps BFS itself as well) would be highly welcome too.
  8. In stock scale? No. And there are a few reasons against even having one: Kerbin is the largest stock planet providing Oxygen. Taking one to Laythe is pointless as it's easier to reach orbital velocity without involving a scramjet. Scramjets are really inefficient. IRL ones are measured to have 1000 Isp which chips down as velocity further increases. To be player-friendly, the one in Mk2 Expansion has 2000 Isp. Jet engines IRL can apparently run on Hydrogen and not just Kerosene-alike fuels. Their Isp will go up by an order of magnitude but outside of the Realism Overhaul realm, no one makes jet engines use anything other than abstract LiquidFuel. A scramjet engine is dead mass for even more of the time than a rocket engine on an SSTO in atmosphere. You're really gambling your dV by involving any, and the extra fuel for it in your design. That said, I made a few pretty viable craft that use scramjets (and I enjoy using these things) and they count on that engine's ability to far exceed Kerbin orbital velocity while still using air and still having higher Isp than any LFO engine. Instead of depending on the Rapier's ClosedCycle, I can coast to over 300km Apoapsis on a scramjet, and be a little more liberal with nuke engines for vacuum. I made a heavy SSTO that used just the Vector/SSME engine and scramjets. It may have been able to capture around Mun too. I used rockets where you normally use jet engines, and air-breathing (SCRAM) where you normally use upper-stage lifters. In KSP 1.1, I made a very small test scramjet plane that could make escape velocity and clip the SMA of Duna or Eve. Now, in 2.5x, I'm very fond of this type of engine, especially in GPP where I have Gael itself to frolic in (Mach 11 at 2.5x is the nominal target velocity versus Mach 6 at 1x) and at some point, Tellumo, where roughly Mach 14 is the nominal target velocity at stock scale.... I've never been there in 2.5x to measure that. I'm anticipating that value is Mach 21/RSS level speeds. Currently this engine peaks at Mach 10 and dies at Mach 13, and there's an optional patch now to make it start a little sooner and operate up to Mach 7, in accordance with your sentiment about stock scale. In earlier versions I do believe it could operate up to Mach 25. I'm hoping @Nertea indeed eventually delivers some scramjet engines. 2.5x and higher scale games are indeed popular, and if I may say, there's quite a gap to fill. There's another mod full of scramjets, but all their Isp are too high, their starting velocities may be too low, and the person who took it over, took down the mod, scared off by the Take-Two EULA thing.
  9. This should be done with any code block, but I only mentioned the second one as that's what will allow for your OR condition with the patch.
  10. The low altitude scoops are okay for this, yes. They're the kind that work better or best while flying/moving so you miss out on performance by being parked. Karbonite includes fan engines that run on any atmosphere and Karbonite so you can use these on airplanes where IntakeAir is not available (Eve, Duna, even Jool), and save quite a lot on wet mass as the plane is self-refueling mid-flight with these scoops. Karbonite can also be burned purely for EC with the included generator parts. About the KA-400LX and the KA-400LA, I have no idea but I think one of them is broken and useless. Karbonite converts to EC, LFO, Mono, LH2+O and I think even Water. You can make a self-powering, Lifesupport, LFO or Hydrolox processing base on Eeloo's surface or further with just Karbonite (solar and nuclear are not an issue anymore if you design a craft well) if the harvest rate is just right. This here is in GPP and as far as Plock in OPM. Oh, the low altitude scoops can pick up Argon and Xenon too, so reusable ion crafts and launchers for them can be a thing. Experience tells me Laythe's ocean is rich in Karbonite so you can make a floating operation too! And here's an odd-looking experimental plane that carries only Karbonite parts. Scoops, some flat tanks, and the turbojet. May or may not have "KarbElectric" generators inside to keep the batteries full. There's probably no LiquidFuel mass on this to weigh it down.
  11. @Teilnehmer Certain nodes, "root nodes" which have no parent, do not need a [*] to be used to target them all. ModuleManager even considers this bad syntax for these, and this is known to break mods that target all science experiment definitions (well, this makes perfect sense as those don't contain a Name key).
  12. @Teilnehmer Remove the [*] in the second code block. it will help and should work.
  13. @garwel Concerning OhioBob's post above, I must mention for clarity that there are alternate modes that GPP and GEP can operate in, and they include addon mods to trigger these modes. GPP, by default, replaces Kerbin and Sun, (and deletes all the stock worlds), but GPP_Secondary makes GPP leave the stock system alone and spawn as a remote star system. GEP by default does not replace Kerbin and is only an addon mod, but GEP_Primary makes it replace the stock system, including Kerbin and Sun.
  14. That crash tolerance most likely should go up to at least that much, yes. It's one of the laws of KSP balance. Crewed parts usually should have more crash tolerance than any other parts. On a related note, no parts should have > 2700K heat tolerance except for fairings and heatshields (meanwhile the Mk3 parts are set for exactly 2700K). So, uh... don't be afraid to point out anything you find that has wild numbers like 8000+. At stock scale, such huge single parts likely won't need more than 2500K.
  15. Tellumo's not going to get that much easier once you have scramjet engines. Its gravity ensures that. You have to deal with everything weighing nearly twice what you're used to, the scramjets themselves and the extra LF for them being that much more dead weight while they can't work, and while they do work, how long it takes you to get good TWR out of them, and the peak operating envelope for them being thinner due to the atmosphere being shorter. But in spite of these new hurdles, scramjet trials are encouraged on Tellumo.
  16. The stock contract system is not a particularly well-made or, I assume, mod-friendly machine. It only considers the stock planets, their narrow variety and their specific order in whatever under-the-hood logic there is. This is why Contract Configurator and Strategia exist, both mods made by a former Squad staff.
  17. @OhioBob That looks very similar to what I came up with. (Note, Tarsiss is missing an 's' in your code block, and the entry for Gael needs to have :NEEDS[GPP_Secondary]. There is a preset for Kerbin, and Gael will likely have the Kerbin preset applied to it.
  18. @BRAAAP_STUTUTU Thanks for noticing that issue with the Pathfinder configs. That's a part I struggle hard with and leave for last. What's your formula for converting between the fuel amounts (without B9PS or Pathfinder) and the Pathfinder capacityFactor? I'll need this for additional parts like the BFS 2018 tanks which aren't present in your config update.
  19. With the launch of the ESA/JAXA operated BepiColombo probe bound for Mercury, from French Guiana (pretty near to where I live) I got this idea for a challenge for users of Galileo's Planet Pack and Kerbal Konstructs. In Kerbal fashion, Icarus is characterized with a number of references to seafood, crustaceans and extreme heat. It orbits lower than Moho does and is in a good few ways different from what you expect with a journey to Moho. Requirements Build and launch your own fully decked-out probe to study Icarus, and launch it from the DomRok site, not the default site. DomRok is the mid-sized island near the Uakora super-continent, and its space center is roughly 7 deg south, not north, of the equator, incidentally granting some familiarity to the French Guiana launch site. If you don't use Kerbal Konstructs then it's okay still, launch from the default KSC/GSC. But you're missing out on the earliest part and a great part of the challenge. Your probe, on arrival, must separate into 3, and MUST contain: A solar-fed transfer stage. The lower probe body which will study the planet's surface and interior (with whatever installed mods apply). The upper probe body which will scan the magnetosphere and all things exosphere within the SOI (with whatever installed mods apply). The real BepiColombo probe will spend 7 years gravity braking at Venus and (several passes at) Mercury. But in GPP, your probe can gravity brake through flyby of Niven, Thalia, and Icarus itself. Ranking As with my Angelo Kerman's Gold Rush challenge I'm more interested in a mission report than a scoreboard, but for score-keeping, how about the following. Ranked players gain silver, bronze or gold medals per ranked item. These medals will be tallied and weighed for the final rank. Did you launch from DomRok? (Ranked. Silver if Yes, Bronze if No) How many flyby at each planet? (Rank for highest count: style points for patience and efficiency) If you flyby Thalia: (Rank for players who like to live on the edge: more passes and more boldly going where kerbals don't wanna go) Did you fortify the probe? (Gold if No and passed low but undamaged. Silver if No and undamaged. Bronze if Yes and undamaged. No medal if No and damaged.) How many flyby? (Rank for more counts) Did you pass very low? (Ranked for low(est) Periapsis) Total transit time at the end of the Gael ejection burn? (Can rank for beefy ion clusters and TWR to shorten transit time, or for more efficient and longer transit) Did you use any of Gael's moons for gravity assist? (Bronze for Iota, Silver for Ceti, Gold for both) How much dV did you use at each burn phase? (Not ranked) Plane changes(s) in Gael SOI Gael ejection Mid-course correction Icarus capture dV in orbit before firing the ion engines (Used for % dV ranking) dV remaining after Icarus capture (Ranked for more % dV saved) Rescaled GPP? (Not ranked but good for bragging rights) Precautions/anti-cheat: Your launcher must have no more than 4 km/s vac dV at stock scale; 6.3 km/s at 2.5x; 7.2 km/s in 3.2x. The probe transfer stage must run on XenonGas (The Xenon engines from Near Future Propulsion are allowed). No nuclear reactors. Ranking Time The contest aspect of this challenge ends December 1st. Signature badges will be provided, and I may offer a more tangible prize to the gold winner.
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