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Everything posted by infinite_monkey
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It's definitely not too many separated stages. Of course, the boosters are the first two stages I separate, but they didn't appear at all. On the other hand, as I wrote on the FMRS thread, one time upon separation somehow I destroyed the decoupler/pod, which had the grid fins attached. At this point, the grid fins showed up in FMRS... And didn't you say the "satellite" (in this case: side booster nose cone) needs to be the root part in order to show up in FMRS? I'll try again with a fresh vessel, maybe it was just some hickup. By the way, where are you launching from? Doesn't look like the KSC down there.
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[Old Thread] KRE - Kerbal Reusability Expansion
infinite_monkey replied to EmbersArc's topic in KSP1 Mod Releases
And this doesn't ruin dampers/springs for actual wheels? -
To continue about my FMRS problem: is there a way the nose cone can be the root part of the side booster AND make the booster a subassembly? Or do I just have to attach the nose cone to the decoupler and build from there? Thanks a lot! I would never dare to decouple it at such a low altitude, though If it works, I'm gonna need a parafoil so I can recover it But I guess controlling it with FMRS would be impossible, since the fairing HAS to be the root part? Maybe I'll tweak the config so it can act as a command pod, add a small RCS tank etc...
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[Old Thread] KRE - Kerbal Reusability Expansion
infinite_monkey replied to EmbersArc's topic in KSP1 Mod Releases
Yeah, the BFR is quite massive... When it bounced like that, it was already standing on the ground for days. It started bouncing when loading the scene, jumping higher every time it touched the ground again... -
I just noticed something weird: I made a Falcon Heavy, including probe cores for the side boosters. But FMRS failed to save them. The core booster instead got saved just fine. I tried this repeatedly, with the same result. Once I crashed something on decoupling, and FMRS saved the parts that fell off. What the heck? I should note that the side boosters were subassemblies, with the tank as the root part. I only added the probe cores after adding the boosters to the central stage, so technically, after the separation, the probe core again was not the root part. Could that be the problem?
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[Old Thread] KRE - Kerbal Reusability Expansion
infinite_monkey replied to EmbersArc's topic in KSP1 Mod Releases
My BFR once even bounced itself from Minmus halfway into orbit... Totally unrealistic for springs to increase energy. I'm still on 1.4.5, though. Does anyone know if it's any better in 1.5? -
Just tried the fairing in the new version for the first time. Fairing disposal went smoothly and looked gorgeous. But I messed up my ascent, so I tried again. This time, the fairing destroyed my tank again. Same with the next try
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Interesting. I don't have that problem at all. I must admit that the ship I was trying to land was already in orbit when I did the update and still had the old supply values. Maybe it was a little too nose-heavy. I'll fill the aft tanks with ore and see what happens
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Anyone else having trouble landing the BFS? It has a weird tendency to go sideways when going retrograde at relatively low speeds.
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Yeah I marked the c red I would set the supplies to maybe 550, which should be enough for 12 and a half days. As far as I know, the Soyuz brings a little bit of supplies to the ISS, so I guess the Crew Dragon will do that, too. And one can always add a recycler to the cargo trunk, which I guess is a more realistic option than having everything inside the capsule.
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@SquaredSpekz If you want a bigger BFS, go back a few pages, where I posted a config which allows you to make the BFR 20% bigger (needs TweakScale). @JadeOfMaar @damonvv I just checked the KIS settings: The Gigan has a KIS volume of 2000 l, which scaled up would match the real 3000 kg of payload (if you bring water). The original volume is 11 m³, though, which would scale down to about 3250 l. On the other hand, the Gigan has additional storage for ore/supplies (depending on which mods you have installed). So one might think of that storage as the missing 1250 liters. Since there is room for 1100 supplies, it sounds reasonable. I think the existing setting is a good compromise, since I don't think it's possible to dynamically reduce KIS volume depending on how much Kaijuu Goods you are storing. For the BFS, some compromise is needed as well. You have a real opening cargo bay, so that takes away from the usable volume. On the other hand, that cargo bay doesn't use up all the available volume. The ISC-6K KIS container offers a volume of 48000 liters when scaled up to 5 meters. The 2.5 m cuboid container which has a volume of 16000 l fits in the cargo bay pretty nicely, so you could subtract that from the 48000 l and have a remaining storage of 32000. Since the ISC-6K is a little higher than the cargo part of the BFS, I would go for 30000 liters. I found no data about cargo capacity for the Crew Dragon About supplies: Currently, the BFS offers no Supplies at all, since there is a typo in the Extra_USI.cfg: the name there is TE_18_BFS_CcommandPod. According to the config, it should have 25000 supplies. That supports 8 Kerbals for 289 days, so that's pretty close for getting to Duna. BUT if you enable life support (meaning recycling is enabled), that goes up to 6 years and 337 days. Seems a bit exaggerated... . I guess for real Mars missions, some of the supplies will be brought up by the cargo BFS first. So I guess, 4000 supplies would be realistic. Or maybe 8000 if you want to go to Duna, stay a little there and get back without any additional supplies. The Rodan, on the other hand, only holds 264 supplies. For 4 Kerbals, this only gives you 6 days worth of supplies, which doesn't even bring them back from Minmus without starving. I don't know which would be better: more supplies or adding a recycler. I need to check if the habitation values shown are accurate. Currently, it gives me 7 days for the Rodan, and 11 for the Gojira. When the converter is started, it goes up to 14. Not really feasible for a trip to Duna Oh, something else: maybe it's due to my upscaled version, but the BFS plume is spherical already at 6000 m and becomes nearly invisible at 20000 m.
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Happy to see this go live, thanks for the great work I have a few remarks, though: advanced tweakables setting for the flaps is still missing BFS KIS storage is not accessible from outside crew report is in the config file, but still doesn't work for both Dragon V2 and BFS integrated antennas cannot transmit science aft cargo (yay, tanks ) has not enough volume. KIS max volume for them is 300 l. The SC-62 portable KIS container is about the same size, but has a volume of 1000 liters. The real BFS has 80 m³ of aft storage volume. Scaled down, that would be about 1100 liters per box, which would also match the SC-62. also, the aft KIS storage shouldn't be accessible from inside. Or is the plan to internally transfer stuff? That could be dangerous, since you could store bigger parts in the pod. EDIT: oh, I just noticed that you changed the internal hatch. It's working now Is it on purpose that there are 2 hatches visible, but only on is a real hatch?
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
It seems that although I cannot see any difference in the VAB, the KA-400LX harvests much more Karbonite than the KA-400LA, it is even 20 times faster than the bigger KA-800LA (but consequently consuming much more electricity) -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
@JadeOfMaar Whoa, an entire introduction, thank you so much And wow, I really like the looks of your bases! -
In addition to the BFR pod, also the Dragon V2 has no antenna, and on both there's no crew report science experiment.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
infinite_monkey replied to RoverDude's topic in KSP1 Mod Releases
I'm new to Karbonite and still trying to find out what the parts are good for. I want to build something like SpaceX wants to do on Mars using the Sabatier process. So I want to extract Karbonite from Duna'a atmosphere. Are the Low Altitude Scoops the right parts for that? And what's the difference between the KA-400LX and the KA-400LA? -
[1.12.x] RetractableLiftingSurface Module released
infinite_monkey replied to linuxgurugamer's topic in KSP1 Mod Releases
Sure, lift implies drag. I just wasn't sure if that holds true for KSP Did you see SpaceX's video of the new 2018 BFR? The goal here is to model that "skydiver"-like steering, so no rudder. What's the difference between tweakscale and changing scale 1,1,1 in the config? I don't know if tilting the probe core is necessary. It seems that for Mars the BFR will come in at an angle of attack of about 90 degrees, which should be the "radial out" direction from the orbit reference mode. But I want to control this via a script anyway. I don't really get what your point is - you are right in saying that flaps are not control surfaces. But this mod isn't about flaps, and the BFR fins are also not really comparable to airplane flaps. -
If I try flying it, the whole solar system disappears :-o I need to restart the game in order to bring it back... Some log info (the affected vessel is Minmus Malemute Rover): [LOG 11:13:49.040] [PlanetariumCamera]: Focus: Minmus Malemute Rover [LOG 11:13:49.081] Look rotation viewing vector is zero [LOG 11:13:49.153] Look rotation viewing vector is zero [LOG 11:13:49.153] Look rotation viewing vector is zero [LOG 11:13:49.155] Look rotation viewing vector is zero [LOG 11:13:49.155] Look rotation viewing vector is zero ... [LOG 11:16:06.320] [Minmus Malemute Rover]: landed - waiting for ground contact to resume physics... [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Eeloo [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Pol [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Bop [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Tylo [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Vall [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Laythe [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Dres [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Ike [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Duna [LOG 11:16:06.321] [OD] --> OnDemandStorage.EnableBodyCBMaps loading Minmus [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Mun [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Kerbin [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Gilly [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Eve [LOG 11:16:06.321] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Moho [LOG 11:16:06.381] [MechJeb2] Loading Mechjeb 2.7.4 [LOG 11:16:06.496] [BFR Base Transport 2 Probe]: landed - waiting for ground contact to resume physics... [LOG 11:16:06.496] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Eeloo ... [LOG 11:16:16.764] Look rotation viewing vector is zero [LOG 11:16:16.764] Look rotation viewing vector is zero [LOG 11:16:16.766] Look rotation viewing vector is zero [LOG 11:16:16.790] Look rotation viewing vector is zero [ERR 11:16:16.825] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "UsiExplorationRock/model/UmbraSpaceIndustries/MKS/Assets/Rock(Clone)/Rock" [LOG 11:16:16.826] recalculating orbit for Malemute.RoverScienceLab (Minmus Malemute Rover): Minmus ( Update mode IDLE ) rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| [LOG 11:16:16.827] recalculated orbit for Malemute.RoverScienceLab (Minmus Malemute Rover): Sun ( UT: 25641019.8150453 ) rPos: [NaN, NaN, NaN] rVel: [NaN, NaN, NaN] |NaN| Delta: [NaN, NaN, NaN] / [NaN, NaN, NaN] [LOG 11:16:16.837] [OD] <--- OnDemandStorage.DisableBodyCBMaps destroying Minmus [LOG 11:16:16.918] Look rotation viewing vector is zero [LOG 11:16:16.918] Look rotation viewing vector is zero [LOG 11:16:16.920] Look rotation viewing vector is zero [ERR 11:16:16.925] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "UsiExplorationRock/model/UmbraSpaceIndustries/MKS/Assets/Rock(Clone)/Rock" [ERR 11:16:16.925] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "UsiExplorationRock/model/UmbraSpaceIndustries/MKS/Assets/Rock(Clone)/Rock" [LOG 11:16:16.926] Look rotation viewing vector is zero [LOG 11:16:16.926] Look rotation viewing vector is zero [LOG 11:16:16.960] Look rotation viewing vector is zero [LOG 11:16:16.973] Minmus Malemute Rover Unloaded ... As far as I remember, the rover was attached to a resource lode from MKS when I've last seen it. It should be consumed by now. Could be the "Rock" in the locks. Maybe that's the reason - it's destroyed but still there? Log file: https://www.dropbox.com/s/20ucwqfgukxklh7/KSP.log?dl=0 Quicksave: https://www.dropbox.com/s/bgkabcdktns499q/quicksave.sfs?dl=0 By the way, the quicksave contains some mods I don't have installed anymore, like FAR and TCA. Is there an easy way to get rid of the modules from the vessels? I don't know if that would help in any way, though.
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Well, I was talking about the real BFR in that case I don't think the fuel BFR will be brought to Mars. If I remember correctly, the BFR can return from Mars without refuelling in space. So a guess the cargo BFR will bring hydrogen with it. For methane production, all it needs are CO2 (which is found in the Mars atmosphere), hydrogen and enegry. I don't know how big such a device would need to be, but I guess it's small enough to not consume too much space. Then, for 2 years, it generates fuel, before the manned BFS will arrive. Then the fuel must be transferred to the manned BFS, and that's it.
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I know, but that implies having big enough KIS containers already on the ground. I don't know if big MKS parts would fit in there. Plus, I want it to be a little more realistic. Sadly, it seems pretty hard to build a crane that actually works and doesn't break apart or blow things up or haul them around like crazy