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Everything posted by ArmoredLipid
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I've tracked it to a corrupted Stockalike Station Parts Redux file instead. Thanks anyway.
- 378 replies
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- spinning
- alien space program
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Does this mod remove the Mobile Processing Lab? If so, how can I put it back in?
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- alien space program
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Electric charge and the Ground Construction mod
ArmoredLipid replied to ArmoredLipid's topic in KSP1 Mods Discussions
I already have. -
Electric charge and the Ground Construction mod
ArmoredLipid posted a topic in KSP1 Mods Discussions
The mod in question: Is there a quantifiable way to measure the rate at which electric charge is used during construction? Is it related to the number of Kerbals doing the constructing, their skill levels, how complete the construction is, a certain percentage per second of the total EC required, or another factor? I know that there's a set amount that's used overall, I'd just like to know the rate at which it's used so that I can modify my base's power supply to compensate for it. -
Is there a quantifiable way to measure the rate at which electric charge is used during construction? Is it related to the number of Kerbals doing the constructing, their skill levels, how complete the construction is, a certain percentage per second of the total EC required, or another factor? I know that there's a set amount that's used overall, I'd just like to know the rate at which it's used so that I can modify my base's power supply to compensate for it.
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- ship construction
- launchpad
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When using "ckan help [command]" for any command, I recieve an error message: "Cannot open assembly '/Application/CKAN.app/Contentes/MacOS/ckan.exe': No such file or directory." Since it says "Contentes", and not "Contents" (the actual name of the contents folder), I wonder if it's trying to use a folder named "Contentes", not finding it, and shutting down. I cannot find a CKAN.app bundle anywhere within the .dmg file. However, I opened CKAN (the exec file) and it worked fine. Regardless, CKAN is now armed and fully operational as shown in your image. I consider this solved. Thanks for your collective help.
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So, I have no clue how most of this actually works; I've been piecing things together based on ancient CKAN help requests, looking up terms people throw around on GitHub bug report pages, and working my way through https://support.apple.com/kb/HT208050. You said that CKAN is "still using" Windows Forms. Is it locked into that library forever, or (at some vague and indeterminate date in the far future) would it be possible to change that library to work outside of 32 bits? Also, what does "using it on command line" mean?
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Hello. I'm having trouble opening CKAN. I'm using a 2019 MacBook Pro running macOS Big Sur version 11.3.1. I downloaded CKAN v.1.30.2 "Hawking" from https://github.com/KSP-CKAN/CKAN/releases. I have placed the CKAN executable on my desktop and CKAN.exe in my KSP directory (Library / Application Support / Steam / steamapps / common / Kerbal Space Program). I am running KSP 1.11.1, and the latest version of Mono. When attempting to open CKAN, my security settings temporarily block it; however, once I permit it under System Preferences/Security & Privacy, all that happens is that the terminal opens, displaying the following message: "The default interactive shell is now zsh. To update your account to use zsh, please run `chsh -s /bin/zsh`. For more details, please visit https://support.apple.com/kb/HT208050. [Removed my username]-MacBook-Pro:~ [Username]$ I thought I troubleshot the login shell being used; IIRC, CKAN works with chsh-s/bin/bash, while the default for my Mac is chsh-s/bin/zsh.
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This is a guide to using liquid fuel tanks, so as to power jet engines and nuclear-thermal rockets. In order of efficiency in storing liquid fuel (with some tanks removed, as they obviously were too heavy, ratios being generalized for radial-size tanks, and all tanks having oxidizer removed): LFB KR 1x2 "Twin-Boar" Liquid Fuel Engine: about 115 units of LF/ton. (this thing is weird). All of the FL-T, Rockomax, and Kerbodyne tanks: about 156 units of LF/ton. All of the Mark 2 and 3 LF tanks: about 174 units of LF/ton. Mark 1 Fuel Tank: 2.250 tons full/400 units LF = 177.77 units of LF/ton. Mark 0 Fuel Tank: 0.275 tons full/50 units LF = 181.81 units of LF/ton. Big-S Wing Strake: 0.500 tons full/100 units LF = 200 units of LF/ton. Big-S Delta Wing: 1.000 ton full/300 units LF = 300 units of LF/ton. Engineering outcomes: use Big-S Delta Wings for whenever you only need LF, or if those don't fit (for whatever reason) use the Wing Strake. Mark 0 Fuel Tanks require special adapters, and generally aren't worth the extra weight. For instance, my asteroid-grabbing rocket uses a core of Mark 1 tanks with Big-S Wing Strakes surrounding them.
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the moon problem
ArmoredLipid replied to nasa legolas's topic in KSP1 Gameplay Questions and Tutorials
A few structural parts, such as structural panels, girders, and modular girder segment parts can survive 80 meters per second. The problem is if everything else collides into them. As such, my landers use them as the first thing that touches down, followed by LT-2s for stability (my rockets are basically retro-style rockets - tall and thin). -
Are Lagrange points possible in KSP?
ArmoredLipid replied to Dr. SpaceFreak's topic in KSP1 Gameplay Questions and Tutorials
Try using those mods to make trojans out of asteroids. -
the moon problem
ArmoredLipid replied to nasa legolas's topic in KSP1 Gameplay Questions and Tutorials
Again, if you have the "Crews Respawn" option on, you can terminate Jeb in the tracking station and have him respawn a few hours later. Nothing can be done about the ship, though. -
Planets and moons have a level of gravity that can be measured with your G-force meter or the Double-C Seismic Accelerometer; I advice sticking the latter on an uncrewed probe to test the gravity before making a crewed landing. Asteroids have none; attach yourself to them with the Advanced Grabbing Unit/Klaw.
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How do I use the MK 1-3 module?
ArmoredLipid replied to TheAngryHulk's topic in KSP1 Gameplay Questions and Tutorials
Make a new ship, and use your Mark 1-3 pod as the first part. Alternatively, press Re-Root, click on the Mark 1 pod, and then click on the Mark 1-3 pod. -
For the "cockpit", use a probe core inside a 1.25-meter service bay. It is highly resistant to pressure, temperature, and impacts. Mark 2 parts are...interesting in an aerodynamic sense. They generate lift, but a lot of drag. Try to use rocket-sized adapters and 2.5-meter cargo bays for your payload. That RCS tank is, indeed, an aerodynamic nightmare. Use a 1.25-meter or 0.625-meter rocket RCS tank built into your craft. Try offsetting Communotron 16-S units into your wings for aerodynamic and activation-free communications and data uploads.
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the moon problem
ArmoredLipid replied to nasa legolas's topic in KSP1 Gameplay Questions and Tutorials
WARNING! A HUGE BATTLESHIP "WALL OF TEXT" IS APPROACHING FAST! For starters, try reverting your game to a previous save, to launch, or to vehicle assembly, as this will completely undo the mission. If this is not possible, use the aforementioned robotic rescue craft idea. If you can't do that, go into your game settings and switch the "Crews Respawn" option on. Go to your Tracking Station and select Jebediah as well as the lander. Click the "Terminate" button for both of them. Jebediah will respawn in the amount of time specified on the timer below the "Crews Respawn" option in your settings. Your ship will be permanently destroyed. For a next mission, use structural pieces or landing legs to avoid landing on your fuel tanks. Fuel tanks have a low impact tolerance; it is usually around 6 meters per second, and landing on them generally results in an explosion. LT-05 landing struts, the smallest ones, can handle a 10 meter per second impact holding approximately 1 half-ton per leg, making them good for tiny - really tiny - crewed landers or normal robotic landers. LT-1 landing struts, the middle child of the lander family, can handle a 12 meter per second impact holding approximately 3 tons per leg when landing, which is good for huge robotic landers or an average - sized crewed lander. LT-2 landing struts, the largest ones, can handle a 12 meter per second impact and approximately 11 tons per leg when landing; additionally, they are capable of telescoping to clear the base of larger landing engines. Due to the fact that LT-2 landing struts have the best overall stats, I recommend researching Advanced Landing as soon as possible, and using LT-2s wherever possible. If you are confident in your ability to land in a stable fashion, I recommend using structural parts such as the Modular Girder Segment as landing gear; they can handle a huge amount of weight and can survive an 80 meter per second impact. TL;DR: Your fuel tanks exploding means that your craft is touching down on something it shouldn't be. Use LT-2 landing struts or structural elements to prevent this. Also, give us pictures of your craft. We can suggest design improvements. -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
ArmoredLipid replied to Superfluous J's topic in KSP1 Mod Releases
Radial anything can be made with the radial attachment point, or strutco girder bits and struts.. If you want a 3.75, 2.5, or 0.625 meter radial attachment, stick an adapter on it. -
Come to think of it, polar orbits won't be stationary - they won't be rotating relative to Kerbin's central axis. In that case, make a set of 3 relay satellites that orbit at speeds that expose all 3 of them to one another at all times, and make them orbit over the poles. Additionally, try landing a relay on the near side of the Mun. Again, relay strength stacks, so adding 2 or more relay antennas will solve your problem.
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Put a relay satellite (henceforth designated the Base Relay) in keostationary orbit above the KSC. Place 2 more in orbit at 120 degree angles away from the Base Relay. Place another two in keostationary orbit over the poles, where the "horizontal" ring of satellites previously mentioned won't be able to see. Use the HG-5 High Gain Antenna for this purpose; it weighs only 0.07 tons and can easily be fit on a compact satellite - I have made ones that fit into 1.25-meter cargo fairings. Note that relay power can be combined; sticking 4 of them on a satellite will allow all 4 of them to transmit 1/4 of the data, and will allow for stronger connections. My design for a Kerbin relay satellite is a Stayputnik on top of a Small Inline Reaction Wheel (Stayputnik has no reaction wheel) and Z-200 Rechargeable Battery Bank. On the reaction wheel and battery are 4 HG-5 High Gain Antennas and 4 OX-STAT Photovoltaic Panels. Overall, this satellite weighs 0.43 tons, or 860 pounds. 4 strong Kerbals could lift this thing. Also, if you change out the Stayputnik for an OKTO, you can stick a stack separator on top and launch quite a few at once.
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I vaguely recall a video in which someone was assembling an orbital computer; at the time of posting, said computer was about 10 miles long and mostly composed of RAM memory made by a series of Clamp-O-Tron docking port-equipped craft. Whenever a certain function was triggered, a certain set of ports would decouple. I think that the RAM was empty Rockomax X200-8 fuel tanks with Clamp-O-Tron Senior docking ports on both ends.
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How does one build a shuttle?
ArmoredLipid replied to Chel's topic in KSP1 Gameplay Questions and Tutorials
Notice that most Mark 3 parts are, as I am fond of saying, as heavy as armored vehicles. As such, don't bother trying to make your first attempt look like the Space Shuttle - it won't help efficiency a bit. Strap on anything with a TWR of over 1 and use Mark 3 parts for your reenterer. Parachutes should go on the ends, and work their way in. Do not put one on the nose. Calculate how much fuel you will need to reenter and fill your tanks to slightly above that - again, fully fueled, these parts are heavy for something that's supposed to be an aircraft. If you're trying to land on a runway, add the radial-mount main chutes on the back. Landing gear should be as heavy as you have, and if you have the Big-S delta wings (i.e. fuel storage wings) use them. -
My planes veer to right or left
ArmoredLipid replied to FrederikTheNoob's topic in KSP1 Gameplay Questions and Tutorials
Make sure that your wheels are absolutely perpendicular to your aircraft. Press "F" to toggle absolute snap, and use that for perfect 90-degree angles. -
My minmus base
ArmoredLipid replied to The Minmus Derp's topic in KSP1 Gameplay Questions and Tutorials
I mean unmodded. 10 RA-100s can do the same, though, as their strength stacks. -
A large number of interplanetary launch window calculators exist; just search up "KSP planetary launch window calculator". Your rocket should have a lot of delta-v; consider building a small refueling station in low Kerbin orbit to resupply after leaving the atmosphere. Use LV-N "Nerv" atomic rocket motors for your second stage; while the ion engine has much better IsP, it has much crappier thrust - 1/30 that of the Nerv - and still manages to have a lower thrust-to-weight ratio, despite the fact that the Nerv weighs literal tons. Your lower stage should have anything with a thrust-to-weight ratio of over 1 attached to it - the more, the better. Kickback boosters around a Mammoth central core do wonders. May I ask what, exactly, you are attempting to shoot out of Kerbin?