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Everything posted by Clamp-o-Tron
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Clamp-o-Tron replied to hemeac's topic in KSP1 Mod Releases
That seems like a good option. I’m kind of taking the lead on contracts, but haven’t done very much yet. I suppose taking that over would be an option, if @pap1723would be OK with that. All the stuff included looks great to keep, but @hemeacand I have thought about a few types not included: Merry Christmas btw! -
[1.12.x] Near Future Technologies (September 6)
Clamp-o-Tron replied to Nertea's topic in KSP1 Mod Releases
My version (basically identical) does not, as pre-1.11 deployed science uses ModuleDeployedScience, not ModuleCargoPart. It may still use ModuleDeployedScience in 1.11+. Solutions of this kind work just fine with no unintended consequences. -
Yes. I always assume they are. There is only one exception to the rule of JNSQ balancing IIRC, and that’s CONTARES.
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That's probably the case, then. There is an MM patch out there that adds the same thing, but I can't find it now.
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That looks like RealPlume-Stock. Some desktop-worthy screenshots from the last week of playing:
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I discovered today that parts with ModuleCargoPart are really buggy in less than 1.11. Stock parts won't have this module, but modded parts updated to 1.11 will. For instance, they don't show the PAW in the VAB when right-clicked, and attachment is unpredictable. This mod modlet MM patch 80 byte file fixes that quickly and easily. @PART[*]:HAS[@MODULE[ModuleCargoPart]]:FINAL { !MODULE[ModuleCargoPart] {} } This isn't something anyone couldn't write themselves, I'm just putting this out there for visibility and utility. To install, simply copy/paste the above code into a .cfg file somewhere in GameData. License: The Unlicense
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Really? 1.11 was the best update in a long time. *for me Personally, I would want 1.12 to just be a bug fix update. There is quite a bit of technical debt that now would be as good of a time as ever to quash.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Clamp-o-Tron replied to hemeac's topic in KSP1 Mod Releases
This is a perfect compromise! I especially like the concept of prototyping. I've started a quick career in my modded game and I would like to reaffirm the necessity of GAP for any Kiwi Tech Tree playthrough. I went bankrupt in the second month, before I had even launched a craft (Bureaucracy and the KCT VerySlower preset are vicious.) -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Clamp-o-Tron replied to RoverDude's topic in KSP1 Mod Releases
The ICHV "Roche" on its initial Kerbin departure burn, headed to Valentine in only 40 years. Obviously the life support systems have not been figured out, but it can spare several hundred tons of payload, carrying only about 20 tons of propellant. Centrifuges, cupola, and crew tubes from SSPEX, domes from MKS, truss from NF Construction, and engine from Far Future Technologies. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Clamp-o-Tron replied to RoverDude's topic in KSP1 Mod Releases
caught in a landslide- no escape from reality. Congrats to @RoverDudeand the USI dev team. Screenies incoming! -
Just going to say this before a mod gets here, but you’ll need to put your license in your post, as per the add-on posting rules. Spacedock says MIT, so you’ll be just fine if you type LICENSE: MIT. This is a great little utility! Thanks for posting. I hope the stock inventory gets implemented into mods quickly, and that we get a small utility (based on KIS code?) to calculate volumes.
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totm nov 2023 SpaceX Discussion Thread
Clamp-o-Tron replied to Skylon's topic in Science & Spaceflight
I think just "regolith" is good enough, if dirt is good enough for us. I haven't heard anyone call it earth in a long time. -
[WIP] Nert's Dev Thread - Current: various updates
Clamp-o-Tron replied to Nertea's topic in KSP1 Mod Development
You don’t. Use extraplanetary launchpads or global construction to build it on orbit. -
totm nov 2023 SpaceX Discussion Thread
Clamp-o-Tron replied to Skylon's topic in Science & Spaceflight
Thermal protection. Starship will have at least a few legs fully exposed to reentry heating, much more than F9 legs have to handle with their lower velocities and higher entry angle. I suppose Starship could use those F9-style legs with TPS tiles on the outward-facing side, which is just the heatshield seams they want to avoid. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Clamp-o-Tron replied to Gameslinx's topic in KSP1 Mod Releases
No. KSP 1.3.1 is incompatible and unsupported by basically every mod currently being developed, nor will it ever be. There is very little reason for ANY modder to continue supporting it, as any plugins would need large changes and many shaders simply won’t work. If you want to mod KSP or play it at all, I would HIGHLY recommend you upgrade to 1.9.1 or 1.11.0.- 3,172 replies
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Fairing Size 4 Missing
Clamp-o-Tron replied to ImAKerbal's topic in KSP1 Gameplay Questions and Tutorials
I don't know what a size 8 fairing would be, but I do know what a size 4 (as mentioned in the title) is. Size 4 is 5 meters, which would make the size 4 fairing the one included in the Making History DLC's Saturn parts. If you don't have the DLC, that's why it doesn't show up. If you don't want to pay $15 for a (IMHO) fairly mediocre DLC, you can instead get Restock+ from the Restock project. It has nearly exact copies of the Making History parts but with better models and textures (it's legal, they checked). Restock is also a great install anyway, it makes the parts look *SO* much better. (Tutorial on modding KSP if you need it) Keep in mind that this solution only works on PC, so if you're on console you'll either have to bite the bullet and buy the expansion or just do some creative clipping of parts. -
totm nov 2023 SpaceX Discussion Thread
Clamp-o-Tron replied to Skylon's topic in Science & Spaceflight
As an addendum- the hydrolox or LH2 for a Mars mission wouldn't be used to refuel a transfer vehicle from the Moon or even Moon orbit. The less dV-intensive option for the main transfer vehicle is either in EML1, an eccentric GTO-like orbit, or just LEO after aerobraking the tanker down from Moon orbit. This doesn't really NEED to happen for a Mars transfer vehicle, that LH2 (and possibly LOX if they are eschewing the NTR path) can be shipped up from Earth. In this hypothetical future in which Copernicus NTV part 2 happens, Moon refueling would require that making that propellant and shipping it down to the transfer vehicle be cheaper than just shipped up from Earth on New Glenn or something, which would be impressively hard. I believe that the current Artemis ISRU plans are more about creating enough propellant to refuel a lander than an entire transfer vehicle- the infrastructure required probably won't be in place in time for NASA's planned mid-2030's Mars expedition. This all assumes that Starship doesn't do Mars first, and I'm not entirely convinced that it will be able to do Mars anytime before 2028. Well, Musk himself didn't determine that . ISRU for water ice on Mars has been around for a while. Water ice is certainly useful for lots of things, be it just water, O2, or H2. H2O and O2 can't power a Starship, though, it needs Methane (CH4), and thus carbon. You can get that carbon from the 95% CO2 Martian atmosphere, and use the sabatier process to turn CO2 and H2 into CH4 and secondary H2O. To get that water, there are some non-polar places on Mars with some pretty large underground ice deposits (link), and that could be mined. Industrial-scale water electrolyzers exist already, and in much bigger form-factor than any Martian reactor could be. I really doubt that a Martian ISRU setup meant to fuel several Starships would take up as much room as a submarine. For reference, here's a good image of the ISS's Sabatier, along with a small commercial water splitter: The output would certainly have to be scaled up a lot, but the sizes are pretty small. Also, Starship is pretty damn big so they could fit a lot of equipment in it. -
That might break some exploit-heavy craft... Congrats on 1.11! Looking forwards to stock KIS.
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[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Clamp-o-Tron replied to hemeac's topic in KSP1 Mod Releases
1.3 looks good! Currently I’m working on Stockalike Hypergols, and tomorrow I will begin implementing reaction wheel upgrades like batteries get. I’ve also got some handling multipliers mostly done and dusted. Those will increase costs for certain parts by settings-defined values, reflecting the extra caution that would need to be exercised with radioactive parts and crew-rated parts. A system to do the same, but using the technology a part uses, is very similar to this and won’t take long. The hardest part is correctly applying tags to parts. Maybe I’ll use Kiwi’s TechBranch internal method for that. Speaking of TechBranch, I’ve got a rough proposal for the v2.0 revamp: It may seem a bit bloated, but its nodes will overlap and the end result won’t be much bigger. Notable changes: Engines are split into their cycle rather than their propellants, since getting the fuel flowing is more important than the propellants used (see: LR-87 LH2, RS-18) Some areas are consolidated (command modules and landers) Some tech is split out into its own branch sooner (solar panels from general electrical) Just a proposal tho After I get SH running okay, I’ll turn to getting that old sample drill to work in Kerbalism as well as stock, and possibly contracts. -
Yes! There are actually three of those family (plus RD-170 kinda) in the mod. They were updated this summer along with the rest of N1, so they have that awesome new art style.
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totm nov 2023 SpaceX Discussion Thread
Clamp-o-Tron replied to Skylon's topic in Science & Spaceflight
My personal theory is that the downcomer is actually just a really big stirring stick for the LOX tank, driven by the turbopumps. Low header tank pressure in SN8 wasn’t actually the problem. They intended to make a 2-1 landing burn, and did so, but failed to take into account that the stirrer would move a lot slower, causing a massive explosion between the LOX main tank and the CH4 header just as it hit the ground. (It was traveling at just the right speed. It looked very fast because of the camera angle, field of view, daylight savings, difference between the speed of light and sound, suboptimal video compression, axial tilt of the sun, Jupiter in Pisces, gravitational influence of Alpha Centauri A, weird perspective, and the Brazilian Senate) The green stuff was just a crapload of TEA-TEB Elon injected to mess with us. (/s of course) -
[WIP] Nert's Dev Thread - Current: various updates
Clamp-o-Tron replied to Nertea's topic in KSP1 Mod Development
The GitHub repo has some antimatter tanks with much more volume than the ring. Right now it doesn’t look their capacities are balanced, and they have nearly 100x more antimatter than the ring (which doesn’t feel right). Regardless of their final capacity, they will be useful -
Astra Space Inc. (formerly Ventions) Launch
Clamp-o-Tron replied to tater's topic in Science & Spaceflight
Congrats Astra! I hope the start live-streaming once they start getting customers.