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db48x

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Everything posted by db48x

  1. Time warp to simulate transmitting more slowly. At 5x timewarp you will only need 10ec/s. The alternative is to simply let the power run out. As long as you have some power generation then any time your manage to collect 10 power it will send out another packet. No science will be lost, even if it says that you gained 0.0 science from the packet, it merely truncates the amount for display. Once it finishes you will have collected all of the science.
  2. I've been seeing a lot of questions about this since .10.3 was released. Fractal_UK hasn't confirmed it, but I suspect that this is simply a bug. It's supposed to be fairly simple: put one or more seismic detectors on a body, then crash something else into the body. As long as the impactor is going more than 40m/s, it's supposed to record a science event that you can then transmit. When the mod detects an impact meeting these requirements, it records the information about it to a cfg file. The recorded information looks like this: Some of the information in here is fairly obvious, such as the vessel name, the science amount, and whether or not the report has been transmitted. There are unique identifiers for each report; these could be keyed off of information about the impact event (time, location, vessel), or they could just be the vessel identifier. Either way, it's clearly trying to avoid recording duplicate events. Another possibility is that the mod is comparing vessel names to detect duplicates. You'll see that I named each of my impactors with a unique name. I only did this so that I would know which one to focus next, since they were spaced pretty closely together, but it could be that this is required. This is corroborated by another recent post, so we should explicitly test this. I won't be able to do it until this evening after work, but perhaps someone else would like to give it a try. The easiest way to do it would be in a game where no impact events have been done on Kerbin. Make a little craft in the SPH with a seismic detector and launch it. Might want to give it wheels so that you can roll it off of the runway; we all know that the ISRU doesn't work if it's on top of a model such as the runway. Then make a craft in the VAB, which consists of the following parts, from top to bottom: probe core, solid booster, decoupler, probe core, solid booster. Set the staging so that the decoupler and the top booster fire first, so that you can launch this one half at a time. Launch the first one and crash it nearby, then copy the WarpPlugin.cfg for later inspection. Then launch the other half and do the same. We can now see whether the craft name is relevant; if the WarpPlugin.cfg has only one event then it's likely. If you repeat the experiment but rename the second half of the craft before crashing it and you get two events, then I'd say it's nearly certain. Unless there's some other confounding variable we haven't controlled for.
  3. You're using a slightly older version of the mod; in the latest version you have to go back to your sensor craft and collect the data, giving you a normal science report that you can recover or transmit (at 100%). There is one minor flaw, in that you cannot EVA a Kerbal out to pick the science report up, but that's just because he didn't get around to implementing it.
  4. It appears that you don't know how science transmission works. When you run out of charge, the transmission is not interrupted, merely delayed until you have enough charge to send the next packet. Just wait it out, and take more power generation capacity on your next mission. Incidentally, you can time-accelerate during the transmission. The antenna's transmission rate doesn't scale with the time acceleration (technically this is a bug), so you can just pretend that your EECOM is smart enough to drop the transmission rate to use power only as fast as it is generated. On the other subject, don't act like such a jerk. Fractal_UK doesn't owe you anything, even documentation. I notice that you don't seem to have edited the wiki; that's ok, most people forget to edit the wiki when they notice that it's missing something. On the other hand, I wouldn't want absolutely everything to be spoiled ahead of time. Enjoy the game
  5. The antimatter tanks have always started out empty, but you could hyperedit them. In sandbox mode everything including the computer core starts out upgraded.
  6. A beautiful vision indeed, although there is one necessary component you've left out of your list: bacteria. Soil is more than just wet dirt; it needs a lot of bacteria living in it before plants can actually grow. Once you have people in the area the most readily available source is probably night soil.
  7. I made a graph of it a while back, see http://db48x.net/temp/isru-refinery.svg An in-game gui based on this sort of graph would actually be pretty awesome. Incidentally, I also made some graphs as a mockup for a way to show how heat and wasteheat are handled: http://db48x.net/temp/KSPI first.svg, http://db48x.net/temp/KSPI second.svg, and http://db48x.net/temp/KSPI third.svg
  8. Use a command pod with better shielding. It guesstimates the amount of shielding by looking at the ratio of mass to kerbal capacity. Also, the radiation isn't harmful yet.
  9. Well, you could drill some holes in the walls of the containment vessel, but then you'd spew hot and radioactive uranium-enriched plasma all over your nice leather interior.
  10. I can't be sure, but it sounds like you just don't have any power except a few solar panels. The megajoule icon/window doesn't show up unless you can generate that much power, and the refineries need several megawatts of power to run any of the reactions. The other thing to check is to make sure that you're using the correct refinery. The 2.5-meter inline refinery cannot gather resources, it can only process them, while the dome-shaped one can do both.
  11. We should make a thread just for this design. Decide on a goal, a short list of additional mods (KAS and InfernalRobotics, perhaps) and then get some iteration going.
  12. Actually, I think the complaint was about losing science by not being able to do the original experiments... If it's a problem for you, then install a life support mod and ship them air, water and food regularly. I recommend Infernal Robotics. It's got quite a wide variety of mechanisms. Hinges, telescoping rods, rotors; everything you could want is in there.
  13. Navigating with a solar sail in planetary orbit is really hard! Fractal_UK, would you consider adding markers to the navball for the sun direction and thrust vector? That wouldn't make it easy, but it would help. My next attempt will be to boost out of orbit on a chemical rocket, and use the sail in solar orbit instead. The sun angle will change much less quickly there. Oh, and you might want to check the aerodynamics of the sail when deployed. FAR says it's using a 35m^2 reference area, but the sail had a tenth the drag of the IR telescope I had mounted ahead of it.
  14. Alas, I've discovered a bug. I accidentally quickloaded and so have lost the impacts I did yesterday, but not KSPI's memory of them. Since persistant.sfs was reverted, the science points and the science report are gone, but because the impacts are still in WarpPlugin.cfg (which the game cannot revert) crashing these impactors into the surface has no effect.
  15. You'll probably need to be more specific. What sort of problem are you having?
  16. Yea, I thought it was pretty good considering I was just landing them wherever. One is up near the poles; I'm sure that helps. Oddly enough, it says 1313.68 science. Now that I look at the other reports, I see that they're combined as well; it's not as obvious because there are a bunch of different biomes, so you still see half a dozen reports from any one instrument.
  17. I just retried the ones that failed last time. I have three detectors on the Mun, landers that were exploring the munar biomes. They're widely scattered but not placed with any deliberation. I had four probes in orbit for use as impactors, and I got a total of ~1354 science from them (617.5 + 374.6ish + 224.2 + 137.8). It was very satisfying. However, I only see one report in the R&D center. Thanks Fractal_UK, I'm quite enjoying this!
  18. It's not related to waste heat; it's all about sensitivity to small changes in energy. Any IR detector will be more sensitive when it is cooler, and most sensitive at cryogenic temperatures. Helium liquifies at 4 Kelvin, which is quite cold indeed. I just added a wiki page: https://github.com/FractalUK/KSPInterstellar/wiki/IR-Telescope
  19. Yea, I just tried it out. You end up in a rather funky orbit at first, but all you have to do is put in 0 for inclination and eccentricity and you're back to normal.
  20. It's not 550Gm, it's 550AU. An astronomical unit (AU) is the distance from earth to the sun, so in the game an AU is the distance from Kerbol to Kerbin, or 1.36e10 meters. 1.36e10 * 5.5e2 = 7.48e12, or 7.48Tm (shown in-game as 7480Gm). There's a screenshot on the first page of the thread that shows a ship out that far, with an IR telescope using gravitational lensing. It sounds like you didn't use hyperedit correctly, and put yourself onto an escape trajectory instead of a circular orbit.
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