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Everything posted by KerbMav
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Made some test flights/reloads to gather some data on the mobile lab. The labs usefulness varies for each experiment and processing seems to only really be an advantage if the amount of science is significantly large enough for the percentage added to the transmission to net any value. So only built and launched two crafts and let them drop back in another save. My main save had to wait for my curiosity to get satisfied.
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Noone? OK, did it myself then. All tests were done on launchpad (LP), flying in high atmosphere (FL) at, in space near Kerbin (SP): - transmission/laboratory compares a double return mission to a return mission with a preceding /processed transmission - lab advantage compares the lab value to a preceding simple transmission value The labs usefulness varies for each experiment and processing seems to only really be an advantage if the amount of science is significantly large enough for the percentage added to the transmission to net any value. https://www.dropbox.com/sh/e1rryfs9gq5h3x8/MhOqeQtr8p Goo LP Mat LP Atmo LP Temp LP Atmo FL Goo SP Mat SP Temp SP Grav SP return 3,0 7,5 6,0 2,4 14,0 10,0 25,0 8,0 20,0 return 0,7 1,6 1,0 0,0 2,3 2,3 5,5 0,0 1,8 sum 3,7 9,1 7,0 2,4 16,3 12,3 30,5 8,0 21,8 transm. 0,9 1,5 2,1 1,2 4,9 3,0 5,0 4,0 8,0 transm. 0,1 0,1 0,1 0,0 0,3 0,3 0,3 0,0 0,3 sum 1,0 1,6 2,2 1,2 5,2 3,3 5,3 4,0 8,3 process 1,4 2,3 3,2 1,8 7,3 4,5 7,5 6,0 12,0 process 0,2 0,2 0,3 0,0 1,8 0,6 10,6 0,0 0,7 sum 1,6 2,5 3,5 1,8 9,1 5,1 18,1 6,0 12,7 transm. 0,9 1,5 2,1 1,2 4,9 3,0 5,0 4,0 8,0 return 2,3 6,3 4,3 1,2 9,9 7,7 21,1 4,0 12,7 sum 3,2 7,8 6,4 2,4 14,8 10,7 26,1 8,0 20,7 process 1,4 2,3 3,2 1,8 7,3 4,5 7,5 6,0 12,0 return 2,0 5,7 3,4 0,6 7,9 6,5 19,1 2,0 9,1 sum 3,4 8,0 6,6 2,4 15,2 11,0 26,6 8,0 21,1 transm. 86,49% 85,71% 91,43% 100,00% 90,80% 86,99% 85,57% 100,00% 94,95% process 91,89% 87,91% 94,29% 100,00% 93,25% 89,43% 87,21% 100,00% 96,79% labadv. 6,25% 2,56% 3,12% 0,00% 2,70% 2,80% 1,92% 0,00% 1,93% If someone can tell me how to display calc sheets in the forum ... ?
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Cute! Only yesterday did I make myself a new sandbox-with-science-testbed-save and researched every node manually. Hope you will keep it updated when researching individual parts costs stuff?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Then I do not know by which witchcraft they do on my end and not on Doc's ... A mystery to solve!- 14,073 replies
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Just rambling about resizing the 1man stock pod a bit into something fitting 2 kerbonauts and editing an adapter to serve as a decoupler for it to be launched on 2m rockets - as an alternative to creating two completely new parts/models (which would look so much better, granted ).
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So launched on a 2,5m rocket? Hm ... rescalesize for the pod to something bigger, copy a 2-1m adapter and make it a decoupler ... no KSP till sunday for me, so you will have to do this now!
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Question is, is a 1,5m part big enough to fit two Kerbals?
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Asteroids should be science "biomes".
KerbMav replied to Dunbaratu's topic in KSP1 Suggestions & Development Discussion
Asteroids function as parts. The asteroid experiment is UI-wise set up like repairing a wheel on a rover - science-wise it is set up like ... actually not completely like any other experiment. The science parts let you take the data in EVA, but activating the experiment usually does not move the data automatically to the kerbonaut - I even do not know of any science part that can be activated in EVA. (Would be cool addition btw! Also an easy way to limit some more experiments to manned missions - or add a seperate experiment only doable by EVA, the asteroids show that exactly that is possible!) Back to topic: The current asteroid experiment works basically like any other, it checks its situation/location and coughs up data accordingly. This makes sure that it can be repeated with every asteroid regardless where you run the experiment. As I have not made a trip to any asteroid yet, how repeatable is the experiment? Every new asteroid gives the same full amount of science every time in every situation? Or is it always only once, like 100 EVA reports by 100 different kerbonauts in 100 situations would only give 100 results ever? Dealing out science points depending on size class is really a good idea. How is the experiment "implemented" into the "asteroid part"? There is a very short .cfg file for the asteroids, but it does not tell much. Maybe there is a way to tell the mobile lab that it is docked to an asteroid, enableing a new experiment at the lab. But I do not know of way in KSP to tell an experiment to only work at a specific planet - which would be necessary to make this the incentive to capture an asteroid, yielding lots of science. This would simulate gameplay-wise the intensive analysis made by a team in LKO. At any other location it would result in 0 science points, but a good explanation might only be, that the most qualified scientists are unwilling to travel any farther. The Better Than Starting Manned mod managed to zero out the science gain of experiments done on Kerbin's surface, maybe this can be applied to this special experiment to only work in LKO. I am trying to work with what is already implemented into the game to increase the chances this will be implemented. tl/dr -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
KerbMav replied to ferram4's topic in KSP1 Mod Releases
Does FAR change whether an engine is obstructed or not? O-Doc tested one of my planes and it not even got of the runway in his game, I am using FAR, he is not - he thinks that the wings behind the jet engines block the air stream.- 14,073 replies
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I used the infinite fuel cheat occasionally for more than testing game mechanics. Once or twice during my first attempts/training on the job of pinpoint landings - and at least twice when I should have filled my tanks at the space station before returning (my tanker!) to one of the moons. In my first game I carelessly stranded kerbals on Laythe, Duna and Eve - because I could not land (without parachutes) back then and just wanted to get somewhere! I only ever play the unmodded stock game for a few days, and only after significant changes to e.g. career mode and as long as my standard mods are not updated/veryfied. The only version I played unmodded completely was the .18 demo - for about a week until I bought the full game, I cannot even remember my first mod for .20 ...
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That is really strange ... I suppose you are using FAR, too? It is the only mod I can think of that might change the obstruction of engines - I also use DRE, KIDS and HotRockets, but I never read anything about them changing airflow.
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Landed my Explorer One interplanetary ship on Minmus without breaking anything, making it a perfect museum piece. RCS and SAS were quite capable of not letting it tilt over, lowering it softly onto its keel was both possible and time consuming. During the landing the nukes almost depleted all of the remaining Kethane (they/it works differently in my universe ), so after shutting them down radiation hazard should be close to zero. But: The small probe I had to dock to the ship to steer it without a crew cannot be undocked. Poor little bugger, he wont make it home then ... In other news: Built a spaceplane that attained orbit! Landing though ... needs practice?
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Hm, just a few Kerbin days ... I was under the impression that the asteroids would vanish after a short time if not tracked. Maybe I am just spoilt by the fast spawning of the first 22.
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Guess who went to space today! But I still have no clue about that big one from the first post ...
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The craft files of three versions - should not contain any modded parts. https://www.dropbox.com/sh/wyj1zv4dxgp8hry/u_pK6sS8rU
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Meat Eater vs. Vegetarian debate
KerbMav replied to MedwedianPresident's topic in Science & Spaceflight
Let me just ask a question - two actually: Where does the grain come from that is fed to the livestock and what would be done with it if would not be fed to livestock? -
"What the image shows is that an increase in control surface deflection increases the camber and the effective angle of attack of the wing, both which increase lift. However, camber only produces lift at subsonic speeds; it is entirely dependent on the airflow at the trailing edge of the wing being able to affect the airflow at the leading edge of the wing. Once in supersonic flow the only way changes in lift can be achieved is through increases in the angle of attack of the wing; camber will only increase drag. This would be the result of any roll controls feeling sluggish at high speeds, since they're less effective at Mach > 1 than at Mach < 1. This is also why supersonic planes fare better with all-moving tailplanes / canards than tails with separate elevators." So it really looks like my flexy unstrutted tail in the first design was the reason for my retained control of the aircraft - as it not just flapped with the aileron but actually move the whole tail fin by flexing the aircraft's structure?
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I updated my save from .23 to .23.5 after the fix for not-spawning asteroids, but since the first batch I got no new asteroids it seems. After tracking all of them to see which will come close/impact and selecting two to catch/redirect, I untracked all others and after that never got any new untracked ? objects. Do I have to watch the observatory longer? Do asteroids just stay for that long? I thought there was no limit?
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Meat Eater vs. Vegetarian debate
KerbMav replied to MedwedianPresident's topic in Science & Spaceflight
Hi, my name is Kerbmav, and I am a hipocrit. Meat from animals raised and held well, not pumped with medication and growth hormones, not genetically engineered to produce more body weight than it is able to carry unimpaired etc. and only eaten in reasonable amounts to ensure the possibilty of a "production" not harmful to the animals (apart from the killing and stuff) ... all this would be preferable, even for ourselves in the end. ----- Physical characteristics are no absolute indication for an animals diet. If it uses other senses to find and hunt its prey then its eyes, depth perception might not be that important. Depending on the nature of its prey canines might not be necessary and an animal living of carrion would most likely depend on its smell for food gathering. Our digestive system evolved to handle different kinds of food, the need for natural weapons was replaced by the use of tools, as a tool using species we can kill and chop our food without large canines and sharp claws. ----- The neck of giraffes did not become long because they reached for higher leaves, but because those ancestors of our giraffes who were able to eat leaves from higher trees had an advantage in the search for food and could procreate more successfully. Our brain did not grow because we ate meat, but the available amounts of protein made it possible for our ancestors with bigger/hungrier brains to survive. (And peasant did not not become kings because they ate less meat, the ate less meat because they were not kings!) ----- Pictures on cave walls tell us one thing: Humans did hunt and it was a great event for them. What it does not tell us is, wheather humans did hunt and eat meat every day! Given the risks and dangers of a hunt back than it is somewhat unlikely. ----- Now that we know what we would have to eat to supply our body with what it needs, we could substitute meat with other things (vitamine B12 is also readily available in eggs or cabbage/sourkraut (because it is fermented and the bacteria in question produce B12). Humans can live very well without eating meat - a varied diet is advised even when not being a vegetarian, they just have to go an extra mile. ----- Ancient hunters got off their behinds and moved a lot more than from sofa to car to shelve to car to sofa! It is not the plants we eat that give us diabetes, it is loads of pure sugar, fat all around our body and sitting all day. http://en.wikipedia.org/wiki/First_Nations_and_diabetes