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KSP2 Release Notes
Everything posted by KerbMav
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KerbMav replied to TaranisElsu's topic in KSP1 Mod Releases
A gruesome thought to be honest ... -
Yes, the dV needed to brake into an orbit - with no moon to sling around, no atmosphere to aerobrake ... will be a short visit to Moho for my probe ...
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Send of a probe to Moho after consulting Protractor, KAC and the good old website numerous times - finally got an encounter. Lacking a few km/s to establish an orbit though - the cheat sheet didnt tell me ... !
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Tried to quick-save-load? Still wondering how to equip a Kerbal with a short range omni-antenna ... -
Taken from the Ram Air Intake part.cfg: MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.01 intakeSpeed = 10 intakeTransformName = Intake } I assume the checkForOxygen can only be used in the ModuleResourceIntake MODULE? But I could change IntakeAir to e.g. Oxidizer? What does intakeTransformName do - what could I do with it? How would I check if I am in the water - or on a specific planet?
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
Note: I am not playing with RSS, but have these differences in stock KSP though. As soon as KAC alarm runs out, I can set up a new one - alignment alarm then says "just another hour!"? -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
KerbMav replied to TriggerAu's topic in KSP1 Mod Releases
Where does the difference between KAC and Protractor come from anyway? KAC shows me 14h10m for a Moho window, Protractor 1d11h8m. Even weirder: Before are deleted and recreated the Moho alarm, KAC showed me 9h? -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
But it saves the player the hassle to delete and recreate (with changes he suddenly wants to implement) his whole sequence and cilph from programming something to reload and edit an uploaded sequence. -
The only random events I would want to see are shooting stars, harmless solar flares, meteorite impacts on the moon a good way from anything, ...
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Just to show of my insecurity: I hope you do not mean MY syntax? Open the RemoteTech_Squad_Antennas.cfg file, copy an entry - you might want to pick a section that belongs to a comparable antenna/dish, meaning antenna or dish, deployable or not ... - and paste it into a new cfg file for your mod. For example: @PART[longAntenna] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { allowManualControl = false } MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 2500000 MaxQ = 6000 EnergyCost = 0.13 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } Then - in this example - change "longAntenna" to name of the modded part. PART { name = [I]this one here, mind capiTilZation[/I] -
Transmitting data and data value loss
KerbMav replied to Rockyfelle185's topic in KSP1 Gameplay Questions and Tutorials
You do never get all available science points (from one biome/area/location-experiment combination) in the first go, even at 100% efficiency for transmitting/returning. As I wrote, I think I remember we get 80% of the remaining science points every time we log in the results at KSC (by transmitting or returning). There shouldnt be any difference if the value is instead lowered every time by a percentage though. -
Transmitting data and data value loss
KerbMav replied to Rockyfelle185's topic in KSP1 Gameplay Questions and Tutorials
I too will not give you an answer that will help you or is relevant to the question you asked at all. But I just wanted to let you know, that I understood your question: Which does give more science, one return or one transmit with one subsequent return ? --- Still: Although I do not know the correct answer for sure, digging in my memory I think I read that the amount is not reduced, but you do not get all points every time - was it 80%? Assuming this is correct: one return 100pts base * 80% = 80pts gained one transmit with one subsequent return 100 * 80% * 20% = 16 (100- 16 =) 84 * 80% = 67.2 == 83.2 One transmit nets you more science with a subsequent return the higher the transmit-% is. The lower the base science points the more the one transmit is a waste of energy (at 20 base you will get 0.64 more with one transmission before returning ...) Depending on transmission efficiency you will reach "99% sucked dry" (by transmission only) at 20% after 27 transmissions (90% dry after 14) 60% after 8 transmissions (90% dry after 4) 80% after 5 transmissions (90% dry after 3) 100% (or return missions) after 3 (90% dry after 2) -
The effect will be more prominent when coming at Kerbol at even higher speeds for a slingshot, right before attaining the light-speed breakaway factor.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KerbMav replied to TaranisElsu's topic in KSP1 Mod Releases
Some thoughts about the reprocessing cycle when using a biotank. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
KerbMav replied to yongedevil's topic in KSP1 Mod Releases
Some thoughts about the reprocessing cycle when using a biotank. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
KerbMav replied to asmi's topic in KSP1 Mod Releases
Some thoughts about the reprocessing cycle when using a biotank. -
/ramblenumbers To use it in a life support mod this might compare to 6 units of CO2 and 12 units of used/waste H2O(w) which would net you 1 unit of glucose for the plant/food and 6 units O2 and 6 units of fresh H2O(f). /ramblecycle So we would also need and basically be loosing water in the process, but as the body also receives water via food - especially in the case of fruits and vegetables - we could assume that a Kerbal metabolizes 1 unit of food and 1 unit of fresh water into 2 units of waste water. (*) Simplified we could assume that - provided we have enough natural and/or artifical sunlight (simplified to the usage of electricity by the bio pods, also important for air circulation and automatic watering systems etc.) an autonomous ship would endlessly circulate: 6CO2 + 12 H2O(w) -> 6O2 + 6 H2O(f) + 6 units of food -> 6CO2 + 12 H2O(w) -> 6O2 + 6 H2O(f) + 6 units of food -> ... Without implementing some kind of loss/inefficiency, the bio tank would be the holy grail of interplanetary travel - but maybe it should be? (I will not go into calculating the exact molecular masses and how much energy a Kerbal's body can pull from 1 unit of glucose/food!) /ramblefuel Now, if we were to produce fuel, we would have to treat a bio fuel tank as a (gamewise) real tank filled with plant mass, which could be converted into fuel - but a not 100% full bio tank would loose an equal percentage of its ability to process CO2 and H2O(w) - at least until the bio mass has regenerated, which would/should also use up resources that would be lost to the cycle. Alternatively fuel could be produced from the fruits instead of the plants itself. /rambleconlusion Whenever we use anything to create fuel - at least if we want to stay halfway realistic - we loose another resource or the basis to replenish a resource autonomously. Basically we had to assume that it were possible to process: fresh water + food + oxygen + Kerbal => waste water + carbondioxide + plants => fresh water + oxygen + fuel Shortening this process would mean to feed a Kerbal snacks and have him put a fuel duct leading into the ships tank from his ... have a nice day! (*) Yeah, I know, this is very simplified and most probably wrong! (**) Which is mostly nonsense, as rockets almost always use oxygen and hydrogen, which could be generated from water directly with electric energy - the specific impulse of this is better then using ethanole/biofuel and oxygen.
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Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
This would be really useful, but I think the actual queing could be implemented easier: A first Initial Command (IC) will start a countdown as usual. Instead of entering a fixed delay, let the player enter a time difference like "+3m30s" for the next commands. They only start running their own countdown as their predecessor has run out, so it will be possible to make changes afterwards. That way we could que commands like "In 100s burn 500m/s, in +30s retract solar panels, in +600s deploy parachutes, in +200s extend landing gear, ..." or whatever. We could still add commands with a simple countdown by entering "100s" as usual. This is presumably necessary to enable entering key inputs like CTRL and SPACE to the que. But you already proposed a solution to this. -
Hops out of the SOI of Kerbin and back in (!) to land again are quite manageble, you can even sent a Kerbal out to gather even more science. On an equatorial orbit burn on Kerbin's "evening side"/at sunset to get you on an almost parallel orbit around Kerbol - hop outside the SOI and then slow down to let yourself be caught up by Kerbin again. (Might want to try this with maneuver nodes first. ) When playing with any sort of life support mod, batteries and small solar panels should be moved further down/left in the tech tree, I think. It may make easier to transmit back science, but the first engines will also have to hawl much more weight/snacks up and to. Playing with RT in career mode too and considering to move the larger dishes to earlier tech nodes. Repeatedly flying to/hopping over/roving on (which is not an option from the start) the Mun is not always what I desire. But sending out unmanned probes to the other planets - even with limited science gathering options (only few gizmos at the beginning, no crew/EVA reports or samples (without mods)) - is not really an option with the long range dishes relatively deep into the tree.
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Trying To Find The Armstrong Memorial
KerbMav replied to The Jedi Master's topic in KSP1 Gameplay Questions and Tutorials
Use SCANsat to map the planet/moon. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
The same way the .cfg files of RemoteTech change the stock parts - take a look into them and you should be able to figure out how to add entries for the modded parts you are using. -
Does that certain mod extend physics range or simply stops things from being deleted? OT: For me it means, I will bring my currently active missions to a close - for which I will have a bit more time than the release of .23, as I will be waiting for compatibility checks of my mods. After that it is off to a new save for me too. Changes to science are mostly changes to the beginning of a save in this game and these I want to try out.
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Forgive my ignorance, but who are you on youtube? And I just realized, that I most likely stranded the refinery crew on Mun for the time being, as the three left with their lander, which was the only means of return until I built a crew transport - hopefully nobody gets sick.