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Patupi

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Posts posted by Patupi

  1. 1 hour ago, CatastrophicFailure said:

    PЦTIЙ, it has been a month! :o And a very trying couple of weeks with one more on the way. :P But progress has been steady, about 75% and 4000 words in  @KSK should be expecting a PM any day now No hookup with the holiday is planned, since that would give me a deadline, and we all know how well I work with those. :confused: But expect pretty lights and sudden dance numbers. Aiming for maybe next weekend. 

     

     

    Dance numbers?!?... I'm expecting some SERIOUS staring from Valentina. A Christmas testflight perhaps, but Dancing? That's not natural!

     

    "Go dance in the Taiga and they take far more than hand."

     

    And I know I shouldn't be surprised that, but that's another Weird Al song I hadn't heard before now. How many has he done? hundreds?

  2. But the angle will be small with .05g. I assumed it wouldn't be worth bothering with... and wasn't what I said tan-1 of natural grav / rotational grav? You'd take the average rotational grav in the center, and probably the actual floor would be a slight curve to accommodate it, but the average value should be OK.

     

    Edit: Actually, my assumption that the '.05g relative to .33g perceived makes little difference' may be off if the height of the cone is relatively high... didn't think of that. Most such rotating habitats seem to be thin things so I just assumed. Dangerous sport in Math!

  3. On 9/1/2018 at 3:51 AM, KSK said:

    100m radius should do the job. 1.7 rpm, 18m/s tangential velocity, 0.33g centripetal acceleration. All well within the limits of human comfort apparently and you can probably hand-wave a bit on the question of kerbal comfort if needed.

    Okay - I cannot tell a lie. I cheated. But you can cheat too!

    https://www.artificial-gravity.com/sw/SpinCalc/

    I was asking myself a similar question for reasons and found that handy-dandy site.

    Edit: 10/10 for amusing autocorrect error. Unless unduly high angular acceleration really does prompt your kerbals to dress and act like a Roman general, I think the Coriolis effect might be what you were after. :) 

    Ahh, if I'd got time to read this when I wanted to I'd have beat ya to it! Been using that to cheat on... I mean to make my stories far more credible.

     

    As for a conical rotation.... That's a tricky one. All I know is what I see on Issac Arthur's channel, and it didn't exactly go into numbers there. Using the stuff that KSK linked you could probably work out what you needed by the great god MATH! (exclamation mark required by law)... or just fudge it? *shrugs* I'm guessing trig on the slope of the floor, with the normal representing a theoretical perceived force. So angle from vertical would be tan-1 of (natural gravity/provided rotational gravity effect). Note the perceived gravity would be rotational grav/cos (angle)

     

    I think. This is just off the top of my head. Normally I draw oodles of stuff out before quoting things. I get through far too many napkins like that.

  4. On 4/2/2018 at 8:50 PM, Snark said:

    That's not a question.  :P

    I don't know anything at all about its status on CKAN; I never use CKAN myself, have not the slightest inkling how it works.  The sum total of my involvement with CKAN is that I check the little checkbox for CKAN when I'm making a new mod.  So, there you go, you know know as much as I do.

    Not much of an "attaboy", really-- I didn't really have to do anything to it.  I suspect I could have just marked it as 1.4.1 compatible without actually touching it.

    My guess would be yes, but since I never bother running old versions of KSP and certainly don't ever take the time to test any of my mods there, I'm not the best person to ask.  :)  "Try it and see," is my advice.  I suspect it'll be fine.

    Just to let you know, currently Ckan indicates that the max KSP version for BetterBurnTime is 1.4.3, not 1.4.4 But even if this doesn't get updated soon there is a workaround to force mods to be downloaded and installed manually through Ckan (if you don't want to do it the old fashioned way, or just happen to like the list on Ckan etc *shrugs*)

     

    Use (Windows Key)+R to open Windows' own command line interface (not the one in Ckan, that confused me for a bit), type cmd and enter to get into the dos lookalike section, and then navigate through the Dos style commands to the appropriate folder that your KSP prog is in. Then type the following:

    ckan install <identifier of mod as listed in Ckan on bottom right> = <mod version number as listed on bottom right>  --allow-incompatible

     

    ie for Better Burn Time:

     

    ckan install BetterBurnTime=1.6.1 --allow-incompatible

     

    that should run it through dos to install it, you having to hit 'y' and enter to agree to the incompatible download and install

     

    Note the '--allow-incompatible' is with two minus signs in front, and one inbetween the words. Also for this mod there is no space between 'BetterBurnTime' words, even though in the description on Ckan it looks like there is a space between 'Burn' and 'Time'. Oh, and the last thing, it won't work as long as Ckan is running, so get everything ready, copying the various stuff into the command line, but close Ckan before hitting enter.

     

    Hope this helps someone, either for this mod or others. I'm no expert on Ckan, I just googled and hunted till I found something that worked for me. Done it successfully on two separate mods now, but be warned this is bypassing the checks for KSP version. Only do it on something you know works with your version of the game!

     

    EDIT: missed a section getting into the dos command. Edited accordingly.

  5. On ‎6‎/‎4‎/‎2018 at 12:33 PM, TeslaPenguin1 said:

    I just bought the Making History Ekspansion and it is great! I love the historic engines such as the Vector, the Dart aerospike, the Nerv, and the Rhino!

    Keep up the good work Platoon!

    Huh, the Dart Aerospike just kept getting stuck in R&D for me. Never reached production, never reached orbit. Is it supposed to be a valid path in the tech tree?

  6. On ‎2‎/‎11‎/‎2018 at 2:19 PM, 0111narwhalz said:

    We may find ourselves with a new RatSquirrelFish.

    Roach-Walrus-Fish? Probably tastes like bacon.... if a bit fishy.

     

    Edit: Doesn't everything taste like Bacon, Chicken or something unmentionable? (and likely unrepeatable, and probably illegal in several states.) 

     

    Mmmmm, Pig-Chicken-Fish!

  7. 22 hours ago, hargn said:

    Hi @Patupi,

    AmpYear conflicts with RO/RP-0. I believe it breaks the avionic node of probe/capsule elements.
    So remove it.

    If you want some help/tutorial to start with RO/RP-0, look at the wiki https://github.com/KSP-RO/RealismOverhaul/wiki and https://github.com/KSP-RO/RP-0/wiki.

    You can also look at some Youtube channels : NathanKell for example.

    Thank you! That will help a lot. I'm already a short ways into the play, but at least it wasn't a critical mod for me to remove. Much appreciated.

  8. OK, I recently (after a slightly failed effort with 6.4K and Sigma Dimensions) decided to give Realism Overhaul another go. It's been a year or so since I last tried it (I think...) Everything seems to have worked, using KSP 1.2.2, using CKAN for almost everything, except KAS which for some reason wouldn't install. I put that in manually (I had an older version; 6.2, which seems valid) However, though the game seems to run fine I have next to no capsules. In my initial install I had one in the entire tree! Quite a few Kerbal carrying devices, but nothing with avionics but one (The TKS VA module if I remember right). I've gone through attempting to install various other mods, FASA and Soviet Spacecraft, but still am severely lacking in early capsules. The few RP0 compatible capsules seem to be all in 'Mature Capsules' with maybe one elsewhere. Not sure if CKAN messed up, or I did when selecting options (I think the only thing I opted out of was Persistent Rotation)

     

    Here is the huge list of mods I have in my current build, if this helps.

     

    SNFDpdi.jpg

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