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Aghanim

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Everything posted by Aghanim

  1. On second thought the bad version number only affects pyKAN not the official CKAN client, as for some reason pyKAN thinks that 1.4.3 > 1.14.1. Still, bad metadata is still bad, and it needs to be fixed
  2. Unfortunately not, https://github.com/KSP-CKAN/CKAN-meta/blob/master/KSPInterstellarExtended/KSPInterstellarExtended-1.4.3.ckan shows that the version indexed in CKAN for KSP 1.3 is still 1.4.3 instead of 1.14.3, lets try to tell the CKAN devs in the thread now EDIT: I have tried to create a pull request for CKAN meta to revert bad KSPI 1.4.3 KSP version from 1.3 to 1.0.4, hopefully making all CKAN clients to be able to download KSPI again, even if it is the old version: https://github.com/KSP-CKAN/CKAN-meta/pull/1278
  3. Warning: CKAN currently does not work for KSPI because somewhere in the indexer pipeline, the correct KSPI version that is 1.14.3 got changed into 1.4.3, breaking CKAN downloader as it tries to download KSPI version that is nonexistent in Spacedock: https://github.com/KSP-CKAN/NetKAN/issues/5635
  4. That rocket looks like it is a hybrid rocket, as: It uses both aluminium and oxidizer as its resources It literally says hybrid rocket in the name and in the description It seems to be inspired from real life research on lunar ISRU: https://forum.nasaspaceflight.com/index.php?topic=14380.0
  5. In modded KSP, KSP Interstellar have aluminium fueled hybrid rocket: https://github.com/sswelm/KSP-Interstellar-Extended/wiki/HA-1-Aluminum-Hybrid-Rocket
  6. In stock KSP? Really hard, even with infinite fuel cheat turned on. In modded KSP? Pretty easy, use KSP Interstellar warp drive with a fusion reactor or antimatter reactor to power it off, and set it to 1c. Feel free to overclock it to 500c or more Disclaimer: Warp drive may violate conservation of energy, law of physics, and/or destroy the universe Question: If a particle travelling faster than the local speed of light in water creates Cherenkov radiation, will a warp ship travelling faster than vacuum speed of light creates Cherenkov radiation too?
  7. Uhmm my installation is already at the newest version as of that Github download page, v1.22.2... wait I'm sorry, I forgot to add this detail: Everytime I tried to update my KSP mods using CKAN using CKAN 1.22.2, it crashes with this log, and reinstalling CKAN doesn't help (as far as deleting CKAN binary file and redownloading it from Github)
  8. Is Kerbstein == Epstein? If yes then this comes at the right time as I'm abusing VISTA to make Rocinante in KSP and fails... Now can you please add a RCS that can use water as propellant? Both arcject and resistojet RCS cannot use water as propellant
  9. For some reason my CKAN v.1.22.2 installation stops working with this log from starting CKAN in the terminal: https://gist.github.com/minecraft2048/0f9760dc0a8766b44e8e9ceac028756c I'm using Arch Linux, any troubleshooting step that I can do?
  10. I think that mining methane from Titan and using it only as a fuel is an incredibly wasteful thing, especially if it just to return it to Earth instead of using it for space refuelling. But, Titan's atmosphere is still incredibly useful for colonization as it contains useful gasses, such as : Nitrogen, which can be used as a oxygen diluent so that we can make artificial air in space, and it can also be converted to ammonia and fertilizer Methane, which if someone actually found a magic catalyst that makes oxidative coupling of methane (OCM) possible, we will be able to convert methane into ethene (ethylene), which is an ingredient for popular polymers such as polyethylene, PVC, polystyrene, and other incredibly useful organic compounds, such as ethanol. Even if OCM is not feasible, there is still considerable concentration of ethane in the atmosphere that can be converted to ethene through steam cracking With fertilizer from nitrogen, water from Saturn's ring ice, and carbon dioxide from burning methane, large scale farming can be done near Titan, and the ethene can be used to supply organic chemical based manufacturing, which will supply important polymers for building spaceships and other technology. With helium-3 from Saturn to refuel possible fusion power reactors and fusion drives, a space colony in Saturn system is an ideal place to resupply food, water, air for the humans, and fuel and propellant for the spaceships. The problem is that there is no metal asteroid nearby, so the colony needs to import metal for expansion and building spaceship from asteroid belt, unless somehow they can substitute the metal with locally produced polymers, which is another story.
  11. I think that this: have outdated version in CKAN, CKAN latest version is v3.3.1 while KSP-AVC and Spacedock says that the latest version is v3.4.0
  12. Note: this is for far future, where humans already know how to live in space. I'm not sure whether this is a good idea for first time outer space colonization I think that we should not colonize Titan, but we should colonize the whole Saturn system. Saturn is full of helium-3 good for fusion fuel, and water in ice form is very abundant, which is very useful. Titan atmosphere is also useful, with high methane that can be potentially transformed into useful organic compound such as plastics, and high concentration of nitrogen means that we can create air (22% oxygen 78% nitrogen) in space, which is useful to pressurize all of the spaceships. With Titan having low gravity, and ice are literally floating in space around Saturn, mining operations will only take a relatively small amount of delta V It looks like a pretty ideal place for a space infrastructure, but unfortunately from my wikipedia search everything up there is ice, no metals unlike in the asteroid belt.... So it is probably a bad place to build spaceship shipyard there. Too bad though, I really want to live on Erebor Mons... Edit: I think that any attempt to build infrastructure/make a self sustaining colony that can expand on Saturn system will have the difficulty of getting enough metals from within the system, so they probably need import it from the asteroid belt, which will have the associated delta V cost
  13. So tell me if my interpretation of that diagram is correct: 1. We have a 2 planets, red planet and blue planet. 2. Then, we have a warp capable spacecraft at blue planet wanting to go the the red planet. 3. All solid arrows are velocity vectors with respect to the orbit center, which is Kerbol in this case 4. Green dashed arrow is the warp vector Step 1: Warp to the orbital center and wait until the velocity vector of the spacecraft is parallel to the target planet velocity vector, which in this case is the red planet Step 2: Warp to a position where the velocity vector of the spacecraft can match with the target velocity vector Step 3: Warp to the target planet For the ESLD jump beacon, assuming that both KSPI warp drive and ESLD jump beacon operates by moving the ship in space without changing its velocity vector, I think that ESLD wiki might be helpful too
  14. If I have time and some knowledge/documentation of how the warp drive calculates its exit velocity. min warp power and max warp speed, yes I will do it so that my space fighter can go to Laythe EDIT: I can slightly understand the C# code of the warp drive, but I cannot currently "speak" C# fluently, so any explanation that is more quantitative than the deeper the warp drive is in the gravity well, the lower its max speed is useful for me
  15. @FreeThinker Small suggestion: Please expose your warp drive parameters and controls under so that I remotely control warp drive parameters such as enable/disable and warp speed control and get predicted amount of power required, so that I can control the warp drive using a Python script which will allow me to quickly prototype some sort of warp drive navigation strategy Here is the documentation for extending kRPC to KSPI: https://krpc.github.io/krpc/extending.html
  16. How does the warp drive works? As far as I know the warp drive translates the spacecraft at the speed determined by its setting, while conserving its momentum before and after warp, so if we are moving at 100 m/s forward, turn 90 degrees right, warp for 100km , the ship will be still moving 100 m/s forward after warp, is it correct? The thing that if its correct is that momentum is product of mass and velocity, and velocity requires a reference frame, so which reference frame did the warp drive use? Is it with respect to the sun? How about if we go to another star in one of the interstellar planet packs at first page, can we predict its exit velocity, and in which reference frame? The thing is that first page and wiki does not have any documentation on how warp drive works. I'm asking this because I'm currently trying to figure out how to do warp navigation, at least manually with pen and paper, and eventually when I can do C# coding, I will implement it as a helper tool for KSPI. For example, if I want to travel from low Kerbin orbit to Jool orbit, I can either select Jool as target, use SAS or Mechjeb to point at target, burn to Kerbin escape velocity, wait until the gravitational field strength is low enough for my space fighter to fire its warp drive, warp to Jool until it stops because of not enough critical power, and burn retrograde until the space fighter runs out of delta-V and make Jeb stranded on space. Or, I can escape Kerbin, warp slightly off target, then exit warp, turn then warp to a point where when the space fighter exits warp, the space fighter Jool exit trajectory intersects Jool's atmosphere, allowing me to aerobrake and save all of those precious delta-V. And yes, although I play sandbox, I refuse to use antimatter and quantum vacuum plasma thruster, so no infinite delta V for me. EDIT: Rant mode on
  17. This is slightly misleading, because and that will probably leads people (like me) thinking that there might be something wrong with their code or setup because they checked the console at main menu and nothing happens, when in fact the plugin is fine, it just fires at flight scene not at main menu
  18. So I followed this thread to create my first KSP mod: and I use this Hello World code from that thread: using System; using UnityEngine; namespace HelloWorld { [KSPAddon(KSPAddon.Startup.Flight, false)] public class Hello : MonoBehaviour { public void Update() { Debug.Log("Hello world! " + Time.realtimeSinceStartup); } } } as MyClass.cs and compiled it using this Makefile: cmdlist = -t:library -lib:/home/feanor/Development/Programming/KSP_Modding/Managed -reference:Assembly-CSharp.dll -reference:Assembly-CSharp-firstpass.dll -reference:UnityEngine.dll -reference:UnityEngine.UI.dll dlllist = MyClass.dll cslist = MyClass.cs ksp_dir = "/home/feanor/Development/Programming/KSP_Modding/Kerbal Space Program" all: mcs $(cmdlist) $(cslist) clean: rm $(dlllist) install: cp $(dlllist) $(ksp_dir)/GameData run: $(ksp_dir)/KSP.x86_64 It successfully compiles the file, and KSP successfully loads the .dll file feanor@silmaril ~/.c/u/S/Kerbal Space Program> grep MyClass Player.log Load(Assembly): /MyClass AssemblyLoader: Loading assembly at /home/feanor/Development/Programming/KSP_Modding/Kerbal Space Program/GameData/MyClass.dll Non platform assembly: /home/feanor/Development/Programming/KSP_Modding/Kerbal Space Program/GameData/MyClass.dll (this message is harmless) MyClass v0.0.0.0 MyClass.dll According to the thread, this plugin should spam the debug log with Hello World! messages, but there is no message at all: What is wrong then with my setup?
  19. Is it possible to weaponize the diode infrared laser turret? It certainly looks like a laser turret capable of destroying something
  20. In Star Wars 7, in opening, we saw Rey mixing some sort of food tablet thingy into water and it magically turns into bread: At first I thought that it is just some sort of CGI effect, then when I randomly browse the internet, I found this: http://www.mtv.com/news/2728173/star-wars-rey-bread/ that claims that it is a practical effect, not CGI. So, assuming that we can use any chemical, because the website states that the bread is probably not edible, how can we make something like this?
  21. Fission reactor: Size is limited by how small can the neutrons interacts with the fission fuel to produce net power. Most if not all reactors today have a critical mass where the neutrons produced is sufficient to sustain further fission, but you can cheat by using neutron reflectors or neutron generators Fusion reactor: Size is limited by how efficient can the ignition system can ignite the fuel plasma that produce net power, which with current reactor tech, is very big, and likely will get bigger because we don't have net power fusion reactor yet My question: Is there any fission or fusion reactor tech that can explode in a nuclear explosion like in all of those science fiction stories? As far as I know fission reactors explodes with steam or hydrogen explosion, which is very bad but not catastrophic, and fusion reactors stops working when you look at it at the wrong way, with no explosions or something like that
  22. Basically when Steam updates KSP without my permission, it breaks all of my mods and CKAN, as in CKAN will refuses to install new mods, and because I have a lot of mods installed, it can take me 1-3 months for all of my mods to be upgraded to new KSP version. I can just run KSP without Steam, but then I lose Steam hours played tracking. So is it possible for me to disable updates completely?
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