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Rafael acevedo

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Everything posted by Rafael acevedo

  1. I thought about it as a single part, but it will probably be easier to code as two parts, the Kablooey and the lose it. Thought about it and there might be a way to simulate the experiment with a lot less coding. It will be a question of animation and simulation.
  2. OK here is my idea based on our own weather experiments Kerbal Radiosonde Atmospheric Balloon Boosted Extraplanetary Experiment (KRABEE) or Kerbal Atmosphere and Particle Observations and Weather (KAPOW)- Requires a Experiment package consist of a rectangular box (see Drawings) with two doors on top and a plug connector on one end for EC/communications with base station. The box houses the following Components inside; 1. Kerbal Atmospheric Balloon Lifted On-board Observatory for Exoplanet Ylem (KABLOOEY)- Hydorogen weather balloon with a parachute, Radiosonde and aerial particulate collector (total of 10 on board/ magazine)) it takes 1400 grams of hydrogen to fill, capacity can be refilled by Scientist Kerbal 2. Refillable Hydrogen Ranks (14000 Grams capacity)- enough hydrogen for 10 Kablooey's 3. Laser observation system for experiment instruments tracking- (LOSE-IT)- Laser and optical 3 Axis theodolite utilized to Track the Kablooey flight and get accurate speed, elevation and distance measurements, instrument retracts into the (KRABEE/KAPOW) when not in used or in transport The purpose of the experiment is to measure Atm pressure, density, humidity, temperature , and wind speed at different altitudes in exoplanets and moons with atmospheres, additionally the Kablooey collects airborne particulate for determination of atmospheric composition in parts per million (for example it might determine that in duna the atmosphere contains 10 ppm of dirt at 5000 meters). The Kablooey makes these measurements at 1000 meters intervals. The Lose it can receive and track the kablooey's speed, altitude and direction, and receives Pressure, density, humidity, temperature readings for analysis by the base station for weather determination. For particulate readings the Kablooey needs to be recovered. The Kablooey has a enough ec to power a locator beacon for 10 kerbal days. The Kablooeys balloon are rated to 10^25 Kilo pascals at which time it should blow up releasing the radiosonde to fall back in a parachute. The experiment is based on actual earth based weather and particulate collection experiments used for weather prediction and tracking.
  3. You can always do the venera Venus probe surface experiments, the sticky mortar comes to mind. Basically the probe sires from a mortar like device a plumb bob and sticky wire, it would then retract the wire and collect all the soil attached to it .
  4. # Table kerbal months Totals Crew capacity 42 42 Habitat mk2 6 14 84 Control module0 2 0 Central hub 1 37.5 37.5 163.5 Hab multiplier Totals Stock cupola 0 1.76 0 Science 3 1.25 3.75 Greenhouse 3 1.3 3.9 7.65 Total months 1250.775 Total days 37523.25 Total days 6 crew 6253.875 Total years 17.13390411 The base is designed for a crew capacity of 42, however it has only 6 crew presently
  5. I hope this helps, here is a picture of a test base, followed by current home usi-ls calculations. Then I created a calculation of what I think home should be based on the table posted by ibanix.
  6. Here is my base design mark 2 for my current game, hope you all like it Here is the life support stat for usi Ls for the base, below it are the stats for the other base in minmus that can be found a few post back. In case it helps you life support designers
  7. Thanks, actually I get between 4 and 5 fps, my new one gets a steady 7 fps
  8. As designed 48 kerbals, if I fill every available space over a hundred, however, since I use a life support mod its habitation rate is 97 kerbal years with almost 1.5 kerb years of supplies. ( although as long as the hydro phonics module work is pretty much sustainable indefinitely) but if the kraken strikes that is how long, I have to execute a rescue mission. but just wait, cause I am about to finish bldg a new base, with the same capacity, with over 300 years Hab rate and over two years of supplies, will post pics later. I think will like the fact that I broke away from the diagonal connecting tunnel that I have been using in all my bases. Anyways glad you liked it
  9. Yes, they were great. To bad you can only find them onlin. As an adult friend of Lego feel free to check out my builds and those of CPT Sierra at moc pages
  10. thanks for the kind comments, my landers have been recovered or sent back to space ( I do this to save memory and keep fps up). I will post pictures on my tri, and dual landers. Obtw , love your landing pads, every time i set one up I get hit by the kraken.
  11. No issues, I have built it on location using kis, but in this particular base I built it oa the VAB, here it is
  12. Had no issues fitting the malamute with geology lab inside. As for docking it inside , I install akbps docking port to both the male ute and the garage. This allows me to dock inside will send pictures in a few. Also try moving the geology lab to the center, so when you come up the ramp you don't hit the roof or optionally lower the hangar to the ground so the ramp is level (i.e. No slope)
  13. Here is a base I built with KBPS, Pathfinder and the Malemute Rover, hope you all like it,
  14. My Base with the latest version of kpbs, pathfinder and the malemute rover Hope you like it
  15. Just wanted to thank you for this mod, it has made my base building easier, specially when you start hitting low frame rates. I believe it offers the right balance to eliminate tedious and repetitive actions, while maintaining realism. For example you land 3 modules for a base about 300 meter from the base core, without the mod you would have to drive/ fly each module individually and sequentially. With the mod I drive one module and vessel move the other two. This keeps realism, because in reality this modules could be moving independently simultaneously. Anyways thanks
  16. Thanks for all your hard work, definitely one of my must install mods, sorely missed in 1.1.2
  17. First of all congratulations on the mod Bday, I am really looking forward to the tipi and the rest. I am sorry to bother you again, but as I surface attach the new switchback it explodes, place un the ground , have tool in hand press H attach, attaching sound, release h then boom.
  18. My own two cents worth. Especially since you are talking about two of my must have mods. It really depends of what you want to do and your computer capabilities. If you want to build a realistic base with a minimum of mods, it favors kpbs , you just need stock and this mod. However, for realism kpbs would probably be in phase two colonization, as inflatables would be used for mass and weight consideration. For realism sake and if you are bldg an initial asteroid base pathfinder is the way to go. However, once you add a life support mod, ( and you computer can handle it), here is when the integration the nils and angel had done to their mods, that makes them a sight to behold. The ability to reconfigure labs, drills, etc.mtjet pathfinder brings to Kbps really brings the ability to build realistic self sustaining bases, specially with the chem lab. I have not tried mks as I just started experimenting with life support. But it you have the memory capacity, I'll recommend you use both Kbps and pathfinder together.
  19. Awesome I'll be trying to build a landing pad later today will let you know how it turns out
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