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Hotblack Desiato
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Everything posted by Hotblack Desiato
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What will you do with cargo bays first?
Hotblack Desiato replied to -RanZ-'s topic in KSP1 Discussion
reminds me of this: and X37 has its own cargo bay. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Hotblack Desiato replied to ethernet's topic in KSP1 Mod Releases
okay, now THAT helps a lot. and it reminds me of my problem with extraplanetary launchpads (2 pages earlier). I guess, sometimes I started the spacecrafts (after release) via staging, and sometimes I just activated the engines by their right-click context menue. so, the launch-check doesn't actually check if that happens on kerbin, it just requires staging at least once (not sure, if it needs to be done in the kerbin SOI). -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Hotblack Desiato replied to ethernet's topic in KSP1 Mod Releases
another weird bug, maybe in conjuction with the method of launch of a spacecraft. a friend of mine uses more or less the same mods as I do, and one of them is your mod. and he told me, that he got the mission plant growth around kerbin, lifted up the stock laboratory, the station science laboratory and the plant growth module, did the experiment and landed everything. he got the science points from the pod, but not the reward from the mission. after he told me that, and he replicated the mission again, and again, it did not work, I figured out, that it might be a bad idea lifting everything with a spaceplane. apparently, a science experiment module is required to be lifted by a rocket, and is not allowed to be launched by spaceplane from the runway (he just loves spaceplanes, and sent a large spacesstation with several modules (cyclotrons, zoology bay, and so on) with his heavy launch plane (quite some work, because every launch takes ~2 hours). today, he tried to confirm my thought and tried to lift the same experiment configuration by rocket. and suddenly it worked. and oddly enough, launching the plant growth module via a jet-engine driven rocket again does not work (which is really odd). -
simple situation that everyone knows. at a certain point, the folder for the craft-files is just crowded. a way of having sub-folders for craft-files would be nice. 1. create subfolders ingame 2. create subfolders via the OS. 3. hop around within the subfolders. should not be hard to do, and would offer a lot of extra convenience to the game.
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Hotblack Desiato replied to dtobi's topic in KSP1 Mod Releases
weird bug, probably not adjusted correctly: I have asteroid cities (current version downloaded for .24.2) and TAC-LS 0.9 and I brought back a nice big potatoroid (class E) to kerbin SOI and started harvesting the water. and then I came with my big spaceship to fill up its lifesupport-storage. and guess what, it gave me equally 1 food and 1 oxygen unit per I don't know how much water. 10000 units food is quite an amount, but 10000u oxygen is barely enough for the crew to breath. any way to fix the amount of oxygen without crawling around in the persistent.cfg? if that behavior is intended, I'll bring a water splitter to the station to generate more oxygen. -
as the others said: reduce part count. I'd suggest take a look at ubiozurs part welding mod. this way, you can weld structural parts together (for example long trusses with tanks and batteries), tanks and engines and so. this way, you can reduce the part count without losing abilities. there are just a few rules: 1. never weld 2 parts with IVAs (for example 3 man capsule + hitchhiker). ksp can't handle that. 2. never weld something with 2 docking ports. again, ksp can't handle that. 3. never weld parts with rcs-ports (especially the omni directional ones). again, ksp can't handle that. 4. animated parts (rover wheels, solar panels, landing legs) should remain single parts. 5. try using parts with big contact nodes, that further improves the stability of the ship: for example those 2.5m SAS have small ones. but sandwiched in 2 4K-batteries, it can connect 6. and maybe the most important rule: weld parts inside a second savegame. part welding tends to "kill" the techtree, meaning, every single piece (not the nodes) has to be researched again (means: klick on it in the techtree and then OK). for example, I once created a ion-engine module containing one 2.5m probe core with 8 micro girders, 80 xenon tanks, 8 ion engines and a beam. 100 parts to 1 part (3, if used with a front and rear docking port). with an additional battery and monoprop-tank, the part is even capable of flying around on its own.
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[1.1.2] Station Science (v2.0: New models by SpeedyB)
Hotblack Desiato replied to ethernet's topic in KSP1 Mod Releases
hmmm, you mean that the craft lands and bounces a few times and that triggers the "launch new vessel"-message? -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Hotblack Desiato replied to ethernet's topic in KSP1 Mod Releases
more interestingly, today I used the other two pods anyways (I produced 3 of them)... and I was quite surprised of getting the mission done. that leaves the weird question, why did it not work with this bio-kuarg experiment, but the other two worked just fine (I'll look up which experiments... I think it was prograde and animal comfort). and regarding the "just stick a bunch on the station": I got the standard plant growth at kerbin... twice. the first time, I launched the station + some pods, did the experiment and retrieved it. then I got the same mission again, and did the experiment with the second pod, and it worked just fine again. so there seems to be a situation that it counts sometimes, and sometimes it doesn't. I have another round of pods on their way to minmus (launched from kerbin), let's see what happens. the techtree is virtually completed (only some minor nodes like the one with the kethane-engine) are still open, so science-points don't matter right now. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Hotblack Desiato replied to ethernet's topic in KSP1 Mod Releases
I have a similar problem, with a slightly different situation: I use extraplanetary launchpads and produce the pod right at the minmus orbit station (where I produced most of the science station). and I never realized, that the mission says: start that thing from kerbin. any chance that you change the mission-behavior to stock-alike missions? do the test over there and bring the results back (or the pod)? I tested an engine over there, which I produced on minmus, and that worked quite fine -
[0.90] Custom Biomes 1.7.0 [17 Dec]
Hotblack Desiato replied to Trueborn's topic in KSP1 Mod Releases
nice mod, a friend of mine and I use it in our standard ksp installation. is there a way that planet factory modder can add biome-maps for their added planets? because I'm thinking about adding a few planets to my installation, and it would be nice, if they have additional biomes (and it should be quite easy to add biomes for those modders, since they have access to the height-map files and the textures). regarding the biome-borders: how about this: each biome has its own color-value, but they differ just by one step. this way, there aren't any intermediate colors possible. for the biome map, there is some sort of shader, which enhances the differences, or displays just a second map with the same borders. -
apparently, the greenhouse doesn't work on the surface of kerbin in TAC-LS, kerbals don't require oxygen when on kerbin (and maybe on laythe too). that also means, they don't produce carbon dioxide. and since the greenhouses require carbon dioxide to work, the kerbals happily starve on kerbin. is there a way to prevent that situation? (I know, they are supposed to be somewhere deep in space, not at home on kerbin).
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yes, I have the same problem. my oxygen is increasing, but my food and water are decreasing. my station contains 4 of the 11t modules in CELSS-mode, and currently there are 6 kerbals on board (4 keeping the station clean and 2 doing research in a KSPI-laboratory), so it should produce excess of everything.
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Hotblack Desiato replied to dtobi's topic in KSP1 Mod Releases
very interesting mod, I'll add it to my game. how about supporting connected living space. it would allow you to dig tunnels through that potatoroid to connect several command bunkers. maybe it would even allow to build storagefacilities inside that thing. means: you analyse the structure of the "ship" and if there are for example 3 bunker modules deployed inside the same asteroid, it will increase the amount of supported kerbals by adding an internal room, aswell as you could add fuel, life support supply storage and so on to the inner part of the asteroid. more bunkers could mean drastically larger storage inside the asteroid. with extraplanetary launchpads installed, you could also require metal or rocketparts to build those internal structures. and I think, that bunker could be very interesting for planets/moons aswell. land it, deploy it (I think about a connection KAS does with the ground pylon), connect it with a KAS-pipe to the rest of the station, and you have a very simple and not too heavy 5 kerbal long term station. it's a very fine mod that doesn't need many parts to be fascinating. and it's interesting together with the CELSS-greenhouse, as your greenhouse makes oxygen and food out of water (and fertilizier + carbon from the asteroid I guess) and his greenhouse generates food, water and oxygen out of their respective waste-products. -
a question or idea regarding the greenhouse. the structure has open windows and lamps inside, so it can provide enough light to the plants, even far away from kerbol. basically, it should need more energy, if the light-level drops to counteract the dropped lightlevel. this would make jool-missions a bit harder (you'll have to feed that baby with energy, or else it would run at a massively lowered efficiency). on the other hand, maybe it could shut the lids, if the module is closer to kerbol (like on a moho-orbit) to prevent burning the plants (which would be just a graphical effect). same thing at start, when I first launched the module, I was a bit worried that this would damage the structure.
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okay, I see the advantages and the disadvantages of different starting systems. but there is one big thing: who starts playing with alternative planets? those who are already experienced, and don't want to go to the same old jool every time. there are mods for different situations, extra tech, extra features, life support, and so on, even constructing things in space. so for example, I'd like to have this game-start: the kerbals finally invented a big starship with some mysterious engine that hopped over that vast emptiness of space. and they finally reached another (procedurally generated) star system. the ship orbits the star, and prepares for colonisation. the way back is closed (fuel lasted only for one trip) and start exploring the new solar system. means: scanning for resources, landing somewhere, starting of in-situ resource processing and deliver that stuff back to the spaceship. the fun part would be the possibility to have an entire new solar system with new challenges and so on. for that point "I landed on eve" instead of "I landed on eve in seed XYZ", my solution would be: my planet XYZ (name from a name generator) has a surface gravity of 1,9 and a surface pressure of 15 bar. and I made a SSTO for this planet. everyone knows what it means to make a SSTO for that planet. oh, and a similar situation is already present: I made a SSTO from eve. oh, but I use KSPi and I have a big badass power transmitter sitting in orbit, and I use the thermonuclear jetengines. those who don't know the mod have no clue what that means.
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[WIP] Stargate SG1 / Atlantis / Universe BC-304 (Daedalus)
Hotblack Desiato replied to Allwyn's topic in KSP1 Mod Development
I guess, the ultimate goal is atlantis floating in the oceans of laythe let's see where this leads to, although I have my doubts that monolithic spaceship laike the enterprise or like the deadalus are compatible with the concept of very modular spaceships like in kerbal space. -
Can NASA use KSP algorithms?[Discussion Thread]
Hotblack Desiato replied to TYRT's topic in Science & Spaceflight
as the others said, for trajectory calculatons, KSP is useless. N-body problem. hoewever, there is a part, where nasa could and should use KSP. last time I saw a nasa start (maven), they switched pretty soon to their own spaceship-animation (where they can see if the engine is firing or the fairing is attached/separating, and so on). that graphic was nice, when it was invented, but now it is a pretty simple, old and featureless graphic. they could switch to ksp to visualize the start. basically, they just need to make 3D-models of their spacecraft for unity (or convert them, since they generate those models anyway. I guess, there could be even a way to project the launch-telemetry into a KSP-RSS instance. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
Hotblack Desiato replied to onkelsiebdruck's topic in KSP1 Mod Development
nice mod. and on that last pic, at least something is colored properly... like that bavarian keyboard: ;-) info: the bavarian flag has a blue-white checkerboard pattern. -
[1.12] Extraplanetary Launchpads v6.99.3
Hotblack Desiato replied to taniwha's topic in KSP1 Mod Releases
just a quick question: what does kh actually mean? I read it as kilohours, but that doesn't match with the experienced production-time. -
heavy rover on gilly
Hotblack Desiato replied to Hotblack Desiato's topic in KSP1 Gameplay Questions and Tutorials
I know, but it's easier to get the kerbals back from eves surface, if they can build their rockets on the surface with local resources rather than stuff shipped from gilly or even from kerbin. the rovers weight is already 200t... and using engines pointed upwards would help, but it also consumes fuel. I guess, the easier way are suborbital hops with a transporter, and the harvester stays at the field. -
heavy rover on gilly
Hotblack Desiato replied to Hotblack Desiato's topic in KSP1 Gameplay Questions and Tutorials
hmmm, I chose that location on gilly because there was a rich ore field and a large kethane deposit within 2 km distance. but I guess, the next large task is landing something on eve and set up a base there, again at a kethane deposit. I guess, eve has enough gravity to have a well moving rover. -
I'm playing with extraplanetary launchpads and a few other mods and I designed a rover with 6 of those rovemax-wheels (the large ones). the rovers empty weight is ~50t, and when it's full with ore and metal (it has an ore processor on board), the weight would be somewhat beyond 200t. for additional steering, it is equipped with 4 LV-909 engines. and things went somehow bad: after constructing the rover, it already broke apart (I use an orbital dock on the landed ship, so anything spaws at 40m height) and left me with 1 of the 2 large ore containers and 2 of 4 large metal containers, aswell as just 4 wheels and 2 engines. the rover started sliding during ore harvesting and left the ore field (at this point, the rovers mass was approx. 150t) and I wasn't able to stir or move the rover on its wheels. is there any way to move a large rover on gilly? I like to harvest ores and kethane without burning too much fuel. the rover moved quite nicely on kerbin (with 50t mass).
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but kerbals aren't honeybadgers... in my universe I pretend that they are quite expensive and therefore I should use them carefully and that also means that they should not be disposed on some rock out there. the absolute no-go is: crash it onto kerbin, especially with deadly reentry, where the nuclear fallout could even cover a small state. by the way, there are some nuclear fission reactors up there. the soviets placed them in radar satellites (solar power wasn't powerful enough). any idea when they will crash?