Rayder
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Everything posted by Rayder
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Do flight computer instructions still disappear when you change active vessel? Now that manoeuvre nodes are persistent it would be nice to setup flight controls far in advance, then come back to the vessel when it's time to perform the burn.
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This is precisely why I've abandoned the idea of having satellites in synchronous orbits, or having craft on similar orbits (in a triangle). So I've come up with a setup which requires no orbital maintenance and provides 100% up-time. Requires a bit more testing but if it goes well, I'll post my results.
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Rayder replied to Paul Kingtiger's topic in KSP1 Mod Releases
I've noticed a few times that tank capacity, consumption etc have all been referenced as Litres. Wouldn't it be more appropriate to use grams and kilograms? Liters is a measurement of volume, which would indicate the tank's physical size. Reason I say this is because when dealing with water, you can't really compress the water in a tank. So the size of the tank pretty much determines how much water you can store in it. Food is in the same boat here, but for different reasons (obviously). The same is not true for Oxygen, however. You can have the same volume tank, and increase the pressure to store a higher quantity of gas. This is also true for the other gases in Life Support (H2, CO2 and CH4). The other reason is that to properly calculate the conversion rates in the Electrolyser, Sabatier and Purifier you need to use the resource's mass. Take for example, a 1 Liter tank. At 14.69 psi and 0°C you can store 1.3g of oxygen. Take the same tank, but pressurize it up to 300psi at 0°C and you can now store 29.1g of Oxygen. The same tank filled with water will always hold 1 Liter. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Rayder replied to Paul Kingtiger's topic in KSP1 Mod Releases
My personal opinion, is that while KSP is quite realistic in some ways, it is definitely not in others. So with that in mind, I'd not bother with actual or accurate quantities. So with that said I'd stick with TAC's measurements, as in 1 resource = 1 day. It makes it easier to work with, and know how much you have. You can then ballpark a figure and say "this container could last around 180 days", etc. If you wanted to change things up a bit (ie not so simple), your recyclers could work on different timescales, so you might get Oxygen faster than you get Water. I converted the US EVA-X to use TAC scales, and added food into it as well. Just made it a day's supply. If I had to work with actual units, it would take ages. Putting a 1 in each resource is much simpler. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Rayder replied to Paul Kingtiger's topic in KSP1 Mod Releases
Ah yes, now it works. Many thanks. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Rayder replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hi guys, Starting to get into this mod and I'm really enjoying using the parts. Some I like and others I'll likely remove. But I'm having a problem, specifically with the Science Bay. I noticed the problem doesn't appear on the YouTube tutorial, so I'll show you the issue I'm having. This is the YouTube video. The radial attach surface works properly. Here is a screenshot of my game. The radial surface seems to be inverted. Any ideas what to change in the cfg to fix this? EDIT: The game also doesn't see them as flat surfaces, instead preferring to rotate them as if it's a curved surface. Thanks -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Rayder replied to TaranisElsu's topic in KSP1 Mod Releases
This may seem like blasphemy to some of you, but hear me out. I've been using TAC LS for a little while, and I've started to wonder if having three different resources is completely necessary. Why not have just one resource, "Life Support"? You may say that well you can alter the times that kerbals can go without food, oxygen or water. But in the grand scheme of things, does it really matter? If you run out of food, are you going to just send food up to your station? Or will you send up all three anyway? Do you come into situations where your craft has a serious imbalance of resources where you don't supply all three resources at once? I only pose this question in order to simplify this mod a little without losing the core function, being supplying life support to your kerbals. The only thing that this would change a lot is the processing of waste products, which I have thought about, but it's not my main thought. But what are your thoughts? -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Rayder replied to Fractal_UK's topic in KSP1 Mod Releases
Anyone aware if there's a setting, or some way of allowing tritium to decay into helium when not on the focused vessel? I found this module on all the parts that can hold Tritium, but there's nothing there that suggests there's a setting for it. MODULE { name = ModuleElementRadioactiveDecay decayConstant = 1.7915586e-9 resourceName = Tritium decayProduct = Helium-3 convFactor = 1 } -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Rayder replied to Fractal_UK's topic in KSP1 Mod Releases
Well the .cfg edit will do what I need. And it's only a one off each time I want to do it, so it's not that difficult. Thanks. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Rayder replied to Fractal_UK's topic in KSP1 Mod Releases
Apologies if this has already been asked, but with close to 1,000 pages it'll take forever to search. Is there a way to not make the parts auto upgrade? Or at least make individual parts not upgrade? I'd like to use the 62.5cm nuclear reactor for very long term electrical power, but upgrading it drops it's lifetime from 31.5 years to 10.5 years. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
I was using v4.0 pre 8 from his post a few pages back. Is that the latest version? EDIT: Derp, error on my part. Disregard. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
When adding tanks to stretchy tanks, the tank gets added but the volume is stuck at zero and it won't let me change it. MFT says there is zero available volume in the whole tank. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
Rayder replied to DYJ's topic in KSP1 Mod Releases
You might want to do some research on some 0.23 mods, as I don't believe they are all backwards compatible. You may need to end up starting a new save anyway. -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
Rayder replied to BigNose's topic in KSP1 Mod Releases
1) Navigation Lights 2) Aft Light 3) Anti-Collision Strobe lights 4)Logo Light Straight from the wiki.- 799 replies
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Rayder replied to TaranisElsu's topic in KSP1 Mod Releases
Are you running out of electricity? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
Technically, you can't redirect a satellite remotely if you don't have communications with it. If you want to do that you would need to EVA to it and redirect from there. But satellites have prediction software that can tell where it's target should be sometime in the future so that if it loses signal, it knows where to look to regain signal. Extended blackouts will cause drift and the satellites won't be exactly where the prediction thought they would be, but the satellite will usually start looking for a connection again. This is essentially as far as a failsafe goes for real satellites. Having said all this, RemoteTech for the most part already does this. Only thing I would change is the EVA thing. If you really wanted more realism you could make the satellite take longer to reconnect the longer it goes into blackout. But with the exception of those two things, RT2 is pretty realistic as it is. -
Modular Fuel System Continued v3.3 (OBSOLETE)
Rayder replied to NathanKell's topic in KSP1 Mod Releases
The current situation of the mod is yes it works, but with some caveats. Some things don't work exactly as intended or work properly, but most of the core mod works properly and you can fire up KSP with it installed no worries. It's basically in 0.23 compatibility mode at the moment. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
I've found that happens quite often, but mainly when I've set my dishes and the vessel has changed configuration ie decouplers and docking. Something to do with the name of the vessel changing to "xxx Lander" or "xxx Probe". The receiving end is looking for a vessel that - searching by name - technically doesn't exist anymore. I think that's what happens anyway... No idea why Mission Control would do that though... -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Rayder replied to damny's topic in KSP1 Mod Development
Ah didn't know about those. Have to check it out -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
Rayder replied to damny's topic in KSP1 Mod Development
This is what Kethane needs to have! I'm keen to get ScanSat but I'd prefer to wait until the placeholder models are replaced. Perhaps even with one of the stock ones, or a dish from RemoteTech? -
Now-defunct-thread-that-should-not-appear-in-google-search.
Rayder replied to Cilph's topic in KSP1 Mod Releases
AFAIK it's still 6 and the large Probe module.