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Elan

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Everything posted by Elan

  1. I already reported it on github, but it would be TAC's decision, because that's the main mod that's using the value. Anyway, I changed my mind about that - I don't think updating the value is worth the effort. The difference between 1.41 and 1.43 is not big enough to affect realism and there will be imprecision either way, because all densities have only 3 significant digits. So in order to fix that, all values in the Community Resource Pack would have to be updated to have more digits, and that's just not worth it. A better way is to just adapt your calculations to match TAC's, as I wrote in the previous post. So you will have to recalculate all values used by the (4?) resource convertors in your mod, in order to be consistent with TAC and to have your convertors conserve mass. You actually only need to take the values from that spreadsheet I posted about earlier and scale the values accordingly. You are right, I think your value is better in terms of both gameplay and realism. We should try persuading TAC to change his value.
  2. I've been doing some number checking on TAC life support mod and while the information is still fresh in my mind, I decided to check this mod's compatibility with TAC. I found a few minor problems with the resource convertors. The Elektron water electrolyser produces hydrogen and oxygen in slightly (a little over 1%) disproportional amounts compared to TAC. It also violates conservation of mass. I tracked down the problem to oxygen density. TAC, US and Community Resource Pack all use oxygen density 1.41 g/L, while the actual value is 1.43 g/L. You also use different ways to calculate the result, which normally wouldn't matter, but now the imprecision makes a difference. Your two ways : US - two gasses under same conditions (pressure, temperature) have the same volume / mole, so electrolysis of water produces exactly twice as much volume of hydrogen as oxygen. Due to imprecise oxygen density this doesn't conserve mass. TAC - convert moles into mass, then mass into volume using density. Mass is conserved, but hydrogen volume wouldn't be exactly twice the oxygen volume. Because TAC doesn't have hydrogen and instead uses solid waste, there is no visible discrepancy. I recommend switching to the TAC way. Here is his spreadsheet. The electrolysis is at row 319. TAC also uses different amounts of charge (EC) for electrolysis. If 1 EC = 1 kJ then his value is more realistic, since the real Elektron uses about 1 kW (or so the Internet claims). And one last detail - water in the US resource definitions has unitCost=0.0001, while TAC (and CRP) has unitCost=0.0008.
  3. Oh, apparently someone already noticed this a month ago: https://github.com/taraniselsu/TacLifeSupport/issues/42. I hadn't thought about checking the github issues. Yes, I figured that out eventually, but my point is that it is not immediately apparent from the description, and new players might be confused like me. Maybe I could add some information on recyclers to the wiki ?
  4. Hello, I've recently started using this mod and came across a few issues. First, in the description of parts that recycle resources, it says something like "efficiency multiplier 5". I only found out what it means after some searching. Could you change the description into something more understandable ? For example, "80% efficiency" or "recycles <input> into 80% <output> and 20% waste". Since you can calculate one from the other, it makes sense to list the more comprehensible number, which is efficiency I think. Also, when I was looking up the meaning of that efficiency multiplier, I found your spreadsheet. It is very well researched, but I found some inconsistencies with the recyclers (starting at row 312 in the spreadsheet). I'll go through them in order : Water splitter - is fine. Carbon extractor (CO2->O2) - this took me a while. I didn't know where its efficiency came from. It is 100% efficient in the sense that it converts 1 mole of CO2 into 1 mole of O2. Its inefficiency comes from Kerbals, whose breathing converts 1 mole of O2 into 0.869 moles of CO2, thus making the overall oxygen cycle 86.9% efficient. Could you maybe add this to the wiki ? Sabatier recycler - it doesn't make sense to speak of its efficiency, because it's not a closed cycle like the previous one. This one uses water in each cycle, so it's like the combination of water splitter and carbon extractor. Water purifier - I think there is a miscalculation in the spreadsheet, which comes from cell C362. It says : C362=C360*(D210/D213)*J360, but I think it should be C362=C360*(C210/C213)*J360. Currently, there is actually more water produced than spent. (it's something like 100 water >>>Kerbals>>> 120 waste water >>>recycling>>> 110 water)
  5. I do like the idea, and it's nice to have an alternative to kOS (which hasn't gotten much attention lately). But LISP ? I don't know what the acronym stands for (or if it is an acronym), but back in the day we used to joke that it means "Lost In Sucking Parentheses" To this day when I see the name "LISP" it pops up in my head - "oh, it's that programming language with a lot of parentheses". Anyway, I still hope this gets more popular and wish you luck.
  6. I've got a bug - if I right click on KAC in the Space Center screen, it moves the window off screen and there is no way to bring it back in game. Here is the result from config.xml : <rect name="WindowPos_SpaceCenter"> <xmin>-10075</xmin> <xmax>-9775</xmax> <ymin>-10065</ymin> <ymax>-9925</ymax> </rect> Of course, if I substitute some normal values, it works again.
  7. Well, there is the Kethane wiki, from the first post. The rest can be answered here. But if a question gets asked repeatedly here, someone should probably update the wiki with it.
  8. My Kethane scanner works only on the currently active vessel. When I switch to a different one or go to space center, it stops scanning. When I switch back to it, it starts scanning again. What am I doing wrong ?
  9. The same install was working for me when I installed it on 28/12, version 0.11, so the problem must be on his side. Still, when can we expect new version with tweakables and whatnot ? Currently, there are some problems (described earlier in the thread), even though the mod works.
  10. Ah, so it's not a bug, it's a feature I just wanted to be sure it was normal and not some weird bug.
  11. Is it normal to have Kethane grid appear in the main menu ? I don't mind, I just thought it was weird.
  12. With science ! ... that is, mainly using Kepler's law a^3/T^2=const. What is needed : - at least 3 satellites If you want constant connection to the Space Center, you need at least 3 on the same equatorial circular orbit. The more you have, the more resistant your setting will be against them drifting apart due to unequal orbital times. - all of them in the same orbit Otherwise, planning it is more complicated. - all of them spaced more or less equally apart It's no use if all of them are on one side of the planet at the same time. - choosing convenient height of their orbit Generally, higher is better. But there are limits - mainly range of omnidirectional antennas (the basic one has 2500km range). You should use them instead of dishes to have complete coverage of space near Kerbin without having to worry about where to point dishes. Here is how I did it : I used 4 satellites, launched in one piece (screenshot 1 below). I wanted them to be on a circular orbit 700km above Kerbin. And here is where the science comes in - how to get them spaced equally apart ? With a little calculation, I came up with an orbit - apoapsis of course 700km (and above Space Center to provide connection) and periapsis 246.25km. The first satellite, after launching in apoapsis and circularizing its orbit to 700km, goes 3/4 of its orbit when the stack of other satellites reaches its apoapsis again to launch another satellite. So after a few passes, there are 4 satellites on circular orbit spaced equally apart. Then there is another important part - all those satellites must have the same orbital period. I'm using Kerbal Engineer, so it just means looking at the right number (screenshot 2). Finally, the result is on screenshot 3. Another interesting thing I just calculated - the orbital period of all my 4 satellites is 1h 22m 37.6s. If one satellite was off by just 0.1s, it would drift away to cause short periods of no connection in only 277days. Fortunately, this drift can be easily spotted and corrected by very tiny burns before it gets out of hand.
  13. The parts you can grab are described in "GameData\KAS\addModule.cfg". The file structure seems quite self-explanatory, although I haven't tried altering it yet. I probably will tomorrow.
  14. It was the control window, but now that I tried it again, it works. Oh, well. I'm looking forward to the update That message is from using RemoteTech. It requires communication channel between any unmanned probe and Space Center. You can find more on that in the thread on RemoteTech.
  15. This is my most favorite mod right now ! I found only two problems with it : - Horizontal stack winch doesn't have the same interface as the other winches. - As a grammar ****, I highly disapprove of some of the descriptions ("ressources", "usefull", etc.) Edit : Ha ! The forum censors the name of a member of Germany's main political party during WW2. Edit 2 : Found another problem - grabbing antennas doesn't place them onto Kerbal's back, but somewhere far behind him where I can't see (camera moves to center of mass). I'm using RemoteTech, so maybe that is what's causing it to misbehave. But placing antennas is much more useful in RemoteTech.
  16. Possible bugs : - The IR GUI appears once I get to launchpad and can't be closed. - When I right click on any IR part (right now clicking on "docking washer junior") and select "engage lock" or "hide GUI" it throws a NullObjectReference in the debug window.
  17. Oh yes, that explains a lot. You could add that information to the tooltip of fusion reactors - something like "requires 4000 charge/4 MJ to start up" (or whatever the number is). Ok, I did some testing and went through the source code and I get it now. There are just 2 problems : - When I attach bigger generator, its power is scaled down. That is, if 1.25m generator gives 100% power, then 0.625m and 2.5m generators both give 25%. Not sure if that's intentional. - The bigger problem is that different generators can "share" the same reactor. E.g. I have reactor A attached to generator A, and on a different part of the vessel reactor B attached to generator B. If I turn off generator A, the thermal/charge power from reactor A is fed into generator B. The same thing with turning off reactors. There is a "link" between reactor A and generator B / reactor B and generator A that shouldn't be there. Also, could you respond to the quoted part of my previous message (the parts that weren't addressed already) ? I posted it like 3 times already. If I'm bothering you, just tell me to go away or something.
  18. I'll just repost my earlier report, could you look at it ? I forgot to mention that fusion reactors don't need the extra power to start. I had one that needs 7 MW to start and the smallest nuclear reactor (which produces < 3 MW) and the fusion reactor was able to start. I don't know if it's intentional or not. I'm also completely confused about generators. Did you change how they behave in the last update ? I think they used to have a maximum output power, no ? It would also make sense if they did. Now it seems like one generator will do everything. And on the wiki it says that generators have to be connected to the reactor, which isn't enforced in the game. And what about radiation - is it something for a future update ? Because now it doesn't seem to do anything. I had a Kerbal stand directly beneath a running DT Vista engine on the launchpad and he seemed fine.
  19. Now I'm completely confused about generators. Fractal, did you change how they behave in the last update ? I think they used to have a maximum output power, no ? Now it seems like one generator will do everything. Didn't they also have to be connected directly to the reactor like thermal rocket nozzles ? Also, could you look at my previous post >here< ? Thanks. My computer is groaning just by displaying picture of this monstrosity What mod is showing those orbit/vessel/surface infos ? Is that MechJeb ?
  20. Adding to my earlier report : - Generators don't show their maximum output in the VAB tooltip. - Nuclear reactor tooltip doesn't show that its output is higher when using thorium. - When starting with disabled nuclear reactor, it begins at 10% decaying power. It should be 0% if we're launching completely new unused reactor into space. - I suggest making science production in lab/computer core when landed on Kerbin zero. <ignore>Does thermal rocket nozzle behavior depend on what size of reactor it is connected to ? Tooltip shows only dependence on core temp. (which is the same for different reactor sizes)</ignore> I might have more later EDIT : Found the thermal rocket on wiki, sorry about that. Still, it could use some more info in the game tooltip.
  21. The bottleneck in modded KSP is memory, not speed. It can only use 2 GB (or 4 ? I forget) no matter how much more memory you have. Maybe one of those extra mods on your laptop reduces memory usage, e.g. texture replacer, which allows more mods to run in that limited memory.
  22. You could try downgrading to previous version 9.1.1 - downloadable here. At least we would find out if the problem is with the new version. And you would still be able to play.
  23. Bug report : - Fusion reactor doesn't show laser power consumption in the mouseover menu in VAB (I think it should show the highest of the 3 modes). I tracked it back to line 71 in FNFusionReactor.cs. By the way, there are 3 variables (initial_laser consumption, laserPower, powerRequirements) that might describe 2 things. Also, your code indentation in some of the other files is terrible - Generators sometimes show maximum power output 0, even when their current output is > 0. That also messes up the numbers in GUI showing total power, utilization etc. - Tritium breeding doesn't work without higher time warp. I realize this might be a problem with the game, not this mod, but I don't know, so I included it. Questions / suggestions : - How to get He-3 ? I would also suggest a new feature to mine it on bodies without atmosphere (He-3 Abundance) and from low Jool orbit (like Project Daedalus). - Does enabling tritium breeding in reactors have any drawbacks ? (higher fuel consumption or something) If not, it should probably be permanently active. - Can the refinery mine lithium and where ? It says "lithium mining offline" when I look at it on the launchpad. Related suggestion - adding smaller lithium container (the only one available has 500 units of lithium and weighs a lot). Also, should I join the wiki editing team ? The wiki needs improvement.
  24. Oh right, that's a good feature. Anyway, someone should find all relevant posts by Fractal and put them on the wiki. It would save him a lot of time if he didn't have to respond to the same old questions.
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