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Everything posted by Dr. Jet
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PSA unit finished. It has animations! Fan is spinning (times slower than reality) and valve actuators control PSA cycles (times faster than reality). Still placeholder config and crappy textures though. Also did a gauge needle animation for Elektron unit. - - - Updated - - - Damned github... What does it need??? Cannot sync new changes from GUI client. "Failed to sync this branch" and that's all. Hm-m-m... Shell doesn't work too. "Fatal: Unable to access https://github.com/doktorjet/RealISRU.git"
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According to this document PSA unit is a bad idea for Mars(Duna), but will be suitable for much denser atmospheres of Earth(Kerbin), Venus(Eve) or Titan. So I think I will finish it. Dunno if we should make a separate CO2 freezer part just for Mars(Duna)... Maybe just pretend that PSA unit have a VERY powerful compressor? About that soil processing module on the picture above... Maybe like this? : Soil -> {heater+condencer} -> Minerals + Water Minerals -> {fluorine processor unit} -> O2 + Metals + Silicon
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He-he... What I'm developing appeared to be pretty similar to what NASA is planning for Marco Polo ISRU lander. Genial thougts are identical. Hm-m-m... according to page 11, CO2 is aquired and stored as dry ice... PSA is not used... According to the picture, Sabatier reactor assembly should have 4-5 parts: reactor itself, condenser, hydrogen separator, methane dryer and methane buffer tank. Also IT OUTPUTS WATER! Never thought about that, but it does. Hydrogen cycle according to picture is closed (by using hydrogen separator) but water cycle is not. As we already have electrolyser as separate unit, we have no need in adding it to assembly. P.S. My pull request at github is hanging there for a week already.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Dr. Jet replied to SuicidalInsanity's topic in KSP1 Mod Development
The same texture and config as here. Alpha channel was in place and shader was set to KSP/Alpha/Translucent specular.- 863 replies
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Dr. Jet replied to SuicidalInsanity's topic in KSP1 Mod Development
When I last tried to make IVA, I was going with "B" variant and failed. Semi-transparent window part (like lids on my Rugged Rover) appeared to be not transparent from inside. Don't know why.- 863 replies
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
Nice, but... what's the point? Rovers never reach high enough velocities to have any noticeable drag effect. Hm-m... Maybe that will have effect in superdense atmosphere of Eve? Tell me honestly - did you test this patch for rover performance difference on Eve? -
Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Dr. Jet replied to SuicidalInsanity's topic in KSP1 Mod Development
OPT? That fat behemoth? It looks like it never could fly not mentioning to reach space. Never used it... The other extremity. Tramping the laboratory in tiny space where two kerbals barely have enough place to sit? Bad idea. Mk3 is the optimal size. A bit wider then 2.5m but suitable for realistic-looking spaceplanes... and fitting into 3.75m fairing if you don't want spaceplane but rather a groung base. Speaking about IVAs... Is there some comprehensive tutorial about windows? I'm pretty buzy with RealISRU parts now, but one day I'm gonna return to habitable parts experiments.- 863 replies
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PSA unit Blender draft. Compressor (on top) is not drawn yet. Planning to make animated fan intake for it. P.S. Should I add dust filters and some pressure gauges or model is already too complicated?
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Dr. Jet replied to SuicidalInsanity's topic in KSP1 Mod Development
Mk3 Science Lab? There is no single mod that provides us with horisontally oriented Science Lab.- 863 replies
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[1.8.x] KerboKatz - SmallUtilities - 18.10.2019
Dr. Jet replied to SpaceTiger's topic in KSP1 Mod Releases
Autobalancing landing legs... how to make it work? Mod is installed, modulemanager is installed... Lander still flips at puny 3 degree slope when not using SAS/RCS. - - - Updated - - - Nevermind. It was a WEIRD config that created unexpected new parts instead of upgrading existing ones. -
How? Using radiators and thermoinsulators from both Heat Management and Heat Control mods allows to combat heat from engines, but there is also sunlight... and overall vehicle temperature stays aroung 200K at all times. 200K is too much for cryogenic fuel safety. There was an electric cooler in earlier releases of RF, but it is not in place anymore.
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Still can't find proper pictures of sabatier reactor. All available are full assemblies of sabatier with air scrubber and electrolyser so I can't tell which part belongs to what. So... Next part will be PSA air separator unit, based on this. Don't look at that "O2" thing, PSA units are the same for all gases, adsorbent is that what is different.
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I remembered there was such mod already. Biomass. It used both algae and anaerobic bacterial tanks to process organic waste.
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Link please? I heard about biological cycle to convert methane into methanol, but edible proteins... Well, it's possible... technically, but I never heard of it.
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Yep. They did. But all NASA experiments failed by one or another reason. BIOS-3 was a single sucessor in known history. It achieved 100% self-sufficiency by oxygen and water and around 80% self-sufficiency by food (canned meats can't be grown, you know ). Modern NASA colonial projects are planned to reach 100% food self-sufficiency by adding fish tanks into the system, but that's only projects, no experiments were held yet. - - - Updated - - - If we imagine that kerbals can live on algae... then yes, plausible. But humans can't. Lot's of experiments proved it.
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I believe it's a good idea. Though not a single greenhouse but a replica of single fully sucessful CCLS experiment in real world - soviet BIOS-3. However that experiment was held underground, so we'll need a brainstorm about how it's modules should look in space. For temporary substitute I recommend UKS/MKS. It's not very realistic, but it's a working CCLS.
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Some nice illustrated reading about ISRU: http://www.projectrho.com/public_html/rocket/infrastructure.php
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Right now - mostly Cube Projection and Blender SmartUnwrap. More than enough for simple 128x128 material textures. We still don't have 64-bit client, so single 512x512 is maximum, 1-2 256x256 is good, staying with 2-3 128x128 textures is excellent. I'll just give blender and Unity files to whomever want some painting practice. Mesh is solid only where it makes sense, so it won't be too hard to unwrap even by hands. - - - Updated - - - Not sure. I've figured out how to meshify those. 100 vertices for each tube is not so much IMHO. But it's much more comfortable to stay with curves... They are easily editable, while mesh is not.
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Some progress... P.S. I'm kinda disappointed with how GitHub clients work... Any chance to make them behave like TortoiseSVN?
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I've learned how to make tubes fast and easy... But there are complications. 1) Cannot see what should be connected where. (So I'm just pluging tubes in first hole available). 2) Not sure that Unity will eat modified bezier curves. Maybe that will call for meshifying those... but I don't know how. - - - Updated - - - Unity ate it! Now let's try if it will work in KSP... - - - Updated - - - It works! KSP eats modified bezier curves as well as Unity. While I'm trying to stuff other draft parts into KSP... Are there any volunteers to help with texturing/animations?
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Draft model of "Elektron". Lowest tank is 100 liter water storage. Connecting all this crap with tubes will be pain in the ass... and texturing too...
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Better variant of hex core. Will allow surface mount of legs, drills, etc. along with 6 ISRU modules. Weight is only 0.49 tons, assuming it's duraluminium.
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Dedicated tanks... other then those are already planned for hex modular system? Maybe we just use an extra dependency of InterstellarFuelSwitch or FirespitterFuelSwitch to avoid part cluttering? Right click and set what should be stored where...
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[1.5.x]Dr. Jet's Chop Shop v0.11.4.3 (20.10.2018)
Dr. Jet replied to Dr. Jet's topic in KSP1 Mod Releases
ModuleManager is required, other mods are supported but NOT REQUIRED. ":NEED[]" in MM files means that those won't fire (and change part configs) if you don't have corresponding mods, so your parts functionality will remain unchanged. You DON'T NEED those mods, but you'll get extended functionality if you do. You will have tuneable tanks with MT or RF, proper non-stock antennas with RT, changeable sizes with TweakScale and so on. You won't and can't have those improvements without corresponding plugins. The only real dependency is ModuleManager and it is strictly demanded if you install from CKAN.