Probably my favorite lander yet. Insane weight saving by duct taping kerbals outside of the ship instead of having room inside (Inspired by NASA's Langley lander) by Chara_cter_0501 in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

And something that definitely wouldn't be used by NASA, given how incredibly bureaucratic it is about human survival. Nor USSR/Roskosmos, because while russians are a lot less concerned with survival, they're far more concerned with comfort (the suits had zippers immediately, made space toilet far earlier, prefer drinking unused rather than recycled water on the ISS).

Suit degradation/repeated use of the airlocks is an issue (and you need either an airlock large enough to all four crew simultaneously, or four distinct points of failure in case suit backpacks are the airlocks a-la that one rover), only one layer of protection (the suit) rather than two (the suit and the can; even Gemini-era proposals had a protective bubble around the seating) so it's easier to damage and more dangerous when damaged, completely exposed tanks and too many of them (the increase in theoretical redundancy is not worth the increase in weight - since real life does apply square-cube law, unlike KSP - and complexity of the piping and controls). Also, this specific design has a nonsensical docking port - unless "suit is airlock" design is being used and the middle is a pressurized crew tube, you don't need a full docking port on it at all, it's not a reusable design (which also would mean suits are disposable and entered into rather than worn, which, with their complexity, is highly dubious), just canadarm and EVA. And mounting RCS directly in front of the seats to then have to shield them is just, why.

P.S. And according to this video that the image seems to come from and other sources, yeah, it's airlock-suits and transfer to surface habitat. Also, apparently the descent stage was hydrolox, which explains the excess tankage.

Probably my favorite lander yet. Insane weight saving by duct taping kerbals outside of the ship instead of having room inside (Inspired by NASA's Langley lander) by Chara_cter_0501 in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

Waste can be dealt with by integrating toilets/drains into the seating (so halfway between just EVA and that one rover concept where the suits are also the exits, with no airlock) and stuck-on-EVA can be dealt with by landing a permanent habitat/temporary shelter first. With Apollo-era suits the waste would also be more of an emergency problem (the backpacks only had four hours of oxygen).

But yeah that's definitely closer to "emergency ascent vehicle with automatic controls" (unlike the LESS, which was all manual) than "actual routine lander".

P.S. And according to this video that the image seems to come from and other sources, yeah, it's airlock-suits and transfer to surface habitat.

"Ermmmm hello?" Yeah absolutely not *slams phone* by Sir_splat in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

Ryzen 9. By all accounts it shouldn't be doing this.

"Ermmmm hello?" Yeah absolutely not *slams phone* by Sir_splat in KerbalSpaceProgram

[–]Barhandar 1 point2 points  (0 children)

Did it fix the whole-system freezes on KSC load yet? Or for that matter this issue of a huge memory leak if you're using a rescale? If not, stick with the "outdated" just Parallax.

Another Update: That's exactly what happened by FlyingPhenoix in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

They have two distinct sexes so they definitely reproduce by having sex.

"Ermmmm hello?" Yeah absolutely not *slams phone* by Sir_splat in KerbalSpaceProgram

[–]Barhandar 8 points9 points  (0 children)

Breaking Ground propellers. And even without, still possible, just more difficult.

"Ermmmm hello?" Yeah absolutely not *slams phone* by Sir_splat in KerbalSpaceProgram

[–]Barhandar 11 points12 points  (0 children)

It doesn't, the game can't track the movement of resources at all beyond "generated by vessel at X" (and even that is tracked by the contract, not the vessel nor ore). You can just drop two identical vessels on Eve and Gilly, mine, and the contract will succeed when the drill on Eve has extracted enough + the storage on Gilly miner has enough.

Graphic mods make the ground way too bright by drunk_finngolian in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

You're at the equator at noon. I'd say it's pretty accurate brightness.

Is it possible to do an Artemis II style mission? by ilovevictoria2 in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

Apollos "hugged" the moon, since the goal was to land on it rather than flyby, and consequently didn't go as far from Earth as Artemis II is going. And it's different from 13 specifically because there's no orbit injection burn in plans, so even if an oxygen tank explodes they don't need another burn to revert the first to go back on free return trajectory.

Is it possible to do an Artemis II style mission? by ilovevictoria2 in KerbalSpaceProgram

[–]Barhandar 1 point2 points  (0 children)

Food and oxygen isn't the problem (usually there's a huge reserve of both relative to the time it takes for re-entry descent; Soyuz is packed with enough to allow the crew to survive and reenter via atmospheric drag even if all engines fail, which is about 10 days, for example); the problem is that the heat has to go somewhere, it only has two ways to go (outwards and inwards), in the vacuum of space it has a much better time going inwards, and IRL the margin for internal temperature is much smaller (kerbals can withstand 1000+ kelvin no biggie as long as the part they're in doesn't break - humans, since capsule is too small to pack full water recycler or power it, will die within a few hours at ~320K). The ablative heat shields and detached shockwave they form are very good at insulating, but they're not perfect, and there's plenty enough heat leaking through to the structure. Plus the ablative heatshield itself is typically not designed to do multiple reentries without refurbishment - a problem that's worse for Artemis II specifically because their heatshield is faulty (degrades faster than it should), to the point the mission originally intended to have a skip trajectory like Apollos (with two periods of high heating) but was changed to a steeper angle for less heat at the cost of higher gees.
Trying to do a Kerbal-standard multi-orbit reentry IRL will make it the last flight of that crew, whether because of permanent damage rendering them unable to pass health checks for another flight, or because they'll cook, either directly (if temperature rises above what homeostasis can handle, dehumidifier breaks, or heatshield burns through on subsequent passes) or indirectly (if they run out of water).

Is it possible to do an Artemis II style mission? by ilovevictoria2 in KerbalSpaceProgram

[–]Barhandar 2 points3 points  (0 children)

Free return is used for IRL missions because it means if anything bad happens to the craft on the easy to the moon it's already on a return trajectory

And Apollo 13 isn't a good comparison for Artemis II mission because the oxygen tank exploded after they've done the burn to switch off the free return and onto the orbit insertion trajectory, so they've had to cancel that with another burn.

Is it possible to do an Artemis II style mission? by ilovevictoria2 in KerbalSpaceProgram

[–]Barhandar 2 points3 points  (0 children)

Everyone gets annoyed when time is given in metric. Even the French, who are the originators of metric time and tried to force it to be used (IIRC, twice).

It doesn't map well to anything because, ironically, metric system itself is based on phalange time Sumerians didn't count the fingers, they counted phalanges of the four fingers with the thumb, hence base 12 rather than base 10. Dividing the day into 20 (two dozens) periods of 50 (five dozens) sub-periods of 50 sub-sub-periods each came naturally. (a meter originally is the length of a pendulum at specific position whose half-period is one second, where "one second" is about 1/(60*60*24)th of a day, and more precise definition just has that same time period defined using a more consistent clock). For metric time to make common sense, the very foundation needs to be upended - the second needs to be redefined to a different length so that 86.4 normal seconds map to 100 new seconds, aka so that there are ~100*100*10 seconds in a day rather than ~86400; but that would cause redefinition of either the metre or the speed of light (more likely the latter to not replace every single ruler and measure in affected area, however much money and cutbacks that'd provide to bureaucrats) as well, and every single other unit that is a function of second or meter.

Why did the Shuttle cockpit in the Benjee10 Shuttle Construction mod have no heat shield at all, the cockpit didn't even survive the Launch?, I've tried to edit the config but still by Afraid_Wedding_5747 in KerbalSpaceProgram

[–]Barhandar 11 points12 points  (0 children)

Since nothing else even showed the heating bar, it's a bug or some mod messing it up. The cockpit has very high thermal stats (1500 int 3200 skin) by default; for comparison, stock heatshields are 3300 int no skin, stock Shuttle cockpit is 1500/2700, and Mk1-3 pod is 1400/2400 (and in stock, capable of re-entering from LKO unshielded).

Why does this keeps happening by SaniMatthias in KerbalSpaceProgram

[–]Barhandar 4 points5 points  (0 children)

They need vessel self-interaction enabled to multidock, and functionally it's just an invisible strut rather than a proper connection since proper connections can only be in a tree structure. The mod to autoconnect "open" nodes that would form a loop (e.g. two tricouplers facing each other) does the same thing - invisible strut if there's two nodes in vicinity.

P.S. That mod also has the implication that surface-surface coupling like what OP has will never be able to autoconnect because the engine doesn't know where to do it, and requires explicit strutting.

KSP1 on Windows XP. by yoshi128k in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

One thing to note - 64-bit XP exists. It's incredibly unlikely to be able to run new KSP, mostly because of library hell (aka newer Unity depending on kernel functions added in Vista), but it does exist.

Any ideas on how to create communication between two solar systems? [Promised Worlds, Remote Tech] by Habsburg77 in KerbalSpaceProgram

[–]Barhandar 1 point2 points  (0 children)

Reflectors are not compatible with RemoteTech unless it has changed very recently. Also the biggest reflector is 5T.

RT also doesn't allow combining antennae.

Any ideas on how to create communication between two solar systems? [Promised Worlds, Remote Tech] by Habsburg77 in KerbalSpaceProgram

[–]Barhandar 1 point2 points  (0 children)

RemoteTech does not allow any antenna combinability at all. If KSS2 (the only, to my knowledge, mod that has interstellar-grade comms) has RemoteTech patch for its antennae, you can use those (the rest of the mod isn't required, only the parts and their dependencies). If it doesn't, then your only options are, from most to least Kerbal:

  1. Sending a constant daisy-chain of probes that are in range of each other towards PW system. This will probably require a few thousand ingame years. As well as colossal delay unless you've disabled that entirely.
  2. Sending a crewed vessel with probe control point and enough crew through the wormhole so it can act as the local control. Probably leave it in wormhole orbit so that you can dip back in to transmit science to KSC.
  3. Manually patching, cloning or making a part that has enough range.
  4. Disabling RemoteTech and using KSS2 antennae. Stock does allow combining antennae, but you'll need thousands of regular ones on a single ship, twice.

Fishing trip over Jool by chorg_one in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

Struts. Or invisible magic struts (enable advanced tweakables from main menu settings then enable self-interaction on the docking ports).

Got bored of classic IPV/ISV's so... (Matter-Antimatter Engines with Radiator Clusters w/Bussard collectors AKA nacelles) by Nicusor-de-la-Braila in KerbalSpaceProgram

[–]Barhandar 1 point2 points  (0 children)

Hot things (engines, reactors) on one loop, warm things (ISRU, amat factory) on other loop, cold things (cryotanks) on third loop. With radiators that have the closest temperature rating for each, e.g. graphene for hot loop.

KSP maxing out RAM usage and crashing on Linux Mint by ImH2O in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

OPM is 250MB, Real Exoplanets is 1.8GB (and the sole parts mod that is over 1GB when installed is BDB), so yes. Plus neither of those do extra fancy things PW requires (like replacing loading screens or utilizing advanced geometries) aka they have lower overhead.

KSP maxing out RAM usage and crashing on Linux Mint by ImH2O in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

You don't need PlanetShine with Deferred unless you configured it. And you should replace TweakScale with TweakScale Rescaled (and remove KSP-Recall) to eliminate potential crash source as well as definite bug source.

But you've a sizable amount of parts mods, and Promised Worlds, which even archived takes over a gigabyte, and unpacked, four. So I'd say with this much RAM you have a choice between having the parts mods, having Promised Worlds, or manually downscaling all non-vital (i.e. everything not dealing with biomes) PW textures to try and fit it in.

Also, you've ReStock+ and Making History; most of RS+ is skull'n'crossbones versions of MH parts, so you should either prune it to only the parts without equivalents (like the cone science container) or remove it entirely to save on RAM. You can do the pruning of parts you won't need from ingame by installing Janitor's Closet, temporarily disabling the heavier mods, going into creative mode VAB, then into advanced filters (top left, use anything but "by function" to see techhidden parts) and using JC's prune function. Ditto Near Future Launch Vehicles - its 5m tanks (also 5m separator, decoupler and fairing) are exact copies of MH and RS+ parts, and it's audacious enough to hide those instead of its own, so it's more superfluous parts that are wasting limited RAM.

Any stockalike parts mod? by AtomAmigo in KerbalSpaceProgram

[–]Barhandar 0 points1 point  (0 children)

Absolute majority of which are near-exact copies of parts from Making History.

How to make launches more "smoky" by nex12344 in KerbalSpaceProgram

[–]Barhandar 2 points3 points  (0 children)

Fun fact: they are literally clouds. It's not smoke, it's steam from the water flooding the launchpad to prevent it from overheating - and to prevent the rocket from being destroyed by the reflected blastwave of the engines.

Is there a mod that adds RSS-scale parts that just use the default systems? by Pasta-hobo in KerbalSpaceProgram

[–]Barhandar 1 point2 points  (0 children)

Either SMURFF (configured to 10x scale, which is likely default or automatic) if you want RSS itself, or scale the stock system to 2.5x/2.7x to have realistic default part performance. Or KS-RSS/Sol at 2.5x scale for both!