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Dogmatic Pyrrhonist
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Dogmatic Pyrrhonist

Mission Reports  - 
 
I decided to put together a combined mod mission to Duna in pre-release 1.2 to test out some changes. The prerelease of 1.2 has been a bit unstable until the last few builds, but random craft explosions coming in or out of time warp seem to have settled down.
What triggered this is discovering several issues with colliders. On the DEM, the engine cover and the cargo shell pieces were clipping other colliders, mostly due to me not properly considering the convex factor. And I discovered similar issues with Nexus colliders that 1.1 never seemed to care about, but that definitely took out useful parts (engines etc) during separations.
I'm generally pretty happy with how things have worked out. I'm not using KJR, so the initial craft is "auto-strut"ed to hell. But not enough to stop it snapping in two when firing off those shell pieces to expose the DEM. Thankfully the DEM was attached to the part of the interplanetary craft that had the crew.
Gotta say, after doing a fair bit of work to land this sucker in RSS+RO (aka, landing on Mars with realism overhaul) landing on Duna in stock is so damned easy. Especially with a craft designed to land on Mars. But, I was intending to nerf some of the DEM values to bring it more in line with stock parts. At the moment it's just a 64% scale MEM.
So, this was testing the NKR DEM, Konvair's Nexus, and my Hypergolic Industries RCS and mono engines. Plus I stuck a shortened KAXA Airlock on the side, but have no intention of using it.
Strangely, in an interplanetary excursion, I couldn't find a use for Wernher's Old Bits. And the rover doesn't need any further testing (IMHO). It's been better than 1.1 since the first 1.2 prerelease build. Although I should move the wheel stack nodes to where they should be, they were always shifted away from the "correct" position to deal with 1.1's "Wheel Block" bandaid.
Next though, I need to mount some sort of rescue mission, as the interplanetary craft no longer has any maneuvering other than a teeny bit of RCS (the larger thrusters were all on the Nexus second stage section) and quite a limited supply of mono to use. I'm thinking a rescue using my (unreleased) space opera engines. They'll make a nice change from RSS+RO. :-)
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Winchell Chung's profile photoDogmatic Pyrrhonist's profile photo
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+Winchell Chung And it's still not enough. :-)
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I've updated my RCS mod to the new 1.2 RCS module (which is just the old RCSFX mod wrapped into stock). So, FLAME!!! and noise. AKA improved pretties. I also noticed I had models configured and skinned ready to roll, probably included in prior version, that had no config. So I included those as well. So, there should be an extra 2-way, horizontal RCS with the nozzles 90 degrees apart, and 45 degrees from the surface.
BUT, of course, VITAS is on a well deserved break, so there's no way for me to mark these as 1.2 on spacedock, so I can't really release them. Which is frustrating because PRETTIES!.
So, here's a dropbox link; https://www.dropbox.com/s/cxqpags6pkpuz21/RCS.zip?dl=0
I will say that the config for RealFuels will likely be horribly broken, but as it relies on Module Manager, and, well, real fuels, that shouldn't cause too many concerns at the moment. :-)
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Kevin Ma's profile photo
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Looks nice
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Prerelease 1.2 is now available. Shortly after I had to leave (late) for work. Go forth and test... 
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Lilith Dawn's profile photoBitRefresh II's profile photoNat aS's profile photoMarc Zeldes's profile photo
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Of course, after I check and went to bed....
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Dogmatic Pyrrhonist

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This is a great graph. Should be awesome for showing any one nation senators you might stumble over.
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I managed to safely "land" an A-6 Ramjet stage in realism overhaul. And for a while before I ran out of fuel I managed steady state flight. But, I can't seem to get the config to require less than 0.27sq m of intake, no matter how I tweak it. And the actual inlet is only about 0.16. So I could only get the ramjet working by basically cheating the config. But the ratios worked. All I need to do is find out how to scale AJE (Advanced Jet Engines) engine config.
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For the ranty goodness of it
 
Why People Don't Trust Science : These Reasons Will Shock You !

On the poor quality of press releases, the utter lack of quality of clickbaiting, the depiction (both explicit and implicit) of scientific over-confidence (especially by science activists), why so many science activists think philosophy is useless when most real scientists think that's stupid, whether anti-science is a real thing or not, why if we insist on keeping popular scientific outreach figures we need to keep them on a much tighter leash, and all that stuff.
Michael Gove's most famous quote is undeniably, "The British people have had enough of experts". But before we get carried away with this, let's remember that this is the moron who also said, "I set my personal ambition aside...
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NASA just shared this nice shot of the ISS including the JAXA module with the "Japanese" airlock.
 
Our new partnership with the Japan Aerospace Exploration Agency will encourage researchers to increase use of the Kibo module aboard the International Space Station for maximum scientific output and collaboration: http://go.nasa.gov/2cSgG9h
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Pablo Feijóo's profile photo
 
Man, that looks familiar...
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1.2 testing time.
Legs! They work. Not just as well as pre1.1.3, but better than I've ever seen them work. The nexus legs no longer reliably make the launch pad explode, and I even got a bit of bouncing behaviour.
Wheels: The major issues seem fixed. I'll need more time to find friction issues, and to be honest, I'll just peek at the Kerbal Foundries thread because they'll pull it apart in much more detail than me. WheelBlocked seems gone. And wheels seem to be able to drive using more than just the very bottom of the wheel, so now you can go up sharp inclines without charging at them.
I retested the staging v modded engines and can't recreate the issue. I'll try some more, but it might be an issue for presaved vessels. My previous tests were rushed and used vessels I'd saved before. So more testing there.
RCS sounds: Brought to you by ModuleRCSFX mod by ialdabaoth/NathanKell being integrated into stock. So, as per that mod, you can define both the particle effects and the sounds. Which makes me want to add some dragon style RCS.
I've also done a quick check on a stock winged jet craft for how the aero works. For me, using that craft, it seemed perfectly normal. No weird behaviour or surprises.
Next, rebuild a Nexus craft and retest staging, hopefully without the exploding business.
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Jonas Choi's profile photoPablo Feijóo's profile photoDogmatic Pyrrhonist's profile photo
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+Pablo Feijóo it's a proto Hagglund Bandvagn.
The actual vehicle is two sections linked a bit like a trailer arrangement, and with tracks instead of wheels. It's in use around the world for extreme environments. Ground pressure is really low, it goes up and down absurd slopes, floats, and is basically a perfect vehicle for copying as an extraterrestrial rover.
But it's basically boxes on tracks. But, it was a really good example of "things not to do with 1.1 wheels" as well. And, then I started looking for tracks and stumbled on the Kerbal Foundry wheels mod. It'll also need a simple module for the link between sections. But it's basically stalled as a mod until the KF guys finish their complete rewrite of wheels.
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I managed to safely "land" an A-6 Ramjet stage in realism overhaul. And for a while before I ran out of fuel I managed steady state flight. But, I can't seem to get the config to require less than 0.27sq m of intake, no matter how I tweak it. And the actual inlet is only about 0.16. So I could only get the ramjet working by basically cheating the config. But the ratios worked. All I need to do is find out how to scale AJE (Advanced Jet Engines) engine config.
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I've been messing around trying to get my aggregate rocket pack working in realism overhaul. And learning some lessons with regard to how primitive they really were.
While in stock, and it's shrunk planets, there's heaps of delta V in the aggregate rockets, and even with just the 2 stage A-10, orbit is totally within grasp. I think, maybe, with a modified A-12 and a lot of "everything went perfectly" you could almost get into orbit in RO+RSS. I've had a lot of failed attempts.
Lesson one: The first stage, the A-12, exhausts it's fuel while only at around the 30km altitude. Even if you let it coast before igniting stage 2 (the A-11) you will still be in fairly think atmosphere. Which means, beyond deceleration from gravity, you'll be decelerating due to air-resistance. This means your ullage motors need to be beefy enough to counter out that drag. (they don't need to counter gravity, as the fuel feels that too)
And, you'll need some good ullage all over. The A-4 (or 6 or 4b or 9 or whatever) is the only stage you can get away with the small ullage motors you end up with in RO. The others I've been building using procedural boosters.
And back to that first stage; it starts with a 2G TWR. Given the listed number of A-10 engines, and the listed expectation of fuel and mass, it's short and fat, and burns too fast. So I've been stacking an extra load of procedural tank above it. Without it, there's nowhere near the delta V to get into orbit. And it means a bit less atmo when the first staging happens.
On the whole, it's been a learning experience. In stock, I can take an A-12, unmodified, and put the A-10 stage on the Mun. That's how much delta V there is. In RO+RSS, getting into orbit is a real challenge. It's been fun. :-)
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Dogmatic Pyrrhonist

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Some awesome work there.
 
I am the amused.
Film studio Warner Brothers asks Google to remove its own website from search results, saying it violates copyright laws.
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Dogmatic Pyrrhonist
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Sub species of Pan troglodyte with significant morphological variation from recently deviated common ancestor
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IT Security boffin for a government.  Interested in pretty much anything.
Yes the photo is probably a Bonobo, and I'm more Chimp, but I'm trying to be more like a Bonobo.  And no, I'm not talking about their sex lives.
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