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Found 22 results

  1. This is the KSPI-E support thread. For talk about new development and features request you have to be in the KSPI-E develpment thread KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. Download older version from Here For KSP 1.2.2 Download latest stable version 1.13.10 from Here For KSP 1.3 Download the release 1.14.6 from Here source: Github If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and put the GameData in your KSP Folder (allow overwrite) step 3: re-install latest version of TweakScale step 4: (optionally) install KSP Filter Extensions. Recommended Star System/ Galaxy mods: ExtraSolar: Planets Beyond Kerbol extend an existing stock capaign ( with optional planet pack) into an Interstellar campaign Galactic Neighbourhood where your can visit your neighbour star systems with integrated planet packs To Boldly Go to create a unique procedural generated interstellar experience Real Solar System + RSS Constellations for the most realistic interstellar experience Kerbal StarSystems for a complete miniature galaxy experience Interstellar Adventure the name sais it all Other Worlds for an alternative interstellar experience Recommended Tool mods: Persistant Rotation for more effective Persitant Timewarp propulsion PreciseNode for navigation Challenges Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: 9 part Russian Tutorial by @ThirdOfSeven 3 part EnglishTurorial by @Aaron Also: Main Features KSPI Extended includes new improvements and fixes from which the following are the key features: Improved realism of diversity Nuclear Engines Electric Engines Reactors Thermal and Electric Propellant Fuel Modes for Fission, Fusion Beamed power transmission Support KSPI-E add support for the following mods Basics KSPI-E Construction There are 6 basic components needed to create a working KSPI-E propulsion module are as follow Reactor - A reactor is needed to produce heat energy or charged particles which is used by other KSPI components to convert it into useful energy. Pebble Bed is recommended for high thrust/atmospheric launches and Molten Salt is recommended for long term usage for upper stage/satellites. Your choices will change as you unlock more components Generator - A generator is required to produce Electric Charge and MegaJoules, both resources are needed on almost any KSPI vessel. Megajoules are needed for KSPI engines which have ‘Electric Power Needed’ = Yes or Partial Radiators - Radiators are required to expel WasteHeat from the reactor, generator or engines. Without a radiator you will not be able to generate any power! Engine - Without an engine this wouldn’t be much of a propulsion module. Most engines operate most effectively when directly connected to the reactor. The reactor heat transfer performance values will indicate how much of the original energy is available if an engine is not directly connected to the reactor. The Atilla and Arcjet RCS thrusters do not require any direct connection to function at 100%. I recommend starting with either the Thermal Turbojet or Thermal Rocket nozzle. Propellant/Fuel - All Reactors and most Engines require propellant/fuel to operate. The Interstellar Fuel tanks are the standard containers that will be used to store the propellants. Hydrazine or LqdAmmonia are performance fuels and are be strongly recommended for Launch stages. Control - A probe core or crewed command module is also needed to operate the vessel. Common Issues All engines (except vacuum plasma thruster) must overcome the static pressure in the atmosphere and is better suited for vacuum usage and may not show any thrust in the atmosphere. Smaller thrusters will help overcome static pressure Research KSPI Is a High tech, hard science mod which gradualy unlocks sophisiticed technologies with advanced research . When researching KSPI techs, your are not forced into following a single path. Instead there are mutliple paths you can focus on. Nuclear Propulsion is a stock tech but it unlocks the first Nuclear Engine, the Solid NCore Nuclear Engine a.k.a. NERVA. It intitialy can only use LiquidFuel or on Hydrogen as a propellant, but as more Nuclear Propulsion Technology is reseached it is capable of using a divere variation of propellants Nuclear Power unlocks the first reacor which is specificly ment for fission power production in space, the Molten Salt Reactor which contains a build in thermal electric generator Advanced Nuclear Power unlocks the the modular Thermal Electric Generator, which when connected to a reactor can produce electric power Advanceded Nuclear Propulsion allows the NERVA to function in LATERN mode, meaning adding exygin in the nozzle to increase thrust, and unlocks the Thermal Launch Nozzle which can be put under modular reactor High Energy Nuclear Power unlocks the Particle Bed Reactor, which is capable of generating high amount of thermal heat at a low reactor mass. THe High Trust to Weight ratio makes it suitable of beinged used as a heavy single stage to otbit, which is it's main intended purpose. Efficient Nuclear Propulsion introduces the Closed Cycle Gas Core Reactor which can achieve significantly higher Isp than the NERVA Experimental Nuclear Propulsion unlocks the Open Cycle Gas Core Reacor, which offers even higher ISP than the close cycle gas gore reactor but at the expanse of versatility as it is only capable of orating while in space. Exotic Nuclear Propulsion unlockes the Fission Fragment reactor, which thanks to its ncredible high Isp allow allow to the travel to anywhere in the solar system and behind. The reactor can also be used for High efficiency electric power production Fusion Power unlucks the First Reactors intended for power production, the Magnetic Confinement Fusion Reactor which used super powererfull magnetcs to contain a plasma at high temperatures. Although thesereactors are bulky, they have ability to contain charged particles which can directly converted into energy at high efficiencies or redirected to a magnetic nozzle for Insterstellar HIgh Isp. For smaller vessels, The Magnetic Target Fusion Reactor is a highly efficient heat engine, converting fusion fuel and lithium into thermal power. Fusion Propusion unlock the first fusion engine which are inteded for propusion. Advanced Fusion unlocks the second tier of fusion fuels and introduces 2 advanced fusion enginess, the Tokamak Fusion engine and the VISTA Inertial Fusion Engine. The Tokamak Fusion engine has an integrated magnetic nozzle which can use any single atom propellant at high Isp and the Vista offers High Isp with High thrust levels Nuclear Engine/Reactors The Core of KSPI are its engine/reactor, they make the magic happen. There are now 5 Fission engines and 5 Fission Reactors, 5 types of fusion reactor, and 2 eotic reactor each with the own characteristic behavior, excelling in a particular way (and therefore most fit for certain applications) Part Model Unlocking Technology Power Output (2.5m) Reactor/Engine Main Properties Description Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion Solid Core Nuclear Reactor is one of the first nuclear engine available capable of using nuclear energy for propulsion, allowing Isp roughly twice the Isp of Chemical rockets. It's thrust to weight using Liquid Hydrogen is initially too low for any launch except in the upper stages. With Advanced Nuclear Propulsion technology is becomes possible to operate in Liquid Oxygen augmented mode effectively tripping the thrust at the cost of 36% lower Isp. With the advent of higher Nuclear propulsion technologies, other propellant then Hydrogen become available as a possible propellant, which is more or less adventurous depending on the circumstances. Solid Core Reactor can also be used for High power production, but due to it's inability to replenish its fuel, has only limited endurance. Traveling Wave Reactor a.k.a. Candle reactor is a small reactor specificly targeted for small probes. The reactor function in many ways like a candle, where is slowly converts it fisionable material into energy. Nuclear power Improved Nuclear Power Nuclear Fuel Systems High Nuclear Power Systems 0.444 GW 0.666 GW 1.0 GW 1.5 GW Min Diameter: 0.625m Dry Mass (2.5m): 8 t Fuel Mass (2.5): 6 t Cost: 18k Molten Salt reactor is the first high thermal power nuclear reactor available KSPI-E, they excel in reliable long lifetime thermal power generation using Uranium. At the expanse of 50% power output it can burnup 99% of all uranium fuel. Besides Uranium it is also capable of using Thorium which generated more power but it durability is significantly lower. On the upside thorium is cheaper than Uranium and can be mined much more abundantly. Because its nuclear fuel is mixed constantly, gases like Xenon gas are not trapped but are extracted and can be used for other purposes. This reactor is also very suitable for Tritium breeding where lithium is converted into valuable Tritium. Another advantage is that the heat from the reactor can be transported effectively to other modules thanks to Molten Salt transport medium. Improved Nuclear Power High Nuclear Power Systems Pebble Bed reactors become available a bit later than Molter Salt reactor but thanks to their significantly lower mass they are the first nuclear reactor with can provide a Trust to Weight ratio higher as 1, meaning it can be used as first stage or second stage rocket engine. Although Pebble bed reactors are ideal for providing high thrust, when used for power generation, they suffer from heat throttling, meaning the reactor will automatically produce less heat output when heat is building up. Although reactor uses a transferable fuel source, due to is inefficient fuel usage, (most of the mass is not uranium), it is not efficient for long term power production Particle Bed Reactor aka TIMBERWIND is the continued development of the Pebblebed targeted for propulsion Efficient Nuclear Propulsion Experimental Nuclear Propulsion Exotic Nuclear Propulsion Closed Cycle Gas Core reactors excel in generating average amounts thrust combined with with significantly Higher Isp compared to it Nuclear counterparts. This makes them ideal for short range planetary missions to like Duna and Eve. The Closed Cycle Gas Core reactor is one of the few High Isp engine reactors which is capable of operating in an atmosphere. With the help of some boosters, it can be used to launch into orbit from Kerbin. Experimental Nuclear Propulsion Exotic Nuclear Propulsion Open Cycle Gas Core reactor excel a generating high amount of thermal power at double the core temperatures the Closed Cycle predecessor with less mass. This is achieved my removing the walls that separate the propellant and the nuclear fuel. Although this allows much higher core temperatures, the disadvantage is the reactor cannot operate while under the influence of acceleration, which happens when it is either on he surface or when accelerating at high speed. Exotic Nuclear Propulsion Min Diameter: 3.75m Dry mass: 16 ton Cost: 400k Fission Fragment Reactor (a.k.a. Dusty Plasma) improves over Particle Bed Reactor. When they first become available, they are less powerful as particle bed reactor, but it's the first reactor capable of generating charged particles. The generated charged particles are efficiently transported on your vessel using magnetic confinements and can be used for either Very High Isp propulsion in magnetic nozzle or directly converted into energy with Direct Conversion Power Generator. Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory Min Diameter: 5m Dry mass: 16 ton Cost: 600k Magnetic Confinement Fusion Reactor (a.k.a Tokamak) is one of the first Fusion Power reactor and comes available with Fusion Power. This reactor is Big and Bulky and require a fixed amount of power to operate but it can be used wide variety of operations. The amount of power required depends on the type of fusion and the number of researched fusion technology. MCF is most suitable for fuel efficient, thermal efficient power production. One of the big advantage of Fusion is that it's fuel can be very cheap, relatively easy to store and has only low radioactive waste product. The Fusions product themselves can be directly converted into electric power, which allows it to be very energy efficient. Advanced Fusion Exotic Fusion Unified Field Theory Min Diameter: 3.75 Dry mass: 16 ton Cost: 800k The Stellerator Fusion Reactor is in essence a magnetic confininement Fusion Reactor with a significant higher efficiency at the cost of higher mass. This makes it most suitable power salilites in fixed orbit that need to maximise power output. Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory Diameter: 2.5m Dry Mass: 8 ton Cost: 180k Magnetized Target Fusion Reactor can be smaller than the MCF reactor, but it is limited to providing thermal power. This makes it ideal for build SSTO vessels which require large amount of thermal heat to generate thrust when connected with any thermal nozzle. It can also be used for Electric Power production, but it requires a large amount of radiator to be effective. Fusion Rocketry Advanced Fusion Exotic Fusion Magneto Inertial Confinement Reactor is the first fusion engine specifically meant for Direct High efficient propulsion. It cannot be used for power and It's not as efficient as electric propulsion but it produces minimal amount of wasteheat, which will reduce the overall mass of the vessel. Note that the propellant is limited to Lithium , which is required both for achieving fusion as converting the fusion power in effective propulsion. Advanced Fusion Exotic Fusion Unified Field Theory Colliding Beam Fusion Reactor is the first reactor capable and specialized if the generation of Electric power from Aneutronic fusion reactions.The reactor has an integrated charged particle direct energy converter, which allows up to 85% of aneutronic fusion energy to be converted into Electric power. Since the direct energy converter efficiency don't depend on temperature, you can run the radiators a lot hotter, meaning you need a lot less radiators then other reactor which depend on thermal electric power conversion. This means it will be ideal when used with Electric propulsion engines and does not require any heavy thermal electric generators. The downside is the Engine cannot be used with either thermal or magnetic nozzles. Antimatter Initiated Microfusion (AIM) reactor can deliver more power in a smaller package but only runs on exotic antimatter, helium3 and enriched uranium. The engine can be connected to either thermal nozzles or magnetic nozzles. Antimatter reactors versatile , expensive, and incredible powerful, the only real problem is collecting significant amount of Antimatter. They produce up to 80% Charged Particles which can be used by magnetic nozzle to create a large amount thrust an high Isp Quantum Singularity Reactor is the ultimate Mass to Power converter technology. It uses a microscopically sized black hole to accelerate light atoms into charged particles and heat. The charged particles fuse resulting in heavier atoms, which can be used for other purposes. The black hole event horizon also creates small amount of antimatter which can be used by antimatter reactors. The amount of produced power is variable, but the amount of required power to sustain black hole is constant and it has a minimum power level at which the black hole can be kept alive. Reactor/Engine Technical details: Ractor Name Reactor Cost / Minimum Size (default 2.5m) Unlock Technology / Tech Ugrades Core Temp. (Kelvin) ISP (s) Max Power (GW) thrust thermal (kN) Empty Mass (t) Max Fuel mass (t) Build In Nozzle Base Power Req (MW) Thermal Propulsion Efficiency Thermal Power Efficiency Charged Power Efficiency Heat Trans Effic Min Utilisation Fuel transfer and Efficency Magnetic Nozzle Efficiency / ISP (s) Special Electric Power (KW) Tritium Breeding Nuclear Candle 5,000 0.625m Nuclear Propulsion Nuclear Power Improved Nuclear Propulsion 1730 2076 2491 873.66 0.0100 0.0150 0.0225 2.33 0.15 t 0.05 thermal 100% 0% 10% 100% no n.a. limited to 0.625m, No throtling, cannot be deactivated 50 no Microwave Thermal Reciever 10000 1.25m Advanced Solar 2268 1000s 20 4413 3 t n.a. none Requires Microwave beamed power 100% n.a. n.a. n.a. 0% efficiency depends on distance to tranmitter, and atmosphere density n.a. Requires connection with microwave tranmitter no no Nuclear Turbojet 15,000 1.25m Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion 1764 / 2000 / 2267 882 / 900s 1000s 0.400 0.600 0.900 102 / 136 / 171 6 t 0.03 thermal 100% n.a n.a 0.1% no no 50+50 no Nuclear Ramjet 30,000 1.25m Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion 1764 / 2000 / 2267 882 / 900s 1000s 0.600 0.900 1.350 102 / 136 / 171 8 t 0.03 thermal 100% 75% 80% 0.1% no no Build In Air intake 50 no Molten Salt 60,000 0.625m Nuclear power Improved Nuclear Power Nuclear Fuel Systems High Nuclear Power Systems 800K / 1008K / 1270K / 1600.0K 593s / 748s / 840s 0.444 0.666 1.000 1.500 147 / 174 / 206 8 t 6t UF6 none 100% 100% n.a. 95% 20.25% / 13.5% / 9% / 6% no no Fuel Recycling with Lab Integrated thermla generator yes Nuclear Sollid Core Engine 90,000 1.25m Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion 2000 / 2500 / 3000 939s 1050s 1150s 1.33 / 2.00 / 3.00 / 267.64 / 369.37 / 509.79 12 t 0.1 thermal 100% 75% 80% 0.1% no no requires 10 sec for full Throtle 80+80 no Pebble Bed 120,000 1.25m Nuclear Fuel Systems Improved Nuclear Power High Nuclear Power Systems 2000K / 2500K / 3000K 939s 1050s 1150s 1.33 / 2.00 / 3.00 267.64 / 369.37 / 509.79 8t Particle Bed 150,000 1.25m High Energy Nuclear Power Experimental Nuclear Propulsion Exotic Nuclear Propulsion 2500K / 2750K / 3000K 800s / 939s / 1111s 4.00 / 6.00 1020 / 1302 / 1823 12 t 1t pebbles none 100% 100% 75% n.a. 80% 4% pumped no Heat Throttling 50 no Magnetized Target Fusion OMEGA 180,000 1.25m Fusion Power Advanced Fusion Exotic Fusion 2500 1050s 1.33 / 2.00 / 3.00 6 t Q20 / Q40 / Q60 / Q80 / 100% none 80% pumped Magneto Inertial Confinement Rocket 210,000 1.25m Fusion Rocketry Advanced Fusion Exotic Fusion 180.000 K 3770s / 5200s / 6500s 1.33 / 2.00 / 3.00 / 6 t thermal Q150 / Q200 / Q266 / 100% lithium only none none 0% 0% pumped 30% / 40% /53% 20% propellant limited to Lithium or Aluminum none 50% Colliding Beam Fusion Reactor 240,000 1.25m Advanced Fusion Exotic Fusion Unified Field Theory 1.33 / 2.00 / 3.00 6 t Q40 / Q80 / Q120 none 100% build in direct converter pumped no Aneutronic fusion only, +1 Fusion Tech level Nuclear Lightbulb 270,000 2.5m Experimental Nuclear Propulsion Exotic Nuclear Propulsion 7890 / 12562 / 20000 / 1865s / 2354s / 2970s 1.33 / 2.00 / 3.00 / 368.00 427.83 496.03 16 t 0.1t U235 thermal n.a. 100% 50% n.a. n.a. 2% pumped no Limited to non oxidizing propellants 50 + 50 no Open Cycle Gas Core 300,000 2.5m Experimental Nuclear Propulsion Exotic Nuclear Propulsion 25195 / 56689 3333s / 5000s 2.00 / 3.00 154.62 / 247.39 16 t 0.04 U none 100% 50% 90% 20% 1-100% depending on gravity no Buoyancy effects no Dusty Plasma Bed 350,000 3.75m Exotic Nuclear Propulsion 3700 1260s 3.00 16 t 0,065 none 60% 60% (2) 100% 80% 40% pumped 46% 52700 - 527000 none yes Tokamak 500,000 5m Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory 40.612K / 81.225K / 162.450K / 324.000K 4232s / 5985s / 8464s 11970s 3.00 / 4.50 / 6.75 / 10.125 16 t 5 t Li none Q10 / Q20 / Q40 / Q60 n.a. 100% 100% 80% 0% pumped 100% 60% 15.000 - 1.500.000 Fuel recycling yes Stellarator 700,000 3.75m Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory 20306K / 40.612K / 81.225K / 162.450K 2993s / 4232s / 5985s / 8464s 5.00 / 7.50 / 11.250 / 16.875 28 t 10 t Li none Q20 / Q40 / Q80 / Q120 Lithium: 100% H2: %CP 100% 100% n.a. 0% pumped 100% 80% 3.75m yes Antimatter Initiated Microfusion 800,000 2.5m Antimatter Power Antimatter Power Unified Field Theory n.a. n.a 4.00 / 6.00 / 9.00 9 t none n.a. n.a. 100% n.a 0% pumped 13.500s - 61.000 80% Charged Particles no AntiMatter 1,000,000 0.625 Antimatter Power Ultra High Energy Physics Unified Field Theory 100000K 150000K 220000K 6641s / 8133s / 9850s 16.00 / 24.00 / 36.00 16 t none 100% 100% 100% 80% 0% pumped yes Total fuel Annihilation no VISTA Fusion Engine 1.500,000 5m Advanced Fusion Exotic Fusion Unified Field Theory n.a. 15500s - 27000 46.0 / 92.0 / 184.0 600 / 1200 / 2400 24 t magnetic Q45.6 / Q91.2 / Q182.4 n.a. none none n.a 0% pumped 15.500 - 27.200 Kills Nearby Kerbals no DAEDALUS IC Fusion Engine 3.000.000 5m Exotic Fusion Exotic Fusion n.a. 1.000.000s 1500.00 / 3000.00 300 / 600 72 t magnetic Quantum Singularity 6,000,000 5m Unified Field Theory Ultra High Energy Physics 320000K none 160.00 / 320.00 64 t none Q50 / Q100 none 100% 100% but for power onlyi n.a. 10% pumped Need zero environment to startup intergrated thermal and charge particle generator (1) requires Improved Nuclear Power (2) requires Fusion Power (3) requires Fusion Rocketry (*) Not implemented Explanation table: Fusion Reactor Fuel Modes Fuel Mode Reactors Types Tech Requirement Reactor Power Reaction Energy Reaction Rate Power Requirement Multiplier Neutral Plasma / Non Neutral Fuel Products Charged Particles Neutron Energy Ratio D-T MCF / MIF Fusion Power 1 1 1 1x Deteurium + LqdTritium Helium4 20% 80% Cold D-D MCF Fusion Power 0.3537 0.7074 0.5 0.9x Deteurium Helium4 + Helium3 66.5% D-He3 MCF Advanced Fusion 0,884 1.04 0.85 3x Deteurium + LqdHe3 Helium4 + LqdHydrogen 95% 5% T-T MCF / MIF Advanced Fusion 0.5457 0.642 0.85 3x LqdTritium Helium4 20% 80% Full D-D MCF / MIF Advanced Fusion 0.6135 1.227 0.5 3x Deteurium Helium4 41.8% 58.2% p-B11 CBF Advanced Fusion 0.3952 0.494 0.8 3x Hydrogen + Boron Helium4 99.9% 0.01% Hot D-D MCF Exotic Fusion 0.3635 0.727 0.5 6x Deteurium Helium4 + LqdTritium 10% Spin polarized He3-D MCF Exotic Fusion 0.8424 0.936 0.9 6x Deteurium + LqdHe3 Helium4 + Hydrogen 98.5% 1.5% He3-He3 CBF Exotic Fusion 0.551 0.73 0.7 6x LqdHe3 Helium4 + Hydrogen 100% 0% D-Li6 MCF Ultra Dense Fusion 0.889 1.27 0.7 8x Deteurium + Lithium6 Helium4 97.5% 2.5% He3-Li6 CBF Ultra Dense Fusion 0.672 0.96 0.7 8x LqdHe3 + Lithium6 Helium4 + Hydrogen 100% 0% p-Li7 CBF Ultra Dense Fusion 0.6839 0.977 0.7 8x Hydrogen + Lithium Helium4 99.9% 0.1% Li6 Fusion Cycle CBF Unified Field Theory 0.5344 1.1875 0.45 10x Lithium6 Helium4 99.9% 0.1% p-Li6 CBF Unified Field Theory 0.154 0.22 0.6 12x Hydrogen + Lithium6 Helium4 + Helium3 99.9% 0.1% p-N15 CBF Ultra High Energy Physics 0.1704 0.284 0.5 12x Hydrogen + Nitrogen15 Helium4 + Carbon 99.9% 0.1% p-O18 CBF Ultra High Energy Physics 0.1363 0.227 0.5 12x Hydrogen + Oxygen18 Nitrogen15 + Helium4 * MCF = magnetic confinement Fusion, MIF = Magnetic Inertial Fusion CBF = Coliding beam Fusion reactor ** = not implemented yet. This is an overview off all fuel modes and there effects on performance Non Fusion Reactor Fuel Modes This is an overview off all fuel modes and there effects on performance Reactor Fuel Modes Fuel Mode Type Reactors Tech Requirement Core Temp Modifier Reaction Energy Fuel Efficiency Fuel Products Charged Particles Brems-strahlung Neutron Energy Ratio Uranium Oxide Fission NERVA / JUMBO Nuclear Propulsion 100% 1 85% EnrichedUranium DepletedUranium ** 0 n.a 2% Uranium Hexafloride Fission Molten Salt / Gas Core Nuclear Power 100% 1 15% UF6 94% DepletedFuel + 6% Xenon 0 n.a 2% Uranium Fuel Cycle ** Fission Molten Salt Nuclear Fuel Systems 80% 0.8 80% UF6 80%DepletedFuel + 10%Plutonium 10%DepletedUranium 0 n.a 2% MOX Plutonium Burnup ** Fission Molten Salt Nuclear Fuel Systems 115% 0.9% 30% 7%Plutonium+ 93%Anticides DepletedFuel 0 n.a 1% Thorium Fission Molten Salt Nuclear Power 138% 1.38 15% ThoriumTetraflouride Anticides 0 n.a 2% Thorium Fuel Cycle ** Fission Molten Salt Nuclear Fuel Systems 69% 0.69 99% ThoriumTetraflouride + Anticides 96%DepletedFuel + 2%Anticides + 2%Plutonium 0 n.a 2% Uranium Nitride Pellet Fission Pebble Bed Nuclear Fuel Systems 100% n.a. 5% UraniumNitride DepletedFuel 0 n.a 2% Uranium Nitride Nanoparticle Fission Dusty Plasma High Energy Nuclear Power 100% n.a. 97% UraniumNitride DepletedFuel 83.5% * 0.46 n.a 2% Microfusion Fussion-Fision Hybid AIM Exotic Fusion Reactions 100% 1 94% LqdDeteurium + LqdHe3 & UraniumNitride + AntiMatter Helium4 + Hydrogen + DepletedFuel 95% n.a. 5% AntiMatter AntiMatter Antimatter Antimatter Power 100% 1 22% AntiMatter none 80% 20% n.a * MCF = magnetic confinement Fusion, MIF = Magnetic Inertial Fusion CBF = Coliding beam Fusion reactor ** = not implemented yet. Power Generators Generators are electricity production parts in the KSPI mod. Generators come in 2 different types and function differently. Generators in KSPI generate both electric charge and MegaJoules. Generators must be directly connected to a reactor to generate electricity and can only use power from one reactorGenerator at a time. Radiators are required by the Generator to expel WasteHeat and will not function without them. Thermal Generators - These generators convert thermal power from a reactor into electrical power and waste heat. Their efficiency determines what percentage of that thermal power is converted into electricity. The rest becomes waste heat. Typical thermal generators in space use closed cycleBrayton gas turbines. For traditional molten salt-based fission reactors, this type of generator gives a maximum theoretical efficiency of 31%. Upgrading the electric generators changes them from Brayton Cycle Turbines to a KTEC Solid State Generator heat engine with no moving parts - this ups the theoretical efficiency to 60%! Charged Particle Generators - This type of generator produces power directly from the use of charged particles which are created in great quantities by fusion reactors. Charged particle generators have much higher efficiencies than their thermal counterparts. These generators will produce varying amounts of power depending on the reactor and fuel modes used The Thermal Generator and Charged Particle generators can both be used at the same time on reactors that produce both charged particles and thermal power. This maximizes power potential and lower your utilization and therefore minimise WasteHeat production and reactor fuel consumption. Radiators Radiators are used in KSPI to expel excess WasteHeat from a vessel. WasteHeat is produced by reactors, generators, microwave receivers and will build up over time. Once WasteHeat builds up in a vessel to 95% capacity than reactors and microwave receivers will automatically power down. If WasteHeat is allowed to reach 100% then the parts may start being destroyed from too much heat. Non retractable solar panels are exempt from the WasteHeat mechanic. The Thermal Helper addon included with the KSPI installation can be used to estimate a reactor’s WasteHeat output. The values in the addon will dynamically update depending on the connected components. The Thermal helper is only accessible from the VAB/SPH. Radiators Title Unlocking Technology Foldable Mass % Resize Scaling Factor Radiator Area Max Temp @ 1 Atmosphere Max Temp Space Special Inline Convection Radiator Heat Management Systems no 3 2626K 2626K 100X Atmospheric cooling Flat Graphene Radiator Panel Heat Management Systems no 10% 2 1200K 3700 K Physics-less Foldable Graphene Heat Radiator Heat Management Systems yes 50% 2.25 400 / 680 1200K 3700 K Contains Folding automation technology Large Flat Radiator Specialized Heat Management no 2 1200K 3700 K Can be used for landing stability Note the radiator performance depend for a large part on unlocked tech nodes:. Radiator Technologies Technology Science cost Effect Graphite Radiator Only Start Max temp 1850K no Heat Management Systems 160 Max temp 2200K no Advanced Headmanagment 550 Max temp 2616K no Specialised Radiators 1500 Max temp 3111K yes High Energy Science 2250 Max temp 3700K yes Nanoloathing 1000 60% improvement Emmisive constant yes Availability KSPI parts and upgrades with CTT technodes: Nuclear Power: small Molten Salt reactor Large Scale Nuclear Power: High Energy Nuclear Power: Advanced Nuclear Propulsion Meta Materials: All Radiators: Mo Li Heat Pipe ----> Graphene Radiaton Exotic Reactions: Tokama Fusion Reactor -> Upgraded Tokama Fusion Reactor Improved Nuclear Propulsion: Thermal Rocket Nozzles (all sizes) Thermal TurboJets (all sizes) Gas Core reactor and Dusty Plasma reactors and Molten Salt and Particle reactors----> Mk2 Molten Salt / Particle reactors Magnetic nozzles Thermal TurboJets ----> hybrid thermal rockets Experimental Electrics Electric Generator: Brayton Turbine → KTEC Thermoelectric/Direct Conversion (better efficiency) Heat Radiator: Mo Li Heat Pipe → Graphene Radiator (better efficiency Fusion Power Nuclear Reactor: Solid Core Reactor → Gas Core Reactor (3x power output) Thermal Turbojet: Atmospheric Thermal Jet → Hybrid Thermal Rocket (Basic version can only work in atmosphere, Upgraded version can toggle over to internal fuel) D-T Inertial Fusion Reactor → High-Q Inertial Fusion Reactor Ultra-High Energy Physics Antimatter Reactor: Solid/Liquid Core Reactor → Liquid/Plasma Core Reactor (3x power output) Plasma Thruster: Magnetoplasdynamic → Quantum Vacuum Plasma Thruster (uses no fuel) Antimatter Power Thermal Propellants Propellant Resouese Name Unlock Technology Chemical Thermal ISP multiplier EngineThrust Multiplier Thermal Decomposition Full Decomposition Energy Oxidising / Reducing / Inert Soot Effect Thermal / Electric Propellant Average Density ISRU Hydrogen LqdHydrogen Nuclear Propulsion H2 1 1 R -0.01 Both 0.07085 kg/l ++ Diborane Diborane Experimental Nuclear Propulsion B2H6 0.763 1 R -0.01 Gas core / Electric 0.421 kg/l -- Methane LqdMethane Efficient Nuclear Propulsion CH4 0.3503 - 0.78 1 - 1.6 1000K - 3200K 19.895 R 0.25 Both + +/- Hydrazine Hydrazine Exotic Nuclear Propulsion N2H4 0.744 1.4 R -0.01 Both ++ - Helium LqdHelium n.v.t He 0.7 1 I 0 Electric - + LiquidFuel LiquidFuel Nuclear Propulsion ? 0.65 1 R 0 * Both ++ -- Lithium Hydrate LithiumHydrate Experimental Nuclear Propulsion LiH2 0.65 1 R -0.01 Both 0.78 kg/l Ammonia LqdAmmonia Experimental Nuclear Propulsion NH3 0.63 1.4 R -0.01 Both 0.86 kg/l - Beryllium Hydride * BH 2 0.6 ? R Hydogen + Fluorine * LqdHydrogen + LqdFlorine Exotic Nuclear Propulsion H2 + F2 0.7 2.2 R 0 Thermal afterburner +/- - Hydrolox (Hydrogen + Oxygen) LqdHydrogen + LqdOxygen Improved Nuclear Propulsion H2 + 02 0.63 2 R -0.01 Thermal afterburner -- +/- Methalox (Methane + Oxygen) Efficient Nuclear Propulsion CH4 + 02 0.25 - 0.55 ? 1 - 2 1000K - 3200K ? 19.895 ? R 0.1 Thermal afterburner + + LOX (Liquid Fuel + Oxidizer) Improved Nuclear Propulsion 0.417 1 R 0 Thermal afterburner ++ ++ Water Exotic Nuclear Propulsion H2O 0.3333 - 0.4714 1.2071 2000K - 4200K 2.574 O -2.5 Both ++ + Kerosine Efficient Nuclear Propulsion 0.21888 - 0.42477 1.459 1000K - 3200K 12.305 R 0.4 Both + ++ Liquid Carbondioxide Experimental Nuclear Propulsion CO2 0.2132 - 0.4085 1.459 3200K - 7000K 12.305 O -2.5 - 0.33 Both +/- +/- Liquid CarbonMonoxide Efficient Nuclear Propulsion CO 0.3273 - ? ? 4000K - 10000K 6.1525 O 0.5 Both +/- - Liquid Nitrogen Efficient Nuclear Propulsion N2 0.3273 I -0.01 Both ++ +/- * Not implemented Electric Propellants Propellant Name Technology MPD / VASIMR / Arcjet RCS thermal Thrust Multiplier Isp Multiplier Ionisation Efficiency Density Kg/L Cost / L Cost / kg Sources Quantum Vacuum no no 1/1 1 8.8% n.a n.a n.a EM Drive LqdHydrogen yes yes 1/1 1 79% 0.07085 0.03675 0.5187 Gas-giant Atmosphere, Water Electrolysis LqdHelium Ion Propulsion yes yes 1/1 0.70966 44% 0.1786 0.0133 0.0745 Gas-giant Atmosphere, Fusion Ash Lithium Advanced Plasma Propulsion yes no 1 0.57735 86% 0.534 0.27 0.5056 Salt Water, Silicates NeonGas Ion Propulsion yes yes 1 0.447 50% Trace Gas Atmosphere Methane yes yes 2.2 0.3535 0.42561 0.45 1.0573 Trace Gas Atmosphere HTP yes yes 1.4 0.2425 Hydrazine Advanced Plasma Propulsion yes yes 1.806 0.2425 Monopropellant 0.2425 KryptonGas Ion Propulsion yes yes 1 77% Caesium Advanced Plasma Propulsion yes no 1 92% 1.93 77 40 XenonGas Ion Propulsion yes yes 1 0.1234 89% 1 40 40 RCS systems: From left to right: Corner ResistoJet RCS, 5 way ResistoJet RCS , Retractable 5 way Resitojet RCS , Retractable 5 way Resitojet RCS (Curved), Linear Arjcet RCS, Arcjet RCS Tank Engines: Interstellar offers 11 different type of engines, each with their own advantages and disadvantages. Thermal Nozzle is the first engine available. They directly use the thermal heat generated by the reactor to heat-up propellant. The Advantage is that this is very efficient, as minimum amount of power is lost, and many propellants can be used. The disadvantage is that Isp, which is lower than other form of propulsion, it dependent and the core temperature of the reactor and used propellant. On the plus side many propellants can be used and thermal nozzles benefits for the energy released by decomposition when propellant are subjected to high temperature. This means propellant like Ammonia and Hydrazine give a significant bonus to thrust and Isp. Although it offers you you to use many resources as an propellant, it might be wise to avoid propellant that contain carbon, as they tend to to produce clog the heat eachanges with soot, which lowers your maximum thrust and causing overheating. For optimal efficiency, connect a thermal nozzle directly to an reactor, but if desired you can put other parts between the thermal nozzle and reactor at the cost of lower efficiency. Thermal Turbojet becomes available at the same time as thermal nozzle. Their advantage is that they allow high amount of propulsion, without any propellant, that is they use the air as an propellant. This means you can save a lot of mass on propellant. The downside is that it only function inside an atmosphere, on the plus side, this includes any atmosphere, even those without any oxygen. Do note that in order to travel fast though the atmosphere, you need precoolers to cool the compressed air to a temperature that prevent the turbojet from overheating. Arcjet are the first electric engines offered by Interstellar. Instead of thermal heat, they use electric power to heat a propellant to high temperature. The advantage is that you can use any non oxidizing propellants and enjoy the same decomposition propulsion bonus. One of the big disadvantage is that electric propulsion is less efficient as a lot of power is lost by converting the power into electric power and then convert into heat again. This is compensated by its ability control it's trust at the cost of Isp and the ability to use multiple reactors to power the same set of engines. Arjcets can be connected any where on you vessel, just make sure it is fed with desired propellant, and the reactor has access to radiator to lose its waste heat. [TABLE=class: grid, width: 1600] Engines Type Technology Method ISP (LqdHydrogen) Efficiency Variable ISP Gimbal manouverability Functions in Atmosphere Functions in Vacuum Propellant Electric Power Need Jet Engine Special Thermal Thrust Bonus Wasteheat effect Operating Cost Nuclear Turbojet Nuclear Propulsion Thermal 203s 2000s 125% no very high full no Atmospheric Air none Turbojet build in precooler & build in reactor no Consumes very low Nuclear Ramjet Nuclear Propulsion Thermal 203s 2000s 125% no high full no Atmospheric Air none Ramjet build in precooler and air intake no Consumes very low Thermal Launch Nozzle Improved Nuclear Propulsion Thermal up to 3000s 100% no high yes yes any NTR propellant + Oxygen as afterburner none Can overheat when clogged full Consumes low Thermal Ramjet Nozzle Improved Nuclear Propulsion Thermal up to 3000s 100% no average yes in atmospheric mode yes Atmospheric Air or any NTR propellant none Ramjet Can overheat when clogged full Consumes low Thermal Turbojet Improved Nuclear Propulsion Thermal up to 3000s 100% no high partial with propellant thermal, full in jet mode yes Atmospheric Air or NTR propellant none Turbojet Can overheat when clogged full Consumes very low Nuclear Light Bulb Efficient Nuclear Propulsion Thermal 1850s - 2970s 100% no high partial any NTR propellant none full low Plasma Nozzle Plasma Propulsion Thermal 3000s - 12000s 100% yes (*) low partial mono atomic propellants yes (*) Low low 5 way Resistojet RCS Ion Propulsion Thermal 272s (cold) / 544s (heated) 80% partial RCS yes yes Any propellant partial Cannot use oxidizing propellants full High low VTOL Resistojet (*) Ion Propulsion Thermal 1000s 80% no high yes yes Any propellant yes Cannot use oxidizing propellants full Low average Linear Arcjet RCS Advanced Ion Propulsion Thermal 272s (cold) / 2000s (heated) 52% no RCS partial yes Any propellant partial Cannot use oxidizing propellants full High average ATILLA Advanced Ion Propulsion Magnetic/ Thermal 2854s - 5704s (*) 50-80% yes average partial yes Any propellant yes Cannot use oxidizing propellants partial Average average MPD Plasma Propulsion Magnetic 11213s ionisation efficency no average partial yes Any propellant yes Efficency depend on propellant no Average average VASMIR Advanced Electromagnetic Systems Magnetic / Thermal 2956s - 29,969s 30-60% yes low no yes mono atomic propellants yes Efficency depend on Isp and Atmospheric Density no High average EM drive Specialized Plasma Generation Quantum Vacuum > 10.0000.000 10% no low yes yes vacuum plasma from nothing yes reactionless propulsion no Very High low Magnetic Nozzle Advanced Plasma Propulsion Charged Particles/ Magnetic 12.000 - 1.200.000 100% yes none no yes LqdHydrogen + Charged Particles low, 1% charged power Requires charged particles no Consumes average VISTA Fusion Rocketry Fusion 15.500 - 27.200 > 10000% limited low no yes LqdHydrogen + LqdDeuterium + LqdTritium up to 2.5 GW Deadly radiation and Safety Features n.a. Extreme very high DEADALUS Advanced Fusion Fusion 1.000.000 > 10000% none none no yes LqdDeuterium + LqdHelium3 up to 5 GW Aneutronic n.a. high extreme (*) not yet implemented Type - This field describes the technology behind the engine. The technologies used in KSPI are based closely on real life engines or scientific theories. Note the distinction between Thermal and Magnetic. Thermal engines have limited Isp but benefit from thermal decomposition, giving it extra thrust and improved Isp. Magnetic engines first need to Ionize the propellant. Some engines like the Vasimr and Atilla engine use a combination of the 2 techniques. Method- This describes the engine's power input used to generate thrust. Engines can use Thermal (GW) power from a reactor, magnetic types use charged particles, quantum vacuum uses the vacuum of space to produce thrust and Fusion uses an internal fusion reaction to produce thrust. ISP (LqdHydrogen)- This section shows the ISP (fuel efficiency) an engine produces when using LqdHydrogen as the propellant. Different types of propellants can provide different thrust values in an engine which is covered in more detail the Propellants section. Efficiency - The efficiency of an engine is how much of the thermal power (GW) is used to produce thrust and the remainder is expunged as Waste Heat. A low efficiency engine may require additional radiators to radiate the heat into the surrounding environment. The efficiency of electric engines is highly dependant on the efficiency of the propellant used. Variable ISP - In KSPI some engines can have a variable ISP when operating. The ISP of an engine decreases as it produces more thrust. Higher thrust values also decrease the energy conversion efficiency. Gimbal - This describes if the engine has gimbal capability. Gimbaled engines can use thrust vectoring to control the attitude of a vessel. Note that RCS engines do not gimbal but are linked with KSP RCS system. Functions in Atmosphere - This is another self-describing value which explains if the engine can produce thrust when in an Atmosphere. Some engines rely on the vacuum of space or other methods to produce thrust and cannot be used in an Atmospheric environment. Many of the thrusters in KSPI are affected by static pressure. Which means the engine has to overcome the pressure of the atmosphere before producing usable thrust. Static pressure can be overcome by using a higher thrust propellant or by using a smaller nozzle. Propellant- The propellant section explains which propellants are compatible with a given engine. Note that some engines can be upgraded to allow for additional propellants than is initially unlocked. Electric Power Need - This section explains if Electrical Power (measured in MegaJoules) is required for the engine to operate. Engines can require partial or full electric power, as well as mixed types that also use charged particles. Some engines like the RistoJet RCS, will switch to unpowered mode when insufficient power is available. These engines can therefore be used without KSPI reactors. Special- The special column covers any extra information about an engine that does not fit into a specific category on the chart. Thermal Thrust Bonus - This describes an engines ability to produce extra thrust depending on the propellant used. The temperature of the thermal engine also plays a factor on the thermal thrust bonus when factoring in thermal decomposition of a fuel. (More below in the Propellants section) WasteHeat effect- This explains how much Waste Heat is generated when firing a particular engine. Engines can both consume WasteHeat as well as produce WasteHeat depending on the engine technology used. Operating cost - This gives a general overview of the operating cost of running a engine. Electric engines are more expensive than thermal engines, since thermal engines have require less radiators. Vista Engines are very expensive to operate due to their high rate of consumption of Tritium. Warpdrive (Faster Than warp drive) Raw Resource Procesed Resource Borate 15% Boron 70% Oxygen Silicates 20% Silicon 6% Lithium Hydrates 25% Water 5% CO2 Nitratine 27% Sodium 16 Nitrogen 56% Oxygen Salt 10.8% Sodium 1% Lithium Monozite Cesium Thorium Spodumene Lithium Aluminium Fast than light speed is only possible by folding space itself. Space in front of the vessel needs to be shrunken while space behind it the vessel is extracted. To shrink and expand space, you need to generate negative mass which can be achieved by exciting exotic matter. KSPI warp drive can generate exotic matter and use it to create a warp field. The amount of power required to create a stable warp fields depends on the speed and power of the warp coils. The speed of light itself requires the least amount energy. Traveling faster or slower requires more power. However speed is influenced by a large degree by the curvature of space, in other words, gravity. It means that the higher the gravity pull of any heavily body, the lower the maximum speed possible for a finite amount of power requirement. This effectively means that when a vessel is in a low Kerbin orbit, where the pull of gravity is significant, the maximum warp speed is very low. And since traveling slower than the speed of light requires more power, it means that it will be hard or impossible to generate enough power. To get around it, you need to bring your vessel further away from the gravity source or install more warp drive power. Warp Power is achieved by any of the 3 warpdrives in KSP, The Light Warp Engine, the Foldable Warp Engine and the Heavy Warp Engine. The amount of warp power is directly dependent on the mass of the warp drive. Warp drives also stack linear, which means it will not matter if you use 24 ton of light warp drives or a single large warp drive. Warp navigation:
  2. I feel like cheating when i use ISRU and was wondering... Are Drills and Conver-o-trons minimally based on actual realistic designs or prototypes?
  3. Hi all! The short question: I'd love to hear recommendations on orbital altitudes for a refinery operation that will mine ore on Ike and refine it in Dunan orbit. The longer explanation: For the last week or so I've been playing in Sandbox, working out how to most effectively set up logistical infrastructures all around the stock solar system. I started by setting up a full-coverage Comm relay and ScanSat (the mod) network around every body on the stock game. I've done all this before, of course, but never as methodically and efficiently as I'd like. So far the four inner planets are covered, and various satellite carriers are nearing their destinations at Dres, Jool, and Eeloo. Now I've turned my attention to setting up fuel depots and ISRU operations, and have two flotillas of fuel stations, mining landers, in-system tankers, interplantery tankers, etc. headed to Duna and Dres. All un-Kerballed and drone-controlled, but with enough modularity to be turned into crewed vessels in the future. (Before it's mentioned, I know depots and ISRU aren't necessarily the easiest or most efficient ways to explore the system, but for the purpose of this save game, that's what I'm playing with.) I already have a clear plan for Dres; with an ore miner tailored for landing on the planet and another dedicated to the asteroids surrounding it. They'll bring raw ore to an orbital refinery/tankage station. The reason for this post: I'm not sure exactly what I want to do at Duna. The mining lander is large (by my standards) and can bring 10,000 units of ore from Ike to anywhere in the Dunan system. The depot will refuel Kerballed missions to Duna, and a few re-usable Duna Lander/Ascent vehicles that will remain in-system for surface explorations. It may also be used to send re-fueling tankers further afield, particularly to Jool, though a full Kerballed expedition to that system is still only a drawing-board notion. SO... any suggestions, tips, or other observations? Specifically, will I be better served to keep the main Fuel Depot/Refinery station in orbit around Ike, or should it orbit Duna? If the latter, will a high (near the SOI margin), medium (outside Ike's orbit), or low (inside Ike's orbit) altitude work best for my purposes? Keep in mind the station itself has no propulsion, but is configured so the Mining Lander itself can propel the entire depot (and is in fact doing that right now, toward a Duna intercept in a few hundred days). There are also several fuel carriers around Duna (most of them leftovers from the Comm/Scan satellite missions) that can move fuel from the depot to vessels that need it. I'm asking not just in terms of absolute efficiency (as in launch costs and fuel consumption) but also in terms of my convenience and "playability" (i.e. avoiding days-long warping to rendezvous various vessels from high orbits), and finding a satisfying balance between the two. I hope I've laid out enough to explain what I'm looking for in terms of feedback, without droning (no pun intended) on too long. Note: I'm playing with a smattering of mods, but mainly for aesthetics. All my craft are (virtually) analogous to stock vessels, so a full mod list doesn't seem necessary. Beyond that I rely heavily on KER and KAC to design and keep track of all the (40? 50?) missions ongoing right now. Your thoughts appreciated.
  4. I am looking at a contract asking me to mine 1050 units of fresh ore from Gilly. I planned to send my mini-ISRU SSTO to Gilly to refuel for a later mission to Moho, but it's ore capacity is 150. Could I theoretically complete this contract? Bonus question: If so, will it still count the ore mined if I run the ISRU at the same time to immediately refine the fuel?
  5. Hey guys! Well I finally managed to make a working SSTA. I'm quite proud of this one. I usually just carelessly build spacecraft fast and forget things like solar panels, batteries ect. but this time I actually took my time in the SPH hanger and it turned out flawlessly! Well almost. (Forgot reaction wheels. ) This SSTA has VTOL engines, a functioning RCS system and enough DV to begin with to get to Duna or do a Minimus round trip without refueling. It also has four seats so you can easily put a pilot for control and an engineer to speed up mining. The VTOL engines are nicely balanced so landing on Duna with these will be a piece of cake! I still haven't tested its re-entry capabilities but I went up to about 1400 m/s before burning out on Rapiers so I assume it will be fine. The COM/COL placement might be bad so I am going to place an octagonal strut to mark the COL. This helped when I designed an aircraft launched shuttle because the shuttle carrier had stall problems. Download is coming soon. Still got tweaking to do so I thought I'd just put this here. Also Action group list + how to fly tutorial coming with download so stay tuned! Fire
  6. Might not be the right forum for this but I keep seeing the abbreviation "ISRU" around the forum. I tried googling it but it just brought up a bunch of forum posts using the term as if it's understood what it means. So my question is. What does it mean?
  7. I would like to start a discussion about Nitrogen on the Moon, and by extension on the Kerbalized version, the Mun The problem is Nitrogen is very rare or hard to acquire on the Moon. It is a relevant problem because Nitrogen is essential if you want to manufacture any Hypergolic Rocket fuel, oxidizer or monopropellant . There ain’t no easy accessible nitrogen deposits on the moon. Nitrogen is part of the Solar Wind deposited in the top soil but only in few part per million. Our only realistic hope of finding significant amount of Nitrogen is in encapsulated in Pyroxene and Olivine deposits that have not been liquefied near the surface (and lost their gas content). But these can only be found deep in the mantle which means they are hard to access. A 5 meter drill is certainly not going to find any significant amount of Nitrogen rock Ore. Therefore my conclusion is the stock IRSU system which requires nitrogen to manufacture LiquidFuel, Oxidiser and Monopropelant is highly unfeasible.
  8. I put down a robotic miner onto Pol. I hit one of the high areas show by the orbital survey scanner. I put down my drills, and they pull in a bit less than .002 (whatever units). A bit less than on Minmus but OK. But I'm so far out, I figured I would use fuel cells, since they seem to work OK as supplements to solar closer in. But Drills + ISRU conversion is a net loss. It takes more fuel to power them than they produce. Am I just screwed? What do people use for power in such a situation? Just accept that you will need a bunch of heavy nuclear units?
  9. First off I can not say enough to thank all the great folks making some amazing mods for this game. The RO RSS community and its leaders/founders are just doing an amazing job and are really inspiring other people to new levels of exploration and mission planning. I recently came across stratochief66's thread "RSS - Challenges of Mars Missions" It involves using ISRU as a way to develop more feasible mission plans for Mars. I am trying to develop an orbital fuel/production station and a ferry for travel between the station and surface and for suborbital hops. These type of station and craft would be employed well down the road from the initial interactions with Mars like stratocheif66 is working on. I will start with one main station design and two ferry designs; one for crew transport and one for cargo/materials. Utilizing ISRU for production of additional fuel on the surface of the planet allows for much smaller craft with very reasonable round trip deltaV. Producing fuel in orbit also has its advantages that i will explore. Right now, I am working with a 70 tn prototype. It has about 4600 deltaV of fuel and can produce another 4600 deltV of fuel after landing over a period of 70 days. This is the crew variant and can support 3 persons for 210 days if needed. Crew, supplies, capsule come in about 7.5tn. So the cargo variant will have about the same capacity of 11% weight cargo for a 70 tn craft. This is a completely reusable craft, and will use a pure propulsion profile for ascent and decent. I may incorporate aero interactive devices of some sort to shave some deltaV requirements, but for now I am trying to keep it simple. I also do not want to use anything that I do not feel certain is modeled as closely as possible to a real life object. The orbital fuel station prototype is fairly simple and, when full, can refuel/restock a ferry twice, and has tank space to take on resources for fuel production in orbit. It will develop more as the ferry design is refined and we get a better understanding of the frequency of the initial transit scheduled. Even as it stands now it could be mirrored on a central hub or expanded to any radial degree desired. All resources are in color/pattern coded tanks so that I can get used to the proportions of volume and weight of the various resource components as I develop designs and test things. I am working with the basic RO RSS install and I only use RO modified stock and procedural parts. ISRU and Heat Pumps are my two part pack additions for my current testing. I use all sorts of visual stuff and control/metrics mods. Ill paste screen below with full mod folder. I have two videos of some of my initial flight tests. Ones is a decent from the orbital fuel station to the surface and the other is the ascent from the same location on the surface to the orbital fuel station after refueling with ISRU. Both trips had 500+ deltaV to spare so we are close to the set up that I will use. I would like to have 10% fuel reserve in the final design if possible. Mars Ferry Landing Ferry Landing.mp4 Mars Ferry Takeoff Ferry Takeoff.mp4 craft files for ferry and station as they are in these videos. Ferry C1.craft Station F1.craft I will always post the craft in the video so that anyone can try the same thing. I will also in the future include flight profile information to better help you get similar results. I have an educational background in math and physics, but I am a total newb to this game, community and rocket science in general. However, it is all about solving small problems and I love to do that. I am open to suggestions and alternative methods for what I am doing My next goal is to land two craft in close proximity. I will be installing scansat and researching to choose a good place on the equator for my landing site. Let me know if you are aware of a good spot. Right now I would like to be able to land +or- 0.5 km from a given target. Past close proximity landing, I have two areas I would like to address as I develop my station and ferry. One is to move away depending on the RTGs I am using for power. My current ferry prototype is using two of the largest chemical engines and will most likely be scaled back to one or two of the smaller units. This will increase the time on the surface and I will need to look at what my limits will be regarding that. In moving away from the RTGs, I need to develop a solar plan. At current, I am thinking solar panel systems that will be deployed/assembled by hand/robot once landed on the surface. While I could build a permanent large solar installation on the surface and use that to power the ferry's refueling process, I prefer to contain the solar harvesting potential in the ferry itself. Most all initial craft, I think, will need to be lifeboats, and all but stand alone systems. Relying only on permanent solar installations would also limit sub orbital hop range. Later these solar installations will be present, but for the initial ferries and surface infrastructure I want as much self sufficiency as possible. Two is to take another look at boil off and scaling for time and active craft in game. We have good hardware/mods to keep fuels at the right temp, but I would like to look at performance of cryo systems in martian atmosphere and power requirements. I know this will take a decent amount of power, and there may be limitations in direct exposure environments. Heat-sinking and other methods of local thermal stabilization may be needed, and long term, desired for efficiency. The station producing fuel in orbit will require the CO2 ferry and I have to really look at the fuel cost of bringing CO2 up. The savings in not bringing LqdHydrogen to the surface are small, but I think large solar solutions for processing will be easier in orbit. SO right now I'm going to scale down fuel production on the ferry and see if I can get a deployed solar solution to power it on the surface. Then based on a flight schedule of two ferries, on their new fuel period, I will see how much CO2 I can run to the station. Then I will make a fuel production schedule for the station. Then I can make a LqdHydrogen delivery schedule from earth. Then I can look at the whole chain and see the rough potential of two craft and one station, with LqdHydrogen support from earth. Then I can do a similar chain set up where all fuel is produced on the surface in a permanent surface installation. Fuel will be lifted via ferry to the station and LqdHydrogen brought to the surface via the same ferry. The station will still receive Hydrogen support from earth. In the end, I imagine, it will be a combination of the above that will take place for matters of convenience and complexity reduction as well as efficiency. While some of this can be explored by my rudimentary math, I find working models to really spell it out much better.
  10. I have an ISRU design I've used a bunch of time. I put one down on Pol. I was having trouble getting enough ore to keep everything running and come out ahead, but other than that, it was working fine. I jump away (letting it run) and come back. I haven't gotten anything so I left click on the drill and it says "no ground contact". It was working before I left. I is clearly in the ground? Anyone know what's up? Here is a picture
  11. Career Mun Polar Crater Mining Challenge V 1.1 With 5000 science points, 500 000 funds, and a bargain on facility upgrades you are challenged to mine Mun's polar crater. After choosing the proper technologies all leftovers will need to be converted into funds to pay for your one and only vessel. Tasks include upgrading facilities, choosing technologies, administrating for funds, designing an automated all in one ISRU Scanner Miner Rues: Start normal Career set Starting Funds slider to 500 000 set Starting Science to 5 000 set Funds Penalties to 20% Automated Only; No Kerbals Allowed Any craft that will be controlled needs some communication in anticipation of the upcoming changes to antennae. Use all ISRU scanners at Mun Only One Vessel and One Launch Deploy mining rig to Polar crater and deliver fuel into 200 km circular orbit around Mun Ore mined from the Polar crater and converted to LOX is valid Fourteen day time limit starts when vessel takes off No cheats or exploits* Mods that do not alter game play are alright Use this game seed: 1004551218 Edit save file and look for RESOURCE_SETTINGS then change GameSeed. GameSeed = 1004551218 *Once landed on Mun and during ISRU operation the time warp cannot go above 100x due to an electric charge exploit #8816. The exploit is mining can be performed with a small fraction of normal electric charge which renders batteries, fuel cells and solar panels over powered. The time warp can go above 1000 during times when charge exceeds demand and is illustrated using screen shots of normal time electric usage before and after exceeding the 100x time warp. Winning: Post screen shots of your vessel, ISRU scanning mining operation. The amount of LOX delivered to 200 km circular orbit within the fourteen day time limit. High Scores: 6356 MoeslyArmlis My Rig Posting my results might spoil the fun and frustration of this puzzle.
  12. The Mun Polar Crater ISRU Challenge Stock Sandbox This is about sending a complete autonomous ISRU package to scan resources, mine ore, convert and deliver the fuel back to a station in an equatorial 250 km circular orbit around Mun. Using the GameSeed = 1823959382 in the persistence file* will set the resource map and Mun's polar crater will have the highest concentration at 80% resources. This area was challenging because the sunlight had long periods of both dark and light plus returning to an equatorial orbit. Send a complete package to an equatorial Mun orbit. Disembark Scanners once inside Mun SOI and send them to a polar orbit. Scan Mun for resources. Disembark the ISRU to land in the crater. Mine for resources and convert to LOX. Deliver to an orbiting fuel depot. Score is based on total vessel cost over the total fuel delivered to orbit. Gather as much as you can in the 90 day time limit. Rules Stock parts only / no cheats / sandbox mode / mods that do not change gameplay are ok Autonomous vessels only Only one launch vessel Ninety day time limit begins at launch Launch a complete ISRU & Scanner Package (all resource scanner types must be used) Send package first to an equatorial Mun orbit Fuel depot must be at 250 km equatorial circular orbit High orbit scanner below 100 km polar orbit Low orbit scanner below 50 km polar orbit Ground surveyor scan Polar Crater LOX (maintain fuel ratio) converted from ore that was mined in the crater during the ninety day period is valid LOX need to be only docked to the fuel depot Divide vessel cost by the total liquid fuel post screenshots GameSeed = 1823959382 * create/start a sandbox game and exit to menu. Edit the save or persistence file and look for ResoureScenario and then Resource_Settings This works in the 1.1 prerelease not sure about earlier versions. I used to reload and rescan to achieve the right game seed. This example of initial orbit setup just before landing the ISRU. This is my A ISRU AIO vessel. Delivered Low and High Orbital Scanners; Lander / Heavy Fuel Truck; Rover Light Surveyor, Rover ISRU; Orbital Fuel Depot; Light Fuel Truck This vessel is intended for interplanetary ISRU and testing this on Mun in the Polar Crater seemed to be the best litmus test. The mining operation will begin tonight and I will post my results. Postponed the operation and redesigned the vessel for the challenge. Going with this cost reduced version. Managed to shave 70k off the original. Edit: The original ISRU version had no issues with heat and in prerealese 1.1 it is now a problem. Tried adding fold able type radiators but they sit idle. Sure glad to see that bug is squashed #8157 New Build: I decided to rebuild and now working on a Mega Miner. It scales in at 45 tonnes and has 14 heavy drills. Needs more cooling.
  13. This is a very simple mod that allows for ISRUs to convert fuel without the need for external fuel tanks. I understand that there are snippets of MM code floating around out there that performs this very task, and I'm sure some of those are much more streamlined than mine, but I am releasing this mod anyway, since there are players out there with little to no experience using Module Manager. Downloading and installing a mod can be trying enough for some users, but it's still easier than writing a patch. What does it do? As stated above, it makes it so that the Resource Converters are able to convert fuel from ore being mined even if there are no ore tanks present on the craft. It does this by adding a very small storage capacity to all parts with a resource converter module using ore as an input. Converters will only be able to store a maximum of one unit of ore, so once you leave the surface you'll no longer be able to keep converting fuel. This is to avoid exploits. Why would I need that? It's perfect for science hoppers for example. Those types of crafts are not buildt to provide a stockpile, and the mining is not the main focus of them. They only have converters and harvesters to be able to refuel, and as such the demand to include external ore tanks becomes a pain in the behind. Does it work with 1.1? Yes and no. The patch code is tested on 1.1 and it works just fine. However, I have not included certain components needed to make the mod run in 1.1 and this is a personal choice for the time being. Making the mod compatible with 1.1 is only one simple step away though, and the way I see it, if you can't figure out what that step is, you should most likely not be testing a beta build with mods. This is not me judging you, it's just my way of saving the developers a bit of headache. As soon as 1.1 is properly released I will update the mod accordingly. Did you make this all on your own? Are you a master coder? Not really and not at all. I know some basic python and that is about it. This is a very simple mod, and I still had to recieve some help to make the code more stable. This was provided by Snark, helpful as always. License This work is licensed under the WTFPL license, which can be found here: WTFPL What this means is that you can do whatever you'd like with it. Change it. Sell it. Eat it. Distribute it. Yell at it. Knock yourself out, but do note that: This work is also distributed along with Module Manager, as permitted by the license of that particular work. This is a separate piece of work with it's own license. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: Download Links: SpaceDock Source Code Uhm, I'm not sure, but the fact that the only code written is available through the .cfg should suffice, right? Change Log 1.0 -Initial Release 1.1 -Added Module Manager to the zip archive, because like a bafoon I forgot it during the original upload. Doh!
  14. ISRU Rhino SSTO Explorer Mk1 Jool 5 Mission Hi All Here is the Mission Report of a new try for the ISRU Level of The Ultimate Jool 5 Challenge - continuation for KSP 1.0! , my first try since the 1.05 update ! I started a new career in hard mode, so the challenge is a little harder in ISRU version, because of the restricted Ore availability... To be efficient, i wanted to do a SSTO ship with 4 Kerbals ( The Orange Suits boys and girl ), the minimum of fuel, two big drills and a big converter to avoid long mining time. BTW, that's the first mission to Jool in this carreer, so i also needed the full science pack... FOR SCIENCE !, and to find good Ore spots. After a looong brainstorming and simulation testing (Thank's HyperEdit ), i ended with this ship: The ISRU Rhino SSTO Explorer Mk1 ! ( <--- Craft file here) 235t., 82parts, 225097funds, 1 Rhino, 2 Vectors (to help Kerbin ascent, and if a boost is needed), 16155LF and 19475Ox. The Vac. Dv of this ship fully fuelled is 4719m/s with the three engines On, and 4836m/s with the Rhino only. The only mod used in this mission: KER. One launch, no sats, no rovers, just 4 Kerbals and a ship Total cost of the mission: 225097 - 201775 = 23322 funds ! Now, it's time to go... First chapter of the mission: To Jool ! In this chapter, the Kerbin ascent, Minmus Journey, ISRU refueling, and first burn to Jool System Second chapter of the mission: Vall and Laythe ! In this chapter, the Jool System insertion, the Scanning of Ore and the Landing on Vall and Laythe Third chapter of the mission: Bop and Tylo ! In this chapter, from Laythe to Bop, and... Tylo Fourth and last chapter of the mission: Pol and Kerbin ! In this chapter: from Tylo to Pol, and back to Kerbin ! Fly safe with Valentina !
  15. This is an ISRU factory I'm planning on sending to Minmus. It has: 1x Drill-o-matic (the 1.25 ton version, not the Jr.) 1x Convert-o-Tron 125 (the smaller one, because it balances nicely weight-wise with the drill) 8x radial ore tanks (at 75 ore per tank, total capacity 600 ore) 2x Thermal Control System (medium) 4x Radiator Panel (large) about 4.5k electric charge capacity 8x gigantor solar panels. I'm using some mods, but most of them hopefully aren't relevant to this question -- exception might be TAC life support because the kerbals need electric charge to stay alive. The complete list is: Chatterer - Contract Configurator - 1.9.6 Contract Pack: The K Files - 1.1.1 Contract Pack: RemoteTech - 2.0.1 Contract Pack: Tourism Plus - 1.4 Kerbal Attachment System - 0.5.5 Kerbal Engineer Redux - Kerbal Inventory System - 1.2.5 KSP-AVC Plugin - 1.1.5 Final Frontier - RCS Build Aid - 0.7.7 RemoteTech - 1.6.9 SmartParts - 1.6.6 TAC Life Support - Kerbal Alarm Clock - 3.5 TweakScale - 2.2.6 Waypoint Manager - 2.4.5 So here are the actual questions: If I'm planning on running the drill and the convert-o-tron pretty much continuously until the LFO tanks are full... Which processes ore faster, the drill producing the ore, or the convert-o-tron 125 turning it into fuel? In other words will my ore tanks fill up because the drill is faster, or empty out because the convert-o-tron is faster? If my ore tanks fill up, will the drill shut down? If so will it start back up when some space becomes available? If my ore tanks empty, will the convert-o-tron stop working, or simply wait for more ore to be put in the tanks? I know the answer to question 1 potentially depends on the abundance of ore at the dig site, but I'm looking for a general answer based on people's typical experiences. This is my first attempt at using the stock ISRU system, I don't want to waste funds and time sending a mission that has no chance of working, and for mental health reasons I don't want to start up a separate sandbox to test this out for free first. Thanks in advance for any replies. Hints regarding electric charge and heat dissipation would also be very welcome.
  16. I get my fuel from Minmus using a large ISRU lander. (photo below). I seems to take a lot longer than it did on some previous missions. In my latest fuel mission, I have 8 drills taking up 0.00525 units of ore/second. But after 30 days, I only get 1103 units of liquid fuel. (Using Lf only on the ISRU converter.) By my math, this is 1/5 of what I should have gotten?
  17. Sorry no cool story line here. Just me touring the System for the first time. Ahead will be the mundane ramblings of a madman, lessons in minimalism and mission creep, probably more than a few stupid questions if anyone is around to answer, and maybe if we're lucky some pretty pictures. Mission Goals: -Step foot on every body in the system aside from Eve (Jool and the Sun obviously excluded) -Rescue Valantina (stuck in between Duna and Kerbin orbits on an escape scooter) -Don't loose any parts, be able to refuel in every system. -Return to Kerbin, land safely. Settup: Sandbox, no mods, no real self imposed conditions, minimal part clipping. No dV calculations done, don't have KER or MJ have no idea what it can do. Everything is SWAG (Scientific Wild Ass Guess) The Ship: Ramble Into Bramble The RIB is actually three ships, not counting the two uncontrolled cargo pods. The Ramble front and center, on the left the engines of Bramble are visible, and Into parked on the right. Ramble: Ramble is the main interplanetary drive, living quarters, and fuel storage section. It comes up on a booster with Into which I'll document later, then docks with Bramble and heads off to the Mun to refuel (took about 18t of fuel off the first RIB... more on that later too. But it will need a small top-off to get to Mun or Minmus) Into: Into is a workhorse. It's a main engine pod, a polar scan-sat, an RCS tug, a personal shuttle, a fully fledged interplanetary ship if need be. Into grabbing the Krayon, Bramble visible in background. The idea is, upon getting captured by a body, when your Ap is very high Into will detach and put itself in a polar orbit to do a resource scan. When complete it will meet the other ships in an equatorial orbit to help docking (it is the only ship with RCS, although the others can be docked without it by a skilled hand) Bramble in next post...
  18. So my next mission I have planned it to land a load of refuelable planes on Laythe and making my own "air force" to police the waters where the kracken may lye. I was wondering if anyone has done something similar or if you guys have any general advice. A little bit more detail: I plan to have at least 4 small drones 2 manned fighters and one largeish bomber. These would all use jets (Laythe has o2 in Its atm right? ) and be refueled by an isru with grabbers around it (docking on the ground is awful). So yeah any advice/ ideas are greatly appreciated
  19. Spent the last week or so designing a lander/interplanetary ship combo that should be able to land and take off from anywhere but Eve, and refuel everywhere except Kerbin and Tylo (maybe Duna and Laythe too) So with some good piloting I should be able to bounce around the solar system indefinitely... Or at least I could until I died of old age, the combined ship had 330 parts and was a lag nightmare. So I'll be sending it off to the Jool system just to prove it can do can do Tylo, but I've already started designing a new ship combo that'll be able to do anywhere except Eve, Kerbin, and maybe Tylo, while keeping the part count reasonable. I'll post pics tonight, but I'm more interested in seeing what other ultra long-range craft people have been building, as well as having a place for people to ask questions about ISRUing in general, and self sustaining craft in particular.
  20. Fuel and ISRU rebalance mod [FIR] Source: MIT AeroAstro presentation "Utilizing Molten Regolith Electrolysis Reactors to Produce Oxygen on the Moon", 2015. The Installation shown above is designed to make 10t of oxidizer per year. What is this mod about? Brief summary: FIR is a mod that rebalances prices of stock fuel (cheaper) and mixture mix used by stock engines/fuel cells (3:1 instead of 1.1:0.9). Additionally it makes behaviour of stock ISRUs a bit more realistic (can only produce oxidizer from ore + work much slower + other tweaks). The mod aims to approximate KSP stock behaviour to reality and thus be a middle ground between the stock game and mods like RO/RealFuels. Detailed description: This is a mod that rebalances couple of things that limited my gameplay and at the same time the learning value of KSP. 1) stock ISRU can only produce oxidizer now. And it is a very slow process (however faster than in reality). ISRUs, scanners and ore tanks are moved earlier in the tech tree. Rationale: Oxidizer only - Making oxidizer of any kind from ore (regolith) is broadly researched in many working papers concerning both Mars and Moon. It's decisively simpler than making all parts of propellant and can be done virtually anywhere by 'just' heating feedstock to a high temperature (in a process called Molten Regotlih Electrolysis). It also doesn't require any inputs except energy. Conversely making both oxidizer and fuel out of ore or even water is quite complicated (taking into account all requirements that accompany off-world manufacturing) and energy intensive process - to such an extent that even known papers about it seems to not get past theoretical stage (G. Landis and others). For now the most advanced in testing, simplest and reliable technology assumes making only oxidizer part of fuel. Lower processing speed - the most advanced MRE ISRU designs currently tested (on the picture above) are able to make about 10t of oxidizer a year assuming continuous operation (on the picture above).In comparison a small stock ISRU is able to churn out the same amount of oxidizer in an hour (0.55 unit/s * 5 kg per unit * 60 * 60 = 9.9t). Therefore my mod is going to rebalance small and normal ISRU's LOX production to about 28t and 160t per Kerbin year (1.2 and 6.6 jumbo tanks accordingly). Increased weight - in reality MRE regolith>oxidizer making system (so ISRU+tanks+power source) has a weight efficiency of about 5-7 (measured as a weight of oxidizer production per year divided by ISRU system weight). Therefore meeting production quota above (28/160t) would require much heavier ISRU units. Again I'm happy with approximation to reality so the mod make small ISRU weigh 2t and large 8t. Moreover large ISRU is much more efficient so there is a reward for bringing larger ISRU to the planet's surface. Lower technology requirements - by moving tech requirements earlier the main difficulty is moved from researching the technology to actually making it work. So the player would need to send and ISRU system in advance to produce fuel (so similar to assumptions of some current MARS/Moon missions). It should create interesting situations when player can utilize ISRU before upgrading science compound in a career game. Therefore with careful planning he can extend the range of lower tech rockets and reach further planets so the gameplay could be more interesting in early career compared to late game. Energy demands for small isru remain unchanged at the moment. Standard ISRU however has 4x higher EC demand (4x bigger size and 50% better efficiency = heating more regolith to a higher temperature). 2) Changed fuel mixture ratio for stock tanks, engines and fuel cells to 3:1 (from 1.1:0.9). This is a compromise as to what stock LiquidFuel might be since sometimes it acts as RP-1/Kerosene (jets, big engines) and sometimes as liquid hydrogen (LV-N). Rationale: 3:1 ratio seems to be a good compromise and generalized mixture ratio that encompasses different fuel types: Typical oxidizer to RP-1 mixture ratio = 2.56:1 (RD-180 2.72:1) Typical oxidizer to methane mix ratio = 3.2:1 Typical oxidizer to liq hydrogen mix ratio = 5:1 *(from 4:1 to 8:1) So we can see that no matter what popular fuel mix we take they always use more mass of oxidizer than fuel. This means that player can refuel now a significant portion of a fuel (75% of mass) in the form of oxidizer. Also 3:1 ratio means that it's easier to make quick calculations by seeing whether you have more than 3x times more oxidizer than liquid fuel. 3) Liquid fuel, oxidizer, monopropellant and solid fuel are much cheaper now. So player using SSTO or recovering stages gets much higher cash bonus than before. Rationale: I didn't like how my big SSTOs or rockets still used quite a lot of fuel even though they were recoverable. In stock KSP - depending on your design - fuel costs can comprise even 10-20%+ of a spacecraft or almost 40% of a stock tank. In reality fuel costs are about 0.4% in case of a space shuttle so very little compared to space vehicle costs. Since the parts' total cost remains the same, the parts' dry cost is relatively higher while fuel price is So now player that invests a lot more time to build recoverable parts or/and fly SSTOs is rewarded with higher percentage of recovered funds. 4) - for people using Atomic Age mod by porkjet - I've changed fuel mix and isp value for LANTERN engine in Atomic Age Nuclear Propulsion mod by porkjet: Using stats from this page: and reducing isp to stock values, I've increased slightly isp in LOX augmented mode to 500isp instead of 455. In reality isp for 3:1 fuel mix is expected to be in range of 631-647s. Isp for LF mode only remained unchanged (720s). LOX augmented mode uses now 3:1 fuel mix. Therefore LANTERN engine has now the highest isp (500) from all engines that can be refuelled with an oxidizer (since LV-N can't be refuelled with new ISRU mechanics). Aside from more challenging and (imho) interesting gameplay this rebalance increases educational value for KSP; a player: - can see that oxidizer is making a bulk of the rocket fuel (similar to real world) - observes that ISRU can extend range of the rocket by making only oxidizer however implementation of it requires planning ahead (similar to real life). Also it's rather not viable as a part of a spaceship due to system mass (heavier) and rate it produces oxidizer. The main purpose of it is now to sit on a surface of a planet and produce small amounts of oxidizer for the long time. - can note that fuel costs in rockets are very small thus researching and developing reusability is a key point to savings and extending the space program. And the last point - if you still reading -this mod will be a basis for my next mods which involve low-tech/low-isp alternative isru fuels/propulsions that were researched extensively due to the ease of implementation compared to more advanced/complicated and therefore less viable solutions. No download link yet, the project is on the drawing board at the moment. I welcome all suggestions and discussion about the mod and ISRU stuff in general:)
  21. Alright, so I'm too lazy to find the other thread, but I'm starting fresh for the sake of 1.0.5 Kerbin to Minmus: Such Edit, much bad, very nominal launch
  22. In developing an SSTO floatplane for Laythe the following occured to me: we can drill for ore on land to make fuel and oxidant, but not in a planet's ocean. But it should actually be pretty easy to get H2 and O2 from water, by applying a current to the H2O and separating the gases. If there is a supply of carbon nearby (e.g. in the air, as CO2) then it would be possible to make any hydrocarbon. Proposal as follows: an ISRU device that, only works when its extensible probe dips into a liquid surface AND there is atmosphere present requires electricity to operate--(lots of electricity--obviously, a bit more than the energy content of the product being made) makes fuel, fuel and ox, ox, or mono just as the present ISRU unit does No rush, my SSSTO (single stage sea to orbit) won't need to refuel, but just an idea for sake of completeness Next up--making fuel from Jool's atmosphere using only a radial intake and a cryogenic turbocompressor!