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About FreeThinker

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    Interstellar Engineer

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  1. Well if you got KSPIE Kerbalsim installed, Radiation from nuclear engines becomes an issue again, you realy want to put your crew as far as possible for the nuclear source as possible
  2. Although I understand people like to pancake radiators, from a realism point of view this wouldn't realy work due to the self radiating (where radiators would absorb heat from nearby radiator) To prevent self radiation, a much more realistic solution for getting rid of Wasteheat, would be to radiate it outward , like on this interstellar antimatter beam core ship Notice that in this configuration, the static thrust radiator serve a double purpose, as a wipple shield against micro meteriods ,( protecting the antiproton getting hit by a micro metroid causing the shup to blow up) and to get rid of Wasteheat with minimal mass cost (they scale linear with surface area) and minim interstellar drag.
  3. Real Solar Sytem has been released for KSP 1.7.3 for some time. Should the current Real Exoplanets 0.9 version be compatilbe with KSP 1.7.3?
  4. First congratulation, this is officially a record for achieving Proxima Centauri challange and entering the hall of Fame! For the record, exactly how much time did it take to accelerate, cruise and decelerate and orbit your destination? Also can wait to see you final Cinematic Youtube trip of the entire trip The longer than expected travel problem is kind of similar to High Speed trains between cities that are reasonably close. It takes a very long distance before there are at full speed and brake to a full stop. The distance that they can cruise at full speed it often remarkably short. You quickly run into diminishing return problem when going faster. Going double at speed does not translate into 50% the time saving but at best only 25% reduction. That 0.41c start to become interesting when traveling longer distances, like to TRAPPIST-1 system that is 40 light-years away. THe Fact that this system has much more potential habitable planets makes it a good candidate for colonization. I believe the Real Exoplanets mod has the TRAPPIST-1 covered. If you could make it work, it would be interesting to hear how long it would take you to land on any of its planets. Sounds like a challenge?
  5. Pretty Hilarious way to die, but have you tried save and reload after restart of KSP? I notice the wheel sing into the surface somewhat. Looks like a floating point issue, where can get worse after traveling long distances.
  6. Oh, I wasn't aware you could put multiple configs on a single partmodule, that indeed better. I beleive I copied this config from your own mod, so perhaps you want to verify them yourself aswel
  7. 1. Its not the engine itself that has a speed limit, its the combination of an active magnetic scoop and bussard engine. 2 available DeltaV eventual depends only on isp and propellant mass ratio, of cource this is without taken into account time constaints 3 you might want to consider antimatter or QSR or Photon Propulsion, which can be quite effective as interstellar probles
  8. In my view, the Magnetic Scoop main strength is not for accelerating but for decelerating.
  9. Ramjet Show Stopper Things started to unravel in 1978. T. A. Heppenheimer wrote an article in Journal of the British Interplanetary Society entitled "On the Infeasibility of Interstellar Ramjets." Heppenheimer applies radiative gas dynamics to ramjet design and proves that radiative losses (via bremsstrahlung and other similar synchrotron radiation-type mechanisms) from attempting to compress the ram flow for a fusion burn would exceed the fusion energy generated by nine orders of magnitude, that is, one billion times. The energy losses will probably show up as drag. This was confirmed by Dana Andrews and Robert Zubrin in 1989. The effect of drag? What it boiled down to was that the ramjet had a maximum speed, where the relative velocity of the incoming hydrogen equaled the drive's exhaust velocity. It has a "terminal velocity", in other words. A proton-proton fusion drive has an exhaust velocity of 12% c, so a proton-proton fusion Bussard Ramjet would have a maximum speed of 12% c. You may remember that a spacecraft with a mass ratio that equals e (that is, 2.71828...) will have a total deltaV is exactly equal to the exhaust velocity. So if a conventional fusion rocket with a mass ratio of 3 or more has a better deltaV than a Bussard Ramjet, what's the point of using a ramjet? source:
  10. I'm afraid I have to burst your bubble because due to the exponetial growth on the drag generated by the magnetic scoop. The Magnetic Scoop combined with the Bussard Fusion Engine + Muon Catalised Reactor has a terminal velocity of about 0.12c.
  11. Perhaps you can use the following code, which is used to verify if the drill can reach the ground. This code is confimed to work for the Universal Drill in KSPIE: /// <summary> /// Helper function to calculate (and raycast) if the drill could potentially hit the terrain. /// </summary> /// <returns>True if the raycast hits the terrain layermask and it's close enough for the drill to reach (affected by the drillReach part property).</returns> private bool CanReachTerrain() { Vector3d partPosition = this.part.transform.position; // find the position of the transform in 3d space var scaleFactor = this.part.rescaleFactor; // what is the rescale factor of the drill? var drillDistance = drillReach * scaleFactor; // adjust the distance for the ray with the rescale factor, needs to be a float for raycast. RaycastHit hit = new RaycastHit(); // create a variable that stores info about hit colliders etc. LayerMask terrainMask = 32768; // layermask in unity, number 1 bitshifted to the left 15 times (1 << 15), (terrain = 15, the bitshift is there so that the mask bits are raised; this is a good reading about that: Ray drillPartRay = new Ray(partPosition, -part.transform.up); // this ray will start at the part's center and go down in local space coordinates (Vector3d.down is in world space) /* This little bit will fire a ray from the part, straight down, in the distance that the part should be able to reach. * It returns true if there is solid terrain in the reach AND the drill is extended. Otherwise false. * This is actually needed because stock KSP terrain detection is not really dependable. This module was formerly using just part.GroundContact * to check for contact, but that seems to be bugged somehow, at least when paired with this drill - it works enough times to pass tests, but when testing * this module in a difficult terrain, it just doesn't work properly. (I blame KSP planet meshes + Unity problems with accuracy further away from origin). */ Physics.Raycast(drillPartRay, out hit, drillDistance, terrainMask); // use the defined ray, pass info about a hit, go the proper distance and choose the proper layermask return hit.collider != null; } @Sir Mortimer Btw, how is the ISRU on the Stock ISRU refinery supposed to work. I configured it with a module to convert stock Ore into Oxygen, CO2 and Shielding but I have no way to activate it. Are there some special condition I have to meet before I can use this ISRU process?
  12. Ore density is not the pronlem, I increased the thresshold to allow collection of lower densities of Ore.
  13. @Sir Mortimer I still have the same problem with the latest release