FreeThinker

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  1. Yes Silly me, I included the latest version of CRP from spacedock which it turns out is still not updated
  2. Great but why doesn't Spacedock get updated?
  3. I added a table for beaned power receiver on the OP: Type Tech requirement Efficiency Mass Bandwidth Coverage Special Surface Thermal low low-average heavy Microwave up to X-Ray Full Can be used for Thermal propulsion Solar Thermal average low-average average Microwave up to Ultraviolet Full Suitable for Low orbit solar power collecting Solar Photovoltalic average good - low light Infrared up to Ultraviolet Full Most efficiency in Short Infrared Rectenna low - very high best light Microwave up to Ultraviolet selected in VAB Multiwavelength Dish low - very high best heavy Microwave up to Ultaviolet selectable in Flight Also able to transmit when connected to a beam generator and relay when another dish is available Phased Array high good average Microwave up to Infrared selected in VAB Also able to transmit and relay X-ray Photovoltalic high good - low heavy X-Ray to Infrared Full Most efficient in Hard X-rays Hopefully, this will allow players to make a more conscious choice on what type of receiver to use Crap I now see CRP on spacedock isn't properly update Please install the latest version of CRP from GitHub https://github.com/BobPalmer/CommunityResourcePack/releases
  4. I agree silicates processing can currently be replaced by spodumene processing. Sounds good, something similar is also in TextureSwitcher. Besides fields, it can also be used to generate more log messages
  5. It's not really a problem as they can be simply be ignored. I was in the process of replacing some of the resources which I use like Minerals (which is an umbrella resource) which I intended to replace by the real raw resource Spodumene as it holds the stuff (Lithium) that is interesting to KSPI. Yes it should, could you add it to the ISRU processor?
  6. Caesium and Sodium are similarly to Lithium suitable as an electric propellant (they are easy to ionize), Carbon can be burned or uses to mixed with Hydrogen for improved thermal propulsion in Gas Core reactors. Boron is used in aneutronic p-B11 fusion, it can also be used to convert to borates, which are either useful propellant or fuels. But I admit I haven't implemented all yet I agree there should be a least some process to create these resources, I just haven't got around to adding them yet
  7. Personally, I think the current fuel swap concept for a nuclear reactor is confusing and unrealistic. I agree we might have to prevent people for doing silly stuff on reactors that it does not apply to. I think a simple config boolean should prevent the button from appearing in the first place Indeed many fields were used for debugging purposes, many of them can be made hidden. you can hide them if you want.
  8. Yes. Please check out how resource switching is accomplished in the Interstellar Fuel Switch. I had the same problems there
  9. Yes I have some conceptual plans. to overhaul the nuclear fuel cycle system which would include giving Plutonium-238 a bigger role.
  10. The latest new beta of KSPI 1.15.0.7 can be dowmloaded from here Changelog * Added X-Ray Free Electron Laser Turret * Added ability of Diode Laser Turret to transmit in Soft X-Rays * Added Diamagnetic Antihydrogen storage container * Added improved convection for submerged radiators * Added Plasma Jet Magneto Inertial Fusion Reactor * Added Added Blanket Rectenna Receiver * Added automated alternative fuel type selection for fusion reactors * Added Science Dril * Unerversal Auger * Added Drilling animation * Added improved GUI Univerdal Drill Extractor * Added Improve Interface Regolith Processing * Added exit Apoapsis and exit Periapsis to Warp Control Interface * Added resource switchers ISRU Processor * Added IntakeLqd pump capacity to universal drill * Added Infratable Gas Tank * Added Mean Anomaly and DeltaV or Orbit to Alcubiere Control Window * Added Inflatable Crashpad Gas Tank * Added Double Pivot Photostatic X-Ray Receiver * Added Ability to connected to beam generator indirectly * Re balanced cost thermal radiators * Re-balanced beamed power * Balance: Reduced minimum Nuclear Engines my 50%, this will also reduce Thermal Electric Power Output by 50% * Fixed Regolith processing ability to function offscreen * Fixed Antimatter Electric Power generation * Fixed Reactor resource output, implicitly fixing premature actinides poisoning * Fixed Deuterium refining from Regolith * Fixed loss of power after docking * Fixed spamming Universal Drill Gui * Fixed Mass growth for Tweakaled Radiators * Fixed Exploit staged Thermal Reactor * Fixed active ad offline fuel usage nuclear engines * Fixed thrust unbalance with multiple nuclear engines * Fixed Issue where vessels with antimatter would explode when being unloaded * Fixed issue build In thermal electric generator not functioning properly, like Timerwind * Fixed exception log spamming on Timberwind * Fixed Interstellar Tanks Methalox container amounts * Fixed Power buffer beamed power receivers
  11. The latest new beta of KSPI 1.15.0.7 can be dowmloaded from here Changelog * Added X-Ray Free Electron Laser Turret * Added ability of Diode Laser Turret to transmit in Soft X-Rays * Added Diamagnetic Antihydrogen storage container * Added improved convection for submerged radiators * Added Plasma Jet Magneto Inertial Fusion Reactor * Added Added Blanket Rectenna Receiver * Added automated alternative fuel type selection for fusion reactors * Added Science Dril * Unerversal Auger * Added Drilling animation * Added improved GUI Univerdal Drill Extractor * Added Improve Interface Regolith Processing * Added exit Apoapsis and exit Periapsis to Warp Control Interface * Added resource switchers ISRU Processor * Added IntakeLqd pump capacity to universal drill * Added Infratable Gas Tank * Added Mean Anomaly and DeltaV or Orbit to Alcubiere Control Window * Added Inflatable Crashpad Gas Tank * Added Double Pivot Photostatic X-Ray Receiver * Added Ability to connected to beam generator indirectly * Re balanced cost thermal radiators * Re-balanced beamed power * Balance: Reduced minimum Nuclear Engines my 50%, this will also reduce Thermal Electric Power Output by 50% * Fixed Regolith processing ability to function offscreen * Fixed Antimatter Electric Power generation * Fixed Reactor resource output, implicitly fixing premature actinides poisoning * Fixed Deuterium refining from Regolith * Fixed loss of power after docking * Fixed spamming Universal Drill Gui * Fixed Mass growth for Tweakaled Radiators * Fixed Exploit staged Thermal Reactor * Fixed active ad offline fuel usage nuclear engines * Fixed thrust unbalance with multiple nuclear engines * Fixed Issue where vessels with antimatter would explode when being unloaded * Fixed issue build In thermal electric generator not functioning properly, like Timerwind * Fixed exception log spamming on Timberwind * Fixed Interstellar Tanks Methalox container amounts * Fixed Power buffer beamed power receivers
  12. It realy doesn't have to be fancy. Just pretend you can inflate the magnetic trap by a factor of 10
  13. I'm not sure, but wouldn't the diameter of the rings be limited by the diameter of the cargo hold? The general idea it to create a very high diameter magnetic trap and somehow able to store it compactly.
  14. Could you please keep a copy, it might be useful as a replacement for the plasma nozzle.
  15. Next release it will be easier to create power mobile power staion Notice the multi wavelength dish transceiver is indirectly connected with a Free Electron Laser (FEL)