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FreeThinker

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  1. Indeed, it should be limited to maximum mass. This was what other FTL jump mods made so over powered. A tiny jump probe could be used to send a huge ship to the other side of the solar system. From a balalance point, this completely wrong and it would be much be balanced if only the opposite was true, meaning it would require a large jumpgate to send a small ship.
  2. Question, will there be any easy way for other mods (like KSPI) to determine the food supply state of the kerbals on a vessel? I need to know in order to calculate the amount of research which can be done by Kerbals in the KSPI Science Lab. When the Kerbals are out of food, I want them to refuse to do the research. Preferable the vessel supply state is somehow accesable by Regolith
  3. I suggest you use real values in the base parts and modify them yourself using a MM script to Kerbalise them. That's what I also did for KSPI. That way you parts will always be based on real data and addaps to it's environment in which it is used.
  4. @NorthStar1979 As you know, the Isp and thrust of Methane is too high for first generation reactors. We can calculate the Thrust Multiplier for a propellant for a specific Core Temperature more accurately. However, the reactors in KSPI vary by a large degree, with more advanced reactors having higher Core Temperature. Fortunatly we can implement a variable Isp, depending on the CoreTemperature, BaseIsp, Minimum Decomposition Temperature, Maximum Decomposition Temperature and Decomposition Energy With the following formula we can calculate the effective thrust-multiplier for any given set of parameters ThrustMultiplier = sqrt( Min(1, (CoreTemperature - MinDecompositionTemp) / (MaxDecompositionTemp - MinDecompositionTemp)) * DecompositionEnergy / 16.2137) * 0.997 + 1 Now the question is at what temperature is this achieved and at what temperature is this started? First let's assume that Methane at 3000K decompose at 10% of maximum and you expect a effective IspMultiplier of 0.477 Then if we assume 100% is achieved with 16500K and that it starts to decompose at 1500K Now first let's verify our function: sqrt( Min(1, (CoreTemp - MinDecompositionTemp) / (MaxDecompositionTemp - MinDecompositionTemp)) * DecompositionEnergy / 16.2137) * 0.997 + 1 = sqrt( Min(1, (3000- 1500) / (16500-1500 )) * 19.895/ 16.2137) * 0.997 + 1 = sqrt( Min(1, 1500 / 15000) * 19.895/ 16.2137) * 0.997 + 1 = sqrt( 0.1 * 19.895 / 16.2137) * 0.997 + 1 = sqrt( 0.122704 ) * 0.997 + 1 = 0.3503 * 0.997 + 1 = 1.3492 IspMultiplier = BaseIsp * ThrustMultipler = 0.354 * 1.3492 = 0.477 Now Let's predict the expected Isp with Methane with an un-upgraded GasCore reactor, which has a coreTemperature of 9635K sqrt( Min(1, (CoreTemp - MinDecompositionTemp) / (MaxDecompositionTemp - MinDecompositionTemp)) * DecompositionEnergy / 16.2137) * 0.997 + 1 = sqrt( Min(1, (9635- 1500) / (16500-1500 )) * 19.895/ 16.2137) * 0.997 + 1 = sqrt(0.5423 * 19.895 / 16.2137) * 0.997 + 1 = 1.663 IspMultiplier = BaseIsp * ThrustMultipler = 0.354 * 1.663 = 0.5888 now Let's predict the expected Isp with Methane with an upgraded GasCore reactor, which has a coreTemperature of 15590K sqrt( Min(1, (CoreTemp - MinDecompositionTemp) / (MaxDecompositionTemp - MinDecompositionTemp)) * DecompositionEnergy / 16.2137) * 0.997 + 1 = sqrt( Min(1, (15590- 1500) / (16500-1500 )) * 19.895/ 16.2137) * 0.997 + 1 = sqrt(0.9333 * 19.895 / 16.2137) * 0.997 + 1 = 2.045 IspMultiplier = BaseIsp * ThrustMultipler = 0.354 * 2.045 = 0,724 now Let's predict the expected Isp with Methane with an upgraded fusion reactor, which has a coreTemperature of 23078K sqrt( Min(1, (CoreTemp - MinDecompositionTemp) / (MaxDecompositionTemp - MinDecompositionTemp)) * DecompositionEnergy / 16.2137) * 0.997 + 1 = sqrt( Min(1, (23078- 1500) / (16500-1500 )) * 19.895 / 16.2137) * 0.997 + 1 = sqrt(1 * 19.895 / 16.2137) * 0.997 + 1 = sqrt(1,227) * 0.997 + 1 = 2.104 IspMultiplier = BaseIsp * ThrustMultipler = 0.354 * 2.104 = 0.745 Note this 0.745, is very close to my earlier calculation of the Isp of Methane Based on data found on the Atomic Rockets, still how to explain the small difference? Note from a balance perspective these numbers and calculation look very good. It will mean that the propellant Hydrolox (with thrust multiplier 1.978) will initially be superior with first generation nuclear engines (which does not require high temperature), while more advanced high core temperature reactors will favor Ammonia and Methane (which need high temperature to decompose). As a bonus, it will also allow us to give Salt Core reactors (with the higher CoreTemperature) a small but significant Isp/Thrust bonus compared to Pebble Bed Reactor (with a lower core temperature). This means that Pebble Bed Reactor will remain the highest thrust performer (especial with Hydrolox) while the Salt Core reactor can use propellants like Ammonia with significantly higher ISP. Now we have to define the BaseIsp, MinDecompositionTemp, MaxDecompositionTemp, DecompositionEnergy for every propellant. - BaseIsp is easy to calculate using AtomNumber, - DecompositionEnergy is something that we need to calculate - MinDecompositionTemp, MaxDecompositionTemp should initially be estimated based on real data
  5. I don't understand why it doesn't work. I just tested it myself and it works as it should. Possibly some MM script is causing some trouble. Edit: could you try to reproduce the issue? - - - Updated - - - Provide the resource file and I will include them
  6. Well those alre legacy part module which are no longer in use except if you play with an old save game that use the obsolete module. I left them for backward compatibility and code reference
  7. the Mk2 Centrifuge Habitat is really great! I only wish I could stop the centrifuge after I started it.
  8. You do realise the Nertea's engines are highly overpowered from a realism point of view? To get anywhere near realistic (KSPI) power levels, you would have to multiply power consumption of Nertea engines by about 2000. Now you 18x Flywheel Energy Density Batteries no longer look so overpowered, rather the opposite. Why you could do is depending on wether NFT-E, KSPI is installed, use nerve the Flywheel to 18x density and use REAL WORLD powerlevels if KSPI is installed.
  9. Oh, if you also want to add experiments to existing experiements, I also would like to suggest to replace the crew report in the Crew Cabin by a the Micro Gravity Experiment, giving you a reason to send these large cumbersone parts into orbit and the mun. As a bonus it would allow your Kerbels some place to rest chill out, when you are not looking @PART[crewCabin] { @category = Science @description = The HSC was an invention of necessity - how do we store 4 Kerbals on-orbit and perform experiments on them, without any real provisions for return? Who needed this remains a mystery, as do his motivations. MODULE { name = ModuleCommand minimumCrew = 1 } @MODULE[ModuleScienceExperiment] { @experimentID = microgExperiment @hideUIwhenUnavailable = True @experimentActionName = Micro-Gravity Experiment @resetActionName = Discard Experiment @reviewActionName = Review Experiment } } EXPERIMENT_DEFINITION { id = microgExperiment title = Micro-Gravity Experiment baseValue = 10 scienceCap = 10 dataScale = 10 requireAtmosphere = False situationMask = 48 biomeMask = 0 RESULTS { default = The crew is loving the feeling of weightlessness. KerbinInSpace = Playing darts in space does not work. MunInSpace = Kerbals still hate brushing their teeth, even in micro-gravity. MinmusInSpace = Consuming food is considerably more difficult in space. GillyInSpace = Snacks are more appreciated in the weightlessness of space. MohoInSpace = The experiment seems to react violently to the micro-gravity environment. EveInSpace = Plants grow far quicker in space. DunaInSpace = In the reduced gravity, the sapling has started to grow an eye and tentacles. IkeInSpace = Exercise is important for the health of spacebound Kerbals. DresInSpace = The test subject blinks more quickly in this environment. JoolInSpace = The subject is mysteriously pulled to the side of the container. LaytheInSpace = The crew seems to do its tasks better. What causes this is unknown. VallInSpace = The moon's resonance with Jool is throwing off the results. TyloInSpace = Performing science experiments is more pleasurable in this gravitational field. BopInSpace = The plants in the cabin are pointing to the moon's pole. PolInSpace = The subject's hairs are standing up straight for some reason. EelooInSpace = The crew is too homesick to do any experiments, which is interesting in itself. } } Oh, btw, you don't have to put the Experiment definition and part modification into a seperate file Edit: original source is [0.90] Science Revisited Revisited 1.2.0
  10. Regarding chemical batteries, we should realy have some Real Batteries Mod, which emplements precisely this.- - - Updated - - - That diagram was made with old flywheel technology, which relied on mechanical bearings, the superconductive bearing are far superior
  11. Man I realy love this stuff, it's a nice opportunity to learn to know cutting edge technologies I'm looking at the Boeing FlyWheel technology, it's quite impresive. But I wonder what happens if the bearing fail when this flywheel is at full speed (500.000 RPM) - - - Updated - - - Welll unless you want to superseed the Kerbal level of realism, you going to need a part which simulates this. As a first step you might want to use the resource converters found in Regolith with 2 conversion buttons, store and release. A second step would be to use a part specialised in energy storage. Notice I was planning to build a such a part as a generic storage of electrical power into chemical resources. Although ment for chemical properties, it should also be usefull for abstract etherial resources like Kenetic Energy. It would have to be automated, effectively charging when you have an energy surplus and supply electrical charge when you have a shortage.
  12. If you looking for inspiration, I suggest you read Battlestations: Deep Ones in Deep Space which is all about maintianing your crew sanity while in space. This is an extenstion to a leasure tabletop rpg in which you have 3 player classes (pilot, engereer and scientist) to complete a contract in deep space.
  13. If I may make a suggestion: The Flywheel should not behave like Ksp battery, which behave like an accumulator which can discharge all power in an instant except it does not lose power over time (like real capacitors do). Your fly wheel should only be allowed to convert Electric charge into Kinetic Energy and back to Electric Charge at a maximum rate. Preferable, it automatically stores excess Electric Charge and generate Electric Charge when it is low.
  14. Well you can open .cs files with any text editor. Anyway I complete removed any mention of isLFO: Version 0.8.5 for Kerbal Space Program 0.90 Released on 2015-04-01 Thermal Nozzle/Turbojet will always switch to the propellant with Highest ISP when non existing propellant is selected in VAB LiquidFuel now performs similar as Methane in Thermal Nozzle/Turbojet LFO performs similar to Methalox (Methane + Oxidizer) in Thermal Nozzle/Turbojet Restored Thrust Multiplier Hydrolox to 2.222 Removed all references to isLFO in NTR definition file
  15. This mods seems like a good mix between Kerbin 3.2x and 6.4x. 6.4x is nice when you have Interstellar NTR engines. But in career, before you get access to them, it is quite hard to bring any significant amount of mass into orbit. Stock Kerbin carreer is simply not made for 6.4x scale.
  16. Thanks, I will make it part of my personel Science tweaks. Regarding that I would also highly recommend everyone to use the following science tweaks, which will make science gathering a little more logical as it no longer forces you to make space walk over biodomes. The same science observations can be made from the safety of your crew cabin. @EXPERIMENT_DEFINITION [*]:HAS[#id[crewReport]] { @biomeMask = 23 } @EXPERIMENT_DEFINITION [*]:HAS[#id[evaReport]] { @biomeMask = 7 }
  17. That very strange, especaly if you look at the code in which the isLFO variable is not used at all! Just search on isLFO in the ThermalNozzleController.cs and you only find 2 entries, one for the definition and second for reading the propellant definition file. After that is is no longer used!
  18. [h=2]Version 0.8.4 for Kerbal Space Program 0.90[/h] Released on 2015-03-31 Increased powerlevel and power requirements Tokamak Fusion Reactor Fixed Tweakscale scaling problems with Tokamak Fusion Reactor
  19. As long as you use 2 fly wheels at the same time in counter wise direction, it might be realistic. If on the other hand you used only one, it should make your vessel spin out of control. That would mean only the FES would work, the IPACT would probably destroy the vessel if used.
  20. Yes, I came to the same conclusion, the TWEAKSCALEEXPONENTS for InterstellarTokamakFusionReator defined in ScaleComponents.cfg is wrong!! It assumes the existence of upgradedThermalPower, WHICH DOES NOT EXIST! KSPI only knows upgradedPowerOutput.
  21. Giving ElectricCharge a density sounds like a realy bad idea
  22. Very nice, will the middle middle have 3 stack nodes on each side? Because on the screendump I see you have connected 2 engines to it.
  23. Intresting, here comes is the most important question: will you support differenet scales like 2x, 3.2x, 6.4x and 10x for people that like chalenges?
  24. Great, will you also integrate your expansion like Kerbol Plus and Outer Plantets Plus into your Insterstaller Advanture?
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