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okder

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Everything posted by okder

  1. there are two solutions: 1. make direct conversion generator simple stock kerbal converter (converts charged particles into GJ, well if you scale storage of them - there may be a problem, generator conversion thoughput should be limited by it's size) 2. hack: check for radial attachment, and allow thermal tubojet radial attached too.
  2. yea sorry first test was with 2 inderect thermal turbojets, directly connected thermal turbojet gives better isp, BUT STILL LOWER THURST. i.e. ATTILA gives more thurst and can be placed anywhere, thermojet gives better ISP, when attached directly but slightly lower thurst(1.5 times on hydrozine and same inverse for isp, almost same thrust with atmosphere), ATTILA gives same thrust on atmosphere as directly attached thermojet, problem here that ATTILA power goes through 2 conversion (to electricity and to thermal again), thermojet is specific for atmosphere and use power without conversion, why same thrust? P.S. first page states that charged particles could reach any part of ship, but direct conversion generator don't work even if just it radially attached to reactor. i would prefer 2 thermojets with their good ISP but with slightly better thrust in atmosphere (and if possible with propellant), as center place reserved for VISTA. if this not possible probably it should be documented as know issue or just reason why it's impossible (connect directly 2 thermojets and generator to 1 reactor, without losing isp/thurst compared to 1 thermojet/ATTILA in atmosphere) P.S.2. still there is no way to produce tritium for VISTA (only one fusion reaction which as documented should produce it, actually does not produce it). P.S.3. with inertial containment fusion thermojet/magnetic nozzle is much preferable than Attila or Vasimr, on middle stage of career (before antimatter).
  3. it was surprise for me that Attila is better(both by ISP and by thrust for any propellant including atmosphere) than Thermal Turbojet with Magnetic Confinement Fusion Reactor (it's producing 40MW in Deuterium+Lithium but only as charged particles, turbojet seems can't use them), as i said early(2 weeks ago) ISP is low for that reactor and turbojet. it is supposed to be so (2 transformation works better than none) ? P.S. and Attila with atmosphere seems use other method for pulling propellant from system than turbojet, which allows more easy to low trust when atmosphere is low. P.S.2 initialization pause quite awful (2-3 min for editor loads, and same for vessel in flight, even for pretty simple vessels), i hope it would be fixed some day.
  4. recent (2 weeks) changes is great but initialization is too slow (it was slow (2 month ago) and now it's very slow) in editor(inserting reactors and adding VASIMR engines in editor extremally slow(20 sec lags)): [LOG 18:21:46.831] ------------------- initializing editor mode... ------------------ ... [LOG 18:21:50.481] [KS] OnLoad [ERR 18:21:51.986] Input is null [ERR 18:21:51.991] Input is null [WRN 18:22:15.106] [TweakScale Warning] =============================================== objectType = FNPlugin.AtmosphericIntake name = area fields.ReflectType = EXCEPTION fields.Count = EXCEPTION fields.Count = EXCEPTION [LOG 18:22:15.142] InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [WRN 18:22:15.193] [TweakScale Warning] No valid member found for partMass in FNGenerator ... [LOG 18:22:15.253] InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [LOG 18:22:20.664] InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [LOG 18:22:26.356] TestPlasmaVasm loaded! ... [LOG 18:22:26.537] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = 9 ... [LOG 18:22:26.549] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh [LOG 18:22:28.473] [KSPI] Checking for upgrade tech: exoticReactions [LOG 18:22:29.281] [KSPI] Found required upgradeTech, Upgrading Reactor [LOG 18:22:37.248] [KSP Interstellar] Configuring Reactor Fuel Modes [LOG 18:22:45.442] [KSP Interstellar] Configuration Reactor Fuels Complete [LOG 18:22:45.459] [KSPI] - ThermalNozzleController - BreadthFirstSearchForThermalSource- Found thermal source with distance 0 [LOG 18:22:46.307] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = 8 [LOG 18:22:46.321] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh [LOG 18:22:46.350] [KSPI] - Start Initializing ElectricEngineControllerFX [LOG 18:22:58.846] [KSPI] - End Initializing ElectricEngineControllerFX [LOG 18:22:58.868] InsterstellarFuelSwitch OnStart loaded persistant selectedTankSetup = 8 ... [LOG 18:22:58.880] InsterstellarFuelSwitch assignResourcesToPart - no UI to refresh [LOG 18:22:58.909] [KSPI] - Start Initializing ElectricEngineControllerFX [LOG 18:23:11.396] [KSPI] - End Initializing ElectricEngineControllerFX and on start: [WRN 18:24:26.921] [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) ===================== [LOG 18:24:30.743] [KSP Interstellar] FNImpactorModule listening for collisions. [LOG 18:24:30.810] ------------------- initializing flight mode... ------------------ .... [WRN 18:24:32.453] [TweakScale Warning] =============================================== objectType = FNPlugin.AtmosphericIntake name = area fields.ReflectType = EXCEPTION fields.Count = EXCEPTION fields.Count = EXCEPTION [LOG 18:24:32.487] InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [WRN 18:24:32.535] [TweakScale Warning] No valid member found for partMass in FNGenerator [LOG 18:24:32.592] InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [LOG 18:24:38.221] InsterstellarFuelSwitch parseDoubles: invalid float: tankCost [len:0] ''] [LOG 18:24:44.017] TestPlasmaVasm loaded! ... [LOG 18:24:48.901] [KSP Interstellar]: MicrowaveSources initialized ... [LOG 18:25:00.414] [KSPI] - Start Initializing ElectricEngineControllerFX [LOG 18:25:13.068] [KSPI] - End Initializing ElectricEngineControllerFX ... [LOG 18:25:13.101] [KSPI] - Start Initializing ElectricEngineControllerFX [LOG 18:25:26.126] [KSPI] - End Initializing ElectricEngineControllerFX i probably should not include various warnings but they may be slow too.
  5. i mean in comparison to same container normal size with h2, it is blowing too up of course in the end, but could withstand MUCH higher speed in atmosphere. i did not check physical time warp though.
  6. small co2 (cylindrical downscaled to 0.5) container for some reason overheats too easily and when ship is entering /leaving atmosphere it tends to blowup especially on physical time warp (2). Again Soot is not a problem engine overheats with soot level 2%, i think correct switching to co2 will overheat it with soot level 0.1 when using liquid fuel (i.e. temperature will rise from 2k to critical for 3 sec, when reactor set to high temperature fuel mode.)
  7. soot is not a problem (i already have co2) problem is overhead engine could be used 8 sec before it go to overhead, after it 8 sec to cool down.
  8. is any way to reduce overhead thermal jet with liquid fuel and inertial Confinement Fusion (high temperature mode, big ISP)? i would agree to lose 50% thrust (should be able configured in the fly), but now due to exp scale on 50% (which safe point from overhead) is only 10% thrust(i.e. 90% thrust lost) using it in impulse mode (full thrust, and then cooling without thrust) gives same 50% thrust but it very user unfriendly.
  9. I did figured what cause precooler bug (thermal turbojet overheats even all intakes has precoolers) : FS1FPE Folding Electric Propeller has air coolant intake, which for some BUG reason counted as atmospheric intake (but that intake don't produce air/atmosphere - it's only producing FSCoolant). for now i will close that intake when Propeller disabled (it's usable only on low speed anyway as attitude thruster for /almost vertical/ landing purposes). P.S. original precooler is more correct according to wikipedia article (Precooled jet engine) i.e. air is cooled by fuel(H2) and both go to combustor, in this sense precooler could store (liquid) fuel. it's looks like kspi-e precooler works on other (magical) principle, so it should be different part than original one.
  10. I hope you had notice that primary problem(bug) not external balancing, but internal (kspie) (thermal) power distribution, i.e. i can't load reactor with only 1 enabled engine(if craft was build with 3 engines), and 2 distant small engines gives more thrust than one which connected directly to reactor, in both cases reactor load is the same(~64%). And (probably) other bug, when all engines disabled reactor on start generates thermal power first, and so spending all jumpstart energy, and generator does not work without charged particles, i had this problem immediate after launching that vessel, but the problem go away after reload, actually after reload with engine enabled reactor became able to start even without jumpstart (which is logically impossible for such vessel) As i understand engine thrust limit also exponential, this also causing problems with balance plugins(ThrottleControlledAvionics behave very funny with that vessel configuration, where 2 small engines one in front(center engine after scalling down was moved to front) and one in the back, it can't find good solution and always reconfigures, so it's very difficult to land that thing). P.S. could you also allow ATTILA for radial mount and (in future) be switchable(in the fly) to be RCS thruster? (actually kerbal RCS thruster is very bad solution: space engineers general engines is the better one, but this is offtopic) P.S.2. He3 Catalyzed D-D seems does not produce much of tritium, according to first page it should produce large fraction of output Helium, but in reality produce less than D-D fusion. P.S.3. engine precoolers does no significantly change top speed of thermal jet (less than 100 m/s change(or i should go to almost overheat to see difference?), without precoolers it goes up to 1400)
  11. big problems with thermojet power balancing. i have 3 engines linked to one reactor. if i use one of them (linked directly) reactor is loaded only on 50% (including selfpowering energy leak, i.e. 1 engine could use only 25% of reactor on maximum thrust, even others disabled) if i change size center engine from 1.25 to 0.625 then (left) big engine will load reactor to 64%, and 2 small will load to 64% too, BUT SMALL ENGINES(connected indirectly) WILL GIVE MORE RESULT THRUST(25%) THAN BIG ONE(which connected directly) when using same amount of power from reactor, and having same isp. and when i just build that rover, i have problems with jumpstart(it was giving thermal power first, (!when all engines was disabled!), and wasted jumpstart energy before got particle power for generator) P.S. please change back to linear throttle mode because all plugins depends on it(it's very difficult to do dynamic thrust balancing in exp throttle mode). i would prefer use ATTILA for attitude control but now i can't be scaled down to small sizes.
  12. i know about mining only Uranium, and yes i mean converter is not working. P.S. is any way to make mechjeb(landing with magnetic/thermal nozzle, maneuver execution with magnetic nozzle) compatible, may be change thrust level to linear not exponential?
  13. Inertial confined fusion with thermal nozzle and hydrazine blowsup when mechjeb trying to land (it can't predict correct max thrust, and so uses engine in impulse mode, this causes critical overhead, using engine just in max thrust mode don't overhead engine) refinary don't mine water in moon best water spot (crater on equator) and still don't create uranium nitride (grayed out) even all components available. P.S. mechjeb landing don't work anymore (even initial stage) with thermal nozzle (it did worked though in 1.2.*). mechjeb maneuver execution don't work with magnetic nozzle (same incorrect max thrust prediction).
  14. yeah time warp breaks down normal operation of reactor, it goes to 100% load, and using resources, on day warp, on other hand while you off ship (in space center) it seems use zero or just much lesser resources than actual "idle" load for specific ship. i think some many-propellant selection (which enables some resources used as propellant) for specific engine should be available, i.e. i use flight switching to clear soot with co2, or water. If you disable flight switching then there will be no way for soot clearing, or other usages: in high atmosphere lf(+ox), later hydrogen for high isp. P.S. now for gascore reactor thermal nozzle isp is much better than for magnetic containment fusion reactor, is it correct?
  15. magnetic containment fusion reactor (and may be some others) has incorrect time warp load scaling, i.e. load is changes on timewarp, and so it's not possible to approximate how much fuel in D-He3 Fusion mode will be needed for long travel. probably 1.3 introduced
  16. FreeThinker, reactor core life time calculated incorrectly after 1.3 in several reactors (definitely changed ones and may be some others). - - - Updated - - - yea i fix it with co2 which i hack into stock isru (it's very slow now and power consumption, but small amount is enough to clean engines), because all fuel should go from asteroid (E class moving from kerbin to jool orbit), i know i could use stock atomic engines(Nervs) but moving 30 Nervs engines to asteroid is not so interesting as 4 thermal nozzles (with reactors) P.S. FreeThinker, could you add stock mono-propellant as KSPI engine propellant with same properties as hydrazine?
  17. Gas Core now(>1.3) is not feeling well under acceleration(gravity included, i.e. good only in orbit, see changes in previous posts of FreeThinker) Suhvater, air intake is not needed if you don't use atmospheric propellant, but it is strange to use turbojet without atmospheric propellant, still i think it should work with liquid fuel at full power, before 1.3 it was like 800KN thrust there, i used thermal nozzle for asteroid mover, and it was launched on it's own (actually lf+ox because it has more thrust, but in upper atmosphere i switched for lf only).
  18. it was for long time, not recent, recent one is with Inertial confined fusion with >10% thrust. refinary/mining problems is also for long time. if ISP is constant why heating is direct function of flow, i.e. more flow means more energy consumption and so heating, why problems on low thrust?
  19. there was enough radiators, and documentation states that propellant should serve as coolant as well, in my case liquid hydrogen, but liquid fuel gives overheat and blowups too(when trust >5% with Inertial Confined reactors, or >20% with Gas Core[with soot less than 2%]). this is the case with new Gas Core and Inertial Confined reactors. also very irritate random explosions of thermal jets with any reactors at low thrust (if you use thrust balance mod this situations occurs very often). i forgot to mention issue with thermal turbojet in thin atmosphere, when not enough atmospheric intake perfectly symmetrical craft(with 2 turbojets and 2 or 4 intakes) get unsymmetrical thrust - all air is go to one engine, other got disabled. and repeat again uranium and thorium can't be mined (0 rate at uranium/thorium spot) at least in career mode, and uranium can't be processed by refinery into uranium nitride, even if all components present and linked to refinery with tubes. P.S. Magnetic Confinement Fusion Reactors don't scale down at all. (compared to Inertial Confined reactors) and full version cost a lot.
  20. thermal turbojet overheats with gas core reactor too (stable only at 20%)
  21. i have next issues with current version of the mod: Inertial confined fusion reactor with direct conversion generator has only 36% effectiveness, and very low effectiveness with thermal generator (with many radiators) Inertial confined fusion reactor with thermal nozzle/turbojet still overheats engine fast (is stable at 5% thrust only), i think i could loose somehow isp but get 100% thrust without overheating it. Random thermal engines overheats and blowups on low thrust with any reactors (they have as shown in previous post 4*10^9 heat production) There is no way how to reprocess actinides (there is buttons on eva but they don't works, fuel reprocess in lab/refinery greyed out even if you have all components), molten salt/gas core reactors eva refuel not worked also. Some refinery processes works only if it fully linked with external fuel duct, and even with it uranium nitride processing is not worked (greyed out, when all components are present) I was unable to mine any thorium or uranium even if my vessel is inside spot, it just shows 0.00ug/day.
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