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secretly_asian

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Everything posted by secretly_asian

  1. Ah okay. well i went ahead to wipe my mods out and reinstall them, and that didn't work. Then, i tried to delete my CKAN cache of mods and reinstall them and it worked. I think somewhere CKAN messed up the installation of one of the dependencies.
  2. Thats strange i do have the toolbarcontroller installed. here's the other log you requested. https://www.dropbox.com/s/t9w3udgj71uutrr/output_log.txt?dl=0
  3. @linuxgurugamer I seem to be having a similar problem here myself, where i have the dependencies installed and the latest version, however the mod doesnt seem to be active. I dont know if this is interference from other mods or what but here is the log. https://www.dropbox.com/s/pujw9wnxi8rk3vf/KSP.log?dl=0
  4. How high is it supposed to be?!?! Atmospheric mode on the thermal jet is like 7800 kn @ 350s when its scaled to 3.75 with a 10GW beamed power supply [I PM'ed you]
  5. I just ran a test using the thermal nozzles utilizing beamed power and the thermal receiver. on a 3.75m formfactor, a thermal nozzle using Lqd Methane and receiving 10GW of beamed energy has an ISP of 905s and ~3600 KN of thrust. When I used Hydrazine I had ~510s ISP and ~1200KN thrust. Not only is Methane lighter, it is also non-toxic (ish)!
  6. what was its ISP? i dont remember if hydrazine was one of the three fuels that has the same properties as methane, i do know ammonia has that.
  7. Yes, but you can also figure it out by strapping a reactor to an engine and putting all propellants in various fuel tanks to test it out yourself. I dont have exact numbers, but heres a basic rundown (excluding nuclear engines) ATTILA: -------------------------Lqd Methane Magneto Plasma: ---------------Lqd Krypton T. Turbojet: ---------------------Lqd Methane T. Ramjet: ----------------------Lqd Methane Krusader: -----------------------Lqd Methane Wakefield: -----------------------Lqd Krypton Plasma Noz: -------------------Lqd Methane Now none of these propellants have the highest ISP, but they have (in my opinion) the best performance when considering mass and volume. LqdMethane is awesome because it has a thrust multiplier for thermal engines due to its expansive properties when heated, and it retains good ISP because it is a light molecule. LqdKrypton is a good electric engine propellant because it has a higher ISP than Xenon, costs a lot less, and has the highest fuel efficiency rating. Unfortunately i did not test the vasmir engines because... well i haven't had to yet.
  8. Unless this new propellant is really really unique in a way, i'm sticking to Lqd Methane and Lqd Krypton as my two primary propellants.
  9. A few more things, since I've been toying with the beamed power mechanic i'm learning more and more. please correct me if any of the following statements I've made are incorrect: - The double-pivoted photovoltaic receivers will produce power without the need of a generator if exposed to a beam, respective to their designed wavelengths - The phased array transceiver can transmit or relay beamed power, but only the large fold-able one can relay beams - The double-pivoted infrared and light mirrors only work with diode laser beams of their respective wavelengths -Thermal mode receivers need to be attached to thermal generators, whereas electric mode receivers will produce energy just by being hit with a beam -Thermal engines will operate only when connected to a compatible reactor or an inline thermal receiver, they cannot be connected to a thermal dish -The large and medium transceiver dishes are electric receivers and do not need to be connected to a generator. Thanks again @FreeThinker this is absolutely a core mod in any KSP game I've ever played and I love it very much for its intricacies. p.s. if you want, whenever i have spare time I can help you clean up some of your parts descriptions, some are either outdated or have grammatical errors in them. cheers!
  10. So would that mean the inline receiver with a power capacity of 8,000 MW and a dish with a capacity of 10,000 MW on the same craft push 18,000 MW of power through a generator/thermal engine, assuming there is a source that can provide that much power?
  11. So i played around with the beamed power mechanics some more, and found out that the mirrors work only with diode laser type beams, and that phased array transmitters only works with other phased array transmitters and thermal receivers. Now my next question is, what are the mechanics behind the radial thermal receiver dishes? In the description of the "Radial gold thermal receiver dish" this part needs to be connected to an inline thermal receiver which needs to be connected to a thermal generator to produce power, however i see no increase in energy production when the dish is attached to the inline receiver or the thermal generator. Even as a standalone part, the receiver produces about 5MW of power, as seen by my MJ (megajoules) resource increasing by 5.00 every second. I've also tested this with a thermal turbojet, and a 2.5m 2x length thermal receiver will produce ~3600KN of force at 906s ISP using LqdMethane, but regardless of any dish I add to the vessel the thrust never changes. I am aware that the thermal receiver has a cap at 8,000 MW of thermal energy, but wouldn't adding dishes to it increase that cap? Please note that the transmitting vessel pushes out 20GW of beam power and the receiving vessel has a <1cm spotsize. Also, i apologize for my ignorance on this topic, I'm just trying to make an epic solar-system wide colonization and i don't know how to make beamed power work fully. ***EDIT*** what is the "isThermalReceiverSlave = true" parameter in the part.cfg for the receiver dishes? this could very well answer my question.
  12. The set up i used had a phased array transmitter set to long infrared, and a relay using the double pivoted infrared mirror and a receiver with another phased array receiver. Are the two parts incompatible? does it need a dish/diode laser?
  13. As far as i can tell, the only way i can use beamed power is with the original parts (phased array) and with line of site to the transmitter. all else doesn't work for me.
  14. @FreeThinker I'm sorry for my ignorance, i've looked around on the forums and can't quite seem to find my asnwer. My problem involves beamed power networks, and i've used to use them all the time a year or two ago and have since forgotten how to use them. Right now, I have a station in geostat orbit with two stellarator reactors and a single scaled-up phased array transceiver pushing out ~21GW long infrared beam. About 90 degrees from that is a probe with the infrared mirror, and 180 degrees to the reactor is a test ship with the double pivoting phased array transceiver. With the relay active on the mirror, my test ship receives no power, even moving it close to the reactor transmitter has no effect and i am without power. I know the spectral range of the infrared mirror is 9um and longer, and long infrared is 11um. Idk whats going on. Are the parts broken or am i missing something here?
  15. Hmm... then that brings me to another bug that i'm not sure you can reproduce, but sometimes when i hop out of warp after having changed warp speed while on rails warp i exit travelling in excess of 100,000 m/s in some direction.
  16. @FreeThinker Hey how does the gravity drag mechanic work? I see it in the warp window, i'm not sure what it does
  17. @FreeThinker I found a small bug with positron manufacture: Producing positrons with the Free Electron Laser does not scale with time warp. At x1 warp, according to my stock resources bar, i have -0.01 (gaining positrons), at 1000x warp i'm still only gaining that 0.01. Notes: -I have two Positron Reactors that are disabled on the ship (propulsion and warp purposes only) -I have two tri-alpha reactors on board supplying the free electron laser with power -I am manufacturing anti-hydrogen at the rate i am collecting antimatter (which means miniscule positron requirements, that DO scale with time warp)
  18. I've found a temporary and trivial fix to my problem for the spazzing when using the warp drives: In combination with Time Control, I can set an on-rails warp of x1 and throttle the alcubierre drive without having to worry about knocking off course, and when i want to stop, i'll just simply use that mod's slo-mo to slow down time to 1% so i can accurately drop out of warp. The only downside of this is going into slow-mo with high part count ships is they sometimes spontaneously combust due to many millions of g's. go figure.
  19. @FreeThinker I experimented with taking off KJR... The craft in question was slightly more stable, however when i went to increase the speed and decrease the speed, the whole thing noodled into oblivion. Case in point, KJR is not the culprit. I want to say it has something to do with physics frames and how smoothly the game is running but i don't know. I'm not familiar with how the game actually makes the ship warp and what conditions it is operating under, either way, every time the warp "refreshes" my ship jerks off into a random direction throwing me off course.
  20. https://www.dropbox.com/s/cyur5hhc92uc2hx/Warp Potato.craft?dl=0 Its a very basic warp.. thing. A positron reactor on a MHD, a probe, an antenna, a lot of radiators and the light warp drive. As raxo2222 said above, it might be the fault of KJR, because I do have that installed on my build
  21. @FreeThinker, I found a bug with the IFS cryogenic tank (longest one) When scaled to 1.25m, and attached to a radial stack adapter with some sort of symmetry (be it 2x or 8x), and set to a specific tank in the editor ( like lqd methane), all but the original tank will default to Lqd He3. ***EDIT*** There was a short un-tweaked IFS tank with liquid He3 in the build somewhere, i think the game might be getting confused which tank is what.
  22. Hey @FreeThinker i was curious if it is normal for a craft in warp to spin out of control/ jerk around to different directions. Some of my craft have done it, and others haven't. This usually happens on SOI change or when speeding up/slowing down warp.
  23. Small bug: The cost of the different positron containers are all wonky. Positronium storage ring: -100,000 funds, only has one attachment node Electrostatic positrons containment (small): 1,015,000 funds <--- too much money??? Electrostatic positrons containment compact (large): -12,000 funds @FreeThinker
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