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captinjoehenry

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Everything posted by captinjoehenry

  1. Ok cool. I sort of figured they were place holder figures and models at least to some extent but I just wanted to make sure! Good luck with this it looks really exciting!
  2. I really like what I am seeing other than the nuclear light bulb. That should have over 1000 ISP and only use liquid fuel as it is a nuclear engine but other than that the rest of it looks really exciting!
  3. Honestly I am not sure if my testing shows it is fully working. What I can confirm though is that with this module internal bits no longer explode from overheating before the plane bits themselves bite the bullet. What I am unsure of is if an ablator should render the plane bits wholly immune to over heating and exploding because you can get going sufficiently fast that your plane will still over heat and explode with the module. So if the ablator should render the piece wholly immune it is not fully functional but it is sufficiently functional to protect internal components and components inside of cargo bays.
  4. There are no stock parts that have ablator and a lifting surface but some mods do add parts with both of those. The one example I have right now is ModPods that has heat shields for capsules and they also produce lift. That is rather useful as it allows some control over the reentry profile and adding the active ablator to it really screws you over. That is the main reason I made the modification to it. Also mods that add the space shuttle tend to have ablator on their parts which also produce lift. So while it is not hugely common it is definitely important. Also the open and closed loop cooling should just be using the fuel on the space craft or some cooling liquid. So for closed loop cooling you shouldn't be losing any of it and for open loop you would be losing some. If it is some special cooling fluid it shouldn't be too terribly difficult to replenish with an ISRU. But replenishing normal ablator definitely should be quite costly.
  5. Ok I have the fixxed the patch so that if a part already has an ablator system on it it will not gain an active ablation module here is the code: @PART:HAS[@MODULE[ModuleLiftingSurface],!MODULE[ModuleAblator]]:Final { MODULE { name = ModuleAblator ablativeResource = ElectricCharge lossExp = -750 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } }
  6. Is there anyway to check if a part has module a but does not have module b with this? I want to add an ablator module to every part that has a ModuleLiftingSurface but if a part also has a ModuleAblator already I do not want to add the new ablator to that part.
  7. Actually what this represents is running a coolant through the part to deal with the heat of reentry. There have been multiple plans to do this but they were never completed due to a variety of reasons but mostly due to complexity. This system allows you to use just a metal heat shield which you pump a coolant through to deal with the heat of reentry. So if you are using a closed loop cooling system you would in theory be able to go through the atmosphere at very very high speeds indefinitely or as long as the pumps for the cooling system can be powered. As such active ablation probably is not the correct name for what this is as it really represents an active cooling system to deal with the heat of reentry instead of heavy non refreshable ablator material.
  8. Ok one thing that would be a nice feature would be the ability to blacklist some mods or specific items as some reentry capsules have lifting surface module to add more control but they already have an ablator installed. So maybe just don't add the active ablation module to a part that already has an ablator module on it?
  9. Ok so I have a really sweet OPT space plane. The only thing is it uses personally modified Scramjets to be multi mode nuclear scram jets with buckets more thrust. So not sure if it counts for showing here.
  10. That is true. Still it might be best to balance it against a real scale system as that's where space planes are going to have the greatest need of something like this as they are pretty good at surviving more or less all stock scale reentry profiles
  11. Also found this mod that has an actively cooled heat shield that uses liquid fuel instead of ablator which is then vented over the side as an open loop active cooling system
  12. Well I am honestly not sure how applicable this would even be to an unmodded game as the main region where this'll find use will be with really high mach speed planes which are not really possible in stock and especially for real scale system mods as the orbital velocity is so much higher if you don't have an ablator of some sort you are not going to survive reentry. So for stock I don't think this'll be needed at all but it would definitely work wonders for modded installs like if you wanted to replicate the X15 with a high power engine then you'll need a mod like this to survive atmospheric heating.
  13. It isn't a huge issue for my space plane as it is so over powered I was just able to slap on 10 more 3000EC/s nuclear power plants and it worked just fine. For others it should probably be a bit lower. I would have to test it with smaller planes to see what it is like with small planes but with big SSTO space planes it is a bit much. Mind you it is fully adequate for reentry but hypersonic flight in atmosphere is prohibitive in its EC demand
  14. Actually I am pretty sure that peak load is lower than the current setting. As it stands at peak load in atmosphere for large spaceplanes it is 10s of thousands of EC/s. Honestly it needs to be heavily reduced for it to really work. Or at least adjusted a fair bit for the pure EC system to work for the other ones you are just running pumps to move a cooling fluid
  15. Cool! I hope we can see a version that does that sometime soon because for the life of me I can't figure out USI logistics for my unmanned modules.
  16. What about having it work off the % of resources in a tank? Would that be doable?
  17. Any idea on when that'll get fixxed? It is sort of a major issue but I can work around it.
  18. For the extra mass just MM patch in an additional tank with a ballast mass. That'll be the mass penalty and you could make it have a negative cost and increase the cost of the part. Or just trust the user to play fair and not ditch the penalty mass.
  19. Ok I really like this mod but if my resource storage is not on the same ship as my ISRU once the storage on the ISRU ship is full it stops producing resources even though the storage tank on the other ship in the network is almost bone dry (it has the same amount on board as the ISRU ship can store so they are balanced but the storage tank is just so much bigger.) A good fix would be to make it fill things to an equal % instead because as it stands once a facility maxes out its own storage it stops producing so you need the production facility to have the biggest storage and everything else has to have smaller tanks in order for you to have a central stockpile which is rather bothersome for refueling large space crafts.
  20. Yeah that is definitely something that should be there. No need to consume it you just need to have added mass to represent the cooling fluid. So be it some types of active cooling does just spray it out but most of them reuse the cooling fluid. Typically fuel to keep things cool. So there should be: closed loop liquid cooling: medium expense, high mass, good for as long as you have fuel, medium EC use, medium tech open loop liquid cooling: low expense. medium mass, uses up a cooling substance: fuel or water or something, low / no EC use, low tech EC Cooling: high expense, low mass, uses EC, High / very high EC use, high tech No cooling: Normal Potentially your choice of liquid cooling could effect how effective the cooling is but that might be rather complex to implement.
  21. That sounds pretty good. If possible it would be nice to have both of them so you have the low tech active cooling system with an ablator fluid and a high tech option for pure EC and the ability to swap between both options. I am not sure if it is possible but it would definitely be nice so you could have a cheaper option or a more expensive option that uses loads of EC.
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