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About pp3d

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  1. reporting here the Alcubiere Warp drive jerking at warp for version 1.21.5/1.6.1
  2. My final report on the issue with the KSPI-E warp engines.. the video kind of explains what i see as a user... hopefully this will be addressed as these engines are critical for multi system gameplay. The video has no sound... so please use captions. Quality is poor just to cut down on the upload times on youtube
  3. ... and with KSP. 1.5.1 and 1.4.5 with KSPIE-1.20.19 edit: Went back to KSP 1.4.5 with KSPIE-1.18.2 ---- single mod on the base game... still happening edit: KSP 1.3.1 with KSPIE 1.16.6 --- single mod ... still happening All downloads from SpaceDock... will now attempt to go to 1.2.2 with the 1.12.24 which I have it on my previous computer... and i know it's doing it right there final edit on this: had to go all the way back to ksp 1.2.2 --- before the first introduction of the Warp Control Interface. All previous versions give me a target velocity at the position shown below (Kerbin being the target) for the ship of 16-17k as it was being placed in retrograde... in this case it's correctly placed prograde upon exiting the SOI
  4. I can confirm that is happening for vanilla KSP 1.6.1 with only the KSPIE mod installed
  5. See my response above. At this point all I am asking is for people to verify this with 1.6.1 and the latest version of the mod. If it is persistent as I claim it should be reproducible. 1. The test game has mods included there... I have not tried this with a vanilla KSP 1.6.1 and the latest version of the mod. But I can not think of a reason why other mods should interfere 2. Bob Palmer's warp drives that use xenon work, so they are presumably not affected by any math differences in the new KSP release 3. Non related to this but the warp to mass ratio in the warp control window is reversed. The default GUI shows it correctly
  6. @FreeThinker It goes wrong all the time for me. Another user mentioned its intermittent. The vessel jumps out of the SOI in retrograde irrespective of the direction of the jump from within the SOi. The absolute value of the velocity is correct but the sign is flipped.
  7. ss so it happens with the folding drive as well. ship equipped with folding 2.5m drive, beam core antimatter, cp generator and some additional reactor (fusion from WildBlueIndustries). Kerbin orbit at 1.6k, orbital velocity at 1.2km/s. Activate prograde in kerbin orbit, and about retrograde Kerbol at 0.2c (maximum throttle at that distance). Ship gets out with 8 km/s, ~9.2 km/s (kerbin's orbital) - 1.2km/s (ships orbital around kerbin)... But it's retrograde resulting in relative velocity with Kerbin of nearly 17km/s. I upgraded to KSPIE,
  8. for me it's happening consistently for this engine... first time i have used it in a 1.6 game. Last versions I used was ksp 1.2.2 and back then the mod versions i was playing was 1.11-1.14... Now I jumped into the latest with 1.6.1 and I was inclined to believe that I am doing something wrong first ... But this is not expected... and as is, it's unusable... and the game then stops for me because you can't haul large payloads large distances without it... RoverDude's engines that use xenon and exotic matter have a fixed warp bubble in size that severely limits the linear size of your ship... But they work as expected so far for this version
  9. Umm.. i've been scratching my head on the following thinking that i am doing something wrong but I think there is a bug unless something on the gameplay is not explained (definitely changed from previous versions). This is in regards to the Alcubierre Heavy Warp drive. It puts the ship in a solar retrograde motion once it exits Kerbin's SOI. It doesn't matter how you do it... 2k prograde kerbin orbit, fire the warp retrograde or prograde in respect to kerbin's orbit ... and you get 7k or 11k respectively --- as you should -- but retrograde once you exit the SOI. Version 1.20.18 ps: I have not tested any of the other KSPIE warp engines yet...
  10. I guess it's confusing: Thermal Generator: V -> I take this to be capable of giving thermal power to a thermal electric generator... in this case -- it's EC generator as well
  11. muon fusion reactor can supposedly provide power to the thermal generator but the thermal generator can't be activated when attached to the reactor.. (no attached power power source)
  12. I'd like to know what is the earliest KSPI-E version that can run on KSP ver 1.6.1
  13. The CNO cycle conserves the initial number of carbon atoms in the end, but burns C in the sense of converting it to N. So yeah, the term burn is not precise for nucleosynthesis so thanks for setting the record straight here. Since N->O channel is relatively slow compared to the rest, a CNO based reactor will have mix of all heavier elements even if you start with just carbon. I do take back the 'copious' amounts of positrons as that number is not different than the p-p cycle. I was thinking of secondary pair production from the gamma rays although most of the energy is lost to neutrinos. The idea behind the solar wind is to harvest protons and force the weak force reaction p+p -> d + e(+) + v in a ring. Byproducts of that will be positrons and deuterium. As to the energies of those, the typical energy of protons in sun's solar wind is sub-MeV... about 10-100 KeV. Harvesting those will require spending energy in accelerating to MeV scales in order for the reaction above to happen. However, there are solar energetic particle streams from the sun, typically transient flows emanating from CME events or super-alvenic shockwaves which will accelerate those protons to typical energies of 4-10 MeV or greater. These have sufficient energy. My other idea is to directly harvest positrons from cosmic rays. Here is a reference for it https://ams.nasa.gov/Documents/AMS_Publications/PhysRevLett.113.121101.pdf where about 5-10% of the fraction in the cosmic ray detections are in positrons.