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About iontom

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  1. Yeah, I think there's a few mass ratios here. To start with, here are the ones that directly are measured when building a ship in the VAB: MH_reaction/MAH (MH_reaction + MAH + MH_ReactionMass)/MDry_Ship_Mass Now, I guess it turns out the actual ratios are much more complicated. Firstly, some of the hydrogen you're carrying doesn't react, it just gets superheated an ejected at relativistic speeds. There is a ratio of hydrogen/antihydrogen that gives you the amount used for fuel and the amount that just gets blasted out at relativistic speeds. Then you add stuff like relativist
  2. I finally had time to test this yesterday. Been a busy few months, plus I had to figure out some issues that Kopernicus and CommNet were causing for me. I loved the new Anti-Hydrogen tanks. I'll try to think more about those too. I could ONLY reach about 0.15c, but I still was playing around w/ antimatter to matter to dry mass ratios. I mostly just threw things together to test. I'd love to see your craft designs for those! In regards to reviewing the braking force, I'll review some eqns tomorrow. The braking range sounds about right though. I wasn't able to find if you had a specia
  3. Holy guacamole! That's absolutely incredible! It's funny that I was just checking out the forums after months MIA. (Finally built a new PC a few weeks ago) Does it include a breaking force during time warp? Cheers!
  4. Sorry for pulling a disappearing act. Been very busy with work and some other projects. I did get a group started called OpenSpaceProgram which you should follow and put some input into when you have the chance. In another two weeks or so, I will probably get more involved in doing more quantitative modelling for this. I've been learning Python Juptyer notebooks which are really useful for this sort of work. Just let me know any hangups you want me to look into. I do like that point on temp/accel resistance. 76 km tank in KSP. Scary stuff!
  5. I think it's a matter of comparing forces. The drag you'd experience would be related to the momentum transfer with the particles, which depends on their velocity relative to your mag scoop (relativistic momentum). ISM is both slow velocity and high velocity stuff, but all will have a relative velocity compared to your ship. Somewhere out there is probably a statistical particle dispersion we can look up - but it we would probably have to find a way to derive a function: F(ship_vel, array[nearest_stars, star_luminosity, star_gravity]) - if you're within the range of a star, you'd experience s
  6. Maybe in the game, but not in reality. NERVs have a pretty low ISP (5000 s). The highest ISP engines ever imagined is beamed core antimatter reactors with magnetic nozzles - and those are effectively 10,000,000 s. In reality, once you get above 0.1c you're going to experience more drag from your ramscoop than the thrust from your engines. Which makes ramscoops a great tool for deceleration, but not much else.
  7. Cool - glad to know that the Daedalus has an effective ISP calc. Regarding antimatter storage - I still need to find some time to review and finalize tank mass calcs from the microtrap array numbers I had. I didn't have any knowledge of the trap mass. But I'd like to compare them against the numbers you are using right now. I think the issue though is that with the scaling you present - there's only an exponential trend while increasing the tank size. Once you start adding multiple tanks, the ratio of fuel to dry mass no longer scales, not even linearly. Your antimatter payload and yo
  8. Actually, I am quite okay with using it for deceleration. I really want a combination of mods that would let me have: Acceleration out of the Kerbol system using a photon sail that can be pushed by multiple lasers - possibly up to 0.2 or 0.3c Secondary propulsion using onboard antimatter reactor to add another ~0.4c in velocity to hit 0.6 or 0.7c Using the bussard-scoop for breaking against the ISM, which actually is more efficient at higher velocities - and could drop you from any speed down to below 0.1c Using the fuel picked up from the ramscoop - either use a fusion
  9. Does the collector cause any drag? Bussard collectors would case decelleration for any speed above 4000km/s. Also - there was an older mod that made a ramscoop - but instead of an antenna dish they modelled a transparent magnetic field thing. It's pretty cool looking and the modder just posted the files saying anyone could use it. Cheers
  10. Wow, yeah, it seems counter-intuitive that you need more antimatter than matter. I guess the numbers there are pretty close. I'd think you'd want 1:1 but maybe there are losses during the annihilation? (165k tons of antimatter and 160k hydrogen.) I think the tricky thing to understand here is that the mass ratio actually changes as you move faster and use up more fuel. http://www.wikiwand.com/en/Antimatter_rocket Eq.III can be integrated and the integral evaluated for and , and initial and final velocities ( and ). The resulting relativistic Rocket Equation with loss of propellant is[2][2
  11. Hello! I'm working with @FreeThinker of the Interstellar Extended mod to try and get his antimatter engine spacecrafts to be more accurate. Primarily, we want to make sure we have the correct exhaust ISP and reactor output for an antimatter reactor. We're looking at beam-core specifically, but while we are at it, looking ant anti-matter catalyzed fusion or being open to even more efficient alternatives would be great. Here is the mod forum link (you can find the mod itself on CKAN) Now, there are a few designs out there in existence which we can reference as-is. However, many of t
  12. So I was thinking about modding your magnetic nozzle when it's attached to the beam core reactor. According to Atomic Rockets the Isp is supposed to be 10,193,680 s but you currently have it as 100,000 s (source) Can you just update the part config file? Or is there a more involved process because of tweakscale or knowing what it's attached to? Also - is there a maximum ISP limited by the game itself? https://github.com/sswelm/KSP-Interstellar-Extended/blob/master/GameData/WarpPlugin/Parts/Engines/MagneticNozzle3/MagneticNozzle3.cfg atmosphereCurve {
  13. Wow! You're really knocking it out of the park today! Thanks for solving that radiator problem. Will test tonight.
  14. I'm got this issue with every time I load a ship from the tracking station, all my radiators explode. Not just some, but all of them. I'll have to find a way to unit test later this week with other mods - but since all the radiators are from this one I thought I'd just bring it up and see if anybody else has encountered this. Also, something seems to have happened to the magnetic nozzle in 1.13.3, it doesn't apply any force anymore, in warp mode or otherwise. Did you ever bump up the ISP on that or are there preset limits on that?
  15. Cool! You might want to slap down an MIT license since those are pretty robust. https://opensource.org/licenses/MIT The crewmen of the KSV Goliath thank you for your service! This is just the arrival stage (D-T Vista and 16 plasma thrusters with ~50k dV) - the interstellar beamcore-magnozzle stage (The Kolossus) is even larger - mostly fuel, and I'm still testing it (it is super low thrust, high ISP, and hopefully has a dV high enough to get to at least 10% c). A bussard magscoop would help almost halve the total fuel needed since it should assist in most deceleration (as a magbreak) and the
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