OOM

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  1. Let's end this useless argument and talk about reactors that we don’t know about yet. Because without reactors, I see no way how to build a high-quality space ship. Moreover, none of the videos showed the reactor zone. And no one asked a question about reactors (or am I reading poorly)
  2. You still can’t calm down ... Metallic hydrogen is the real thing that exists in nature. And its creation on the ground under laboratory conditions depends only on the directness of the hands and the level of technology. Everything that exists in nature can be realized by man artificially. I don’t want to hear anything anymore. Metallic hydrogen is not Warp Drive. Although ... there are black holes that manipulate space-time.
  3. It will be a masterpiece that can only be compared with the inventions of a real warp engine.
  4. Interstellar предлагает игре экспериментальные детали которые стоят чисто "науку". У вас просто не хватит средств в режиме карьеры для постройки многих кораблей, а фармить - это пустая трата времени. Я все же рекомендую: 1. Скачать мод на другую звездную систему (Galaxies Unbound например) 2. По желанию скачать "After Kerbin" (типа звезда умирает и цивилизацию нужно спасать) 3. С нуля начать играть в режиме "Науки" и взять себе челлендж - исследовать технологии до "Дедала" (а то и больше) для межзвездного перелета к ближайшей звезде за разумные сроки ради спасения расы Кербалов. Только 500 кг Гелия-3 уже стоят 424,160 монет. А для межзвездного перелета его понадобиться и так не меньше 10000 тонн. А то и все 30000 тонн.
  5. На счет прохождения с модом... то я бы рекомендовал играть с ним в песочнице просто ради удовольствия от исследования на разных технологиях. Но если проходить в режиме "науки" (не пытайтесь играть в режиме карьеры) то будь готов к тому что первым делом ты получишь ядерный реактор с жидкометаллическим теплоносителем, он очень горячий а поскольку у тебя на том уровне технологий еще не будет нормальных радиаторов... тебе придется обвешаться с "ног до головы" радиаторами для сброса тепла. Например даже у меня при открытых качественных радиаторах дела обстоят не очень... сам реактор весит всего то 6.5 тонн, но на более-менее эффективную систему охлаждения ушло около 13 тонн. Итог: 19.3 тонны. И это ради получения 150-200 мВт электричества (а с ростом температуры и отравления реактора Актиноидами мощность там упадет еще на 100 мВт)
  6. Interstellar - самый научно-реалистичный мод из когда либо созданных. Например только в нем ты увидишь что электромагнитный VASIMIR (тип ионного двигателя) как и в реальной жизни производит мизерное 0.09 - 0.1 кН тяги при потреблении огромного количества ЭЭ. В то время как в аркадной и как раз таки совсем не реалистичной "технологии ближайшего будущего" мы наблюдаем целые десятки кН тяги при смешном потреблении электроэнергии. К тому же в самом низу "обучения" ты можешь увидеть "атомный" грузовой самолет на ядерных-прямоточных реактивных двигателях "TORY". Это двигатель из американской программы "Плутон". А это на минуточку... 1960-года.
  7. Ну этот раздел вполне себе заброшенный и хорошо подходит для какой то то документаций. На англ. потому что Межзвездный Инженер попросил. ps а в каком месте этот мод "фантастичный и нереалестичный"? хотелось бы поподробней здесь. Если речь идет о варп-двигателе например то это чисто "верхушка" мода для тех кто хочет. Я например никогда не пользовался им, как и реакторами на антивеществе. В основном этот мод базируется на технологиях которые могли бы быть созданы в наше время если бы это было нужно. Или ядерные и термоядерные технологии стали нынче нереалестичными и фантастическими?
  8. Nuclear aircraft and practical applications of thermal jet engines. For starters, we are modifying (because I'm new to the aircraft industry) a finished airplane using Velociteze. We remove conventional jet engines and install a thermal receiver and a heat nozzle. Along the way, increase the number of seats for passengers. After modification, it looks like this: Now we fly without any restrictions and fuel consumption. Heat and air are all we need. You can even jump into space. Nuclear Aircraft and "TORY". TORY is a direct-flow nuclear engine in which air is used as fuel, which passes through the reactor and is heated. With it, you can create an atomic plane that will fly for a very long time. Take for example this ready-made airliner. We are modifying it TORY is a direct-flow jet engine and to start creating traction it needs to be dispersed using conventional engines. Such a cargo nuclear plane can even make jumps into space. Just try not to break.
  9. Chemical rocket engines They are not forgotten! KSP-I adds to the game 3 new chemical rocket engines that are the most advanced in their class. Delnonychus 1-D Very powerful chemical jet engine. It can work as a cryogenic fuel (Hydrogen - Oxygen) and on the usual (Kerosene - Oxygen). Due to its high ISP, it can reach an incredible delta of 5000 m / s leaving behind any other chemical rocket engine behind. Also at work, it can produce electricity. HA-1 Alumium Hybrid Rocket This solid fuel rocket booster uses aluminum and oxygen to create rocket propulsion. The main feature that distinguishes it from other solid fuel boosters is that it can regulate traction like a regular liquid rocket engine. However, due to its small ISP and high weight, it has no practical use except for an additional accelerator for a rocket. H.A.L.B.E.R.D Engine This is a combined liquid-propellant rocket engine that has two operating modes - in the atmosphere as a regular jet engine of an airplane and in space as a rocket. Perhaps useful for SSTO.
  10. In order not to carry an expensive and radiation-hazardous reactor, the best option would be to use a thermal receiver, heated by microwave radiation from a ground station.
  11. Thermal Nozzle Thermal nozzles use the thermal energy of the reactor to create traction. They are divided into two groups: Atmospheric and Space. The former use atmospheric gases as fuel, the latter use hydrogen. Atmospheric rocket thermal engines can work for a very long time and do not need oxygen. Those that are designed for space - have ISP 1000-1200 and allow reaching deltas of 8000-12000 m / s, which is twice as much as the best chemical rocket engines. To work, they must be connected directly to the reactor or thermal receiver. Atmospheric rocket engines consume air, so the rocket must be equipped with air intakes. Thermal Ramjet Nozzle For this engine to work, it needs to be accelerated to 100 m/s so that the air intake begins to collect enough air for operation. Thermal Turbojet This rocket engine does not need acceleration. He quickly gains rocket thrust on his own. "Krusader" Thermal Rocket Nozzle This is a thermal rocket engine for space. Therefore, we are changing the style of the rocket: add a tank with hydrogen and focus on cooling radiators. This engine does not need an air intake. Toroidal Aerospike Nozzle This wedge-shaped rocket engine works just like the previous one. Just such a form allows him to work better at all heights.
  12. Lasers and laser nozzle KSP-I allows the use of lasers for the movement of solar sails and a special, but very powerful rocket engine - an ablation laser nozzle. First you need to build a laser station according to this scheme: The laser transmitter must be DIRECTLY connected to the diode laser array. Some lasers have an integrated diode laser array, but in our case, the DT-L-IR-1 does not have that luxury. We go outside and press the button "Activate transmitter". Working laser. Now you need to build a receiver with an ablation laser nozzle. Everything is simple, just connect the ablation laser nozzle to the rocket and go to the launch pad. The main thing with ordinary accelerators is to gain a little height so that the rocket is in the field of view of our laser, which is now at the airport. Warning! Everything must be done in strict order. Otherwise, instead of a working engine, you will get a blast. And on this our flight will end "Han Solo" Step 1: After climbing, first activate the receiver. Step 2: Increase the power of the engine not yet turned on by 5-10% Step 3: Turn on the engine. Now adjust the power according to the situation. The laser heats the surface of the engine thereby creating rocket thrust. Лазеры и лазерный абляционный двигатель KSP-I позволяет использовать лазеры для движения солнечных парусов и особого но очень мощного ракетного двигателя - абляционного алзерного сопла, которое не просто так заствить работать. Для начала нужно построить лазерную станцию. Лазерный передатчик должен быть соединен НАПРЯМУЮ с диодным лазерным массивом. Некоторые лазеры имеют встроенный диодный лазерный генератор, но данная модель не обладает такой роскошью. Идем на улицу и нажимаем кнопку "Активате Трансмиттер". Лазер работает теперь нужно построить ракету-приемник с абляционным лазерным соплом. Тут все просто, просто подключить абляционный лазерное сопло к ракете и идем на стартовую площадку. Главное обычными ускорителями набрать немного высоты что бы ракета была в поле зрения нашего лазера который сейчас находиться на аэродроме. Предупреждение! Все должно быть выполнено в строгом порядке. Иначе вместо работающего двигателя вы получите взырв. И на этом наш полет закончиться "Хан Соло" Шаг 1: После набора высоты первым делом активируйте приемник. Шаг 2: Увеличьте мощность еще не включенного двигателя на 5-10% Шаг 3: Включите двигатель Теперь отрегулируйте мощность в соответствии с ситуацией. Лазер нагревает поверхность двигателя, создавая тем самым ракетную тягу.
  13. Самые полезные комбинации реактора и сопла. The most useful combinations of reactor and nozzle. Let's use the reactor for its intended purpose
  14. KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. Control systems Computer core Large version of IHAL. This is a supercomputer with a flywheel and a full set of instructions. Due to the large minimum size of 3.75 and a mass of 2 tons, it is suitable only for large vessels, so this supercomputer is less popular and useful than IHAL. Generators and other electric power industry In total, reactors can produce 3 types of energy: thermal, plasma and charged particles. This product can be converted to electrical energy using a suitable type of generator. Thermoelectric generator (large and small) Converts thermal energy into electrical energy. Magnetohydrodynamic generator Converts the energy of a moving plasma into electrical energy. Particle Generator Converts charged particles into electricity. How to use? Take for example a pebble bed reactor. Its description indicates compatibility with a particular generator. In this case, we see this: Thermoelectric Generator: Green checkmark (compatible) Magnetohydrodynamic generator: Red cross (incompatible) Particle Generator: Red Cross (incompatible) Conclusion: this means that in order to generate electricity from this reactor, it is necessary to connect a thermoelectric generator to it. Now we will make a test bench, but first we need to study a very important factor - heat. Heat Reactors, many engines generate heat that you need to get rid of. In this case, radiators will help, of which there are a lot in stock. And so back to the topic of electricity production. We were going to use a Pebble Bed Reactor and a thermoelectric generator to produce electricity, but without radiators it would be impossible to produce electricity and the generator itself would not work. We look for KSPI stash in the lower right corner and click on it - we go to the menu where we are shown the values of the reactor power and the required cooling, at the moment we see that there is no cooling and the values are red. Need to add radiators Added. After that, the numbers are displayed in green - this means that overheating is not terrible, although the efficiency is not so great. We go outside and see that our stand usually generates 4 GW of electricity with an efficiency of 89% (this depends on the level of technology) and ... heat. We also see the temperature difference - a cold and a hot bath (the larger the gap - the higher the conversion efficiency). During active work, heat will be generated, which will increase the temperature of the hot bath, thereby reducing efficiency and power. To demonstrate this, a microwave transmitter was used, which consumes all electrical energy, thereby forcing the reactor to operate at 100%. After the transmitter has earned, the following picture is visible Radiators are heated to red, the temperature of the cold bath has increased, and now the station produces only 1.8 GW of electricity. And this is not the end - the power will fall and fall with heating, this can not be avoided. True, adding more radiators can improve the situation. Megajoules, capacitors and batteries Megajoules are needed to maintain the operation of some engines and fusion reactors. Megajoules are automatically generated from electrical energy. But for their storage it is necessary to have a capacitor on board, which is very easy to scale to the desired size and capacity. IHAL and the computer core already have a built-in capacitor, and if the boat is equipped with electric motors or a thermonuclear reactor, it MUST have a capacitor. The mod also has lithium batteries. Their presence on the ship is not necessary, but not necessary. The only thing you need for a compact, but short-lived source of electricity, for example, a disposable landing module, where any reactor is unacceptable, and solar panels are either ineffective or interfere with operation. (brown lithium battery and lithium air blue) These batteries have a stock in kilowatts / hour. To create electricity from them, drag the -1 slider to the left. Wireless power transmission, microwave First you need to build a generator station that will transmit microwaves. To do this, you need to connect the transmitter (directly !!!) to the microwave generator, and the gyrotron itself to a pair of generator-reactor for power. Many transmitters have their own built-in microwave generator. This simplifies the design, for example: It remains only to "go out" and press the button "activate transmission" Transmission began in the Ka-band. Now you need to build a receiver object. Here, the thermoelectric generator should not be connected to the reactor, but to the heat receiver, which is heated by the microwave rays transmitted by our station. “Go to the streets” and press the “activate receiver” button The receiver is warm. The generator generates up to 3 GW of electricity. For operation, the receiver must be in the visibility range of the transmitting station. The atmosphere can also block some types of microwave rays. Fuel selection KSP - added a lot of resources and different fuels ... even liquid water .... But what kind of fuel to fly? 1. Hydrogen. This may seem like the weakest type of fuel. But this is not so. Due to its low density, it takes a lot of hydrogen to “unlock” the engine's capabilities and achieve maximum delta. It is not enough But this is normal 2. Hydrazine - used for RSC engines and for the ATILLA electric arc engine. 3. Cesium and sodium - used for ion engines if you need more traction with less specific impulse. 4. Xenon - use for ion engines if you need more traction with a small specific impulse. 5. Ammonia and kerosene. 6. Helium, Lithium and PVC are special fuels for some engines. Use as directed. Fuel that should not be used 1. Liquid Xenon 2. Liquid Krypton 3. Liquid Neon 4. Liquid Argon 5. Liquid Water 6. Diboran 7. Liquid CO2 8. Liquid CO 9. Liquid Fluoride 10. Hexaborane 11. Hydrogen Peroxide 12. Liquid Nitrogen Thermal, magnetic and plasma nozzles They themselves are not engines. This is just a nozzle that needs to be connected to something. In this case, to the reactor (the heat nozzle can also be connected to the thermal receiver) Each reactor has descriptions of compatibility with nozzles. Above is an example of how to properly connect them to some reactors. The magnetic and plasma nozzle requires electricity to power the magnets, so a compatible electric generator must also be connected to the reactor. The thermal nozzle (heat engine) does not need electricity. In the first part, everything. In the second, we will examine in detail reactors and engines and recommendations for their operation. Well, and thirdly, we will consider the basic rules for building a realistic spaceship.