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thutmose

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Everything posted by thutmose

  1. Here is the way I fixed it: PART { name = Multiport-a module = Part author = TheCardinal rescaleFactor = 1 PhysicsSignificance = -1 node_stack_top = 0.0, 0.27, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = metaMaterials entryCost = 26400 cost = 1460 category = Utility subcategory = 0 title = Multiport-a manufacturer = Cardinal Enterprises description = Several kerbals unsuccesfully tried to dock two different sized docking ports, usually making both ports unusable, the technicians decided to create ports which could dock to multiple ports making the large standard docking ports obsolete. attachRules = 1,1,1,1,0 mass = 0.27 dragModelType = default maximum_drag = 0.25 minimum_drag = 0.25 angularDrag = 0.5 crashTolerance = 20 maxTemp = 3400 bulkheadProfiles = size2, srf MODEL { model = Squad/Parts/Utility/dockingPortSr/model position = 0,-0.01095,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/dockingPort/model position = 0,-0.01095,0 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/dockingPortJr/model position = 0,0.13683,0 scale = 1,1,1 rotation = 0,0,0 } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size2, size1, size0 } MODULE { name = USI_ModuleRecycleablePart } } The fix was the change to nodeType. Edit: This is the fix suggested by NathanKell above
  2. if the star is changed to a blue star, will there be an easy way to change it back, or at least make it not blue?
  3. Ideally it will be as simple a function as I can make it, and It will be a single function that works for the entire solar system, so you feed it a vessel, and it tells you the local field.
  4. Suggestion: Surface Magnetic field mapping I am working on a plugin which adds a more realistic magnetic field to the planets, the current version just uses a randomized field for testing (mostly aligned in one direction, still need to make sure it is the correct direction), but I could make it use something deterministic based on the planet's surface. The module receives a vector3 which represents the local magnetic field, for scansat purposes, probably only the magnitude is needed, and it could be used to generate maps like (from wikipedia, no graphics from mine atm)
  5. Added a 5m-3.75m adapter part, fixed some overheating bugs. the engine is now variable Isp, at max thrust, it has about 3900s, and at lowest thrust, it has a bit over 12000s some nodes might need a little bit of tweaking up and down, but otherwise functional, still needs a better texture
  6. This fixes the issue where if you move kerbin to a different SOI (say around jool) with RSS, on reloading the game, anything in orbit around kerbin is moved to orbit around the Sun. Source code: //------------------------------------------------------------------------------ // <auto-generated> // This code was generated by a tool. // Runtime Version:4.0.30319.18444 // // Changes to this file may cause incorrect behavior and will be lost if // the code is regenerated. // </auto-generated> //------------------------------------------------------------------------------ using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace KerbinAsSat { [KSPAddon(KSPAddon.Startup.EveryScene, false)] public class MoveVesselBack : MonoBehaviour { static bool check = true; public void Start() { if (HighLogic.LoadedScene == GameScenes.SPACECENTER && check) { check = false; CelestialBody kerbin = null; CelestialBody sun = null; Debug.Log("Looking for Kerbin"); foreach (CelestialBody b in FlightGlobals.Bodies) { if (b.GetName().Equals("Kerbin")) { Debug.Log("Found Kerbin"); kerbin = b; } if (b.GetName().Equals("Sun")) { Debug.Log("Found the Sun"); sun = b; } } if(sun!=null) { Debug.Log("Checking the Sun's bodies"); if(!sun.orbitingBodies.Contains(kerbin)) { Debug.Log("re-adding Kerbin"); sun.orbitingBodies.Add(kerbin); } } } } } } No pictures (doesn't have anything to show) Download: https://www.dropbox.com/s/o2md550zj64tsra/KerbinAsSat.zip install instructions: extract to Gamedata. Liscence: free to do whatever with this code
  7. ahh ok, I had asked a slightly different question on IRC, which was related to a different bug, which I think was caused by me messing up one of the settings in the config, it actually happened when I pressed launch, I guess I will have to go and see if I can figure out what is causing this one, then maybe try to write a plugin to fix it...
  8. Some Thoughts on improvements/changes; Maybe I should make it so that the engine consumes a single pulse unit per 0.5 or 1s, but an amount of reaction mass based on the throttle level, probably 10 intervals. The higher the throttle, the higher the mass used. This results in greater thrust, but lower specific Impulse, as each pulse unit produces the same amount of energy. This will allow it to operate in High Thrust and High Isp mode. High Thrust mode will probably result in an acceleration slightly greater than 1G, though the main use of this propulsion system is for hauling around high masses in low thrust mode. Make a part that converts the metal resource used in several other mods into reaction mass. Then have the pulse units be rather small and light (realistically are a few grams of fissile material), and the majority of the mass of the fuel being reaction mass. If this is the case, then a giant number of the pulse units can be hauled into orbit, then the reaction mass generated off planet. Find some way to extract reaction mass or blutonium from Asteroids, and make a part that makes pulse units from that.
  9. I have been trying to make a different version of the solar system, using RSS to move planets around, and this keeps happening: I get things in orbit, everything goes as planned, I close KSP, re-open KSP, and suddenly everything is around the sun. It looks like it might be caused by the vessels loading before RSS moves planets around, thereby moving them out of orbit, but I am not sure. Here is my RSS config, incase I really messed something up there. http://pastebin.com/0cdBUAHj
  10. They now fit to 5m parts from tweakscale, Is this model better? texture still needs to be done.
  11. Suggestion: Allow Scaling of the adapter parts, Currently I can scale a tank to 5M, but then can't scale an adapter to make it fit nicely.
  12. I will work on improving the model, that one was mainly just a test case. As for parts, this should be about 10m or so wide at the base, I could try to make an adapter that takes it down to the size of the kerbodyne parts, and one to 5m, as I think I have seen mods that use 5m parts
  13. or you can just add RESOURCE_DEFINITION { name = Megajoules density = 0.0 flowMode = NO_FLOW transfer = NONE isTweakable = true } to a Resources.cfg
  14. Note: Textures are pending, still using the template textures from the UV Map, or a random one for the radiator, with the exception of the coil rings, which are just a plain colour for now. the model and the uv map are on the github. If anyone can come up with good textures, please send them my way. We at Thut Kerman's Plasma Research Facility have been studying Nuclear Fusion for a while now, and all attempts to use it for anything have failed.During one of those failed experiments, one researcher placed some Blutionium inside as a test target of the Z-Machine we use for High Pressure tests.The result was the destruction of the machine, as well as a large neutron flux that made the surrounding area Radioactive for a while, The blast gave us ideas however. We managed to miniaturize the Z-Machine as much as possible, finally reducing the mass of the needed equipment down to less than 100t, and utilized some of the technology which was developed for the (failed) Tokamak experiments, and Created this, the Nuclear Pulsed Plasma Engine. We then developed a way to rapidly dispense the shaped Blutonium charges into the device (each uses only a few grams of Blutonium) and quickly found that the whole thing exploded due to overheating, after only using a handful of pulse units, As such, we did some slight re-designing of the insides, to allow for better heat transfer, and issued some large heat radiators for dissipating the heat. This solved the heating problem, but now the vessel, with any meaningful payload, had a TWR of less than 1. What we ended up with, was an engine capable of sustaining about 0.5g (assuming a fairly large payload) for almost 7 hours, which, once in orbit, could carry a large payload to anywhere else in the solar system, on a minimal-time trajectory. Github Link: https://github.com/Thutmose/ANPP Todo: Figure out how to give the engine a shutdown option Balance the mass/yield of the pulse units Add more types of pulse unit (may need to look at MFT for that) Make the radiators compatible with KSPI wasteHeat (currently use temperature) Make this compatible with as many mods as I can. Fix any major bugs that are found Acquire better textures (template textures are in the download) Maybe change the model to a narrower cone for the coils Specific Features: Adds the Mini-Mag Orion Engine, A container full of Pulse units for it, and a large heat sink. Makes heat propagate from one module to another, this is used to allow the engine to cool off, If it causes undue problems, Let me know, and I will disable it for anything besides parts added by this mod. Mini-Mag Orion Engine (NPPE1) requires 40k EC to get it started, but generates much more than that per pulse. It has to come from it's own internal banks, which decay over time. Designed based on the Mini-Mag Orion concept dv3 -added 3.75-5m adapter part -fixed some heating bugs -now is variable Isp, from 12000-3900 dv2 -re-modeled the NPPE1 and NPPFT1 -resized down to 5m part size -increased the amount of fuel, it should be about the same density as aluminium (proposed designs had about 3g of fission material, and rest of the projectile was plastic/aluminium) -re-balanced thrust accordingly, Isp should be approximately 7900. dv1 - added the NPPE1, NPPFT1 and NPPRadiator - basic heat transfer support added Calculates magnetic fields for locations, currently based on several imperfect dipole fields. Will add magnetohydrodynamic effects once I figure out a low-computational way to do so. Will add pictures when I figure out how to make some sorta graphic to show it. for now, this is just meant to be a standalone magnetic field plugin so that I can standardize any mods I have with magnetometers. source code found in same place as above. Downloads: https://www.dropbox.com/sh/1pcejzfwyext22i/AABLNkvVQLjs1kvvAF-NNMcta Disclaimer/License this is my first attempt at doing anything in C#, I am not a programmer, so may have done some stupid things in code, If anyone sees any, please let me know so I can fix them I don't care what is done with my code, however I am not responsible for any damages it may cause in any way, or for any damages caused by any derivatives of it.
  15. or stick it on the side of an asteroid, and remove chunks of said asteroid (make tiny asteroids from it) and throw those around as "fuel"
  16. Is there anywhere besides spaceport where I can find a download for this? Spaceport no longer exists
  17. the RTG doesn't seem to increase in power output as the scale is increased, it should probably produce about 8x the power when set to 200% scale, ie n^3 scaling.
  18. Can you include a link to the download here? seems that spaceport has gone poof
  19. More awake now, re-did the maths, I really should not do maths after being awake for 30+ hours... a 1 kt pulse unit results in just over 1g average acceleration for a 500t ship at 1 Hz, assuming a 23m separation and a 10m diameter pusher plate, after accounting for appropriate losses. assuming the ship has a mass of 200-500t, those yields are reasonable, the lower suggested yields on the larger ships must also assume a faster deployment rate i guess. Suggestion for possible later additions to the mod: the pusher plates are specifically damped oscillators, to prevent accidentally killing the crew, A good way to damp and oscillator is to extract the energy for making electricity, Maybe make a more advanced engine that does this? Couple the above idea with the mini-mag orion idea to make a more advanced version (but smaller) which consumes electricity (I will see about doing the maths to see how much energy can be retrieved from the blasts in the case of the mmo, though may not be possible/efficient, since it is pushing against a magnetic field, which itself would consume energy to maintain). Edit: reading papers on the mini-mag, seems a bit of the energy can be re-used for the field, which would be enough to keep the whole thing running, and power a few other things
  20. Best mod I have seen for KSP, This is probably my favourite, or close to it, form of space propulsion ever designed, but one question about the listed blast yields. aren't they a bit high for use with this type of propulsion system, given the size of the craft in question? The smallest bombs claim to be ~0.8kt, when fully loaded onto the craft, they have a mass of ~330t. one such bomb would release ~3x10^12J, which, lets assume has only 50% efficiency for the shaped charge impacting the plate. assuming 1.5*10^12J of energy, imparted to 80kg of material (upper mass of each bomb, assuming the holder has 0 mass), this results in an exhaust velocity of about 200km/s, which seems about an order of magnitude too high, as should result in about 9MN of thrust, instead of the listed 0.9MN Given the small version of Orion (800t) was proposed to use 30t warheads, these numbers seem to make sense (will go do the actual calculations when I wake up tomorrow, If there are any blatant errors in my Maths, I apologize, I have been awake for a while). Maybe you should drop the listed yield of the device by quite a bit? your 880kN of thrust seems to make sense for a 80kg device and an exhaust velocity around 20km/s, given some losses due to imperfect shaped charges, but it doesn't quite match up with the listed yield, as it only corresponds to about 10^10J.
  21. http://en.wikipedia.org/wiki/USS_San_Francisco_(SSN-711) would have experienced about an average of 3-5G, assuming that the front end collapsed inwards 5-3m, 1 fatality, many injuries. Edit: most of those injuries would have occurred from the jerk, sustaining that number of Gs probably wouldn't significantly increase the number/severity of injuries, at least at the low end of that, sustained 4-6Gs might start to cause issues. Maybe instead of outright killing them, how about having some chance of giving them injuries, which then have a chance of killing them, or if healthy or dead are the only options, have some random chance of outright killing kerbals, that would greatly discourage the use of this as a pod?
  22. If you can do kethane, could you also do "Ore"? this would allow mining ore for use with EPL or MKS.
  23. Mine did something similar when I added MKS after having a planet scanned, on the second time through, it rescanned from "Kethane: (none), Minerals: (no data), Ore: (no data), Substrate: (no data), Water: (no data)" to Kethane: (none), Minerals: (none), Ore: (none), Substrate: (none), Water: (none)." or similar. I think it only checks if the materials have been updated during the scan itself, and doesn't go and backfill things once added after.
  24. The type of nuclear rocket they used could be build with technology we had in the 1960s, all it is is a nuclear reactor where the heat from the reactor is used to propel the fuel backwards, nuclear rockets are much lower tech than large scale use of nanotubes.
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