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Makeone

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Everything posted by Makeone

  1. NathanKell and others; thanks for tips. I managed to get Vanguard I to 37,500km after i started to think small (difficult, i have to admit). I even managed to get the Luna I to the moon, so not bad i suppose, and rocket was still pretty 'small', 50t class.
  2. Sounds light alright... My rocket for the bio probe weighted 350 tons with 7(!) engines on the bottom stage and 4 70KN's ones on the 2nd stage. Last stage had small amount of bipropellant for orbit equalizing and de-orbit burn. The probe itself obviously dies on re-entry, even though that i have heat shield, 1.25m one, as it protects nicely, but is probably too heavy. 1m one from RO(?) doesn't wan't to fit to node, so no use and 'stock' DRE 0.625m one is tad too small. Btw, is the Vanguard I probe really meant to be so tiny? I mean 0.155m? Oh well...maybe RSS is too difficult to my brains, idk.
  3. I finally managed to dive in to RSS career using the RPL and i was wondering where are my early probes...then i check first message again and figured that the rar-pack had an actual purpose... lol Anyway, few missions done, barely, i might add. A question rises its ugly head, how are the procedural tanks meant to work within the RPL? Are they limited by the available tech level, i.e. how long and wide they can be? Some times they will only get large enough to hold 2500 litres (2m tall and 1.413m wide) so it's really hard to build a rocket with them. Some times they expand correctly get to the 'proper' sizes... Is there some sort if bug of procedural parts or how RPL controls them (if it does at all?) Hum, next task, what kind of monster i need to get tiny probe to what, 37,500,000 meters...ugh
  4. This is a great mod, but the sounds are bit...annoying in the long run. Enabling/disabling RCS gives loud noise like air would be vented out at high pressure. But that is not the worst one, the 'puks' sound that rcs makes almost constantly when SAS is switched on, is...nerve breaking to be honest. I had to remove the plugin for that, but is there a way to remove that repeating 'puks' sound, maybe just by removing the sound file? And yes, i use RCS quite a lot and i like the effects and the things future might bring along.
  5. It reads MW as need so EC will do as 1 EC is considered 1 KW. I can get 2.5m fusion reactor to start using big 2.5m battery from NFPP (aka. Near Future Propulsion Pack). Obviously i have direct conversion generator fitted on the reactor, so it kinda works like perpetual machine...as long as there is fuel.
  6. You need to have upgraded fusion in order to swap fuels and that can be then done while out of vab/sph. Its good to remember, that reactors power output drops drastically with improved fuel types. If i recall right, 3.75m fusion reactor that gives 55GW thermal output on D/T-mode, loses a lot on other modes, was it something like less than 20GW on D/He3-mode and under 10GW on He3-only-mode. Last mode produces mainly charged particles so technically it has best efficiency...i think
  7. Or not, as the power with unupgraded fission would be...horrible. Stock ions would have better thrust that plasma at that stage. Or the stock LV-N...
  8. Has anyone experienced a almost total lockdown of the game when MJ tries to calculate(?) REALLY long orbit periods and such information? I have noticed it in the past and also currently, although i am not using the most current version of the MJ, actually just the 'hotfix' that came after 23.5 got released as it seems to show all the deltaV information, even with new engines and NFPP's electric engines. However, sometimes, even as simple as going to Mun, breaks the thing, and badly. Only way out is sign out and in from windows so that forces ksp.exe to close. For example, i just tried to catch an asteroid that was about 40Mm Pe from kerbin, so no biggy, right? Asteroids orbit was, in kerbins SoI, Pe was 40Mm and Ap was ~1Gm(negative), when i tried to burn and close my speed differential, suddenly MJ showed my orbit around kerbin to be Pe 40Mm and Ap..several Gm, orbital period was 10 000 YEARS, so no wonder MJ stalled? Usually when orbital speed goes over the escape velocity, even MJ starts to show negative Ap distances/height. The lockdown also appears if i try to burn more directly to target (like using Interstellars engines) and technically escape of kerbol, but again, orbital period goes to...well, VERY long.
  9. The new techtree seems to cause some problems to me at least. I get the correct information that newer tree is available and i even made it active, although it was missing some things i use, but for that i have tree edit. Unfortunately, game seems to forget my techtree every now and then, and yes, i did restarted KSP as instructed, but still techtree got lost. I used treeloader but that loaded older version, although i haven't tested if that has been updated? For most of the time i have used a highly modified techtree from treeloader that has bunch of other mods added as it served my needs quite well. I am now simply wondering, if there is any simple method of keeping the once picked techtree?
  10. NFPP aka Near Future propulsion has one or two decent size panels that go small space but once they open up...
  11. Very official one, as steam downloaded it to me last night after my game crashed and was about to restart. If your version is from Squads store, then you should be able to get the hotfix from their patcher/launcher.
  12. NFP-packs biggest panels are also pretty good, but need LONG ships because the way they open. I had a ship with 4 such panels, build from two separate ships, bit wobbly, but it worked, output was bad, but it didn't had much battery power.
  13. Why not? Its actually pretty awkward design to try to squeeze even the 0.625m reactor/generator combo to a probe as it becomes quite long and also it seems bit overshoot for pretty much one use vessel. Even on manned vessel, the reactor/generator combo becomes a PITA, if its a lander-only-design, not the whole thing to land. Thankfully, decent NFP(P) battery with some support from solar panels saves the problem...for mun and minmus anyway. It would really nice to see tiny reactor and generator to fit smaller space, maybe some sort of Interstellar (inline) RTG...
  14. ...and have a plenty of power on the 'main' probe that transmits the data, as it will take some time... It becomes even more fun from outer planets, btw
  15. AIM? Do you mean the anti-matter induced fusion? Do you have fuels needed, specially the Helium-3 as its a Deuterium/Helium-3 fusion reactor in its basics, altho uses small amount of anti-matter and uraniumnitride.
  16. Since similar vessel killed its crew (Hum!), didn't you kept reactors online while in transition? I learned that i forgot any sort of backup power on my similar thermal spaceplane, so i had to keep fusion reactors running for the whole duration from kerbit to jool. Not a biggy, though i didn't have lifesupport on that save, but i do have now Am i assuming correctly that those are direct conversion generators? They have really small output on normal D/T fuel mode and since one 0.625m thruster can take up to 4GW of power... And that's by no mean light vessel either. I just used those thermal turbojets for travel as they have 4000 Isp, works for me. Oh, and it had about 40T of fuel (2x KW half 2.5, tanks).
  17. Donziboy2, you had a very nice looking SSTO plane there, very similar than my own design, ie. 2x 2.5m fusion reactors and thermal turbojets. Its not the fastest to takeoff but after that, it does fly pretty well. And no, there's no such thing as playing too much KSP...its just not possible...
  18. Actually, it doesn't use wasteheat, but the thermal power, the reactor that has 'EVA maintenance needed' works as a 'buffer' and the other running reactors thermal power is been routed there. Its something that Fractal has been unable to remove, as the thermal power needs to move, although only between nearest nodes. Edit: Wavefunction was faster...oh well
  19. He has no Helium-3 on the reactor so it won't run. After all, its an Deuterium/Helium-3 fusion reactor...
  20. There is one issue that we could consider: relay mode requires some electric charge to operate but as we already know, transmit mode eats everything from its source so nothing left for relay transceiver... Way to fix it? Sure, use all power satellites transmit only mode and launch few simple satellites with relay mode set transceiver, couple of solar panels and maybe a heat radiator. More stuff at orbit, yup. That's why i use ground power transmitter, especially when they run out of fuel, you either collect it and launch a new, or reprocess the fuel, something that i did for testing purpose, two 3.75m reactors, took 180h to fully reprocess 6000 actinides. Obviously one needs to remember add at least one fuel canister for depleted fuel. Oh, and i think 3.75m reactor will only stay up about 3 months at constant 100% power. Orbital powerstations are even more troublesome until you got a reprocessing ship in orbit as well. I don't recommend going faster than 1000x time warp while reprocessing or it will mess up.
  21. Burning heavily in order to get high orbits tends to break down ksp and reduce the fps to...well, as low as it goes, and probably lover than that. I have made couple time the mistake of trying to burn either out of suns soi or outer planet, Eeloo in this one case, and at some point, orbital period goes really nuts, like 1000years and simulations draws nearly a full halt. I can operate other ships fine, but switching back to this heavy burner, lag hits again and game almost stops. I am not sure if its ksp itself that melts, or is it MechJeb that's causing it as it probably calculates those readouts as well? I can only wonder what happens with alcubierre drive...
  22. Normal nuclear reactors switch from molten salt to gas core, the other one becomes as dusty plasma (can't remember what it was before upgrade). Generator becomes KTEC and/or possibility to switch over direct conversion for dusty plasma nuke and fusion reactors. If you have nuclear reactor equipped ships in space when you open fusion, those ships reactors will get 'retrofit' button and it will cost some science to do it. Same affects to generators and radiators as well.
  23. Nice vessel, expect.... You really don't need so many plasma thrusters, especially if you have limited power, as they share the power received and each engine give miniscule of power. One 0.625m plasma thruster has power limit of about 4GW, 1.25m version its 25GW and 2.5m its 200GW if i recall right. Thrust received is given a formula, but for liquid fuel (best Isp) it was something like 0.0152KN/MW, so 100MW gives 1,5KN of thrust... You would almost be better to carry a reactor with you, slightly better power available, depending where in career(?) tree you are. Once fusion is open, Vista is pretty much op if you don't need to land. Plasma thrusters could be good for maneuvering close to manned ship...
  24. You would be wrong on that one. Lithium is collected from minerals although there is also decent amount of it in saltwaterlakes like ones in Chile. Main lithium minerals are spoumene and petalite, those have lithium average 20-70 ppm (parts per million), for reference, sea water has 0.14-0-25 ppm average of lithium though seawater contains most amount of it in earth. (Source: wikipedia)
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