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DracovaXIV

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About DracovaXIV

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  1. That's an excellent question. Yes, they basically are. It's actually quite a bit worse than that: the fissile material that comprises the RTG's core has a property known as a half-life. The atoms of the core are unstable: they want to transmute to a lower energy state, which means turning from one atom to another one - decaying. As they do this they release various particles and immense amounts of heat. This process of radioactive decay happens whether or not you're there to capture useful energy from the process! So, if you were to pull the Plutonium core out of an RTG, you wouldn't be able t
  2. I've just updated the add-on. The new version is v1.1. This version contains two more reactors, using the texture provided by @sebi.zzr. I have configured these as Strontium reactors. Part costs have been balanced. Strontium reactors are somewhat radioactive, unlike Plutonium, which is safe enough to power a pacemaker implanted inside a person's body. Consider this when building your spacecraft (oh, who am I kidding! Radiation interference and lethality aren't modeled in the game yet). Strontium is also much cheaper than Plutonium. It's also not as power-rich and does not last as long, ho
  3. I've got a few interesting (I hope) things to report. Pretty soon there's going to be a v1.1 update to this add-on. I've been tweaking the game balance of the reactors, mostly related to their in-game cost. I'm also most likely going to use the texture provided by @sebi.zzr to make two more reactors. Now: I've done a little bit of research regarding space nuclear reactors. There's a number of real-world isotopes to choose from for RTGs. I could put together a list from what I've found, but most of them are quite easy to eliminate for practical reasons. Curium and Americium are very expens
  4. I'll do that now, thank you! What I could do with this texture is, I could possibly set up texture switching (maybe using that B9 texture plugin) - but that would add an additional dependency, which is not so good. Another option is, I could use this texture to add a whole new part. I've been considering the possibility of configuring polonium RTGs. Polonium has astonishing power density: 140 watts per gram, as opposed to the 0.54 watts per gram that Plutonium can offer. There are two catches to this: first, polonium has a half-life of 138 days, as opposed to 87.7 years for plutonium. A h
  5. I was looking at your Korda Industries KSP mod in SpaceDock but there's not enough information there describing what it actually is or a forum thread link.  I did some digging to find this page here and thought to let you know.

    1. DracovaXIV

      DracovaXIV

      No problem. I'll fill in the gaps gradually. I only posted the add-on a few hours ago. :3

      Thanks for finding it, by the way!

  6. Done as well. I'm hoping @korda will actually turn up in this thread - I'll contact him. He would have some development renders to show. As it stands, this add-on will focus on nuclear power and electric propulsion systems.
  7. You're right! How silly of me to forget the license. I'll fix that right away.
  8. Hi there. I'll cut straight to the chase and link you to an imgur gallery. Do you remember the Korda RTG parts add-on? If you don't, that's even better, because you get to see them for the first time. This is the revival of that add-on! I came back to KSP after a long hiatus, and started looking for all the various mods I made extensive use of, ages ago. Much to my chagrin, there was no way at all to find a download link to Korda's excellent RTG mod. It had entirely disappeared. So, I dug up my old copy of it, fixed the attachment nodes, and then went about trying to contact @korda in an
  9. I've come back to KSP after a multiple-month hiatus. Very cool additions to the mod, especially the science and command modules, can't wait to try them! By the way, I'm reworking my earlier engine configs for RealFuels, and there's some new content there - I've changed the propellants used to be appropriate for pressurized fuel systems. I'll see if I can figure out propellant switching (there's something really cool I want to implement), but either way, there should be an update soon.
  10. That much is easy enough to figure out, but I was specifically wondering how to set it up in such a way that only the LV-1 model/texture are involved. There's a lot more content in the entire part revamp mod, which might be unnecessary for someone who just wants to overhaul those small engines. I'm guessing the texture for the new model is bundled together in the same .mbm as something else - that's quite efficient and commendable.
  11. This mod has tremendous potential, I'll definitely keep my eye on it. I use Procedural Parts extensively - in fact, I've deleted nearly all vanilla tanks from my game. There have been many times in the past when I wanted to have an elliptical spaceplane body, or an airship envelope of a specific shape, but that was all but impossible. I'm surprised the mod hasn't had more attention - but then again, these things take some time to catch on.
  12. I have a question! I love these models; I also use Alchemy Technologies which has a number of different-sized engines using the LV-1 engine model from Squad. I want to try Ven's superior model instead. I've got the model replaced successfully, but cannot figure out what the .mbm texture dependency for it is; it doesn't load a texture ingame. In exchange for this information, I could cross-post a guide and a ModuleManager config in the Alchemy Technologies thread. By the way, I'm the same guy who wrote RealFuels configs for those probe-sized engines some time ago. In any case, keep up the fanta
  13. This seems pretty much verbatim what RealFuels does. Would you go into more detail as to the comparative advantages this has with RealFuels?
  14. I definitely hope it will. ORS is perfect for something of the sort. Don't forget, there are mods that use other gaseous fuels too: Near Future has hydrogen and argon as well as xenon (and the atmosphere of a gas giant is almost entirely hydrogen!), and there's also gaseous NTR fuels in RealFuels (methane, ammonia, etc; plenty of those should be in some of the Kerbol system atmospheres, like Eve for instance).
  15. Really? That's fantastic, then! I haven't tried it yet!
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