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Found 22 results

  1. Recently I looked at the 'Show and Tell' and a question was "hammering" in my head, in ksp2 we will have nuclear power plants, large nuclear fusion plants, very futuristic things, but I was thinking about technologies that already exist on Earth and could be adapted for planetary colonization, here I mean geothermal power plants, the tidal/wave power plants (for planets with Water, in the case of the first for planets with large natural satellites, or on planets with water that stand around a black hole [yes I took this idea of that first planet that the Interstellar team visits {in case of th
  2. Should i use the Nuclear Reactor for any long-term planet landing colonies? I'm thinking of having a large base on the Mun to start, and i need a way to power it. I don't know if this is better than a massive battery bank and a load of solar panels. I think it should be stated that although i've had this game for a year or two, i made it once to the Mun successfully, and landed a probe with help from a community member on the Discord. (Find a picture of that on my Steam gallery). I am on sandbox right now, so i don't blow my mind trying to get the tech tree first. With all that aside, is i
  3. So I'm using several mods in my game including MKS from USI, however I can't seem to be able to transfer enriched uranium between storage with docked vessels or even within the same vessel. I've seen a few posts about using 'maintenance' function to transfer it but I haven't been able to get this to work. I'm probably missing something really simple! Thanks!
  4. The quest for fusion power has been a long one. Sadly it seems that fusion is doomed to be decades away for quite some time. However, fission reactors are a well understood technology. Indeed, fission reactions are much easier to initiate than fusion reactions - fission requires interactions between heavy nuclei and neutrons whereas fusion requires light nuclei to overcome the electrostatic barrier between them. So fission is easier to initiate. However current conventional fission reactors - while efficient and better suited for baseload power than other low emission concepts -
  5. Has anyone had the idea to to try and find a way to use these deployable panels as a method of providing power to bases on the the surface of say like duna. If there is a mod to do this please direct me to it. Maybe i am overthinking it and if not could someone try to do this i would absolutely get that mod. Or if lots of people want this i might make a poll. ----------------------->
  6. I have a launch window for Eeloo coming up in 39 in game days, so I'm preparing three relay satellites for launch to the frozen dwarf. These sats all have 36 Nuks and 7000 battery storage, but I still feel compelled to outfit them with 5 or 6 gigantor solar arrays. Satellite just don't look/feel right without them. Does anyone else include useless solar panels on extreme deep space craft?
  7. Typically, as the thrust produced depends on the propeller used and the airspeed, propeller engine performance IRL is measured in horsepower or kilowatts. As stock propellers require a constant amount of electricity to run, we can find their in-game power consumption in units per second easily—in fact, by just looking at the Resource bars. However, there are 2 potential ways to convert this into real units: A solar panel of a certain area pointed ideally at Kerbol from Kerbin will produce a certain amount of charge per second. An in-game power-per-unit-area figure can be calculated from
  8. Hi. I install KSP realism overhaul and game is fantastic with this mod.But i have very big problem.I install the mod Near Future Propulsion and i have problem with engine Vasimr.When i launch in orbit rocket and start engine have to low power.In Build place show me the same thinks.I try to modify engine from GameData/NearFuturePropulsion/Parts/Engines but nothing happen. Thanks
  9. Hi, this is my first post here, so please tell me kindly, if I should do anything in any other way. I would like to post a suggestion: prevent draining of probe's core (okto, hecs) battery by any other module. Situation: some other module is draining all the juice but I cannot switch it off, because okto/heces does not have enough power to do so. No power for core to disable what is disabling it. Dead core, even with solar panels and sun shine, that just happen to not provide enough charge for whatever is draining the power. Alternative: enable switching off anything even if t
  10. First off a software program as such to have multiple input capabilities to simulate events that may take place by all known physics and other natural calculations should be developed. With this in mind I am sure we can measure a close approximation of the Yellowstone Caldera, as to calculate an area of appropriate size to release pressure. With this information calculate a sizable underground hole to create. In this hole create a lining of some type to keep the lava there. Also a tunnel system would lead to the ocean with the same lining. This would have the intention of giving the lava a pla
  11. I am wondering if there's a way to make solar panels deploy automatically (or retract automatically) when my current electric charge storage reaches a certain point. I've not found any mods that can do this nor any in game way but if someone can point me in the correct direction etc then i would be very much grateful.
  12. Hello I can't finish my Mission. It tells me: launch a new unmanned satellite that has an Antenna and can generate Power... I did this many many times before. but since I got some new version here, what happens?: http://www0.xup.in/exec/ximg.php?fid=15430220 The funny thing is that it was checked just before I had launched. and now I'm in Orbit and it's unchecked... This is the second time I'm bringing this sattelite up there. Apparently I don't know how to launch an unmanned satellite that can generate power anymore...I was actually done with this? what is going on
  13. Your mission, should you choose to accept it: Take an asteroid and put it on a collision course with Kerbin, then send up another space ship to redirect it. I'm kidding. All you have to do is just put a small, energy efficient satellite into orbit. RULES: You can use mods. You can use any way of transportation you want (SSTO, Rocket, HyperEdit, F12, etc.) You CANNOT be void of any source of power. It MUST have a power source of some kind. For extra humour, use the nuclear engines on your rocket. You're reducing energy but causing a slight fallout. For pr
  14. hey I'm pretty new to KSP but watched a lot of Scott Manley's uploads and managed to get a satellite into orbit. It has 5 solar panels and 4 batteries which was working fine as I transmitted science back home but after the first I think 1 or 2 transmissions it ran out of power and I figured "ok, the panels need a minute to recharge" but they aren't. Is there a certain place on the craft I need to place them or do they maybe require more time to recharge? (OX-STAT Photovoltaic Panels) thanks a lot for anyone who takes time to help me out:)
  15. Where can I look up the power demand of all antennas with the new ComNet feature? There is a power demand stat in the context menu of each antenna. But this seems to be the demand for transmitting science. (At least I hope so...it's pretty high) But I search for the power demand for normal remote control communication withing the ComNet I create with my satellites. This should be a separate stat that's applied whenever an antenna is deployed/active, but without transmitting science. I need this to plan my battery capacity for the different satellites.
  16. Hi there, One thing I noticed when building larger stations is that solar panels, especially those found on space stations are hugely overpowered, generating way more power than is being consumed by the ship / space station / whatever. I suggest doing a general rebalance of the whole electrical system. IIRC real-life space solar panels produce power in the kilowatt range. The ISS needs those huge panels to keep all their systems, labs etc. working. KSP crewed and uncrewed parts should be assigned a general baseload electrical consumption according to their function, e.g.
  17. I put down a robotic miner onto Pol. I hit one of the high areas show by the orbital survey scanner. I put down my drills, and they pull in a bit less than .002 (whatever units). A bit less than on Minmus but OK. But I'm so far out, I figured I would use fuel cells, since they seem to work OK as supplements to solar closer in. But Drills + ISRU conversion is a net loss. It takes more fuel to power them than they produce. Am I just screwed? What do people use for power in such a situation? Just accept that you will need a bunch of heavy nuclear units?
  18. Hello. So I've run into some issues with battery power during the latest build. I'll build a ship with a manned space pod, and I'll attach batteries to the fuel tanks to give it more power. But it seems that when it comes to prioritizing power usage, my ship prefers to draw power from the command module first, then the batteries themselves. When I separate my command pod from my fuel tanks preparing for reeentry, I find that I have no power left in my command modules. As a result, I cannot orient my ship so that the heat shield is pointing in the retrograde position, and my ship burns up
  19. With a Jool transfer window coming up in a few days I've decided that it's time for me to send a mission to Jool. Actually six missions, one for Jool and one for each of its moons. Additionally, R&D has determined that it would be really great to get surface and ocean samples, so they've requested two Laythe landers as well. The ocean probe is pretty simple, but I've decided that I want a rover for the land. The problem I'm running into is that I don't have large solar panels unlocked yet, nor RTGs or fuel cells. So my question is, are solar panels feasible sources of power all the way out
  20. This isn't a typical "why did my ship run out of power?" question. I know why it ran out of power, but I'm wondering about recovery from this situation..... The problem is, I have, at times, on my craft greater consumption than I do production. Which is fine until it hits 0. My question is, when this happens why can't I turn off the power-consuming components to breathe new life into the craft? You can't do ANYTHING to the craft, really, which might make sense if there was no power production, but I'm a bit baffled at the inability to turn off consumption in the zero-power state. Is
  21. Using Americium RTGs for a reusable Manned Lunar Lander- could it work? On the surface, this seems very reasonable- the lifetime of a Manned Lunar Lander could easily be extended far into the Lunar Night, beyond the 14 day maximum mission length a current lander would allow for (w/o something like fuel cells or large batteries to store electrical power- though extra supplies would obviously be necessary). It would also heat up the lander, reducing electrical usage, and makes batteries unnecessary (which would reduce the mass.) The increased mission duration also means that NASA could sque
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