TheRag 63 Posted June 22 (edited) 52 minutes ago, FreeThinker said: Yes that would be very helpful, my acces to PC with KSP is currently very limited Here's a ground station test. It also has a competing orbital station.https://imgur.com/a/hDHAnrq I still trying wrap up how to get beams to merge. Then again, my relay system was rudimentary at best. But it does work. Edited June 22 by TheRag Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted June 22 (edited) @TheRag I guess you tried to post this https://imgur.com/a/hDHAnrq Excelent work, I'm sure some poeple will be very glad it hear Relay has been restored. I guess I did code optimalisation but never correcty verified it still worked. Unity Code often doesn't work as you think it works. Due to the complexity it can be hard to verify relay as you might get false reading from another beamed transmitter which is also in line of sight, making you thinking false it works. This is also the reason why I added the receiver view, allowing me to give a clue what is going on. Edited June 22 by FreeThinker Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted June 22 11 minutes ago, TheRag said: I still trying wrap up how to get beams to merge. The general idea is that a transmitter is able to both relay and transmit extra power into the network. So If you had 4 Transmitters each 1 GW the combined power would be 4 GW minus losses Quote Share this post Link to post Share on other sites
TheRag 63 Posted June 22 17 minutes ago, FreeThinker said: @TheRag I guess you tried to post this https://imgur.com/a/hDHAnrq Excelent work, I'm sure some poeple will be very glad it hear Relay has been restored. I guess I did code optimalisation but never correcty verified it still worked. Unity Code often doesn't work as you think it works. Due to the complexity it can be hard to verify relay as you might get false reading from another beamed transmitter which is also in line of sight, making you thinking false it works. This is also the reason why I added the receiver view, allowing me to give a clue what is going on. I checked distances, and the seemed to work out correctly based on distance. It isn't phantom distance either, because microwaves would only give me kilowatts at that range, with the same set up. So it is actually taking into account the relay path. I also kept the transmitters identified. The album does have a instance were all power that was received was completely relayed, with transmitters being on the other side of the planet. I confirmed this by shutting down the relay, which stopped power from reaching the receiver. 1 minute ago, FreeThinker said: The general idea is that a transmitter is able to both relay and transmit extra power into the network. So If you had 4 Transmitters each 1 GW the combined power would be 4 GW minus losses Ah, okay, so for example. Power Station is on the ground. It generates 5 GW Four Orbital transmitters are linked for relay and generate power each generate 1 GW. The receiver is at Duna across the solar system. What should happen is that Power Station transmit power to the closet transmitter Linked for Relay. The orbital relays then transmit their power to the transmitter that has either a direct or shortest path to the receiver (such as mirrors in various solar orbits). The beams should merge and generate a 9GW laser to the intended target. Correct? Quote Share this post Link to post Share on other sites
TheRag 63 Posted June 22 Okay, Beam Merging works too. I was a little confused on how the GUI displays it. At first I thought it would only show one transmitter, which would be the source of the beam merger satellite. However, after realizing that the beamed power would strictly relay instead of direct connection, that showed that the satellite was merging the beams of the two satellites. Great, that means the Dyson Swarm project is an official go. Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted June 27 (edited) Next release of KSPIE will update the Kerbalsim Emiter of all radioactive emitters For example a staged stock NERVA produces about 0.028 rad/h And When at full power it generates about 72 rad/hour this is about 4000 times as much radiation when throtled down. I'm not sure if this is excessive or not. I'm open to any advice This might seem a lot but there are methods of propulsion that produce a lot more radiation for the crew (Like Open Cycle Gas Core which fission products are highly radioactive) But I wonder if there are any upper limit to the amount of radiation that will cause Kerbals in Kerbalsim to die instantly. Edited June 28 by FreeThinker Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 6 I decided to improve KSPIE Filter Extension Part Categorisation list = 0,Pods list = 1,Structural Parts list = 2,Fuel Tanks list = 3,Radioactive Storage list = 4,Antimatter Storage list = 5,High Power Storage list = 6,RCS list = 7,Chemical Propulsion list = 8,Electric Propulsion List = 9,Nuclear Propulsion List = 10,Fusion Propulsion list = 11,Photon Propulsion List = 12,Thermal Nozzles List = 13,Magnetic Nozzles list = 14,Reactors list = 15,Radiators list = 16,Electric Power Generators list = 17,Beam Generators list = 18,Beamed Power Transmitters list = 19,Thermal Power Receivers list = 20,Photovoltaic Power Receivers list = 21,Rectenna Power Receivers list = 22,Phased Array Transceiver list = 23,IRSU list = 24,Science list = 25,Warp Engines Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 15 (edited) KSPIE 1.22.0 for KSP 1.7.3 is now available from here Changelog * Compiled against KSP 1.7.3 * Added Support for Kerbalsim Radiation * Added more part catagories for Filter Extension * Added Symmetry Fuel Switching for Thermal Nozzles * Added Plasma Antimatter Power Generator * Added afterburner fuel modes to Thermal Aerospike TurboJet * Added support for USI LF to Particle Accelerator Habitat Centrifuge * Added Orbital Assembly Docking Ports * Added CommandCenter Dome * Added Limited 2.5m Tweakscale to Particle Accelerator Habitat Centrifuge * Added Icons for extended Extended Techtree * Added IX Command Module * Added additional decription QSR * Added Aeris 4A N Example Ship * Fixed Volume and Surface area Particle Accelerator Habitat Centrifuge * Fixed VAB thermal engine prediction * Fixed issue where Solar Panels would not produce or consume power in combination with Kerbalism * Fixed issue where radiators would heat up to maximum at the edge of atmosphere * Fixed issue where first selected propellant for RCS was oxygen gas which is used in lifesupport to keep Kerbals alive Edited July 15 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 16 I started using KSPI with the Mandatory RCS mod for the "timewarp rotation stop" stock behavior, and introduce a few related features like keeping the vessel oriented toward the SAS selection in timewarp and when switching vessels / reloading the game, it's really quite handy for my next orbital beam power station build , and It was really awesome. It's like a modern version of persistent rotation mod. Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 16 4 hours ago, Targus said: the Mandatory RCS mod for the "timewarp rotation stop" stock behavior, What mod is that? Quote Share this post Link to post Share on other sites
Targus 9 Posted July 16 7 minutes ago, FreeThinker said: What mod is that? "Mandatory RCS" is the mod name Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 16 (edited) 1 hour ago, Targus said: "Mandatory RCS" is the mod name Ok so it nerves reaction wheels. What about the Reaction wheel durring FTL flight, do they still work? Edited July 16 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 16 Yes, but it only provide stabilization 35 minutes ago, FreeThinker said: Ok so it nerves reaction wheels. What about the Reaction wheel durring FTL flight, do they still work? Yes, but it only provide stabilization Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 16 (edited) 18 hours ago, Targus said: Yes, but it only provide stabilization Yes, but it only provide stabilization Are you sure, because durring FTL, its reaction wheel are supposed to become active, with the strength proportional to the vessel mass. You realy don't want your vessel starting to tumble durring FTL Edited July 17 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 16 8 minutes ago, FreeThinker said: Are you sure, because durring FTL, its reaction wheel are supposed to become active, with the strength proportional to the vessel mass. You realy don't want your vessel starting to tuble durring FTL Sorry, I'm not sure though. but how can I test it? Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 16 (edited) 1 hour ago, Targus said: Sorry, I'm not sure though. but how can I test it? Enter Interstellar FTL and fly arround without RCS. You are manipulating the shape of space itself, no need to turn Edited July 16 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 16 2 hours ago, FreeThinker said: Enter Interstellar FTL and fly arround without RCS. You are manipulating the shape of space itself, no need to turn Actually, it works well, I outfitted it with 2 Advanced Reaction Wheel just to be sure Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 16 (edited) You should be able to manouver without any additional reaction wheels. The build in reaction wheel are only active durring warp.The Warp drive is probably the most OP part in KSP, you simply aim to you destination, hit engage and after a short peroid you will drop out automaticly at your destination in orbit. There is nother like it except perhaps hyper edit Edited July 17 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 17 (edited) 10 hours ago, FreeThinker said: You should be able to manouver without any additional reaction wheels. It build in reaction wheel are only effective durring warp.The Warp drive is probably the most OP part in KSP, you simply aim to you destination, hit engage and after a short peroid you will drop out automaticly at your destination in orbit. There is nother like it except perhaps hyper edit I tried it with no additional reaction wheel one main reason I use mandatory rcs in conjunction with kspi is to make the beam relay vessel keep pointing at one location even you going to and from another vessel and timewarps Edited July 17 by Targus Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 17 (edited) 4 hours ago, Targus said: one main reason I use mandatory rcs in conjunction with kspi is to make the beam relay vessel keep pointing at one location even you going to and from another vessel and timewarps Intresting, what I could do is integrate this functionality into KSPIE so people are not forced to use RCS only Edited July 17 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 17 3 hours ago, FreeThinker said: Intresting, what I could do is integrate this functionality into KSPIE so people are not force to use RCS only Wow, why I didn't think of it sooner :D, actually, there's a mod that does that kind of functionality, the name of the mod is persistent rotation but I can't use it because it's not updated to use for 1.7.1 up, that is why I use the mandatory rcs instead, and yes it would really nice to integrate it into KSPIE. Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 17 (edited) 56 minutes ago, Targus said: Wow, why I didn't think of it sooner :D, actually, there's a mod that does that kind of functionality, the name of the mod is persistent rotation but I can't use it because it's not updated to use for 1.7.1 up, that is why I use the mandatory rcs instead, and yes it would really nice to integrate it into KSPIE. persistent rotation should work in KSP 1.7.1, 1.7.2 or 1.7.3 just fine Edited July 17 by FreeThinker Quote Share this post Link to post Share on other sites
Targus 9 Posted July 17 4 hours ago, FreeThinker said: persistent rotation should work in KSP 1.7.1, 1.7.2 or 1.7.3 just fine ohhh Quote Share this post Link to post Share on other sites
Targus 9 Posted July 19 On 7/17/2019 at 6:43 PM, FreeThinker said: persistent rotation should work in KSP 1.7.1, 1.7.2 or 1.7.3 just fine I hit an issue on a part, I think it's the thermal receiver This is the log https://drive.google.com/open?id=1CI36S85oUnRvx7KdGs0d7t262LU2ZOLH Quote Share this post Link to post Share on other sites
FreeThinker 3,136 Posted July 19 1 hour ago, Targus said: I hit an issue on a part, I think it's the thermal receiver This is the log https://drive.google.com/open?id=1CI36S85oUnRvx7KdGs0d7t262LU2ZOLH Exactly what part did you use? What version of KSPI was loaded? Quote Share this post Link to post Share on other sites