FreeThinker 3,472 Posted June 6, 2020 Author Share Posted June 6, 2020 (edited) On 5/19/2020 at 10:43 AM, AntaresMC said: In fact He3+He3-D fusion (I call it like this, dont know if has a name) is as clean as H-B, accounting for sider reactions (take that, H-B fans! Now is almost useless except for cheap ) So let me get this clear, it would require twice the Helium-3 to Deuterium Atoms? I guess that means I need to adjust the FussionPellet fabrication ratios Edited June 6, 2020 by FreeThinker Quote Link to post Share on other sites
AntaresMC 35 Posted June 7, 2020 Share Posted June 7, 2020 (edited) 2 hours ago, FreeThinker said: So let me get this clear, it would require twice the Helium-3 to Deuterium Atoms? I guess that means I need to adjust the FussionPellet fabrication ratios Depends on how much money do you have. Its a log relation. With perfectly fine tuned temperatures, 2x the He3, not quite 1/2n. Cant give exact figures, but when 2x as He3 as D, N is moreless 1%. I let it to you and game balance. And no, you can add an EnFusionPellets and keep the FP as well. Also, 1/3 of the fusion is gammas and X anyway... 6 hours ago, Northstar1989 said: To simplify things probably. Or maybe I am misremembering- and this feature was never made a part of the mod in the first place (and I am remembering testing revised ISP curves for different propellants in-atmosphere: as they end up with very different exhaust pressures for the same Thermal Power..) But do me a favor, alright: actually test this for yourself by pad-testing a variety of different thermal rockets (both nuclear thermal and microwave thermal) with different ThernalPower ratings but the SAME core temperatures, and different Thermal Nozzle sizes in relation to the reactors, and post Imgur albums of the rocket nozzle and reactor/thermal receiver context (right-click) menus during static thrusting on the pad here, so all of us can see, and can critique whether it's working properly. Posting images of the same combinations in orbit (just cheat-menu them there, or Hyperedit if you use it) will also help verify if the atmospheric Thrust/ISP's don't drop as much as expected, or drop too much... If the ISP/Thrust numbers aren't what would be expected for reactors/nozzles of those size and fuel types, I can advise FreeThinker on what numbers would be more realistic to incorporate into the mod (or at least point him towards some resources) and you might get your ISP curves after all, if they weren't already there! Regards, Northstar No, different props work well. But while ascending, KSP Isp readouts dont change Edited June 7, 2020 by AntaresMC Quote Link to post Share on other sites
Maelstrom Vortex 95 Posted June 15, 2020 Share Posted June 15, 2020 (edited) Folding radiator deployment animation on the umbrella radiator seems broken to me, anyone else experiencing this? This only happens outside the editors, when the device is deployed. They deploy fine inside the hangar and inside the VAB. Edited June 15, 2020 by Maelstrom Vortex Quote Link to post Share on other sites
AntaresMC 35 Posted June 16, 2020 Share Posted June 16, 2020 On 6/15/2020 at 3:14 AM, Maelstrom Vortex said: Folding radiator deployment animation on the umbrella radiator seems broken to me, anyone else experiencing this? This only happens outside the editors, when the device is deployed. They deploy fine inside the hangar and inside the VAB. To me they dont even deploy outside the VAB/SPA. Ithought it was intended Quote Link to post Share on other sites
Clamp-o-Tron 930 Posted June 21, 2020 Share Posted June 21, 2020 @FreeThinker what would it take to get beamed power standalone? Quote Link to post Share on other sites
FreeThinker 3,472 Posted June 21, 2020 Author Share Posted June 21, 2020 5 minutes ago, Clamp-o-Tron said: @FreeThinker what would it take to get beamed power standalone? Well I could make it partialy standalone with some efford, but why not use KSPIE? Quote Link to post Share on other sites
Clamp-o-Tron 930 Posted June 21, 2020 Share Posted June 21, 2020 Artistic style. I prefer nerteas upcoming update to fft- nothing against you or kspie. To be more clear: I can just delete all the parts except for beamed power, keeping the dlls? It usually works, but this is a very complicated mod. Quote Link to post Share on other sites
Shogun Gunshow 5 Posted July 3, 2020 Share Posted July 3, 2020 (edited) e: moving to support thread Edited July 3, 2020 by Shogun Gunshow Quote Link to post Share on other sites
FreeThinker 3,472 Posted October 27, 2020 Author Share Posted October 27, 2020 (edited) Development of KSPIE is currently getting a big overhoal. We start with gameplay improve and later on introduce some major improvement to models KSPIE 1.26.3 for KSP 1.8.1+ Changelog * Balanced convection * Balanced Heat transfer coefficients * Create info sections for fission generator adapters and solar panel adapters. * Fix an unusual bug if electric charge was somehow greater than its maximum * Fix some typos in the localization for fields Edited December 30, 2020 by FreeThinker Quote Link to post Share on other sites
Naeth Kerman 6 Posted December 30, 2020 Share Posted December 30, 2020 @FreeThinker I have some ideas to add to KSPIE. Since KSP 2 won’t be out in a while, you could add some stuff that’s going to be in the new game 1. Metallic Hydrogen 2. Orion Nuclear Pulse Drives (I think) 3. Adding Metallic Hydrogen capabilities to some of the engines. Would really appreciate if you added these Thanks! Quote Link to post Share on other sites
linuxgurugamer 17,472 Posted December 31, 2020 Share Posted December 31, 2020 9 hours ago, Naeth Kerman said: @FreeThinker I have some ideas to add to KSPIE. Since KSP 2 won’t be out in a while, you could add some stuff that’s going to be in the new game 1. Metallic Hydrogen 2. Orion Nuclear Pulse Drives (I think) 3. Adding Metallic Hydrogen capabilities to some of the engines. Would really appreciate if you added these Thanks! Why? This is KSP, not KSP2. There are other Orion drives around, and what would Metallic Hydrogen give you? He would then have to add all the supporting mechanisms for it, which can be a lot more work than you think Quote Link to post Share on other sites
Naeth Kerman 6 Posted December 31, 2020 Share Posted December 31, 2020 Jeez, calm down. Its just an idea and doesn't have to be added. I don't care that much if it is added or not Quote Link to post Share on other sites
AntaresMC 35 Posted January 14 Share Posted January 14 On 12/31/2020 at 2:03 AM, linuxgurugamer said: Why? This is KSP, not KSP2. There are other Orion drives around, and what would Metallic Hydrogen give you? He would then have to add all the supporting mechanisms for it, which can be a lot more work than you think I think there is work alredy done for mH engines. Although I agree it wont be a really big deal, as these engines are basicly overthrusted NTRs. I guess it will help with TWR in super heavy launchers... Quote Link to post Share on other sites
Maelstrom Vortex 95 Posted January 27 Share Posted January 27 On 6/14/2020 at 9:14 PM, Maelstrom Vortex said: Folding radiator deployment animation on the umbrella radiator seems broken to me, anyone else experiencing this? This only happens outside the editors, when the device is deployed. They deploy fine inside the hangar and inside the VAB. Several patches later, this is till happening.. cannot get the umbrella radiator to deploy or undeploy in space. It serves as an on/off switch but the animation is gone. Strangely in the VAB there appears to be two deploy/retract button areas.. one appears to govern activity, the other movement but one is not present outside the VAB. I've had to miniaturize them on my craft and just put them on in a deployed state because I literally cannot open the umbrella and do not know why. Quote Link to post Share on other sites
AntaresMC 35 Posted January 30 Share Posted January 30 On 27/1/2021 at 10:33 AM, Maelstrom Vortex said: Several patches later, this is till happening.. cannot get the umbrella radiator to deploy or undeploy in space. It serves as an on/off switch but the animation is gone. Strangely in the VAB there appears to be two deploy/retract button areas.. one appears to govern activity, the other movement but one is not present outside the VAB. I've had to miniaturize them on my craft and just put them on in a deployed state because I literally cannot open the umbrella and do not know why. The umbrella rad can not be deployed outside the VAB, its like multiple configurations. Idk if bug or feature tho. Im curious if this is intended, do you know @FreeThinker? Quote Link to post Share on other sites
Maelstrom Vortex 95 Posted February 10 Share Posted February 10 (edited) On 1/30/2021 at 9:28 AM, AntaresMC said: The umbrella rad can not be deployed outside the VAB, its like multiple configurations. Idk if bug or feature tho. Im curious if this is intended, do you know @FreeThinker? It wasn't a feature before. I'll say it that way. I mean it's not really an umbrella radiator when it is not in any way functioning as an umbrella. Edited February 10 by Maelstrom Vortex Quote Link to post Share on other sites
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