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WaveFunctionP

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Everything posted by WaveFunctionP

  1. It is my understanding that the thermal generators are only supposed to generator power based off of thermal power, so if it is generating power off of charged particles, I assume that it is a bug.
  2. You need a compiler installer on your system. Fractal's github account is a bit annoying to get setup to compile, since he doesn't include all the files required to setup a project in an proper development environment out of the box. I'll see about fixing those problem on my experimental version if anyone wants to use the updates until fractal gets around to updating.
  3. Some reactors produce a portion of their power as charged particles. A generator set to direct conversion must be used to convert this output to MJ. I'll be covering this in my next video. This is why two generators is useful, one for charged particle output and one for the thermal power output. I no longer have the craft files for the Prometheus. It ended up being 3 3.75 fusion reactors, with 3 thermal nozzles, 2 vista engines under side mounted tanks, ISRUs connecting them all together, small tanks underneath the vistas to keep them from overheating, and another above the center fusion reactor to balance fuel transfer, and ensure that the ISRU's output their fuel properly, topped off with a command module and mobile science lab, and science lab for kicks, parachutes for atmo landings, landing gear and enough reaction wheels to turn the beast.
  4. Strange, afaik, I haven't touched anything related to reactor power. I've been busy working on my science addon, so I haven't messed around with power networks much in playtesting. I'll take a look at it.
  5. Microwave transmitters transmit megajoules. The inline thermal receivers convert received megajoules to thermal power. You'll need a generator to convert the reactor's thermal power to megajoules in order to transmit power to the inline thermal receiver.
  6. Fusion is my primary means of both propulsion and power generation after I unlock them.
  7. The code is publicly available, you can find out for yourself if you wish. A good engineer should know the code he is using.
  8. First, the the author provides the mod as is. He doesn't get paid to make this software. Secondly, no one here has the unfortunately job to wait on your every question. And lastly, just like all other science data, the results windows will how you how much data it contains. And the transmitter tells you how much and how fast it will send data and as a result how fast it will drain electric charge.
  9. Right click on the receptor and move the slider. You using are using the latest version?
  10. I have one small request, rbray89. Can you include a last updated date in the thread title. Keeping track of version numbers is difficult with many mods. I tend to do an update sweep and update anything that has been updated since a certain date, and being able to scan the title for updates is very useful. Love the mod, It is an essential mod on my main saves.
  11. Oh, and the reception slider still works like in stock kspi. I'm very interested in your issue. Hopefully we can get it resolved.
  12. I assume you are using a quad pack of thrusters? I'll take a look at it. edit: Looks fine to me. You'll have to elaborate. If you don't have enough power to run all the engines, you'll run into issues. Even without my power throttling code.
  13. Any of the nuclear fuel tanks can store depleted fuels. Since it appears you are using UF4 mode, and you have no actinides built up yet, when you get ready to refuel, just dock a ship with a UF4 tank and reprocess the fuels. The deleted fuels will go into the tank, and can top off whatever amount of UF4 is needed with the tank. You can then undock the refueler, and recover or destroy it, as there is no use for depleted fuels.
  14. Please show me a picture of the craft, with the power and resources windows open.
  15. I assume you are referring to my experimental version. In which case, no, but I'm not clear on why you would want to.
  16. You rang?! May I present, the Prometheus. Later designs got smaller. But it was a beast. I posted earlier in thread with the design. There's very little that plenty of fusion rockets, vista engines and refineries can't do. This was before the inline ISRU was an option.
  17. I think mg/hour makes the most sense. And now that I think about, editing the units on the tooltips ingame to show this instead of days would probably resolve the issue with kerbal vs earth time.
  18. You might find the video tutorial video in my sig helpful. I'll also hopefully be uploading a video on power generation this week.
  19. Days are calculated as 86400 seconds in KSPI, and it is used all over the place. They didn't change the seconds for kerbal days, so changing those calculations would mean a lot of if statements. I wouldn't bet that it would be a high priority bug. This behavior you describe is similar to stock engine behavior. Sometimes you are trading part count for efficiency.
  20. You might try going back to the space center, sometimes vessels will not receive or relay until your reload the vessel. Particularly after staging.
  21. What matters is EC capacity for starting fusion reactors. You need enough to start the reaction for a couple of frames, then the output should sustain itself. I find that adding a single 2.5m stackable battery is enough, depending on how much capacity you have from other parts, two would be more than enough.
  22. The receiver is best used in when not at long interplanetary distances or if not a lot of power is needed at those distances. It is lighter and easier to fit onto a ship in multiple directions for good coverage angles. The array is best used for transmitting and relaying, since size does not matter when doing those things. The deployable array is best used to get larger amounts of power at longer distances.
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