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raxo2222
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Everything posted by raxo2222
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Radiator radiator? Which one is this? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
It would be nice if we had fusion turbojet/ramjet - essentially it would be one part in four: air intake + precooler + thermal fusion reactor (one that doesn't produce charged particles) and thermal turbojet/ramjet. Of course it would need external power so fusion reactor in it could work, but it would be lighter and more heat resistant. It would be rescalable like existing parts. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
There is bug in your Persistent Rotation folder - it comes twice: first is persistentrotation folder and second one is persistentrotation/gamedata/persistent rotation -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Can we get flat version of titanium or other radiator, that can function well in oxygen-containing atmosphere? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Well its fault of AIM reactors for heating radiators to over 2000 K when using thermal turbojet - AIM reactors are far away from thermal turbojets (that will get fixed). When I gave fusion reactors thermal generators and disabled AIM reactors altogether radiators barely heated up in atmosphere. Also they heat up more in space than in atmosphere: 4x reduction of surface area on surface is lesser effect than no convention in space... This means graphene radiators still work better on surface than space >.> Is possible to cap their max temperature depending on oxygen partial pressure? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Well it would be nice if it had tiny compressed air buffer. Edit: Thermal Turbojets cause even far away reactors by part connection distance to throttle up. Also flat radiators need to be flatter - they seem to cut trough wing if upscaled. Radiators are similiarly very hot when running on electrical engine. Wow these refrigators are really good compressors - I was able to have 2.5m WAKEFIELD accelerator run at full thrust and full power at 25 000 km altitude! -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
And thermal turbojet was using thermal/charged power from AIM, when there was like 10 parts (including going radially twice in spaceplane, that I gave link to) between AIM reactor and engine, but not when there were 3 parts inline between AIM and Thermal Turbojet (charged gen. for AIM, thermal gen. for MCF and fusion reactor) -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Nope. I meant ability to limit engin raw power usage to only reactor, that is connected inline. Well apparently I got much different results when I did one fusion reactor with reactor and one antimatter initiated reactor with charged generator. Now AIM reactor produces only 0.76% of potential power instead of 46%. Edit: here is spacecraft: http://www52.zippyshare.com/v/KrVfBc6q/file.html It has action groups: 1 toggles thermal engines and 2 toggles electrical engine. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Or make option for engines to use energy from connected reactor only. This way fusion reactor would power engine, and antimatter initiated reactor with generator will produce energy only to power fusion reactors without setting graphene radiators to blazing hot 2000 K. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Sadly still doesn't work - when antimatter initiated reactor is on there is generated a lot of waste heat while producing power for fusion engine. Also it seems also some power is used by thermal turbojets. It seems like antimatter initiated reactors try to pump very uneffectively thermal/charged power to feed thermal turbojets, that are radially attached to many other parts in between. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Im using less than 100 MW of power to power thermal engines using fusion reactors and ARCJET RCS and I'm getting around 7 GW of waste heat (I produce electricity in Antimatter Initiated reactor with charged particle generator) -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
It seems like there is bug with wasteheat, if you use one reactor for electricity production (for fusion reactor) and other for propulsion. I turned off electrical engine - most of electricity (around 40 MW) goes to two small fussion reactors, that power atmospheric turbojets. When I turned on electricity cheat and turned off antimatter initiated reactors waste heat problem disappeared. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
You can make anything fly if you put enough boosters under it ;^) -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
No I meant one without moving parts at all. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
;^) This reactor produces antimatter ----------------- Suggestion: Make unmovable version of umbrella radiator, that would be even lighter. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Can we also turn wasteheat to electricity in wasteheat recovery unit? -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Max acceleration under time warp is 1 m/s2. Get kerbal engineer to see wharts your acceleration. -
CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
raxo2222 replied to politas's topic in KSP1 Mod Releases
Apparently there is longstanding bug in CKAN database: It lists these mods: as if they were for version v1.1 -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Where can I store water/heavy water? -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
It seems like there is performance drop when you dock 2 ships with reactors/generators on it. I was having steady 30 FPS while controlling each of them, but after docking it suddenly dropped to 10 FPS, BTW it was very kerbal reentry. (I was in simulation mode) Also there is bug with wrapped microwave thermal receiver, that can act as radiator: If you deploy them and leave, it will undeploy itself when you focus back on ship. EM drive + QSR = epic ISP and >1 m/s2 acceleration with 2500 tons of mass. I have enough hydrogen to accelerate for 100 years. Daedlius engine comparing to EM drive doesn't need as much electricity, but it has much higher thrust and way lower ISP than EM Drive+QSR setup. -
Jebediah can hold 200 ton aircraft on his head
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KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Nope that won't work - one reactor can be connected only to one generator of same type. Radially connecting also won't work. It seems there is bug with air intakes/gas compressor: I'm getting performance drops on other planets than Earth, if atmosphere is present. Removing such parts improves performance on other planets. Here is such craft: http://www86.zippyshare.com/v/mipNGW0d/file.html -------------------------------------------------------------------- I can routinely make craft with 100 km/s of DV and starting acceleration of 1 m/s2 How to make craft, that has 1000 km/s of DV and starting acceleration of 1 m/s2? ------------------------------------------------------------------------------ Looks like vacuum plasma weights too much. Also EM drive actually needs 10x more of power, than its said on its tool tip due to 10% of propellant efficiency. I created 10m radius spaceship, that uses cesium for propulsion. I'm using Wakefield engine and Antimatter Initiated reactor. -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Apparently adding resources to tanks is very easy. Resources that I added are on end of resource lists. These configs are in TankRevamp folder. Here is Cargo Container modified modules: And single Cryogenic Tank. Here are modified modules of big cryogenic tank (4x height) And double cryogenic tank got updated. Best fuels for engines (used 3.75m Antimatter Reactor as energy source): Thermal Launch/Ramjet/Turbojet Nozzle, Plasma Nozzle - Kerosene - 4.5x Hydrogen thrust. Nitrogen and CO aren't far away. ARCJET/ATILLA - Xenon - 10x Hydrogen thrust MPD/VASMIR/Plasma Wakefield - Cesium - 11x/8x/11x Hydrogen thrust CANDLE/Solid Core NE/Timberwind/Lightbulb - Kerosene - 4.5x Hydrogen thrust. CO and Nitrogen also offer similar thrust. -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
I like it, now it isn't oversized. By the way will be liquid fuel, oxidizer, monopropellant, HTP, hydrates, diborane, and kerosene modes added to cryogenic tanks and solid fuel, ore, mona zite, spodumene and minerals modes added to cargo containers? All other resources are selectable in IFS tanks. BTW it seems there are like 2 more versions of water, that are in drill/isru buffer. and there is spodumene in resource config folder - probably yet another mineral, that can be stored in cargo container. --------------------------------- I have feature request for testing purposes: can you make infinite propellant cheat work with ISRU? That is all extractors can extract all possible resources at certain minimum percentage (for example resource concentration set to 0.1% if its lower than that value), even if normally resources doesn't exist here. And refineries could have all options enabled in refinery window even if there aren't valid resources here. For example I could produce hydrazine even when I don't have required resources. -
Here is nice list of planets with atmosphere (data taken from mod files): Tritons surface pressure is ten times too high: its 1.4 Pa not 16 Pa: pressureCurve { key = 0 0.0165 0 -1.11539E-06 Venus - 0.90 g 11 MPa 753 K 350 K Earth - 1.00 g 101 kPa 283 K Mars - 0.38 g 1 kPa 195 K Jupiter - 2.34 g 101 MPa 1278 K 166 K Saturn - 0.94 g 101 MPa 1005 K 136 K Titan (Saturn moon) - 0.14 g 159 kPa 95 K 125 K Uranus - 0.93 g 101 MPa 731 K 76 K Neptune - 1.16 g 101 MPa 718 K 71 K Triton (Neptune moon) - 0.08 g 16 Pa 37 K Pluto - 0.06 g 1 Pa 41 K