Jump to content

raxo2222

Members
  • Posts

    1,092
  • Joined

Everything posted by raxo2222

  1. According to CKAN this mod is incompatible with KSP Interstellar, at it needs IFS and IFS Core. Is it possible to make them compatible @FreeThinker ? Or add to IFS feature, that allows you add multiple resources of same type to single tank?
  2. It seems like wheels are broken when downsized to 10% (small wheels). Whole aircraft is downsized though:
  3. It seems like tiny aircrafts aren't working well... or at least tiny wheels. Had to enable infinite electricity too. /blame KJR and Tweakscale
  4. I build bigS powerplant. 400 GW of power emitted. Probably it would work better on Moon Small AIM reactor. -------------------------------------------------------------------------------------------------------------------------------------------- Big one would need a lot of big antimatter collectors. --------------------------------------------------------------------------------------------------------------------------------- We need bigger antimatter factory. Also it seems like you need fusion reactor to easily produce antimatter for antimatter initiated reactor. --------------------------------------------------------------------------------------------------------------------------------------------- Causally producing 5 TW beam here. (radius of energy producing parts: 30 meters) This compares to 17 TW of power, that whole humanity uses. Even 1000 tons of reactor lasts only 3 years - using 1.5 ton of fuel per day! That is 17 g of matter being used per second.
  5. Not all resources have their tanks. Kerbal engineer shows all resources on test ship, and there are few missing resources, that you can find only in stock tanks (shown in screenshot). Also there are no hydrates/kerosene tank at all. ------------------------------------------------------------------------------------------------------------------------------------------------- Aslo there is two forms of water: one in cryogenic tank and other in isru. Liquid argon still instantly disappears. ------------------------------------------------------------------------------------------------------------------------------------------------ Two refineries windows still not fixed:
  6. Well it doesn't work. Edit: apparently you have to move slider one way or other to make it work
  7. How to gather compressed air? I slapped stock intakes and tanks containing compressed air and nothing is collecting.
  8. I'm using RSS, so planets and stars have proper sizes.
  9. You can actually calculate properties of BH here: http://xaonon.dyndns.org/hawking/ For black hole producing 420 GW of power (your QSR reactor) you would need 29 MILLION TONS of matter. If you want to power today civilization (energy usage is 17 TW), you would need only 4.6 million tons of matter (weight of black hole). Such black hole still would have size of 6.8 nanometer. Also these black holes have over thousand billion kelvins producing gamma radiation. Such mass would mean, that conventional engines are useless - only black hole powered engine could probably move it. 100 ton black hole would produce extreme power - around 3.5 *1016 MW - 8.5 MILLION MEGATONS per second to just promptly disappear in around 0.08 seconds. Also its temperature would be around 1018 K - waaay past hard gamma radiation replacing your ship with subatomic particles. If you wanted to have black hole with event horizon of 1 cm (its bigger than that in QSR reactor), it would weight as much as whole Earth, while having temperature around 0.01 kelvin and having power of 8*10-18 W, also gravitational forces would destroy your ship into subatomic particles. If you wanted core temperature of 220 000 K like in your QSR reactor, black hole would generate much less than 1 W of power and weight only 5*1014 tons. This means your QSR reactor is crime against physics. If you wanted good black hole reactor, it would have to weight around 10 million tons and it would have to resist hard gamma radiation of around 850 MeV per photon. http://www.wolframalpha.com/input/?i=10^13+K Gamma ray is photon of around 1 MeV energy.
  10. So looks like I would have to do it manually for over 30 Interstellar resources then... or calculate stuff with excel.
  11. So no easy way to see how much resources cost per kg/liter?
  12. Apparently only core can be installed according to CKAN- rest of mod is incompatible with IFS
  13. Can be solid fuel and ore (stock resources) added to cargo container? Also liquid fuel/oxidizer/monopropellant could be added to cryonic tank (that tank could be named as well as liquid container) Edit: Mopedantte, minerals and hydrates mode could be added to IFS Cargo Container. HTP, hydrates and kerosene (if they need to be stored in cold place) could be stored in cryogenic tank. So to sort it: add liquid fuel, oxidizer, monopropellant, HTP, Hydrates and Kerosene modes to cryogenic tanks. add solid fuel, ore, mona zite and minerals modes to cargo containers.
  14. Is there any mod, where you can see how much resources cost per kg/liter?
  15. Apparently if you block all waste heat flow on ship you turn off this feature altogether: This bug was here since forever. Stock solid fuel and enriched uranium doesn't have such option, BTW nuclear turbojet doesn't have intake according to part pic. There is no such module like this in nuclear turbojet config: MODULE { name = AtmosphericIntake intakeTransformName = Intake area = 0.01 intakeSpeed = 12 } Aaand another bug: according to kerbal engineer EM drive quantum plasma has huge mass. Quantum Vacuum Plasma should be massless resource.
  16. I made craft for mass test of all reactors. CANDLE and IMF Engines can't use generators. QSR, Tri-Alpha and IXS reactors have built in generators. Here is craft with all 19 reactors sometimes with engines. Reactors are sorted my increasing base core temp - all parts have all upgrades. All reactors have size of 2.5 meters where its applicable. and craft file: http://www88.zippyshare.com/v/laxjSF6K/file.html Glued plutonium tank (this material has highest density of all ingame materials) to one side, now test craft has balanced thrust. On unrelated note can we have waste heat thermoelectric generator? When temperature goes well over 1000 K in WH plumbing, you could reuse it to get back energy. Such part would have waste heat to electricity generator depending on wasteheat amount and radiator, that only cool downs said part. https://en.wikipedia.org/wiki/Waste_heat_recovery_unit https://en.wikipedia.org/wiki/Thermoelectric_generator This is what happens, if you have wasteheat in fairly one place. Once wasteheat leaves ship as radiation/convection its truly lost..... unless you stick your small hot radiator at solar panels ;^)
  17. I think this feature must be new: I noticed that fusion reactor has core temp of 32000 K while generators hot bath temp is 3200 kelvins. Here is list of core temperatures for all reactors and engines with builtin reactors. All parts are fully upgraded, as I play sandbox. Quantum Singularity Reactor - 320 000 K Plasma Beam Core Antimatter Reactor - 220 000 K Magneto-Inertial Fusion Engine - 135 000 K Open Cycle Gas Fission Reactor - 58 910 K (could be rounded to 59 000 K) Dusty Plasma Fission Fragment Reactor - 37 000 K MFC Spherical Tokamak Reactor - 32 000 K Stellarator Fusion Reactor - 25 000 K Antimatter Initiated Fusion Reactor - 20 000 K Closed Cycle Gas Core Engine - 20 000 K TIMBERWIND Engine - 3750 K Magnetized Target Fusion Reactor - 3200 K Tri Alpha Colliding Beam Fusion Reactor - 3200 K IXS Magnetic Confinement Fusion Reactor - 2500 K - Isn't this one redunant? Also tweakscale size is different than actual size. Pebble Bed Reactor - 2500 K TORY Nuclear Ramjet Engine - 2500 K - tweakscale size button shows number 2x too big and useless two buttons. CANDLE Engine - 2492 K - could be rounded to 2500 K :p, also this has redundant switch mode/swap fuel buttons. Direct Cycle Nuclear Turbojet Engine - 2250 K - same useless button are here too. Solid Core Nuclear Engine - 2240 K (could 2250 K - not too much difference :p) also needless buttons here too. Molten Salt Reactor - 2000 K
  18. It seems like some graphite radiators still are fine with 3600 Kelvins inside Earth atmosphere. Maybe you should link radiator temperature with stock temperature? Or close flow of wasteheat into radiator? BTW you can turn on QSR if you use gravity hack and lower it all way to 0. Also it seems that fusion reactors embrittlement speed doesn't depend on lithium level for thermal/neutron producing reactions.
  19. Apparently there is small bug, when you pick power directly and trough relay:
  20. Well I was getting spammed with nullreference exception errors. Ship starts doing like 2 rotations per second after you reach 40 - 50 m/s and randomly launches in air. When I plopped these ships on water with hyper edit they sank destroying reactor with generator and beam producer on top of it. Maybe tweakscaling broke them....
  21. I think this mod is incompatible with dev version of FAR GG
  22. Found easily ship part modpack. But cant find mods for heavy duty gear.
  23. I recreated this with 3.75m D-Li6 orange reactor (this one, that can do both charged and thermal energy conversion to power). My test rocket engine/wings exploded from overheating. Also what are good alternatives to imgur? It fails to upload couple pictures every time I create album. Also it sorts pics completely randomly >.> Added radiators to upper stage. I managed to achieve 7 km/s before beam source disappeared behind horizon. I probably would reach orbit, if I aimed for 500 km one.
  24. Now add tank tread as gear, so we can drive even 10m diameter lasers "p Or at least Interstellar class heavy duty gear.
×
×
  • Create New...