raxo2222
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Everything posted by raxo2222
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Guess I dropped something into Jupiter.
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KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Looks like even He3 tank has low power requirements to keep itself liquid: -
[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
raxo2222 replied to TriggerAu's topic in KSP1 Mod Releases
It would be nice if there were pages to switch between resources: If you are making crazy stuff with resourceful mods I added so much of them to tanks, that it overflowed -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
This mod is extremely resourceful - added every radioactive/cargo/gas/cryogenic tank setup is added here. Only resources not present in "craft" are antimatter, quantum vacuum plasma (used by EM drive, can be it massless BTW?), exotic matter (used by warp drive) and stock resources - monopropellant, oxidizer and liquid fuel. Kerbal Enginer barely fits with resource list and advanced resource cant fit itself. There is bug with liquid argon - it instantly depletes itself even though its getting energy. All tanks are 1.25m sized Heres argon tank itself. -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
There is bug in solar wind collector tooltip: Numbers doesn't change when resizing collector. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
raxo2222 replied to ferram4's topic in KSP1 Mod Releases
Ah RIP then just disallow setting wing mass/strength, if it contains any resource. Add structural wing mode, that doesn't contain any resource, so you can adjust mass-strength of such wing. Wings, that contain resources are FAT and BigS wings and some more.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
raxo2222 replied to ferram4's topic in KSP1 Mod Releases
I feel like FAR should be last to apply mass modifier for wings. This way any resource changes would be recognized by FAR - and it would cleverly adjust mass instead of going randomly to negative mass.- 14,073 replies
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How to simulate this in KSP? ;^)
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
raxo2222 replied to ferram4's topic in KSP1 Mod Releases
I'm using dev build for tests, I noticed, that there are issues with dry mass scaling, when IFS or other resource - in wing switcher mod present.- 14,073 replies
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
It seems like there are some issues with dry/wet mass ratio scaling, when FAR is installed. It seems like you can actually find these bugs with Kerbal Engineer. -
This is what happens when you try to create negative mass
raxo2222 replied to quasarrgames's topic in KSP1 Discussion
This is normal bug, if you have two mass-modifying mods, that can operate on single part (anything containing resource) For example FAR lets you modify weight of part - lighter wings are easier to break (if its wings, and yes I'm using dev build) and KSPI-E allows you to switch between different fuels You can see result in Kerbal Engineer mod. Solution would be: FAR touches only dry mass for its wings (happens only if wing can contain resource). @ferram4 @FreeThinker Or KSPI-E gets sane dry/wet mass scaling. Tagging you here because no idea where report this bug. You can probably recreate these results with SMURFF, Modular Fuel Tanks, Real Fuels and other resource mods. Oh also did I mention Tweakscale? Resizing parts can have funny consequences like negative mass too. Best bet would be: Tweakscale sets mass first. Then resource mods adjusts dry/wet mass separately. Finally FAR can adjust dry mass of wings, that was already changed by other mods. Looks like when Ferram makes air great again and Freethinker makes space great again somewhere mass calculation was broken ;^) -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Semirelated question: How fast you can go in atmosphere, while being supported by lift force before you have to get out of atmosphere due to heating? By being supported by lift I meant lift counteracts at least 50% of gravity pulling you down. Is rocket or spaceplane better for jumping into Jupiters atmosphere and getting back? -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Is there any engine/reactor combination, that will allow to descend into Jupiter atmosphere and get back? What about other gas giants? Getting to low Jupiter orbit is easy. For reentering you will need good heatshield. Even you can send probe, that uses air to propel itself, so it can fly inside Jupiter atmosphere. But what about leaving atmosphere and getting back to orbit? Acceleration is around 2 - 3 g and you'll need like 30 000 m/s of DV to get back to orbit for Jupiter, before you can use low thrust highly efficient engines. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
raxo2222 replied to ferram4's topic in KSP1 Mod Releases
Ten years. Every time someone ask about ETA, release date gets pushed back twice as far.- 14,073 replies
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
yeah -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
What happened to big fusion engine? That light blue one. There were four ones - Daedlius, Vista, MagnetoInertial Engine and other one. -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Yep, I even posted screenshot that they can heat up to 3700 K with no problem on launchpad. Catching on fire when hot wasn't implemented for graphite radiators it seems. For example this radiator in that screenshot just works fine. its hovering like that because I disabled gravity On unrelated note I made EM/Molten Salt on Burnup mode probe, that can accelerate almost forever. It took 3 weeks to get off Earth SOI, achieving escape velocity from solar system was nearly instant comparing to distance travelled and it reached 0.33% of speed of light after few decades. I think EM drive with QSR needs relativistic cap Flying over 100 000 km/s! Passed nearby Saturn in 30 days! -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
I wonder if there could be fusion mode, that uses Hydrogen, Deuterium, Tritium, He3, Lithium6, Lithium7 and Boron at once -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Well radiator in screenshoot has area of 1 square meter. (and cheaty 6 square meters of effective area) And its outputting 25 MW - it would melt easily. It shouldn't be fairly hot 2900 kelvins. It should be blazing hot 4600 kelvins. (emissivity is set on 1.4 to simulate fully upgraded radiator) It seems instead of limiting atmospheric effectivenes you boosted space effectiveness. Edit: This radiator works even better on surface with atmosphere (sandbox mode, gravity almost off) I have latest version of KSPI Edit: more tests Checked other radiators. Not all radiators have surface bonus. heres test craft (infinite electricity hack is needed) http://www9.zippyshare.com/v/ouRRoX9Y/file.html -
KSP Interstellar Extended Support Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mods Discussions
Surface multiplayer - even its written in screenie above >.> -
That would be 10 000 times more flux - such beam could have such high intensity near source. 13 MW per square meter is a lot - that comparable with Sun's 63 MW / m^2 Temperature would be around 3900 K (for emissivity of 1) meaning you can't stay too long under such beam. Instant fires and stuff could actually melt and collapse when hit with it. Black body would glow in orange light if stayed long enough in beam. @FreeThinker can we model "Deadly Reentry" conditions, when our ship gets hit with powerful beam? Meaning it would heat up if we had for example had 2 receivers (beam would try to hit them), or if beam is too spread out. Lets pick 3 wavelengths: Microwaves, green light and extreme UV. Thermodynamically there wouldn't be much difference - emissivity may wary for each wavelength, but stuff would melt/vaporise. Wonder if ozone would give up if such powerful beam passed trough atmosphere. And what we would see on moon/earth, while standing far enough to be safe and close enough to see its effects?
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Question inspired by KSP Interstellar mod. Lets say there is 2117 year. We have colonies on Moon and Mars. We already have established fusion powered beam network sending a lot of energy - most powerful generators creating around 100 - 1000 GW of energy. What happens if such 100 GW beam misses target and lands on planet - lets say such spotsize is in between 100 - 10 000 meters. Of course there would be difference between microwave beam sent from nearby station (low atmospheric absorption, but spreads out easily) and extreme UV one (almost 100% atmospheric absorption, but can travel far without spreading very much) Can it cause forest fires/sunburns? Can few second exposure actually melt something?