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raxo2222
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Why EM drive loses thrust, when radiators get very hot? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Can we have Reactor/Engine table separated in 3 sections: Fission\Fusion\Antimatter sections? These parts should be listed by unlock technology, since cost is invalid, as reactors/engines can have only certain sizes. I'm talking about second table in OP. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Yes Now HydrogenConsumption*Hydrogen Lifetime is equal to Hydrogen Reservers - difference is at third place after comma. ((kg/day)*day = kg). -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Something isn't right.... If fuel consumption is really 19 mg per DAY, then after 2 years and 66 days it should consume around 15 grams, not 1 063 000 grams of hydrogen. It seems like hydrogen consumption is in mg/second, not mg/day - its around 56 000 times off (should be 86 400 times, but I rounded few numbers here and there) Pretty 22nd century craft though (it would be hopefully 23rd century, if it had warp drive - Stellaris reference ;)) -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I meant size - 1 ton black hole would be much smaller than proton: http://www.wolframalpha.com/widgets/view.jsp?id=15c7a7eb32c8610b005811b8640ebc1 Black hole, that is heavy as Earth would have size less than one centimeter. In your new model of QSR reactor it seems like blackhole has size of few meters, since smallest QSR reactors have 5 meters radius. So instead of black hole it should have blinding blue-white dot. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Wouldn't be black hole this big have mass of Earth or even higher? -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
So no atmospheric engines can run at higher speeds than 5 mach, faster than that and incoming air just melts engine insides. And why CR2 Ramjet has so weak thrust? It cant generate more than 50 kN. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
Is there any engine, that can fly faster than RAPIER? -
Ah then how do I add alternator module to all engines at once? Here is RAPIER jet at its limits:
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What about plane full of fuel that can takeoff at 0.3 mach (90 m/s) and fly at speeds up to 6 mach before engine meltdown? This plane uses Tweak Scale, FAR and AJE. Also I have Kerbalism on realism mode and 40 other mods. RAPIERS doesn't have generators apparently @blowfish http://imgur.com/a/5qLML It can barely start flying without afterburners on. Here is craft file: http://www14.zippyshare.com/v/lqYcBDQZ/file.html http://www14.zippyshare.com/v/iOYtrMYA/file.html Here is nuclear jet - KSPI mod plane.
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
It shouldn't be tweakscalable - there is (mod compability) bug Since I fixed this, I can't tweak scale engine. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
I'll just reinstall these. Apparently CKAN doesn't remove 2 solver engine files after uninstall: They remain here: \Kerbal Space Program\GameData\SolverEngines\Plugins\PluginData\SolverEngines config.xml and EngineDatabse.cfg Only 2 engines had constant ISP, others had variable one. --------------------------------- Reinstall didn't fix it. I tested only faster one with 4000 ISP now. Here's log: http://www52.zippyshare.com/v/NsPajakt/file.html Its 6 MB - I have a lot of other mods and added and removed mods when I was playing sandbox. There is some mod incompability Edit: It was fault of Persistent Thrust mod. Now engines are working correctly. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
There are 2 jet engines, that have constant ISP: http://imgur.com/a/narmL I tested these on launch. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
raxo2222 replied to ferram4's topic in KSP1 Mod Releases
Weird then my AJE didn't install properly, because some of jet engines have constant ISP.- 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
Hmmm so also we can get optimal altitude of flight - get autopilot and pick pith equal to optimal AOA. It will fly higher and higher until AOA equalizes with pith. With AJE there are 3 engines with constant ISP: slower turbojet engine at 12000 (for subsonic aircraft), white-ish turbojet at 4000, that can go very fast too - for hypersonic aircraft. And there is RAPIER with even higher max speed. With RAPIER I could fly at 6 mach.- 14,073 replies
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[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
Well I want to downscale them slightly to have kickstart - there is one engine, that doesn't have static thrust, so it needs others engines to accelerate plane. Here is plane (Uses RSS/tweakscale/IFS so I can have 1:20 mass ratio pure liquid tanks): http://www117.zippyshare.com/v/Kb8rcpkz/file.html -------------------- Since SCRAMJET is so undocumented, then can we get support from nuclear engines from Interstellar Extended? Normally these engines can run up to 5 - 6 machs before thrust loss I think Nuclear Thermal engines on atmospheric mode react differently to incoming air than standard turbojet engines. These engines run on pure air, heat it up and expel it. -
[1.8-1.11] Advanced Jet Engine v2.17.0 (June 26)
raxo2222 replied to blowfish's topic in KSP1 Mod Releases
Can we have AJE engines tweakscalable? And which one allows to fly at highest speed? Can we have SCRAMJET engine or something, that can operate at higher speeds than 5 machs? -
[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 wonder if there could be some sort of calculator, that could pick best pith setting, altitude and speed for our aircraft, so we can know how high, how far and how long it could possibly fly.- 14,073 replies
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Looks like downscaled turbojet overheats too easily. Is this DR fault? http://imgur.com/a/wSHJ8 -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Tell that to starwaster - DR dev HE said precoolers shouldn't be used for SSTO as they cant resist heat. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
well radiators did good job all way to the orbit. Here's my craft: http://imgur.com/a/2d9jr Instead of 2 precoolers it has smaller fuel tank with Hydrazine. Edit: This triple alpha reactor should have hydrogen gasifier/liquifier too. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I talked about precoolers in DR thread. Starwasher said, that precoolers shouldn't be used in SSTO designs - their low skin maxtemp is intentional. So looks like we have to cool engines with radiators. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
raxo2222 replied to Starwaster's topic in KSP1 Mod Releases
well this precooler is used for KSPIE thermal engines to cool down incoming air. So looks like I would have to quickly leave atmosphere or simply not use precoolers and hope engine doesn't blow up while on atmospheric mode. My craft is SSTO - its supposed to go to orbit by its own.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
raxo2222 replied to Starwaster's topic in KSP1 Mod Releases
Well I have RSS, this means staying longer in upper atmosphere. Also precoolers burned up during ascending.... Shouldn't be this precooler covered with reentry tiles? So looks like I have to remove precoolers entirely or manually make their skin temp at 2700 (both internal and skin max temp are set at 1023 degrees). I'll post screenshots of my craft later. Edit: Yep only precoolers can't take this burn - all parts have skin max temp well over 2700 while precoolers have max temp of 1073 kelvins - both skin and internal. Also this max temp limiter was at 1528 degrees or something but I increased it exactly to 2700 degrees. http://imgur.com/a/2d9jr So precoolers are useless.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
raxo2222 replied to Starwaster's topic in KSP1 Mod Releases
Why stock precoolers are so weak to heat? Max skin temp is only 1023 degrees Celsius or so. Do I should move wings to bottom of spaceplane, so precoolers would be hidden by wings from hot plasma?- 5,919 replies
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