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raxo2222

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Everything posted by raxo2222

  1. I found other usage for triple alpha reactor (this one with built in charged particle generator).: Use it on p-Li7 mode, as it produces most energy. You can power other fusion engines with it, and there is no power loss with hot radiators unlike with molten salt reactor!
  2. What do you mean by "helium3 has high power requirements for cooling"? Anything below 1 MW is very low requirement.
  3. Are splaceplanes, that use atmosphere (and fuel for conventional engines, as nuclear powered can run on pure atmosphere) flying at more than 5 mach possible? I'm using RSS
  4. Ah then SMURFF isn't culprit then. what reference?
  5. I would like to have these 3 stock wing part to be IFS-able. All wing parts with IFS should carry every liquid non-cryogenic resource, as long as you have KSPI. Aaand these fuel tanks: Edit: I think you forgot to make KSPI fuel tanks to br RSS compatible - to have mass ratio of 1:20 for noncryogenic fuels.
  6. Nope, but I have SMURFF mod, that makes masses of parts and fuel ratios realistic. So looks like MFT + TweakScale + Smurff = Disaster.
  7. What is difference between this mod and Pilot Assistant?
  8. What is difference between this mod and Atmospheric Autopilot?
  9. Why Nbeta is negative number in this FAR window for low speed low altitude flights and hypersonic high altitude flights? http://imgur.com/a/vS0vG
  10. Protip: To see magnetic belts you have press red crosses on planetary radiation window that shows radiation values for belts. I found out that in hard way lol - I thought red crosses meant if something was present or not.
  11. It seems like this mod doesn't properly support scaling MFT tanks. MFT dev said its Tweak Scale bug. There is bug with levitating precoler (stock) part - if you downscale it to 0.625m and remove all fuel from it, it will levitate (negative mass bug): http://imgur.com/a/haHwO Down-scaling precoler part below 1 meter sets its mass below 0. This is critical bug - I have to exit game, or if I try launch unrelated craft game crashes.
  12. There is bug with levitating precoler (stock) part - if you downscale it to 0.625m and remove all fuel from it, it will levitate (negative mass bug): http://imgur.com/a/haHwO Down-scaling precoler part below 1 meter sets its mass below 0. This is critical bug - I have to exit game, or if I try launch unrelated craft game crashes.
  13. I was responding to this part of quote: Still end up using infin full to get to orbit and rockets insanely big in RSS. SMURFF reduces size needed for rockets, as it gives real world mass ratios for tanks.
  14. Get SMURFF mod, it makes parts have real mass, and fuel tanks have real mass ratios.
  15. Sounds like install went horribly wrong. Do you have KSP 1.1.3? Nuke everything to oblivion and reinstall all mods via CKAN
  16. Why Nuclear TORY engine isn't rescalable? I'm talking about this bigass atmospheric nuclear engine.
  17. Suggestion: Make clone of this mod for RSS, that has SMURFF level of liquid fuel/oxidizer/lfo/monopropellant/solidfuel mass ratios. Or a MM patch that detects, if there is SMURFF and RSS and changes mass ratios accordingly.
  18. Looks like Atilla can be used as electrical atmospheric engine. MPD has higher ISP, but much lower thrust and VASMIR simply doesn't work at sea level. http://imgur.com/a/cLTqy Higher ISP means higher max altitude for plane.using atmosphere as propellant..
  19. Well I meant disabling heat generation for KSPI engines. Or reducing it to stock levels.
  20. Or just disable stock heat generation altogether - even smallest earliest nuclear engine produces MW of power.
  21. Apparently thermal nuclear ramjet is prone to overheating and frying whole ship when DR is installed - I disabled internal heat generation, and now my ship is fine. http://imgur.com/a/yi2QP
  22. I disabled internal heat generator. Now my hypersonic plane is fine at flying 6 mach @ 32 kilometers on Earth.
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