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raxo2222
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Everything posted by raxo2222
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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 built hypersonic plane I can trade altitude for speed by setting pitch on autopilot, but lower pith settings means hotter flight, as you fall to denser parts of atmosphere and fly faster. It doesn't stall even at AOA of 20 degrees! http://imgur.com/a/pgdv1- 14,073 replies
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- aerodynamics
- ferram aerospace research
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@FreeThinker I think you can add more fun to your nuclear engines/reactors
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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 would have test this without internal heat generation - most likely heat is coming from nuclear ramjet from Interstellar Extended too.- 5,919 replies
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- reentry
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
http://imgur.com/a/676PY I achieved new record in slowness of aircraft -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
raxo2222 replied to Starwaster's topic in KSP1 Mod Releases
Here is firefly at 30 km and 5.5 mach. Is reentry heating normal? I use newest version of RSS/DR/Real Heat mod. http://imgur.com/a/xsGbU I used ignore max temp cheat. Edit: disabled internal heat generation, temperature suddenly fell by 300 degrees. It seems like Nuclear Ramjet still is incompatible with Deadly Reentry @FreeThinker- 5,919 replies
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- reentry
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I slightly changed my nuclear fly. It achieves stable flight at 30 km @ 5.5 mach. It starts to glow though both from hypersonic compression and engine heat generation. http://imgur.com/a/ra2Y4 -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
raxo2222 replied to ferram4's topic in KSP1 Mod Releases
With nuclear turbojet engine and wings like long triangle my 22 ton space plane is capable of flight around 0.4 - 1.75 mach at sea level. http://imgur.com/a/ly1fm- 14,073 replies
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- aerodynamics
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Apparently Nuclear Turbojet is best option for atmospheric exploration: its cheap, and it has highest core temperature of 3200 (and higher if less fuel flows trough engine). But its thrust is flickering at high speeds when on atmospheric mode. I built space plane that can fly as low as 0.4 mach. http://imgur.com/a/ly1fm -
Since when kerbals have to drink water and recycle pee in your mod? I don't have Real Fuels - instead I have MFT. Edit: I had Default confing enabled insted of Realism one
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I posted this as is without any edits. I saw this Nuclear Tank There is no depleted fuel and actinides storage - I saw plans on OP fuel table here, that involves actinides. What happens to actinides or depleted fuel or fusion products if its getting produced, and there is no more room here? And MM patch - now I checked it and indeed its updated. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Friendly reminder about storage suggestions: -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Well since tiers are assigned to specific time periods, then fission tech should be moved back to lower tier. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
It seems like Interstellar technologies are randomly placed at end of Historical Progression tech tree - it seems like you can unlock advanced fusion and fission reactors. This mod should branch off with nuclear reactors/engines from main tree progression, and have costs 2x higher or something to represent, that while this tech is possible, its not used. Fusion reactors seem to be about right. Last fission technology should be unlocked before first fusion reactors, just like in stock tech tree, or at least be unlocked at same tier. Antimatter techs should be at very end and need latest advancement from multiple branches, not just lwarp drive and QSR. Edit: AI core core is missing in that tech tree. Also graphite radiators should be placed in 2 groups: non movable, which unlock graphite MK1 tier and movable, that unlocks MK2 tier. -
Can MPD or VASMIR use oxygen containing resources?
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@FreeThinker I think you could add this resource to your mod, as it is even better than Hydrazine.
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
No one reports good bad bugs and fun exploits apparently. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Do you realize you can move toolbar somewhere in game? It doesn't have to be in middle like by default. -
Probes requires antennas to function with this mod installed. I found it in hard way. Kerbalism control panel is obstructed by resource list on flight mode. It would be nice if it appeared somewhere else.
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
There is extreme thermal power efficiency (over 2000%) bug with thermal generator attached to closed gas core reactor: LOOOOOOOOOOOOOOOL -
[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
raxo2222 replied to Probus's topic in KSP1 Mod Releases
There are a lot of obsolete parts in this tech tree from KSPIE, @FreeThinker may want look at @Probus mod.- 1,028 replies
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- tech tree
- engineering
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I said, that next question is completely unrelated to previous one. Resource cost list has nothing to do with VASMIR fusion probe, that I built. Edit: QSR reactor has inconsistent reactions config: ProduceGlobal is True for Deuterium and Helium, but its False for Hydrogen. This nuclear powered bird reaches 6 mach. Is it possible to fly faster using air only? I can fly in mesosphere at 5 mach. http://imgur.com/a/kyZYr -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
raxo2222 replied to FreeThinker's topic in KSP1 Mod Releases
I was talking about stock parts, that contain resources. For example stock parts like precooler or Big-s/FAT wings could be IFS-able- 1,187 replies
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- fuel switching
- mesh switching
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Looks like Proton - Lithium 7 fusion is best mode (most power produced) for Beam Fusion reactor (that one with built in charged particles reactor) Its most energetic node. On unrelated note can we have list of how much ton of each resource cost? List would be sorted by cost per ton. Edit: VASMIR gets modest TWR and over 200 000 m/s of DV from this reactor. http://imgur.com/a/BBdJl -
[1.8.1 - 1.12.5] Interstellar Fuel Switch (IFS) 3.29.5
raxo2222 replied to FreeThinker's topic in KSP1 Mod Releases
I have small suggestion for IFS: What about covering every stock tank with this plugin? When using only this mod in stock, then you should be able to switch between Liquid Fuel/Oxidizer/LFO/Monopropellant in every tank, that can contain one of these resources. Solid Fuel/Xenon tanks would get real mass ratios, if RSS is detected, along with liquid resources tank. There are some parts, that are adapters or aerodynamics parts, that can hold liquid resources.- 1,187 replies
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
This is tech demo - its to show all reactors and engines existing in this mod, not counting 2 chemical engines.