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raxo2222

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Everything posted by raxo2222

  1. Hmm perfect mod to compliment PersistentRotation I think these mods should be automatically recommended if not required, when you install KSPI. On unrelated note reactor core falls too low when reactor embrittlement reactor reaches high levels.
  2. I actually tested it now. It seems you could make Sample Return Mission to Pluto and back with it under one year - or even 4 months. Just add small probe to it. Dusty plasma can work for decades if you supply it with enough fuel. There is texture bug: On unrelated note reactors core gets absurdly cold with extreme reactor embrittlement.
  3. Texture of Daedalus is buggy - part of is completely transparent. Also engine still has 75 kN of thrust at 3.75m size.
  4. Can we have electric inline microwave receiver? Molten Salt is pretty much useless for powering 3.75m orange fusion reactor on fusion spaceplane. I have to use charged particles generator and fusion mode, that generates power in mostly charged particles. Edt: why dusty plasma reactor (this one fission with charged particles) is bigger than its radius shows? 3.75m part looks like it was 5m, and 2.8m looks like 3.75m This messes with FAR. Edit: Best reactor as of core temperature, that doesn't use antimatter and allows atmosphere for propulsion is dusty plasma reactor. MFT isn't balanced, but when I stuffed whole plane with reactors fuel it can fly for 10 years non stop! Edit: Now missing resource list in liquid fuel tank is even longer. Old list: Missing resources: Oxidizer, MonoPropellant, LiquidFuel/Oxidizer setting, LqdHelium Inconsistent resources: LiquidFuel (only in X48 inline), HTP (missing in X24 inline) New resources: Diborane, Kerosene (while this is real fuels, it would be nice to have this option in universal liquid tank - we have stuff like substrate or raremetals in universal holding tank). Deuterium, Tritium and Hexaborane could be included too. I want to see universal holding tank, universal liquid tank (He3 and antimatter can be exception due to their nature) and universal gas tank hold every possible resource in KSPI. This means, if I wanted to have resource X, then I would pick one of 3 tank types (not counting special snowflakes - He3 and Antimatter) Added 2 resources to MFT patch - Kerosene and Diborane
  5. So I could make clone of mothership, if it contained rocket building workshop But that would require ability to make rocket parts out of simpler resources. So I would need QSR reactor for infinite energy, particle accelerator for nuclear furnace, ISRU for making simple chemicals and nanotech metallurgy plant (something like 3d printer, just more advanced) and I could make any resource. imagines such starship making clone of itself and producing SSTOs and probes out of this solarwind "air" while batching nearby alien sun. Stuff like this would need USI/MKS/KAS/KIS/extraplanetary launchpads/infernal robotics, interstellar can take care of converting simple resources to stuff, that other 4 mods can use Edit: I think mothership would have cling to random asteroid, so it could feed itself with matter and produce probes/SSTOs and itself, unless its solar wind collectors would be big enough to collet lets say 10 ton of matter per day. While necessary resources could be missing, they could be fused in nuclear furnace. So self sufficiency would be like this: 21st century: Can make any fuel when in exosphere, and build rockets on orbit using materials delivered from planets/moons/asteroids. 22nd century: Fusing any lacking element is no problem, must create base on planet to collect materials, if you want to clone mothership or make new rockets, fuel can be created using only solar wind, but it would be bit slow. 23rd century: No planets/asteroids? No problem, either build bigass collectors or warp to search other stars.
  6. So He4 fusion is only useful for creating heavier substances. I wonder, if we could create hydrazine in deep space out of hydrogen. Hydrazine would be very useful for our thermal/VASMIR SSTO, as it gives highest DV, Hydrogen could be harvested from solar wind/interstellar space, and then heavier elements could be fused in nuclear furnace, then new resources could be transferred to ISRU so we could create hydrazine while in deep space, not just when on low orbit.
  7. Link KSPI-E for dummies leads to random comment in said thread on main post KSPIE for beginners (second link) is same thing as link above, just without pics and in google docs. EDIT: AI still shutdowns causing whole ship to be unresponsive, when there is not enough power. Microwave transmitter shouldn't use more power, than is available. Can we fuse He4 with itself in reactors too? It would be unlocked in same tech as p-p-p-p fusion.
  8. It would be more organized. Well you can sort table by technology level, so on first place it would be technologies, that you unlock earliest.
  9. ISP for Tokmak is only 3000 on Hydrogen, and Magneto Inertial Fusion Engine has ISP of 6678 on lithium mode (only lithium is accessible for this engine, even from VAB) Are these ISPs intended? On this table Tokamak has ISP of 11800 and Magneto Inertial has 6500 (actually its fine here). Can Magnetoinertial engine use lithium only, or aluminum too? This table is bit cofusing, it should be separated into reactors and reactors with integrated engines. Also Start EngineEMI and EnginePulse don't do anything.
  10. I think both of these fusion guys should have higher ISP. Core temp for them is over 300 000 kelvins. (sandbox) Also there is bug with smaller integrated fusion engine, when switching engine modes.
  11. @FreeThinker looks like reducing receiver reception doesn't reduce incoming energy transfer - radiators heat up independently from this setting. Edit: How fuel is heated up in AIM/Antimatter reactors, where core temp is higher than 3000 K - more than most solids can withstand? How much fuel can be actually carried trough magnetic fields, so it can't touch anything while being very hot? When you run fuel trough 5m Antimatter reactor and thermal engine it heats to 220000 K and it flows in hundreds kilograms per second
  12. Apparently upper limit of power doesn't scale with microwave part size, or at least number in GUI doesn't.
  13. IDK if I should post there, but support for SMURFF would be nice. It changes mass ratios of stock resources to be realistic. I play with RSS, so mod like SMURFF is a must.
  14. I was thinking about liquid resources, but they are as realistic as they can. So you don't have to care about IFS. But it would be nice to have modular fuel tank patches, so we could have realistic mass ratios for liquid fuel, oxidizer, and monopropellant.
  15. So @FreeThinker himself should set his IFS tanks to real/kerbal values for liquid fuel, oxidizer, LFO and monopropellant, if per part configs aren't avoidable. So there shiuld be something like this: No smurf - stock resources mass ratio is stock, smurf installed - then mass ratios are for RSS. EDIT: Can you make MFT compatible with SMURFF then? This way MFT tanks would have realistic mass ratios for stock resources.
  16. Hmm then it seems like you are right and SMURFF needs to change hydrogen tank mass ratio
  17. Why IFS tanks have hydrogen mass ratios 1:8 - 1:10 ( 87.5% - 90%) at first place? Also it seems like you could pick hydrogen (lightest tank) empty and switch to heaviest resource getting excellent mass ratio. Record mass ratio I could get was for Hydrogen tank -> HTP tank (spherical one), It went from 1:10 to over 1:200
  18. There would be 4 compability modes: IFS and SMURFF only: tanks with IFS have real life mass ratios. IFS and MFT only: MFT tanks have same mass ratios as low end KSPI tanks. All tanks would be IFS tanks (mod tanks - MFT/IFS depending on other modders), only procedural tanks would be MFT ones to keep their malleability. SMURFF and MFT only: mass ratios are improved with SMURFF, can hold multiple resources. IFS, MFT and SMURFF: mass ratios are just like in real life, IFS and MFT tanks have same mass ratios if they hold same resource. Every stock tank would be covered by IFS, procedural - only MFT as they are very malleable, and others would be MFT/IFS ones depending on other modders. IFS would mean you can switch between any resource in same category once launched (gas/liquid/cryogenicliquid/solid), and MFT would mean ability to hold multiple resources in one part. Really KSPI could contain only 3 classes of tanks: Gas, solid and liquid. Internal structure doesn't change much, if you change between solids, liquids or gases - you can reuse argon tank as xenon tank, or dump all that depleted fuel outside and reuse now empty tank as ore tank. Hydrolox/LFO/Methalox tanks should be switchable only between themselves, as they contains 2 tanks in one. Mixing different classes of resources should make MFT tanks little less efficient - if you want to hold allumina, oxygen and liquid oxygen in same tank, you would actually to have put 3 tanks in one and some machinery lowering its mass ratio. Since IFS is so strongly tied to KSPI, then all propellants except He3, as it needs much thicker walls than other cryogenic propellants (or make tank containing He3 banned from switching from/to that resource after launch) should be accessible to all fuel tanks.
  19. I really don't know where to suggest this: To SMURFF dev @Kerbas_ad_astra or IFS dev @FreeThinker or MFT dev @taniwha... It seems like there is schizophrenia going on between MFT/IFS tank (MFT tanks have different mass ratios than IFS ones), and SMURFF that rebalanced stock resource mass ratios doesn't help it either - IFS and MFT are balanced on stock mass ratios, at least on procedual part tank, even if you install SMURFF SMURFF increases mass ratios so you can actually reach orbit using stock parts for RSS.
  20. IFS and MFT tanks should have dry mass multiplier, just like SMURFF does - for stock IFS mass ratios are fine, as its inline with stock, but it should be reduced, if you have bigger planets modpack, like RSS. MFT tank should have mass ratios defs for stock and for RSS - it would change dry mass depending on planet mod, if its stock, then make all gases have mass ratio of stock xenon tank, solids - stock ore tank and fuels - same as IFS. If there is RSS installed, then dry mass should be reduced just like in SMURFF. Liquids would have mass ratios of SURFF liquid tank, solids - of SMURFF ore tank, and gasses - of SMURFF xenon tank, if said tank contains xenon. At the end I want to see same fuel mass ratio not depending if its for example procedural part with MFT definition or dedicated IFS tank. If you had SMURFF AND RSS, then all mass ratios would have higher values, but consistent with themselves. For now it seems like MFT tanks and IFS tanks have inconsistent mass ratios, which doesn't depend, if you are playing stock or RSS.
  21. I found something little weird: I think MFT is unbalanced comparing to IFS - all I did was copying and pasting resources so MFT tank would contain newer KSPI resources. Procedural part tank with MFT doesn't change mass ratio when changing size. Also SMURFF has its own ideas for mass ratios of stock resources. Liquid Fuel, Liquid Fuel/Oxidizer, Oxidizer and Monopropellant: 1:25 - 1:33 mass ratio - 96% - 97% of fuel tank mass is fuel. Xenon - 1:10 - 90% of mass is fuel Ore - 1:20 - 95% of mass is fuel It needs to be single mass ratio for any fuel/propellant - it shouldn't matter if tank is defined by MFT, SMURFF, RealFuels or IFS. Dry masses of tanks could have a multiplier - for RSS it would be 1 and for stock it could be some bigger number to balance DV. Here is for example liquid fuel and hydrogen tanks: Procedual part with MFT: 1:9, 1:1.61 Interstellar fuel tank: 1:8, if smallest tank could hold it, same for hydrogen. and SMURFF be like: fuel mass ratio for liquid fuel is something like 1:25, for hydrogen 1:2 - 1:3 It seems like someone with good config modding skills should make confings for SMURFF, MFT and IFS, so they had consistent mass ratios across these 3 mods.
  22. I think MFT is unbalanced comparing to IFS - all I did was copying and pasting resources so MFT tank would contain newer KSPI resources. Procedural part tank with MFT doesn't change mass ratio when changing size. Also SMURFF has its own ideas for mass ratios of stock resources. Liquid Fuel, Liquid Fuel/Oxidizer, Oxidizer and Monopropellant: 1:25 - 1:33 mass ratio - 96% - 97% of fuel tank mass is fuel. Xenon - 1:10 - 90% of mass is fuel Ore - 1:20 - 95% of mass is fuel It needs to be single mass ratio for any fuel/propellant - it shouldn't matter if tank is defined by MFT, SMURFF, RealFuels or IFS. Dry masses of tanks could have a multiplier - for RSS it would be 1 and for stock it could be some bigger number to balance DV. Here is for example liquid fuel and hydrogen tanks: Procedual part with MFT: 1:9, 1:1.61 Interstellar fuel tank: 1:8, if smallest tank could hold it, same for hydrogen. and SMURFF be like: fuel mass ratio for liquid fuel is something like 1:25
  23. Since you handle other mods resources, can you handle huge range of KSPI-E resources? While it uses Interstellar Fuel Switch, procedual fuel tank uses MFT patches to adust fuel mass ratios, but there is mismatch.
  24. Well you can make 0.625m molten salt reactor on burnup mode. Bring megajoule charger with it. But you need thermal generator connected to omega reactor on other side to actually maintain fusion. you can also make 1.25 molten salt on uranium burnup mode, then you don't have to add megajoule charger and thermal generator to omega reactor, if it uses low energy to maintain fusion, like D-T
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