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raxo2222

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Everything posted by raxo2222

  1. @FreeThinker there is small bug/inconsistency in reactor fuels cofing. Notice that SingularityHydrogen has produceGlobal = False, other QSR reactions have produceGlobal = True On UNRELATED note it seems like you get Hydrogen from Helium reaction meaning you can take Helium with you and produce Hydrogen.
  2. @FreeThinker Can we have ability to resize QSR to 10 meters and umbrella radiators (perfect to leave thermal energy in somewhat one direction) to 30 meters? This way we could reduce part count. on our motherships - 10x heavier mothership can carry 10x heavier SSTO with same TWR.
  3. That's what I wanted to say by work around - probably wasn't clear enough - english is just my secondary language. I was talking about this: "The only unrealistic thing about it is that the stock heat mechanics allow radiators to dissipate aerodynamic while exposed to the same aerodynamic heat, but that's a problem with the game, not KSPI-E. "
  4. Hmmm work around could be that radiators stop cooling ship, if they get too hot from waste heat. Ship cooling efficiency would depend on waste heat "temperature" and part temperature Or we could pretend, that 90% of radiator area is linked to wasteheat handling, while 10% of area is linked to stock heat cooling.
  5. Hmm so reactors would work like stock ISRU/drills, when generating heat? I wonder if it is possible to make part not conduct heat at all. Any conduction would happen, if reactors/generators and radiators wouldn't be directly connected. Parts in between them would be affected by it - when pipes are carrying 3000 K hot gas to radiators, it should heat up these tungsten or something pipes running trough parts between generators/engines and radiators.
  6. huh? I meant ability to accelerate during 5x or more time warp, just like magnetic nozzle.
  7. Ummm thats why we need ability to thrust during warp - you don't want to spend hour irl waiting for ship to decelerate.
  8. Its perfect for quantum vacuum engine - its lightest reactor per GW of power. Quantum Vacuum Engine needs warp thrust mode like magnetic nozzle has, so you could put time acceleration and thrust - its acceleration is in between 1 - 5 m/s2 depending on how much weight you put on it. QSR with Quantum Vacuum is meant to be used for motherships. Also interstellar should be used with RSS and SMURFF for low tech to be able to reach orbit, and high tech have actually its use of high DV, but isru mining doesn't work on RSS.
  9. Hmmm so what are you doing currently? Can we have ability to fuse atoms into carbon/oxygen/nitrogen? Or scoops able to scoop hydrogen in deep space when traveling at high speeds? This way we could make hydrazine or methane during deep space cruise.
  10. yep, there is no insitu mining in RSS, you can scoop air though.
  11. Antimatter collector works in RSS. You can use QSR along with AIM, since QSR generates antimatter.
  12. @FreeThinker I updated main gases of Titan/Triton/Pluto from Telltale's post. BTW are you sure of these bolded lines in reactor fuels cofing? I noticed, that old QSR reactions are moved to reactor type 512 meaning now they belong to separate thing. .................................... I updated ocean resource defs with RSS planets - Earth (same as Kerbin) and Titan ............. Planetary resource defs needs RSS planets too, but there are pictures showing distribution of these resources. So we would need new pictures for RSS planets. Stock: Moho Eve - Gilly Kerbin - Mun, Minmus Duna - Ike Dres Jool - Laythe, Vall, Tylo, Bop, Pol Eeloo ---- RSS: Mercury Venus Earth - Moon Mars - Deimos, Phobos Jupiter - Callisto, Europa, Ganymede, Io Saturn - Dione, Enceladus, Iapetus, Mimas, Rhea, Thetys, Titan Uranus Neptune - Triton Pluton - Charon So I would suggest to use stock data for RSS planets meaning that: Mercury would have Moho data Venus - Eve Earth - Kerbin Moon - Mun Mars - Duna Titan - Laythe Pluto - Eelo Jupiter, Saturn, Uranus and Neptune doesn't have surface, but there are remaining 6 stock objects that could be used for 14 RSS objects. Edit: There are 11 non stock objects here too, maybe we could have their data before we get proper RSS resource density maps. EDIT: Can we get rid of ORS? Last time someone posted in thread was in January 2015. This mod is ancient as dinosaurs. We should use stock or CRP resource generation system. Or at least make air scoops/refineries use CRP. This way we wouldn't need resource distribution pictures.
  13. For RSS planet atmospheres (it already connatins everything else) >.> Edit: updated Titan/Triton/Pluto main gases from TellTale's post.
  14. @FreeThinker Looks like my updated atmospheric config wasn't added yet. Why it isn't added? Are you checking if I got compositions right?
  15. Why my atmospheric resource cofing for RSS wasn't added?
  16. I got this bug too: IndexOutOfRangeException: [PartCrewManifest Error]: seat index out of range: i = 2 while Mark2Cockpit has 1 seats at PartCrewManifest.AddCrewToSeat (.ProtoCrewMember crew, Int32 seatIndex) [0x00000] in <filename unknown>:0 at KSP.UI.CrewAssignmentDialog.GetManifest () [0x00000] in <filename unknown>:0 at EditorLogic.launchVessel () [0x00000] in <filename unknown>:0 at KRASH.LaunchGUI.LaunchSim () [0x00000] in <filename unknown>:0 at KRASH.LaunchGUI.drawRightSelectorWindow (SelectionType type) [0x00000] in <filename unknown>:0 at KRASH.LaunchGUI.drawSelectorWindow (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) KRASH is here, because I wanted to put ship on orbit using this simulation mod.
  17. There is bug with resized crew cabins... IndexOutOfRangeException: [PartCrewManifest Error]: seat index out of range: i = 2 while Mark2Cockpit has 1 seats at PartCrewManifest.AddCrewToSeat (.ProtoCrewMember crew, Int32 seatIndex) [0x00000] in <filename unknown>:0 at KSP.UI.CrewAssignmentDialog.GetManifest () [0x00000] in <filename unknown>:0 at EditorLogic.launchVessel () [0x00000] in <filename unknown>:0 at KRASH.LaunchGUI.LaunchSim () [0x00000] in <filename unknown>:0 at KRASH.LaunchGUI.drawRightSelectorWindow (SelectionType type) [0x00000] in <filename unknown>:0 at KRASH.LaunchGUI.drawSelectorWindow (Int32 id) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) KRASH is here, because I wanted to put ship on orbit using this simulation mod.
  18. Why table with reactors shows 4 empty lines? And why molten salt now has so low core temperatures?
  19. Well it would be better than now, but VASMIR, MPD or Thermal Turbojet/Ramjet should react differently in atmospheric mode. Also engines with highest ISP should even work in trace atmosphere, when in atmospheric mode (air intakes would work like scoops we have now, just they would collect everything and feed engines with it) BTW what about decreasing air scoop density limit? Even 0.0001% of trace atmosphere is something for high ISP such as magnetic nozzle or VISTA engines/reactors, especially if exosphere is hydrogen rich, and you are going very fast and you have bigS scoop.
  20. What about making atmospheric mode being more realistic? It should act differently depending on atmosphere composition - thrust and isp should depend where you are flying. It should work differently if you are flying on Earth, Venus or Uranus.
  21. Its more endurance reactor than speed one - try quantum vacuum - you will get 2 - 5 m/s2 and you will have virtually unlimited DV,
  22. Okay now RSS planets have correct compositions Edit: Added Sun for lulz (it has atmosphere too)
  23. I know, I didn't finished it yet - I didn't calculated isotope proportions yet - wolphram doesn't show He3 or Deuter.
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