raxo2222
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KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Aaaand there are definitions for Venus (i will post them for rest of objects): Take note, that compound volumes may not add to 100% due to rounding and uncertainness or variability. So actual abundance in game may deviate by few percent from what was written in config. For example in game it may show, that atmosphere of Venus have 96.49% of CO2 or Earth atmosphere may have 0.00000401% of Ammonia in volume Earth Mars Jupiter Got isotopes from here. Saturn Couldn't find isotope ratios, picked same as Jupiter ones. Titan I guessed trace element compositions. Uranus He He He..... funny name... Helium 3 confirmed. Since D/H ratio is over twice as high than in Jupiter, I doubled He3/He4 ratio of that in jupiter. Neptune Couldn't find isotope ratios, so I picked same as for Uranus. Triton I guessed composition. Pluto Guessed as well. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Fine I went trough planets and moons in RSS/Kopernicus planet configs, I found following objects have atmosphere: Pressure on ground level (lowest point)/altitude of edge of atmosphere/gravity strength. Venus: 109.05 atm / 150 km / 8.87 m/s2 Earth - 101.325 kpa / 140 km / 9.807 m/s2 Mars - 1.15 kpa / 125 km / 3.711 m/s2 Jupiter - 1000 atm / 1400 km / 24.79 m/s2 Saturn - 1000 atm / 2000 km / 10.44 m/s2 Titan - 159 kpa / 650 km / 1.352 m/s2 Uranus - 1000 atm / 1800 km / 8.69 m/s2 Neptune - 1000 atm / 1400 km / 11.15 m/s2 Triton - 16.5 pa / 120 km / 0.779 m/s2 Pluto - 1 pa / 130 km / 0.62 m/s2 Looks like Triton and Pluto are viable for atmospheric isru too Is abudunance setting an atmospheric resources confing going by mass, or by volume? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
well while Deuter/He3 tank was filling nicely I wasn't testing it with AIM, just with antimatter reactor. 1.25m antimatter reactor couldn't consume all this antimatter - qsr was produching so much of it. (I use microwave transmitter to keep reactors busy) -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I replaced all produceGlobal = False with produceGlobal = True for all QSR reactions (not just antimatter) in reactor fuels cfg. Now my spaceship can produce antimatter, deuter and he3 for AIM reactors for eternity. I set 2 Quasar reactors to pure hydrogen fusion and 2 other quasars to p+D fusion. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
what about other resources? This confing edit made hydrogen last much longer. Also this way I can supply AIM with fuel. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
in second screenshot album in my post >.> Also atmo composition is wrong: for Venus it should be: 96.5% carbon dioxide 3.5% nitrogen 0.015% sulfur dioxide 0.007% argon 0.002% water vapour 0.0017% carbon monoxide 0.0012% helium 0.0007% neon trace carbonyl sulfide trace hydrogen chloride trace hydrogen fluoride and in game it is around 67% of CO2 and 33% of nitrogen. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
yes as shown in screenshots -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I did that to all modes for QSR, so I could get Deuter/He3 from p-p and other modes for AIM too. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Even with this design antimatter isn't collected. Only internal tanks are getting filled. Edit: There is other test, while QSR fills internal tanks, transfer to other tanks doesn't work. And what about QSR star tank, tailored for QSR fusion reactions? This way you could switch fuels and you wouldn't run out of space, There is this test craft: http://www65.zippyshare.com/v/trjgn9fJ/file.html Edit: Inside of reactorfuels.cfg all QSR reaction products have this line: produceGlobal = False Maybe that's why products aren't transferred to other tanks... All fission reactions have this to prevent actinides spreading over other reactors. It isn't present in fusion reactions. I cant attach pumps on it, so I just edited produce Global to True And here are results: So it wasn't pathing issues, it was config issue apparently. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I made one TW quantum vacuum mothership - it has 900 tons of weight. Max warp speed is 400c. Quantum Vacuum TWR is around 0.3. When these engines are fired, radiators heat up to 3600 K. It has small 1.25m antimatter starter engine. BTW why QSR doesn't fill other tanks, when its tanks are filled? That could be represented by automatic fuel pumping. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
It seems like QSR is bit broken now - empty mass says it weights -64 tons, and when trying to start in orbit it spews with NRE/instaexplodes I have latest tweak scale version. Edit: 2.5m ISRU are bugged too - I can start any process, but if I want to start something else in another ISRU, then its menu glitches out. I have 4 ISRU to make Hydrazine, HTP, Ammonia and electrolyze water. Edit: There is test ship. http://www89.zippyshare.com/v/KVnLpuWo/file.html First I enabled 4 air scoops - 2 to collect water vapor and other 2 to collect nitrogen. Then in one I enabled water electrolysis, and in another (without shutting first isru window) HTP producing process. Edit: Ammonia creation process is 5 times too slow for efficient hydrazine creation. What about making it 5 times faster at cost of 5 times higher power consumption? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Its just black hole reactor. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
I know that, I should mean that whole mod is hard scifi - possible tech, that doesn't exist yet/isn't used. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Storing 1 kg of antimatter, quantum vacuum engine and warp drive are bit sci-fi too, but we are on 22nd/23rd century territory here. We don't even have fission or fusion rockets now - that is sci-fi as of now too. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Apparently ladders and precooler exploded from heat. I kept pith of 30 degrees with autopilot. I have RSS, so I was descending earth. AP - 270 km. (best place for mothership - it can refuel QSR and produce hydrazine - hydrogen is most abundant here), PE - 30 km. 0 inclination - equator orbit. Speed was around 7500 m/s when reached 100 km altitude. Edit: I kinda survived reentry, but antimatter explosions, and hydrazine/radiation contamination in middle of pacific ocean won't be forgotten. My ship just kinda melted in few points in between 20 - 60 km. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
It comes in hot. Since 60% of its mass is fuel, it should be much better, when almost empty. We really should have reentry plasma deflection tech I'm rich (I play on sandbox, fission is so.... last century), also I like this 56000 m/s of DV, that VASMIR engine give me on 10% thrust. I use big inline radiator as SAS. and docking port with RCS is for docking and refueling. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
What do you think about this SSTO? It needs mothersip for grand tour, but I think it should be capable to go anywhere in solar system and go back. Each engine uses separate reactor - thermal turbojet/ramjet uses 1.5m antimatter reactors, while plasma engine uses 3.75m AIM reactor. This SSTO weights 376 tons, so mothership should weight like 3500 tons, if you don't want to slow it down too much. Mothership could weigh like SSTO, but then TWR would be cut in half. SSTO features B9 docking port for refueling. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Can AIM have switchable fusion fuels at certain upgrades? This way we could pick reaction, that for example produces only CP (is this even physically possible? In table D-He3 generates 94.5% of its power as CP. So after all AIM should produce more CP. D-He3 Fusion Fusion MCF / MIF / T Advanced Fusion no 100% 1.04 0.85 100% 2.5x LqdDeteurium + LqdHe3 Helium4 + LqdHydrogen 94.5% 15.9% 5% -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Why table on first page says that AIM generates 95% CP, while it actually is 80% CP? And why total fuel annihilation is marked with yellow color? On unrelated note: Can quantum vacuum mode ISP be calculated from reactor fuel use? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
That would be pretty awesome way to reenter - you just would glide at 5 - 10 pitch and let atmosphere slow you, even if you heat up to 3000 K - 3500 K. And land, when you still are 500 - 1000 K hot. And are there any materials that could hold together at 3500 K for long time? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
What techs are related to radiator max temp upgrades? Maybe we could use these. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Or coat whole spaceship with substance, that can survive 3000 K with ease. What about increasing skin heat resistance of all parts to 3000 K with last techs on tree? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
So thermal turbojet for atmospheric flight (low DV because of low ISP) and thermal ramjet for upper atmosphere (low thrust because high ISP) teaming with antimatter reactor, and VASMIR for final circularization. I wonder, if size of ship would matter. -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
So Mothership would be only containing 23rd century tech then - quantum vacuum engines, QSR reactor, Warpdrive and generous amount of Antimatter, Hydrogen, Deut and Helium 3. Also is there possible SSTO design, that can go into depths of Jupiter, and come back to orbit? -
KSP Interstellar Extended Continued Development Thread
raxo2222 replied to FreeThinker's topic in KSP1 Mod Development
Molten Salt is match - it burns until it burns out or put it in water - you cant turn it on without having kerbal on board. AIM is lighter, that you can turn it on and off without kerbals. I would prefer to have ship being 2 part: Bigass QRS mothership with warp drive and AIM reactor serving as lighter, it would run on Hydrogen, Deut and He3 as reactor fuel. It seems like H+D reaction runs longer than H+H - Hydrogen lasts much longer this way. And there would be 2.5m spaceplane with ISRU, antimatter reactor with thermal turbo/ramjet and VASMIR. Unless you can make single ship, that has all these features, can safely descend trough atmosphere and land, kerbals exiting and entering ship with ease.