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raxo2222

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Everything posted by raxo2222

  1. Disabling mech jeb prevents explosions on high warp speeds. I suspect KJR mod causes ship to rotate and wobble at high warp speeds Edit: Without KJR and with Mech Jeb you can warp up to 100c without rotations, but still you can lose part of ship. Heres updated ship: http://www47.zippyshare.com/v/Qgt0N45t/file.html
  2. 3.75m Molten Salt at first, but it was bit too slow. But it was surprisingly effective, then radiator temperature went above molten salt core rendering this reactor useless. Then I switched to 2.5m AIM - 4 x more power with almost same mass including charged particle generator and fuel. You can turn off AIM after charging QSR - thrust loss is minimal, like 1% - 2% Looks like singularity reactor produces more deuterium in pure H fusion than 2.5m AIM can use it, but it seems QSR cant refuel, when tanks are full. There is ship for testing: http://www12.zippyshare.com/v/Qy1T0U7k/file.html It uses procedual fairings (to create multi engine mount), procedual parts, Mechjeb and I have KJR here too. That's all 4 mods affecting ship itself. QSR (quasar.... hmmmm) isn't very difficult to use - all you need is to charge it with some reactor - molten salt if you are patient and you really want durability at cost of being useless when QSR is up, or AIM, if you want to turn it on and off, and have quicker power up time for QSR. I have KRASH Simulation mod, so I can put this ship anywhere I want. I play only in sandbox - I like creating 23rd century spaceships And in Stellaris (game is placed in 23rd century) first ships are like this one I created, if you go for warp tech. This reactor can work indefinitely long with large air scoops installed sucking in hydrogen - ship must be between 250km and 300km for Earth in RSS. ISP for QV ship must be insanely big - like tens of millions, and it has mild TWR of 0.25 - 0.5 depending on how much fuel you take. DV should be high enough to orbit target, even if you are coming out of warp at 100 km/s
  3. I built spaceship capable reaching Milky Way core - it has heavy warp drive, 2 2.5m quantum vacuum engines, and quantum singularity reactor. Nice feature of this reactor is that it can power 2 quantum engines or 6 VASMIR engines (both 2.5m sized) - power usage would be 100% at 99.5% of throttle (or 9.95% for VASMIR). It seems like that 320 GW wasn't random number. Edit: Consumption of H isn't right - it is per second, not day.
  4. There seem to be warp kraken, that rotates ship, when going faster than 10 c. Rotation is faster on higher warp speeds.
  5. Why VASMIR and MPD engines are limited to 2.5m? Shouldn't be they resizeable to 5 or even 10m like thermal engine? This Singuarity Reactor becomes more efficient with higher power load, so then we should resize our engines, so they can consume 99% of produced power.
  6. Well singularity reactor emits so much heat (320 GW), that really it shouldn't land on any atmospheric planet. Such ship would replace surrounding with lava and cause fires everywhere including burning itself. Good thing, that safety/environment organizations don't exist in kerbal world - everyone would be liquided for melting everything on sight Also radiators should heat up everything - or calculations would be too complex? You don't want to get too close to radiators of space ship that emits hundreds of GW as waste heat. Umbrella radiators rectifies this - radiation will go behind ship. Also what about getting tiny thrust from all these photons running away? Edit: Universe Sandbox is pretty good at measuring heat and temperature, if you know how to do that. If ship emit 100 GW of power, then object that is 100 meters far away heats up to 1364 K. With heat shield you could be this far, when facing radiators There is screenie showing unlucky object, that went too close to radiators. (there is much more radiative object) You see, big spaceship shouldn't get too close to anything when radiating. 1 GW is pretty safe to go as close as 10 meters, just don't spend too much time here.
  7. This (and rest of logs) are completely irrelevant, see my last edit in all capslock - I found bug in Unity. Teleporting to any coords, that isn't 0 latitude or 0 longtitude works fine - simulation goes forward. When teleport destination of longtitude is 0 or latitude is 0, then simulation freezes. These NRE's going around don't harm gameplay - these are coming from outdated mods one on 1.0.5, that doesn't work at all, and several ones from 1.1 Also I installed and then removed scansat from game - it could be cause of some more NRE's
  8. Well it starts with NAN errors when trying to land on surface - but it works just fine, when I start simulation in orbit. So I can use this mod, just I can't use landed simulation. ...... Edit: Here are logs without crash.http://www93.zippyshare.com/v/CcSy7mci/file.html Same log spam happened with Hyper Edit teleport. .... And there is logs of install only with Krash and module manager installed: http://www101.zippyshare.com/v/ONjvoMhV/file.html Looks like 64 bit/1.1.2 version doesn't support teleport to surface... EDIT: I FOUND CAUSE OF BUG!!!!!!!!! APPARENTLY ONE SIMPLY DOESN'T USE DEFAULT 0 LONGITUDE 0 LATITUDE COORDINATES IN LANDED SIMULATION - THAT MEANS YOU SHOULD FORBID TELEPORT ON THESE COORDS OR AT LEAST USE SOMETHING LIKE 0.001, 0,001 >.> It seems like Unity melts down, when teleporting into 0 latitude or 0 longitude.
  9. I have latest KSP version - 1.1.2, playing in 64 bit version. I use -force-d3d11 I have windows 7. BTW I removed exception detector as it wasn't working. This mod works fine, when going into orbiting planet sim. It just stops working, when trying to start landed somewhere. For example I'll try to "land" on Earth, at 0, 0 coords 10 km high, and on Venus. Culprits seems to be RSS, as id changes planets, and KJR as it freezes and stabilizes craft on launch. Here is log http://www55.zippyshare.com/v/nY3KoAT1/file.html Edit: turned KJR off by removing it from gamedata folder, still bug happens.
  10. Sorry for confusion - there are actually 2 things: I confirmed, that latest tweak scale version causes bug, and then I went around building highest flying plane.
  11. I got that bug too, but I downgraded tweak scale to previous version - this fixed bug. I build this low tech (it runs on molten salt! I think it could run on unupgraded molten salt, if I set fuel to thorium) stratosphere jet. It is cute, it isn't? What if I made it nitrogen fueled?..... This way I could fly faster than 1300 m/s Built in SAS inside of radiator keeps it very stable. Antimatter plane can fly in mesosphere, but its much more wasteful than nuclear jet, which is comfortable in stratosphere.
  12. Apparently 2.5m AIM reactor can have antimatter indefinitely - just slap research lab to create antimatter at 5 GW - this way reactor will be running at 24% all time.
  13. Looks like quantum vacuum is very useful for increasing potential energy without spending fuel, if you find gravity of planet too taxing for warp to work. What about making it work like magnetic nozzle, so it could work even under warp? There is my 41 (it is ligher on picture, as it burned 85% of liquid fuel on launch) ton antimatter spaceship, that is equipped with thermal turbojet, VASMIR, both set on liquid fuel, vacuum plasma thruster, stock ISRU to find, extract and refuel liquid fuel (why inline interstellar RCS doesn't support liquid fuel >.>), supply of antimatter lasting for week, docking port and 2 light warp engine. Thermal Turbojet uses around 5 kg/s of liquid fuel. VASMIR - around 0.5 kg/s Quantum Vacuum - less than milligram of antimatter per second. Quantum Vacuum uses 8853.4 mg of antimatter per day. - DV of 234 km/s That is around 0.1 mg/s - it could be even lower if not inefficiencies in antimatter reactor, generators and plasma engine - or thrust could be much higher. ISP = F/deltaM*g0 (since change of mass is so tiny there is no need for higher math), Looks like ISP for quantum vacuum engine is around 10 billions Is total efficiency of quantum vacuum engine equal 0,1*(0,8*0,865+0*2,0.595)*0,3=2,4%? (Efficiency of quantum vacuum*efficiency of generators*efficiency of antimatter reactor) I wonder if there could be pure antimatter engine with higher efficiency. Looks like if not these inefficiencies, then engine like this would get thrust of 467 kN - on par with thermal turbojet on liquid fuel. What reactor/fuel/engine combo is best for highest efficiency in converting energy contained in nuclear fuel to kilo newtons in engines?
  14. I meant highest absolute thrust, not TWR, but still its nice enough for leaving upper atmosphere. Liquid Hydrogen and Liquid Fuel have lowest and highest thrust respectively. Yes I used hyper edit to get ship here and infinite fuel cheat, so I can cycle trough fuels like there were tank here.
  15. I tested VASMIR with this inline arcjet RCS and infinite fuel on. When I kept switching type of this RCS tank and matching propellant for VASMIR, I noticed that Liquid Fuel had highest thrust of all propellants available for VASMIR engine. So it will have reduced TWR for Liquid Fuel? Also I updated my antimatter powered spaceplane - it uses Thermal Turbojet and 2 VASMIR at sides with adjusted size, so power usage is as close to 100% as possible. Also it has enough antimatter for week of continuous thrust. I wonder if I could add emergency quantum engines to it. http://www93.zippyshare.com/v/HHCSRtCd/file.html I set thrust limiter to 84%, so ISP of VASMIR was slightly higher at 100% throttle, than for Thermal Turbojet.
  16. Hmm liquid fuel has highest TWR of all fuels, when running on VASMIR engine. My little spaceship is capable of 1.5 TWR when running at full thrust (not enough DV then to reach Earth orbit in RSS) and over 40 km/s dv when running on highest efficiency - 10% throttle. I think my ship could reach orbit with careful ascent - slowly reducing thrust on way up. Also too slow ascent to orbit makes it burn in air. Here is my spaceship - I installed stock ISRU equipment (produces liquid fuel) so it can refuel itself, when landed on other planets. http://www100.zippyshare.com/v/qUTfBIta/file.html You need mech jeb mod - I added this piece of tech on my ship.
  17. So densest fuel is best for highest delta-V, if I want certain acceleration? I'm talking about rocket in space, not when its launching. What fuel is densest one? Is it possible to have 1000 km/s of delta v and starting acceleration of 1 m/s? Ship like this would have 2 parts - orbiter and lander. These parameters would be good for grand tour for RSS. If I wanted to land on any planet and return, then how much delta V I need in RSS?
  18. I know that, but still fuel that has 0.5 ISP of Hydrogen and 3x thrust of Hydrogen would get me ~1.5x more delta V, if I took enough fuel so acceleration would be same between Hydrogen and other fuel.
  19. If I wanted certain acceleration (on last stage) for example 1 (or 10) m/s, then what fuel I should pick for best delta-v in vacuum?
  20. Why people keep posting here? This is outdated mod. Also posting it, so I can instantly go to newest KSP Interstellar version, in case Google hides it from search results.
  21. Hmm these umbrella radiators.... is it possible to use them as heatshield? And this KSPedia.... can you use it, so we can know what unlocks when, which propellants are best, how do engines/reactors work and so on?
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