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MatterBeam

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Everything posted by MatterBeam

  1. I'm trying to make a part consume electricity just for the sake of consuming electricity. In .cfg files, I know of ModuleGenerator that converts INPUT_RESOURCE into OUTPUT_RESOURCE, or ModuleAlternator, that just creates a resource, but I don't know of any Module which acts as the opposite of ModuleAlternator, as in, it simply consumes a resource. Can I: use negative values in ModuleAlternator? use another, dedicated resource-consuming Module? - - - Updated - - - For now I'm using ModuleGenerator where the OUTPUT_RESOURCE has a value of zero.
  2. I see... Going through the .cfg files for the reactor parts, I notice that very little information is actually contained in them. I mean, sure, they define reactor temp and efficiency and all that, but there are none of the modules that convert a 'ReactorTemp' value into something the game can use without another file somewhere. Are these things hidden in Interstellar.dll? - - - Updated - - - Another idea: What if I made the reactor consume 'Cooling', and the radiator produce 'Cooling' by consuming 'Tin'. While it might not be very realistic, it is simple. As the reactor operates, it uses up the coolant resource, and when it reaches zero, it does not produce any electricity, basically being 'off'.
  3. I wanted to create an integrated high-performance gas-core/electrical generator that uses tin cooling, and the 'Tin' resource becomes a consumable resource for use in an in-line liquid droplet radiator. That way I get the performance of a fission reactor in two parts instead of 4-6 huge parts. Also, I personally get to avoid the baffling performance-degradation-over-time of both the reactor and Large Electric Generator despite having zero waste heat production (more than enough radiators, fuel for 10 years, hyperedit into orbit, fast forward 100days and the MWe generated drop to 50% for no reason). I'd create models for both. Wow. That is complicated. I thought it was a simple something like this: MODULE{ name = ModuleGenerator isAlwaysActive = true requiresAllInputs = true INPUT_RESOURCE { name = UraniumF4 rate = 0.000001 } OUTPUT_RESOURCE { name = ElectricCharge rate = 1000000 } }
  4. Hi. I'm trying to make a reactor and a radiator that will be compatible with KSPI's resources. Reactor: Produces WasteHeat, produces EC, converts into MJ Radiator: Has a RadiatorArea, a RadiatorTemperature, a WasteHeat capacity and maximum value for WasteHeat removed per second. If someone could direct me to which .cfg or section of the KSPI .cfg files explicitly handle these resources and conversions, I would be very grateful. PS: The next step is to create a reactor and radiator that work in two modes.
  5. I think I understand the sentiment now.
  6. Gosh, what have I started? Yes, SETI does ruin a lot of stuff (including my KSPI install), and yes SETI did not have what I was looking for, but it's uncalled for to jump on my question to complain about it in a way that reads 'unprovoked attack' to me. If you strongly feel that SETI is doing you a disservice, put a disclaimer on the front page or something.
  7. I guess you're right. A droplet radiator inline module of 3.75x5m can radiate (using tin @ 2800K, emissivity 0.04) about 1.5GW, which enough waste heat capacity to cover a 60% efficient reactor of 2.5GWt/1GWe. Being inline also does away with acceleration problems that would fling your droplets all over the place.
  8. I was thinking of an 'afterburner' mode for a space-based nuclear reactor. The interest in high density open cycle cooling systems is for me to create a nuclear reactor that does not require modelling of animated radiators. The actual reactor is a gaseous core 'lightbulb' design. In the low-temp mode, it consumes little fuel and produces only enough heat to keep the tin coolant liquid. The coolant works in closed cycle in this mode, providing a 4000K to 500K temperature difference for electrical power generation. The tin circulates into solid graphite radiator. In high temp mode, the core temperature rises to 10k. Tin boils off at 2500k. It can be ejected either into space or a cooling tower. This creates a huge temperature difference for a massive power output increase. If it is ejected into space, it is lost. If it goes into a cooling tower, it first has to be ionized so that it can be moved away from the walls electrostatically. Internal circulation can be established to keep the gaseous tin circulating for longer. When the tin liquefies, it is ejected from the loop and hits the walls. These are centrifuged and slated to direct the fluid into an equatorial collection channel. In modding terms, I'd only have to create 3 symmetrical parts and 2 resources. The first is a 2.5x2.5m cylindrical reactor with integrated black radiators surrounding it. The second is a coolant fuel tank, again, a simple cylinder. The third part is a 2.5x10m cooling tower... again, a simple transparent cylinder with a ring in the middle. In game, the reactor would be dual-mode. The first mode is tailored for electricity generation during long interplanetary coasting. The second mode is for the short, high-power burns at either end of the interplanetary coast. Due to losses, this consumes coolant at a high rate without the tower, or a low rate with the tower.
  9. Hi. I was wondering if there was a coolant that is both high density and high thermal capacity for use in nuclear reactors. This coolant is dumped overboard at the end of the cooling cycle. Sodium is the obvious candidate, but are there any others? I read mentions of tin being used (boiling point 2602C). If the liquid is well handled to just under boiling temperature through pressurization, we could easily have a huge amount of waste heat dissipated for very little volume of coolant.
  10. Thank you! There was a copy of that file that had been renamed and wasn't being replaced by successive re-installs. Problem fixed
  11. Hi. I installed RSS x6.4 and OPM, then put the OPM x6.4 fix and now I only have the original planets and no Outer planets. Did I do something wrong?
  12. 86 is the correct version. aggressive compresses ALL textures for better memory savings. However, it can compress icons into black squares so unless it bothers you, its the best solution.
  13. I use an x6.4 RSS, so I have really wide rockets, and with FAR, it is better to place life support inline rather than radially. Could I at least get a config for procedural tanks?
  14. Is there a procedural container for the new lifesupport resources coming soon?
  15. FreeThinker, please. I have reinstalled your mod three times and the reactors are still stuck at kW power levels. I am absolutely certain that there are no 'Near Future' mod folders in my GameData. I even deleted the near future integration file you had in the WarpPlugin folder. What do I do?!
  16. Which specific file determined this reduction? How do I revert to GW values?
  17. Hi. why do my nuclear reactors have anemic sub-10kW thermal power output? I deleted all my Near Future files, reinstalled KSPI-E, created a new save and selected the KSPI 0.90 techtree.... To no avail. I'm sitting in the VAB with a 2.5 ton Sethlans fission reactor that produces only 8kW thermal power. what should I do?
  18. Use procedural parts. I'm not joking when I say Kerbin-jool missions can be done with sub-150 part rockets.
  19. Here's version 0.4: http://www./download/ef65objr1lswo95/000KF.rar
  20. No comments lol? This is very cool. Can you tell us the thrust/isp of the engine? Can it be resized with tweakscale?
  21. Hi. Does this work with non-stock engines? Can I manually designate specific engines as atm- or -vac-specific?
  22. Learning something new takes a lot of time though. Hiya, Drew! I know the ISP (I usually balance my engines based on power output to get exhaust velocity and thrust) but I didn't know what ISP to put or jet engines so that I would get the desired electric charge consumption rate. I found it out empirically.
  23. Okay, I have something. Did an attach node, engine glow, gimbal range and thrust test... all came out at a 'good enough' quality. Making more fixes before I start my own mod shop and post this as the first mod. It reaches Mach 4.8 on this craft before the thrust (lowered due to reduced heat transfer at higher airspeeds) cannot overcome the drag on this craft.
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