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MatterBeam

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Everything posted by MatterBeam

  1. Just to nitpick, most missiles, even ASAT weapons, have very limited maneuverability once it is in space. It is fine if the targets (satellites) follow predictable trajectories and do not move, but in a warfare situation, any satellite with thrusters will be able to go toe-to-toe against an ASAT weapon. What you need is anti-ballistic missile warheads designed to intercept MIRVs during their above-atmosphere coating phase. Those have powerful omnidirectional thrusters. You can coat the spacecraft in radar absorbent materials, add a layer of non-reflective protection such as VantaBlack, and then circulate tube of liquid helium against the inside of your hull. Too cold to emit IR, invisible to radar, doesn't reflect sunlight. Decent enough protection, no?
  2. Thanks. I cleared up the lift comment. The 'Saturn pressure' is an arbitrarily defined altitude determined by NASA to be the point where the pressure is equal to 1bar. I did mention that 1% of Earth's sunlight reaches Titan's surface. Wind energy on Titan is a decent option though. As I detailed in the blog, the higher atmospheric pressure compensates somewhat for the lower wind velocities. It is also easier to float up a wind turbine to high altitudes, and exposed cables can be maintained at superconducting temperatures. Titan is not much worse a place to inhabit than any of the other bare rocks in the outer solar system. At the cost of less solar energy (10x less than on other Saturn moons) and a lot of insulation, you gain radiation protection, free aerobraking, a solid surface, a lot of useful volatiles such as ammonia. Fusion power is not a strict necessity. Fission fuels are hard to find, but they would do a decent job at covering a colony's power requirements. The Saturn-Titan energy chain, reliant on shooting hydrogen to Titan to be burned in the Haber process for energy.
  3. I think these planes will just be dropped from orbit. They'd have efficient cruise engines, but they'd need a set of high-thrust (TWR>1) engines so that they can slow down, stall and hover into a docking position with a floating platform. If these are not available, you might be stuck attempting to recover huge planes like this: But hey, birds do it every day. As for Mach turbulence - note that the atmosphere is made of hydrogen and helium instead of our mix of gasses. It will have different properties. Hydrogen is more compressible, for example.
  4. A decent introduction, with the second video going into more detail but getting a some stuff wrong. For example, there is no energy positive way to create oxygen out of water using electrolysis, then burn it with methane to produce electricity, even if you have 100% efficiency.
  5. Intensity, not absolute power output is what counts. Even a laser pointer can burn through a mirror if focused enough. Mirrors have a threshold intensity, yes. A general rule is that the better you design a mirror to be reflective, the narrower the range of wavelengths it can handle. In a war, lasers of many different wavelengths will be used, so you cannot rely on your own mirror to handle your enemy's wavelengths. With free electron lasers, your enemy can tune their laser output to wavelengths as long as 1mm or as short as 100nm, or less!. No material is able to reflect all these wavelengths well.
  6. If you make the resource converter super-fast, it will consume all of the available intake air. The intake air, as you said, will depend on the intake's performance, so it is sufficient to handle the varying flight conditions.
  7. The numbers are just for illustrative purposes I wanted to present an alternative to whatever ModuleEngines you were discussing beforehand. ModuleResourceConverter is simple and convenient.
  8. The simple calculation we use to determine a laser's effectiveness is to divide the laser's energy by the surface area of the spot at the target, then find out the depth of the cylinder created if all of the laser's energy is used to vaporize the target material. Lasers do not penetrate opaque materials so we only deal with the top-most millimeter layer at a time. The calculation is sufficient for most cases, but fails at extremely high or extremely low laser intensities. Reflectance comes into play at the lower intensities. If the target reflects 95% of the laser beam, it is absorbing 5% of the laser energy. From that 5%, we must deduct the energy that is dissipated through conduction into the surrounding material. What remains heats up the material. All materials are only reflective within a specific range of temperatures. Some degrade at rather low temperatures and become charred and black. Reflectivity decreases as the temperature decreases. By the time the material melts, it can be considered a perfect blackbody absorbing all radiations. With weapons grade lasers, the intensity of the beam at the target is so high that no material can get rid of its heat through conduction and it heats up very quickly even if it is only absorbing 5% of the beam or less. Here is an example: A 10MW UV beam focused by a 2m wide mirror is focused on a target 1000km away. The spot radius is 0.061m and the surface area is 0.0117m^2. The beam intensity is 855MW/m^2. If the target material is aluminium, we can expect 90 to 95% of the laser to be reflected away. The target only absorbs 1MW at an intensity of 85.5MW/m^2. Aluminium has a thermal conductivity of 209W/mK. A 0.0117m^2 area a millimeter thick heated to room temperature can conduct 667.6kW to the surrounding material. It radiates an additional 0.5W. So, the millimeter thick layer gets heated up at a rate of 332kW. Aluminium has a heat capacity of 0.91kJ/kg.K and a density of 2700kg/m^3. A 0.0117m^2 layer of 1mm thick aluminium masses 31.6 grams. 334kW is enough to raise 31.6 gram of aluminium from a temperature of 273K (freezing) to 993K (melting) in about 0.06 seconds. In practice, this figure is even lower. As the aluminium heats up, it loses reflectance and absorbs more of the laser's energy. This means it starts melting even faster. Once it is molten, it absorbs nearly 100% of the laser beam's energy, so our simple calculation becomes accurate again. With even more megawatt, reflective surfaces are even less of a worry. Their only use is to keep armor safe at extreme distances. For example, if the laser beam was being focused from a distance of 10000km, the laser spot covers a 1.17m^2 area instead. The thermal conductivity is now 66.7MW at room temperature. Absorbing only 1MW of the beam's energy means the aluminium remains safe. Yes. 'Weapons' grade lasers simply means that they overwhelm any target's material properties. Pulsed lasers are even more dangerous. A short pulse might deliver energy at GW or TW rates, even if the average beam power is a million times lower. This short pulse is enough to vaporize the surface of the target, leaving behind a rough and hot scar. This scar is not very reflective... As demonstrated above, reflectance is a factor... but for tenths of a second at most. The lasers in CoaDE are not accurate enough to be used at distances where reflectance matters either, so it is not a great loss to the game's accuracy if it is left out altogether.
  9. Why not something like this?: MODULE { name = ModuleResourceConverter ConverterName = Oxygen StartActionName = Adsorb Oxygen StopActionName = Stop INPUT_RESOURCE { ResourceName = IntakeAir Ratio = 1 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = Zeolite Ratio = 0.0001 } OUTPUT_RESOURCE { ResourceName = Oxidizer Ratio = 0.21 DumpExcess = true FlowMode = STAGE_PRIORITY_FLOW } } Simple.
  10. What is the issue? Instead of dividing the topics or going planet by planet, why not just tell us history of Kerbal expansion through the solar system? It would give you a natural progression to structure exposition and you won't necessarily have to have everything from A-Z ready and prepared before you start.
  11. Modern fission warheads use explosive lenses. They are powerful explosives that produce a sharp shockwave and control the wave to converge on the uranium precisely. Without the explosive lenses, the amount of explosive you'd need would be massively more. Using a low-grade explosive like gunpowder... you'd need tens of tons of explosive for even the smaller yield. Might as well just drop the gunpowder by itself.
  12. @Gordon Fecyk Yeah, the power required is not in the range handled by stock KSP or even modern technology. But, if you have access to oodle of power from a nuclear reactor, you have more options. What you might be interested in is simple air augmentation. BTW, get Atmospheric Autopilot. It makes flying so much more fun and all the cool streamers are using it.
  13. 350.6MW/kg --> 10516MW/30kg The calculations I did were for an intake of 1m^2. If you use a smaller intake, you'll get less air, need less power and only get as much liquid oxygen as you need. Everyone just assumes that 1EC/s is 1kW.
  14. Compression isn't the important part, it's the cooling. You need to calculate how much power is needed to cool down the air until it becomes liquid and the oxygen separates out. This happens at 90K. External temperature is 220K on average at the altitudes you'll need this the most (20km) and the pressure is 0.07bars. SABRE 'cheats' by using liquid hydrogen for a heat sink. The hydrogen heats up while the air cools down - the average temperature is low enough that liquid oxygen condensed inside the engine. I ran the maths on cooling down the air without liquid hydrogen. You need a heat pump. A heat pump moves heat from a cold source to a hot source, against the temperature gradient. This requires power. The power is the following: Amount of heat to be removed * Heat pump Coefficient of Performance * Heat pump efficiency + Other processes. We'll now calculate how much power is needed to fully process the air going into a 1m^2 intake at various speeds, starting at subsonic speeds (275m/s) and moving up to high hypersonic (3400m/s) The amount of heat to be removed is simply the energy contained in the air you're collecting. The heat capacity of air is roughly 1kJ/kg/K. At 275m/s, a 1m^2 air inlet collects 275m^3 of air per second. This is a quantity of air equivalent to 0.089*275: 24.475kg. It contains 5384kJ of heat energy. At 90K, it'll contain only 2202kJ. The difference is 3181kJ. Therefore, you need to handle 3181kW of heat. The coefficient of performance depends on the temperature gradient. It is equal to Cold Temperature/ (Cold- Hot temperature). The CoP here is 90/(220-90): 0.69 You therefore need to feed the heat pumps at least 1.44W of power for each 1W of heat they move. The heat pump's own efficiency depends on the design. 30% is the usual figure, but it might be improved for aerospace applications. So, you need to give the heat pumps roughly 4.81W for each 1W of heat they move. Putting all these together, we get a figure of 15.3MW for the heat pumps before any other losses (Other Processes) when travelling at 20km altitude at 275m/s. You'll need 2979kW to get 1kg of liquid oxygen per second At higher velocities, you suck in more air, but the air temperature will be higher. The power requirements rise rapidly. For example, at Mach 3, you'll take in 90.78kg of air per second per m^2 of intake area, and the air temperature will be 700K. This means the CoP drops to 0.1475 and the heat difference rises to 55.38MW, so you'll need 1251MW of power and you'll get 1kg of liquid oxygen for 65MW. It gets much worse at Mach 10. You now handle 302.8kg/s of air. The external temperature is at least 1500K. You'll need 22GW and you'll get 1kg of liquid oxygen for 350.6MW
  15. Hello. My KSP client, although heavily modded, ran perfectly fine. I updated my Nvidia Drivers, and now it refuses to transition between full loading and the menu animation starting up. Here is the output log: http://www.mediafire.com/file/mjds7lbystd2ndn/output_log.txt Here is a quote from the bottom of the output log: Unloading 256 unused Assets to reduce memory usage. Loaded Objects now: 339891. Total: 657.329346 ms (FindLiveObjects: 25.391077 ms CreateObjectMapping: 15.278646 ms MarkObjects: 525.418396 ms DeleteObjects: 91.239433 ms) Crash!!! SymInit: Symbol-SearchPath: '.;C:\Games\KSP1.3\Kerbal Space Program;C:\Games\KSP1.3\Kerbal Space Program;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'malikklalib' OS-Version: 6.3.9600 () 0x300-0x1 C:\Games\KSP1.3\Kerbal Space Program\KSP_x64.exe:KSP_x64.exe (00007FF61D380000), size: 22437888 (result: 0), SymType: '-exported-', PDB: 'C:\Games\KSP1.3\Kerbal Space Program\KSP_x64.exe', fileVersion: 5.4.0.23386 C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FF98C0A0000), size: 1757184 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\ntdll.dll', fileVersion: 6.3.9600.18438 C:\WINDOWS\system32\KERNEL32.DLL:KERNEL32.DLL (00007FF98BF60000), size: 1286144 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\KERNEL32.DLL', fileVersion: 6.3.9600.17031 C:\WINDOWS\system32\KERNELBASE.dll:KERNELBASE.dll (00007FF989460000), size: 1134592 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\KERNELBASE.dll', fileVersion: 6.3.9600.18666 C:\WINDOWS\SYSTEM32\HID.DLL:HID.DLL (00007FF988410000), size: 53248 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\HID.DLL', fileVersion: 6.3.9600.16384 C:\WINDOWS\system32\GDI32.dll:GDI32.dll (00007FF98A130000), size: 1372160 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\GDI32.dll', fileVersion: 6.3.9600.18660 C:\WINDOWS\system32\USER32.dll:USER32.dll (00007FF989AC0000), size: 1536000 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\USER32.dll', fileVersion: 6.3.9600.18535 C:\WINDOWS\system32\ADVAPI32.dll:ADVAPI32.dll (00007FF98B890000), size: 696320 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\ADVAPI32.dll', fileVersion: 6.3.9600.18155 C:\WINDOWS\system32\WS2_32.dll:WS2_32.dll (00007FF989760000), size: 368640 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\WS2_32.dll', fileVersion: 6.3.9600.18340 C:\WINDOWS\SYSTEM32\VERSION.dll:VERSION.dll 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Space Program\steam_api64.dll', fileVersion: 3.42.61.66 C:\WINDOWS\SYSTEM32\mscms.dll:mscms.dll (00007FF973BB0000), size: 598016 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\mscms.dll', fileVersion: 6.3.9600.18589 C:\WINDOWS\SYSTEM32\USERENV.dll:USERENV.dll (00007FF9887F0000), size: 126976 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\USERENV.dll', fileVersion: 6.3.9600.16384 C:\WINDOWS\SYSTEM32\icm32.dll:icm32.dll (00007FF985D60000), size: 266240 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\icm32.dll', fileVersion: 6.3.9600.18589 C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL:dhcpcsvc6.DLL (00007FF982E10000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc6.DLL', fileVersion: 6.3.9600.16384 C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL:dhcpcsvc.DLL (00007FF982E30000), size: 102400 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dhcpcsvc.DLL', fileVersion: 6.3.9600.16384 C:\WINDOWS\system32\wbem\wbemprox.dll:wbemprox.dll (00007FF9785B0000), size: 61440 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\wbemprox.dll', fileVersion: 6.3.9600.16384 C:\WINDOWS\SYSTEM32\wbemcomn.dll:wbemcomn.dll (00007FF977B80000), size: 520192 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\wbemcomn.dll', fileVersion: 6.3.9600.16384 C:\WINDOWS\system32\wbem\wbemsvc.dll:wbemsvc.dll (00007FF9720E0000), size: 81920 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\wbemsvc.dll', fileVersion: 6.3.9600.16384 C:\WINDOWS\system32\wbem\fastprox.dll:fastprox.dll (00007FF972120000), size: 933888 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\wbem\fastprox.dll', fileVersion: 6.3.9600.16384 C:\Program Files\Bonjour\mdnsNSP.dll:mdnsNSP.dll (0000000059720000), size: 155648 (result: 0), SymType: '-exported-', PDB: 'C:\Program Files\Bonjour\mdnsNSP.dll', fileVersion: 3.0.0.10 C:\WINDOWS\System32\fwpuclnt.dll:fwpuclnt.dll (00007FF9857E0000), size: 438272 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\System32\fwpuclnt.dll', fileVersion: 6.3.9600.18009 C:\Windows\System32\rasadhlp.dll:rasadhlp.dll (00007FF972300000), size: 36864 (result: 0), SymType: '-exported-', PDB: 'C:\Windows\System32\rasadhlp.dll', fileVersion: 6.3.9600.16384 C:\WINDOWS\system32\LavasoftTcpService64.dll:LavasoftTcpService64.dll (0000000180000000), size: 446464 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\system32\LavasoftTcpService64.dll', fileVersion: 2.3.4.7 C:\WINDOWS\SYSTEM32\dbghelp.dll:dbghelp.dll (00007FF97FBA0000), size: 1605632 (result: 0), SymType: '-exported-', PDB: 'C:\WINDOWS\SYSTEM32\dbghelp.dll', fileVersion: 6.3.9600.16520 ========== OUTPUTING STACK TRACE ================== 0x00007FF955F40E6A (mono) mono_reflection_type_from_name 0x00007FF955F41723 (mono) mono_custom_attrs_construct 0x00007FF955F4538A (mono) mono_reflection_get_custom_attrs_by_type 0x00007FF955EF3ECA (mono) mono_domain_finalize 0x0000000004923141 (Mono JIT Code) (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x0000000004922FF1 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider,System.Type) 0x00000000049226B1 (Mono JIT Code) System.MonoCustomAttrs:GetCustomAttributes (System.Reflection.ICustomAttributeProvider,System.Type,bool) 0x000000000498B8FE (Mono JIT Code) System.Reflection.MonoField:GetCustomAttributes (System.Type,bool) 0x00000000413DD78B (Mono JIT Code) GameParameters/ParameterNode:Save (ConfigNode) 0x00000000413DD570 (Mono JIT Code) GameParameters:Save (ConfigNode) 0x00000000413DA124 (Mono JIT Code) GameParameters:GetDefaultParameters (Game/Modes,GameParameters/Preset) 0x00000000413D995F (Mono JIT Code) MainMenu:Start () 0x00000000048A725B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 0x00007FF955FD4FFB (mono) mono_set_defaults 0x00007FF955F28341 (mono) mono_runtime_invoke 0x00007FF61D63517D (KSP_x64) ScriptingArguments::AddString 0x00007FF61D58B5D3 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF61D58B974 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF61D58C1F5 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF61D58C5C9 (KSP_x64) IClusterRenderer::IClusterRenderer 0x00007FF61D44F199 (KSP_x64) Behaviour::InitializeClass 0x00007FF61D606529 (KSP_x64) CallbackArray1<bool>::Invoke 0x00007FF61D6C3050 (KSP_x64) Object::GetInstanceID 0x00007FF61D6C384A (KSP_x64) PlayerMainWndProc 0x00007FF61D6C6BEE (KSP_x64) PlayerWinMain 0x00007FF61DB7C344 (KSP_x64) RectT<int>::GetYMax 0x00007FF98BF6168D (KERNEL32) BaseThreadInitThunk ========== END OF STACKTRACE =========== **** Crash! **** I have never seen a crash log reference the system32 folder of my windows install! What could be the problem?
  16. Have you installed the SMURFF mod or the more complex Realism Overhaul? They adjust the thrust of the engines and the mass of the components to make the rockets perform how they should in real life.
  17. Flywheels using Zylon can reliably offer 1000Wh/kg: http://www.tankonyvtar.hu/hu/tartalom/tamop425/0048_VIVEM319EN/ch08.html
  18. The point of the SFR design is to keep SpaceX in business in the short term, and in the long term if the Mars mission doesn't pan out - this would make the BFR much too big for any market. The SFR would focus on Earth. With that in mind, I was suggesting different low-thrust propulsion systems that SpaceX could install on the SFS stage for the landing burn. Merlins or SuperDracos exist already and their separate propellant feeds can be installed in the already-separated header tanks. Although, if it turns out that developing new lower-pressure Raptors is the better option, then we can use those instead. We don't have enough data on the Raptors to cut either way. The SFR launches on an F9 booster, so it is basically a reusable upper stage based on the BFS design.
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