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jhook777

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Everything posted by jhook777

  1. Ok I understand you now. I'll poke at this and see what I come up with. Seems like a fuel feed thing that could probably be sorted easily once identified.
  2. First ten minutes is on the ablative nozzle (better late than never??). When you say what exactly do you mean? Do you mean they draw fuel (pvc) from a central source or is something messing with the laser? (a single laser powering multiple engines may be a bit tricky as it will have to divide between them all. still should be doable with ... you guessed it, moar powa!)
  3. In the mean time, to get you started, the ablative nozzle is like a receiver in that it has a power receiver interface and needs to be activated in addition to activating the engine. low thrust in atmo. better in vacuum. use a gigajoule(s) laser to boost in atmo.
  4. Thank you for pointing that out. I had forgotten to include the ablative nozzle. I'll make sure it gets a tutorial asap! Been a while since I messed with that part.
  5. kspie doesn't have a way to convert resources into LFO as stock liquid fuel and oxidizer are of unknown composition (i've heard people say it's Liquid H2, kerosene, cyclohexane, etc). stock mechanic of mining ore and converting using stock isru will provide you with LFO.
  6. Thank you so much. I ran some tests using that and yeah, going with convection radiators for ocean power stations from here on out, hands down! Also, here is part II. All about basic relay use. Note these designs aren't meant to be copied but were chosen to illustrate functionality and be able to be seen on screen. A player's actual relays will/should vary. i have no idea why sometimes youtube gives me a clear thumbnail and sometimes gives a very low res thumbnail. video is uploaded in hd
  7. Beam power tutorial from the exact point where beam power becomes possible in the [unkerballed start] tech tree. Long because a lot of folks have asked me not to skip over or fast forward through builds. So, I take my time and develop microwave launches from the ground (err ocean?) up. Take a look, feel free to question/comment/criticize. Part II coming as soon as I get better at low tech relays. Need to do more research.
  8. I figured it out. I was trying to use an isru unit at first but quickly found that the science laboratory extracts deuterium from an ocean using the 'start centrifuge' toggle. Had a request for another, more in depth, look at fusion propulsion so here is a peak into the research and development process employed by my brave Kerbals:
  9. I did notice the science laboratory still has the 'activate centrifuge' option. Which, if I recall correctly, is for separating out heavy water from water. Testing this right now. edit: Aha! I found it. Ok so the science lab turns water into Deuterium. about 43.5MW to get .94 Kg/hour. This requires the vessel containing the science lab to be splashed down. It seems to also work whether I have intake drills or atmospheric intakes open or closed so might be independent of intakes? But yeah, splash a science lab down in an ocean and click 'activate centrifuge' and it will produce Deuterium until the ocean runs out
  10. @pmborg Firstly, I really really like that spaceplane/starship. It's so cool. Secondly, I owe you an apology. It took me a while to get around to testing because of rl stuff but once I did I realized I was speaking from old knowledge. I went out to the ocean of Kerbin to scoop up some deuterium and ran into a surprise. There wasn't any. I would have expected at least heavy water oops. So yeah, my apologies for speaking before testing. Here's a screenshot! @FreeThinker Maybe I'm losing my mind in my old age, but, I feel like harvesting Deuterium from the ocean was as easy as pumping intake through a processor. Did I miss something?
  11. I did read the article and found it interesting, for sure. Thing is it uses a general statistic that doesn't actually represent deuterium distribution [variances] in the universe. On earth we get an average of 33 grams of Dt per cubic meter of sea water, or about 156 atoms of Dt per million of H. Distribution in nature, ie all the Dt in nature formed from the big bang, is about 26 atoms per million. Much much less. Studies of comets show a similar ratio of Dt to H as in Earth's oceans, giving confidence to the fairly well established theory that our oceans came from comets. Jupiter, on the other hand, has a ratio that is in line with the norm of 26 atoms per million, not very comet like but very universe like. Then there are observations of gas clouds that contain between 5, 15 and 25 ppm depending on factors such as nearby novae and such that would have scattered/vaporized/frozen the Dt making it undetectable by spectral analysis. "The deuterium/protium ratio of the comet 67P/Churyumov-Gerasimenko, as measured by the Rosetta space probe, is about three times that of earth water. This figure is the highest yet measured in a comet.[6]" -wikipedia https://en.wikipedia.org/wiki/Deuterium Ok, long winded, I'll get to the point. It is not reasonable to expect every ocean in the universe to have the same Dt ratio as oceans of Earth as those ratios are not even a constant on Earth or Earth's neighbors. See: https://en.wikipedia.org/wiki/Vienna_Standard_Mean_Ocean_Water The chromatograph science part(s) included with kspie do an admirable job of modeling this in game, in my opinion. I'm not saying don't do what you are doing. You get points, in my book, just for tinkering and making the change and the modules. Kudo's! I just wouldn't want someone that hasn't tried the included part(s) out to think that they don't work as expected.
  12. @pmborg Perhaps try out the liquid chromatograph science part. It will give you a % distribution of elements and molecules present in a body of water. You'll notice if Deuterium distribution amongst Laythe and Kerbin is in line with expectations using that part. Additionally the gas chromatograph will confirm expected distribution in atmospheres of Kerbin, Duna, Laythe, Jool, and Eve. I can't speak to planets added by mods but the few I've downloaded and tested in 1.7.3 (not extensively) are a bit mixed. Some have absurd amounts. Some are missing it entirely. As for stock planets I feel it should be about right but I'm no expert. Perhaps that should be my next video. Taking ocean samples from the three stock oceans....hmmm.... Rockin spaceplane, by the way!
  13. @pmborgI'm pretty sure 'Ocean Extraction' works for that as long as your universal drill is submerged and pulling in 'intake liquid' which is a resource the drill itself will carry in small quantities. About enough for the ISRU to extract goods from it much like regolith processing. I know the All-in-One ISRU does ocean extraction, I'll have to check to see which dedicated units also do ocean extracion. By submerged I mean just the end of the drill under the surface. Don't have to dunk the whole thing.
  14. built it in situ! landed a construction ship, dug up a bunch of stuff, surveyed the site and plopped it down full vid on the process is the one posted on Dec 28th. It's like an hour and 45 minutes long though so maybe double tap that fast forward button. glad you like the tutorial, i'll have the next one up soon!
  15. Planetary ISRU part II, nothing exploded this time! (but don't let that stop you from watching ) part III coming soon.
  16. Part I of the ISRU tutorial. More the precursor to the tutorial as a great many unexpected things happened during this mission that kinda of sidetracked away from tutorialness. Still, after all the dust settled the base is set up and I can do a proper ISRU breakdown in the next video using it. Till then (day or two) enjoy viewing my struggles
  17. Hi! I usually do tutorials on KSP Interstellar Extended but I use EPL a ton (because it fits so well with KSPIE and KSP in general) and leaned on it pretty heavy in this video. Sorry it's so lengthy but it really shows off the robustness of EPL (made with version 6.6.2, updating to latest right now!).
  18. Now that is a nice looking space plane. Does the airforce know you took their design? lol. very cool.
  19. I'm so bad at making realistic craft I totally see what you are saying about pancaking the radiators. You should sneak some code in that looks for that and punishes the player My (poor) attempt at running through beam power conversion. If one looks at this as the wrong way to do things one might figure out how to do it right
  20. Also, beam core with magnetic nozzle. I actually follow the build on this one instead of demonstrating an already finished craft. Sorry for all the meowing in the background, it had been a whole 4 hours since my cat last ate and the poor thing was on the very brink of starvation.
  21. Hi! If you upload your craft file to kerlbalX I can take a look at it and see what it needs. I've a couple SSTO pebble bed spaceplanes you can take a look at for ideas as well. Try this one: https://kerbalx.com/jhook777/Fizella It's got it's own video to show how to fly it. It's bare bones simple so you can scale it up to suit your needs but take inspiration from the basic design. As for reactor output decreasing, that will happen as the reactor and the air heat up. Also a lot of radiators might cause extra heat build up from drag. Experiment with different air intakes, precoolers, placement of parts (inline vs radial) as well as fewer but well placed radiators. Also, see if your plane loses power at all altitudes or only high altitudes or at sea level, etc. to determine it's preferred flight profile. Good luck!
  22. Hi anyone know of a way to make a config or patch or maybe if there is a mod available that adds the metal ore resource to asteroids? I found something a while back that changes the EL parts to use ore instead of metal ore but I would rather keep the metal ore and somehow mine that from asteroids (if at all possible). Thanks in advance! Oh, also running 1.8.1 and everything seems to work so far. Haven't tried out stakes yet, that is next on my list.
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