Jump to content

Khalkion

Members
  • Posts

    115
  • Joined

  • Last visited

Everything posted by Khalkion

  1. As I can see you have FAR installed. I'm more or less sure that these lines are some sort of interaction between it and KJR. And nothing about KSPI-E itself.
  2. I'm not sure which topic is the right one as I was not able to find IFS support thread... It seems that one of the two latest updates of IFS disabled patches to stock tanks and all my adapters turned into a pumpkins From what I can think it is because configurable containers core (not full version) is dependecy of AT Utils which is dependency of several popular mods like USI colonization, TCA, Ground Construction and so on, but I have no idea how IFS can detect whether it is just core version or full. If this behavior is intended should I just install full version of configurable containers to have KSPI fuels in stock form factors again? However it had already created some mess with old crafts >.< For now I just deleted &!configurablecontainers from mmpatches, but if these changes will remain in effect I should think about some more elegant way... PS Link to this topic from release thread is trying to lead us to edit your post. https://forum.kerbalspaceprogram.com/index.php?/topic/172026-142-ksp-interstellar-1186-support-thread/&amp;do=edit /&amp;do=edit
  3. Can someone tell me, where are 10-202 missing MW of power? Or some other number... ChargedParticleRatio = 0.985 NeutronsRatio = 0.005 NormalisedReactionRate = 0.9 NormalisedPowerMultiplier = 0.936 NormalisedPowerConsumption = 3 MeVPerChargedProduct = 1.079411 TechRequirement = advFusionReactions RequiresUpgrade = False RequiresLab = False TechLevel = 2 Here are numbers for this reaction type, but I coudn't find a way to lose exactly 202 MW.
  4. Looks like you either don't have enough radiators for equilibrium point to be lower than max temp of critical parts or you have some problems with installation. And for radiators... pebble bed reactor has built-in thermal throttling, so when heat goes too high, not only generator looses its efficiency, but also the reactor should start produce less and less thermal power for helping with equilibrium point. Can you post your craft?
  5. Heat in KSPI is way more realistic than stock. In real-life cooling things in non-conducting environment is pretty hard and cooling is not a magic process, but a thermodynamic one, so we have equilibrium state (if it is possible), radiation depending on the power function of temperature and so on. However this problem is real only at the beginning of KSPI-tech, as you open more nodes and technologies cooling will become less and less a problem. As I understand it early reactors are meant to be bad choice for almost anything except thermal propulsion and early generator tech's poor efficiency doesn't allow big scale electric production without horrible amounts of radiators. Reactors that are meant for electric propulsion are higher in the tech-tree, and upgrades that will allow generators to work with starting reactors for electric propulsion are even a bit further. But this is just a small misunderstanding of this mod by new players, some of them may think that everything should work with maximum efficiency like the stock things do while in real-life every technology consists of trade-offs. And KSPI is following this trade-off path, so reaching maximum efficiency is almost impossible, but good enough is manageable. And the further into the tech-tree, the more futuristic and efficient things become.
  6. Spent another couple of hours testing delta-v of interstellar engines. Everything was tested with default fuels (mostly hydrogen or built-in). So "ok" means calculated delta-v and real are the same, and "not ok" means real delta-v are twice as low opposed to calculated one. atila ok bussard fusion ok CANDLE ok daedalus ok dyrect cycle nuclear turbojet ok kerbstein ok magneto plasma dynamic ok plasma wakefield accelerator ok solid core nuclear engine ok thermal nozzles ok timberwind nuclear particle bed ok TORY nuclear ramjet ok vasimir ok cloced cycle gas core rocket not ok magneto inertial fusion not ok open cycle gas core rocket not ok plasma nozzle not ok vista not ok magnetic nozzle ok
  7. Just checked in sandbox. You are right, full tech efficiency has no effect. The errors in calculations of delta-v are the same, almost double.
  8. I don't have access to the vista in my career yet, but I have the same issue with previous tier fusion engine - Magneto Inertial Confinement. However I saw stat efficiency in it's description, and according to it I should have about 50% efficiency with my fuel choice, so I thought my delta-v was that low due to that. May be vista works the same? Can't check it right now.
  9. Looks like IFS dual fuel tanks use incorrect volume number for only liquid fuel setup. At least CDT tanks. They don't use 0.2 multiplier for it. LFO setup is ok, LF is not.
  10. I see, it was done for more realism. Thanks for the reply.
  11. Hello there. Just returned to KSP after a long break, installed my favourite KSPI and had some fun. Found a little strange patch, which makes small vanilla ion engine soooo hungry: about 17480 ec/s. Patch is applied as I have not NFT installed. Are these numbers intended? @PART[ionEngine]:NEEDS[!NearFutureElectrical,!SETI] { @MODULE[ModuleEnginesFX] { @PROPELLANT[ElectricCharge] { //@name = Megajoules @ratio *= 2000 } } !MODULE[ElectricEngineThrustLimiter]{} }
  12. Why do you think so? You recieve power that was radiated from the surface, there is no know realitstic way to utilize power from center of star with keeping star "alive".
  13. KSPI-E is intended to play with some sort of bigger tech-tree (CTT in stock, but I think ETT will work fine too). These tech-trees need way more science to fully unlock (really a big number, I think more than 100k), so your balance suggestion is not really an issue. However if you feel that you are gaining too much science you can always lower it in your settings. Also KSPI-E uses science for retrofit or upgrading some parts, so I don't think it is unbalanced. Because.. you know, you have no 100 000 ISP engines in stock neither, so if starting to speak about unbalance... This mod is more for late game usage, when you think that stock "just more boosters to eve" no more fun and want some different techs (and challenges). And with that techs you wont think that magnetometer is too OP, when you need thousands of science per tech node.
  14. As I understand it - it can utilize all power from mixed type reactors, but works like thermal generator. So if total power of some fusion reactor is 3 GW, where 20% is charged particles, then Magnetohydrodynamic Electric Generator will work with all 3 GW while thermal generator will take only 2.4 GW. And then these numbers will be reduced by thermal efficiency in both cases. However I have no problem with bringing MEG to 50+% thermal effficiency. Of course thermal helper doesn't show these numbers, but in flight they are achievable. May be it is time to delete or redo thermal helper, as it becomes more and more confusing for newcomers with each update.
  15. Do you know, that you can toggle resource overlay in map view (both in flight and in tracking station) to see resource concentrations on scanned bodies? While it looks like SCANsat doesn't have resource definition for nitratine (I think it because CRP doesn't have it too), stock resource overlay works fine for it.
  16. I've already succesfully launched 5 or 6 times with it in place...
  17. Why does this one have 10 crew capacity? GameData\InterstellarFuelSwitch\Parts\Mousecentrifuge\mousecentrifuge.cfg
  18. At the point when I was building it FEL had worse efficiency than diode laser in Long Infrared. And now I'm planning to launch solar power and Short Soft X-ray transmitter (or may be a little shorter, according to my calculations I need something about 1,67E-10 for reach Kerbin with 1m aperture of transmitter and 5m spot-size. Right now I don't have any big dish for X-ray diapason, so I have to use just the laser with its small aperture). Also I'm thinking about building some sort of adapter? relay. So I could use my old network for longer distances without rebuilding it. Something that can recieve in my current Infrared and than retransmit in shorter wavelengths. But I hadn't tried it yet and I think I will need a lot of radiators and lost most of the power in transmission. Or is there any way of relaying power in different wawelength without first recieving and then trasnmitting it?
  19. Yep, I'm playing carreer with Interstellar(and about ~80 mods else) for may be 2 months now?.. Am I wrong and I don't actually need the relays?
  20. I have 3 stations in network around the Kerbin. I need to relay power from the other two stations, that are not in the line of sight of the launchpad (on the other side of Kerbin). So with relays I have 30 GW anywhere on Kerbin, and without relays it would be only 10-15 GW, depends on how to position stations.
  21. Here is my low tech network. I got 3 these stations at KSO. Together they provide around 30 GW of power at the surface of Kerbin. They are working in Long Infrared to be able to penetrate atmosphere. However long infared has quite long wavelength, so I have to use big dishes because I wanted to place this stations at KSO, so the power for launches would be constant at any time. Big dishes have bigger aperture and with big aperture you can achieve smaller spot-size at longer distances. That's why I didn't use laser turret, but big dishes + diode laser array (beam generator). I have 3 dishes because this particular ones are not able to mirror (this fact is written in description of different transcievers, if they can mirror, you don't need 2 for relay, one will be enough). So 2 for relay (one is set "Link for Relay" and the other is set "Activate Relay", to be able to activate relay you first need to link the first one) and the third one for actual transmission of power generated onboard. Why I didn't use one big generation station and 2 simple relays is because of masses of launches. These stations weight around 500t each, and I had to assemble them at LKO from pieces (4 launches: reactor+generator, 2 sets of trusses with radiators and dishes+propulsion). Also I have ISRU converter onboard, because without it Molten Salt Reactors would almost die in days at full power. And the rest is radiators to achieve the desired efficiency of the generator. I'm not sure that this setup is optimal, but it works and serve me quite well for the purporse I want: thermal launches from the surface of Kerbin + initial orbit maneuvres. Provided power is enough for launching over 350t to LKO with quite huge margin for errors.
  22. Hello there. I decided to try OPT parts and faced up to... some inconsistency? Becase with OPT crafts become bigger but with worth perfomance compared to stock. And so here is an example: OPT K Fuel tank 6m has room only for 4680 LF. Stock Mk3 Rocket Fuel Fuselage has room for 5000 fuel. And mk3 fuselage is about 3 times smaller and already includes some coefficients for structural integrity and heat resistance (stock Kerbodyne S3-7200 is even smaller and has 7200 fuel). And while it was not so bad for J series (but still underperform compared to stock mk2 series by ~20%), K has some real problems. Also as mentioned above K Fuel tank 6m has 4680, K Hollow Fuselage has 2520 wich seems accurate as fuel is contained inside mk2 sides, but there is huge hollow area inside that can be filled with lots and lots of fuel, not just 2160. Rockomax X-200-32 + X-200-16 fit easily inside with enough space by sides and it is already 4800 fuel...So.. what the point of making K fuel tanks so puffy?
  23. I'm not sure, but it looks like Gas Chromatograph Mass Spectrometer has some problems with it. In cfg it has MODULE {name = ModuleScienceExperiment experimentID = gasChromotographyMassSpectrometryExperiment} but there is no actual definition for this science experiment in GameData\WarpPlugin\Resources\ScienceDefs.cfg or anywhere else in WarpPlugin. So we can't run it as science, only use for looking up atmospheric composition (in pop up window) with MODULE {name = FNMassSpectrometer}. Therefore, I believe that there either should not be a ModuleScienceExperiment, or there must be a definition for it ...
  24. The problem part is Gas Chromatograph Mass Spectrometer from KSPI-E and is meant to research atmospheric composition. However I've done some more tests (actually a lot more...) to find out the actual part and repeatability. And right now I'm thinking that I should post this problem to @FreeThinker beacuse it seems that the part experiment is broken rather than ForScience. Because I can't use it manually either, but it has ModuleScienceExperiment in cfg. After looking up the cfg, it looks like this part is missing science experiment definition, that's why ForScience can't run it properly.
×
×
  • Create New...