-
Posts
323 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Profit-
-
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
As promised I have pictures of my Orbital Power plant with the resupply ship docked (I did not have much lithium or deuterium to spare on the construction vessel also the radiators are helping manage heat as my others were slightly undersized.) Now what do I do with all this power you ask?????? That is a good question, as of yet I have found NOTHING to use it all with.. I made a ship that had a TWR greater than 1 using 17 Quantum vacuum thrusters at 2.5M They could not drink all the power up.. (And it over heated really fast) I just launched this, and it does not come close to using all the power either: @freethinker The one thing I really wish for now.... If a space ship is not using the power it receives from a microwave receiver, it clamps it and does not produce the heat, my ships are all doing emergency reactor shutdowns because the power received even at 1% of the receivers capacity is too much for the radiators to support. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Yes it does still work. I have a refueling ship docked to it that i will share a picture of when I get home. First ship that I have ever used a 5m deuterium tank with and this one has 6 5m deuterium tanks an 16 8000 unit lithium pods. I turned off about 20 of the reactors as there were issues with heat on my little ships and they were cooking -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
And to show off, here is one of the orbital constructions. It produces 4.5 TerraWatts of power and would otherwise cost 110 million. It required so much material it had to be built with the harvester on minnimus (Taking off with close to 7,000 tons was interesting as it was all on the launch pad.) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
That makes perfect real world sense, and anyone who had a vague knowledge of thermodynamics should know that, but if it said something in the thermal overview window like "Dissipation capped at maximum reactor temperature." It would go a long way as far as feedback. (Not that many Kerbal systems are known for their feedback but, you know, if you did want to go that way) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I was testing atmosphere as reaction mass in my launches using the ATILLA today. Here is a 2600 ton monster SSTO That can reach minimus without jettisoning a stage (although you can jettison the intakes if you want as they will never be needed), and mine metal there for the exoplanet launch pads. It switches to water at about 16K and 1100M/S and is powered by 2 Fusion reactors and has 6 max size atilla thrusters and a MHD for efficient orbital maneuvering. It launches from Minnimus with about 1500 tons of metal which makes it about 3800 tons total. The only issue is harvesting the water is not working for some reason but I have yet to track down why and it really does not matter with the ISP of the MHD. This costs about 10 Million, but honestly it is invaluable to be able to create ships in orbit without any sane size restriction. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Massively lower tech level for good propulsion as well. This here is one of my latest atmospheric scavenger. The big fat part on the bottom is a arcjet booster stage. I turned it down to 2.7 TWR to not tear it apart. It reaches 5000k circular with a bit left in the tank and I jettison it for the MHD and warp capabilities. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I made a Hexaborane container for the P-boron fusion since I think that there is one missing. It looks a bit shady but anyone is welcome to use it (even freethinker =) . Just drop it into your parts of your warp plugin folder. https://dl.dropboxusercontent.com/u/22126744/RVHexbor.zip -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
YAY! I am very happy to see this update =) I shall get to testing it shortly. * I feel silly asking this, but where is the Hexa-borate storage for the P-Boron Fusion mode with the reactors? Anyone know? -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
This is interesting, I just checked my game and I just tried a nuclear ramjet in a career mode and it did not lag... (My ship crashed repeatedly as I have no skill at planes but it did so at 30+fps.) The Tory Nuclear ramjet is also ok. (except it is producing 0 thrust at full power) I will check a dumbo next. *edit: Alright I can reproduce the low FPS with the dumbo. This setup here slows the game to a crawl with no mods. This one here using fusion (P-Boron) does not lag at all. The bug with the tory (Thrust but not FPS): -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
All of that is well and good, however since others (well me personally at least) do not experience lag to such a degree without the mods, there is something probably happening in the interaction between everyone. KSP supports running outside of steam, so perhaps you can make a copy of your game folder, delete all mods except tweakscale, warp plugin, squad, and interstellar fuels and see if it is still lagging as severely. If it is, we will have to look at your machine in greater depth, if it is not lagging anymore, put half the mods back and try again until you can narrow down the interaction with the mod that is causing it. If we know it is interacting with a mod, then freethinker has a place to start looking for the trouble making code. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I dont have that (as far as I know) so... Lets start by comparing mods. I have : Tweakscale KAS KIS MechJeb KSPI-E (obviously) Kerbal Alarm Clock What are your mods? (I also cleaned up my module manager files, I only kept 1.6.8) can you also post a copy of your save file (persistant.sfs) so we can peek in it? @freethinker: Can we have a minor tweak, allow the science labs to hold 5000 data so we can process the results from the supercolliders? On a side note, My Anti-Matter expedition was successful and I have a over a Kilogram of the stuff for any nefarious purposes. (although this ship has a lot of issues I have found out) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I have always had lag in the VAB with radiators and certain engines. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Yes. Easily. You can even go SSTO from the VAB. ATILLA (Underused IMHO for heavy lifts) or if you are fully upgraded the MHD (With MHD you should probably be using a Microwave receiver as a booster) . Either of those with a airscoop gathering nitrogen will get you to space with nearly full tanks and depending on your setup, up to 30,000 M/s Delta V You can also do it with thermal turbojets still as well.... Here is an atilla with 1 level of upgrade on the fusion (so you can use P-Boron fusion) I start the nitrogen tank empty and it is actually gaining fuel at this moment (I turned off the scoops to make this launch faster with less weight so the tank is not full) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
And now to more happy things... My Career mode after mod cleaning and sprucing up, and I launched one of my corner stone pieces: My Anti-Matter Station to refuel small probes at (it will hold about 1.3Kg of AM). Oh, thank you freethinker for unlocking the radiator scaling a bit more. =) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
It still has very similar issues with 2 reactors on one thermal generator.... However, it seems kinda logical and maybe you would just want to call it intended behavior, just add a warning. You can see them here, with similar heat levels, and you can see the difference in electrical production, but once again maybe you should just call it a feature and recommend one generator per reactor. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
I will test that after work, till then, Using the alternative setup, I have my speed back =) (Hehehe) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
That is not the case, the fusion reactor actually is running and the only power generated in this setup is from the charged particle generator below it (29GW of charged particles) You can see it is running flat out in this picture -> http://postimg.org/image/go80sg6a3/full/ -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
This is the basic setup. I have a charged particle gen,with a upgraded fusion, a thermal generator, and a molten salt generator stacked on top to beam energy to vehicles. The Thermal electric generator would not produce energy for more than a few seconds in this configuration. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Sadly, I seem to have hit a bug first thing on the new version. When I have a MSR on top of a thermal converter with a fusion reactor below it causes the thermal converter to not work. This use to work in the old versions, and it should have about 100,000MW (yes MW) of thermal power right now. (one other small note, I miss the large heat radiators, the other ones, do not scale up enough, as they are capped at 400% =( ) Further experimentation, if I add another generator, it fixes the problem. (This does make sense, as there are differing reactor temperatures so it cannot figure out efficiency but it seems like it should at least pick one.) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Finally decided to try the newer versions... Used hyperedit and got *most* of my kerbals home (there has been some lurking corruption that prevented 100% recovery) Looks nice =) -
Using KSPI-Extended technically it is free, and it is fun to watch the nitrogen tanks of reaction mass fill as I climb through the atmosphere... but I have roughly 200,000,000 credits of infrastructure...
-
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
Consider the costs the equivalent of bribing the Kerbal Nuclear regulatory commission. -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
All sounds awesome =) -
KSP Interstellar Extended Continued Development Thread
Profit- replied to FreeThinker's topic in KSP1 Mod Development
@freethinker Because I am kinda a figures guy.... The best current super capacitor is 12 wh/kg (lithium ion based) Superconductive magnetic energy storage used by utilities is 1-10 wh/kg certainly not weight optimized since it is on the ground. I assume with the new superconductors and new materials research in supercapacitors could change this dramatically. Specifically the new -70 degree superconductor (massive weight savings on keeping it cool as you do not need to use vacuum flask tech)and the .8v super capacitor that for a couple microwatts makes an energy density of 51 wh/kg could be huge game changers, there are also some others that are theoretically hitting 110wh/kg Still... 40 megawatts at 51wh/kg would be over 780 metric tons.