Jump to content

Profit-

Members
  • Posts

    323
  • Joined

  • Last visited

Everything posted by Profit-

  1. I am also having some weird bugs with them. I can deploy them in all cases though, except when I lose power. Yes, they are supposed to just be put on the ship and radiate heat. *Edit: Sorry, I just read your post a little closer. Radiators do not take care of heating issues in things like engines and re-entry heat. They will in an update, but not currently.
  2. Did you run out of power? I am commonly running out of power because of the cost of keeping propellants liquid, so double check that. - - - Updated - - - I still have been unable to consistently reproduce the NaN bug on my radiators, however, selling a ship affected with it produces this -> upload jpg (Dont worry, I have an automatic versioning system so my save file can be reverted, but if someone did not they would be borked)
  3. Working a little further on figuring out where the radiator bug comes from... I was able to get this, and the heat values no longer move: photo hosting I think it has something to do with reverting to the launch pad, however I am not 100% sure about this. This particular bug started when the microwave collectors shut down from overheating and I restarted them at this heat level.
  4. Thorium is EXTREMELY sensitive to actinide poisoning. It probably just needs the fuel to be reprocessed. The reason for this is almost all neutrons are needed to create protactinium from the thorium, and then it decays to uranium 233 which is finally fissioned and releases the neutrons to keep the reaction stable. Come to think of it, thorium reactors should not really be able to breed tritium either or only breed 1/10th as they have less than 10% neutrons to spare.
  5. Not a very important thing, but for some reason the creation of uranium nitride does not seem to work in the ISRU. Reactor has plenty of it, just wanted to do it,but with a tank of ammonia and enriched uranium it does not seem to be working.
  6. This is gonna sound kinda lame, but you might just want to go with LOX (Liquid Fuel and oxidizer) or just liquid fuel. The reason why is I am unsure if the mod has things that this mods ISRU can use, but I am pretty sure there is default game ore on the planets. You will have to deal with soot, but I am sure you can handle it. (You can also harvest from asteroids and such, and the ore tanks have very low empty weight) (Also consider using gravity for braking)
  7. Hey there, I was wondering if you could make a small change, can you add a button in VAB so we can change the fuel by default of a Plasma Drive? Most of the time it gets it right, but sometimes I just want to override it.
  8. I already did, both vessels with tanks had a dry mass of exactly 100 tons. or do you mean wet mass and how much harder it is to put a 195 ton tank of CO2 into orbit than a 16 ton tank of hydrogen?
  9. If you keep your power low you only need a tiny amount of CO2 to do the cleaning... If you are willing to exploit, currently you actually need 0... (just shut off all heat sources and throttle up) OR... If you are willing to sacrifice some TWR, just run with 100% soot. Your ISP will be the same just your thrust will be real low (you will have to pull back in order to stop overheating)
  10. The ISP is higher, but your fuel tanks are FAR less dense giving you a lower fuel mass to your ship mass. A lower ISP is ok in theory if your fuel is more dense and the ship throws it off during acceleration. Example: You have 2 ships with 2 fuels. one has an ISP of 500 and the other has an ISP of 1000. The ships mass's dry (without fuel) are 100 tons. The first one contains a dense fuel, 1000 tons of it in it's tanks, but the 2nd one contains a much less dense fuel 100 tons. The first ship has a fuel weight to dry ratio of 11 to 1, the second ship has a fuel ratio weight to dry weight of 2 to 1. Because ISP is a measurement of force produced by the mass of a fuel, the first ship will produce nearly 500% of the total thrust of the second one. While it will be a VERY slow acceleration at the start, because of the fuel mass differences the first ship will have almost twice the delta V of the first one. (moving the fuel will be expensive in force, but eventually it will break even and exceed the ISP difference because you have so much more mass to use) Here are some real values: 100t vessel I just created dry weight (I am using some oxygen to get it to the weight. A full interstellar fuel tank of hydrogen only has 11.5 tons of fuel in it. With an ISP of 2262 (Gas Core reactor) you have 2798 m/sec of delta V. The same vessel with Co2 has 190.6 tons of fuel, but an ISP of only 1071, but because it has 190.6 tons of fuel your delta V is 10328 m/sec.
  11. The interstellar.dll file actually is used to report to the device that an impact has occurred, and then how to handle the device so it is necessary... However I dont know what it needs, it may need a lot to run.. There are two area's in there dedicated to it, and they seem to reference at least something external -> "ConfigNode config = PluginHelper.getPluginSaveFile();" If that is not present obviously things could start failing.
  12. Actually on further investigation the relay mechanism does not work appear to work any longer. img hosting When I switch to the relay ship that should have an LOS with the generators, the panel pointing directly down to Kerbin at the generator shows this (which is the way it always has been but shows it is in relay mode) screenshot windows 7 (I just checked and made sure that relay had an LOS with the generators by disabling the relay and activating the receiver on the phased array. It connected to both of my generators so it does have a good LOS) image hosting free no registration
  13. Is the relay depth now limited to 1? I cannot seem to get my relay sats to hop with each other anymore. Or is the mechanic just been changed and I am missing how to do it right now.
  14. It is kinda a bug I noticed, but you need to shut down your reactors, obviously this does not work with fission ones unless you can restart them but shutdown every source of heat and then run the thermo turbojet. It should not create any acceleration or use any co2 assuming you completely isolated your engine from heat sources.
  15. The soot mechanic is a little strange, however if you want to clean it, shutdown all your reactors and switch to CO2 cleaning mode (assuming you have some) and run at full throttle. it will produce 0 thrust but it will eat away the soot for no fuel use. - - - Updated - - - I would recommend nitrogen, you can fuel shark it from kerbin, and just tweak scale a molten salt reactor to the 65cm size for power.
  16. * just figured out where my charged particle falloff is occurring, when a fusion reactor runs out of thermal, for example through a thermal nozzle, it uses up its charged particles.. This may be intended behavior, just causes my ships to fail as the direct conversion ends and the reactor can no longer run =) oh, BTW did you catch this? You asked for screenshots a while ago for this bug I sometimes get. It seems to be when I am receiving microwave power with any of the antenna's so far. (For some reason the forum eats the images on this post, but if you go back to the original one you can click on them and get larger sizes.)
  17. For some reason my Molten salt reactor is not transferring it's heat correctly. (it does say it is supposed to be able to transfer it to anywhere on the craft) In an related thing, for some reason my fusion reactors are experiencing a charged particle falloff that I cannot explain yet.
  18. For some reason I do not seem to be getting a relay depth greater than one.... I have a fleet of relay's in orbit of Kerbin but they do not relay to one another as far as I can tell.
  19. For some reason my radiators do not reach full temp. I Keep having my radiators reach like 1536/3500K but still overheat and everything shuts down. I have meta-materials researched.
×
×
  • Create New...