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NeverEnoughFuel!!

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Everything posted by NeverEnoughFuel!!

  1. I don't want to spoil the party but if you want the speed use Interstellar mod... nothing beats the warp drive... to Duna in 10 minutes ;-)... with half the throttle... I would punch it all the way but I'm afraid of hitting into planet before I could deactivate it...
  2. I am very very sorry, my mistake... wrong type of electric generator! I needed direct thermal one... not charged particles... now I'm getting about 58 GW but it drops slightly with accumulation of waste heat... shouldn't radiators deal with that? Same thing with transmitter... when it reaches top amount of waste heat it shuts down...I can stop the waste heat gauge but will it blow up later?
  3. So this is OK? Now it's even worst than last night... This is a bit older version of KSPI for 1.04 version of KSP. What is "input power", and why is it "offline"? If this all is correct, than it doesn't pay off... especially in career mode, all of this together costs 750 000-ish without the launch expenses... and how to keep transmitter cool? It keeps getting hot really fast... like it doesn't "see" these large radiators... Just tried it in sandbox... same thing...
  4. Hello, just one short question, maybe I'm doing something wrong, but how big is heat->electricity->beamed electricity penalty (losses)? Just for fun (I don't use beamed power) I tried combination of 3,75 m inertial fusion reactor, charged particles generator and big (unfolding) transceiver on the ground. Total heat is about 120 GW, conversion to electricity is let's say 50% (I think it's 80%, but nevermind) so in "pure" electricity it should be about 50-60 GW, but transceiver beams only 16 GW? And it heats up very fast... Is it possible that I lost about 80% of energy in conversions? If I launch it in orbit will it beam more?
  5. Hello, here is my latest pinnacle of Kerbal tech ... I really hate Vista engines because of their weight and not being able to scale down properly, so after lots of fiddling around with combinations of reactors and engines this came up as a viable design, I wanted closed solution without beaming power, so combination of the 1,875 m antimatter reactor/generator and Vasimir plasma engine resulted in tremendous 40 000 delta V (about), and 317 kn of thrust at minimum throttle. Only one medium sized tank of hydrazine.The biggest problem was naturally waste heat... lots of radiators. But after all it weights "only" 28 tons, compared to Vista alone 13 tones its quite an improvement...
  6. Hello, just one short question, what nodes in tech tree should I research in order to upgrade wraparound radiator to 600 - ish Megawatts version? I searched high and low but all I could find is to research experimental electrics on the wiki pages, but that didn't help... they are still at 25 Megawatts i.e. basic version...
  7. Finally... if somebody wants to learn... the point is do you jump out of warp before or after the sun's periapsis... still practicing... but here is the tutorial
  8. Well I have a situation where Duna is "behind" me and I want to warp drive there in order to fulfill some contracts... i tried numerous things but I always end up with thousands of needed delta V to perform capture... I saw some "explanations" and "tutorials" but it appears to me that without McJeb it's impossible to eye-ball angles and vectors... I know for the "parallel" planets rule... really frustrating... Does this mean I have to wait for planetary alignments despite, warp drive, fusion power, vista engines with 35+K delta V? Again really really frustrating...
  9. Thanks guys, thank you very much both, I finally made it, to Duna in Mig-21 interplanetary lookalike, it took almost 3 hours (in game time) to charge it, folding one... 1,4 speed of light, FINALLY , I'm in carrier mod in case you are wondering why I'm jumping around... it took me hundreds of hours, four mobile labs in orbits of Mun and Minmus and at least 50 contracts to reach warp drive since I had very wide and difficult tech tree... to Duna in 18 minutes... it could go much faster but I chickened and start to throttle down much too early ... only to hit atmosphere at 5,5 km per second, naturally everything ended up in fireworks... obviously 39,8 km altitude is too low for those speeds, any tips how to avoid such high arriving speeds? Should I leave Kerbin system first, and then jump to warp? I think I saw Scott Manley do something like that...
  10. Any tips on weight/type of warp drive combinations? Tonnes per type? I don't want to overkill... need some kind of non atmospheric lander with tonnes of delta V and warp drive capability ... Those are wrap around radiators there are also some on the bottom, six per reactor i think.., they can work with 1,25 and maybe 2,5 m reactors depends on the type... but it's impossible to cool antimatter with them... are they part of KSPI or some other mod? No it couldn't move not even on 1% speed of light... I'll try something much smaller and lighter... I was even tempted to slap the external chair on a cube core but I'm limited with life support...
  11. Hi, it's me... again... I have this SSTO http://postimg.org/image/8p3av6ghf/ it flies great, two fusion reactors over 3 GW of power etc. etc. I even managed to charge exotic matter, it included lots of waiting, red glow coolers, but when charging of exotic matter was over I couldn't start the warp engine, it said "warp drive is not fully charged" and number of percentage was stuck at 6,71% although exotic matter was full... what's the problem? Too heavy for this (light) warp drive? If that's the case is there some guidance for weight/warp drive type ratio?
  12. Aaaaahhhh... phew... so it's time based calculation mistake... is it possible to edit something, to change it to 6 hours period? I did not rescale collectors they are big and heavy.... and free (price 0)? Also science lab is free also?
  13. Right now I have experimented with science lab, different reactors etc... and I saw that science lab with 5GW of power (max) produces 0,027 milligrams, someone on youtube said that you need 9 collectors to match that amount, so its wrong when you right-click a collector in space to say 3,98 milligrams, is it maybe picograms? Btw I don't understand how fully upgraded Dumbo reactor with 14 GW of thermal power can't power up science lab? In megajoule's window I see theoretical power of 5,94 GW but when i turn on the lab I'm 2,3 GW short, and efficiency of electric generator slowly drops down... where did my 2,3 GW have gone? Waste heat?
  14. Well eccentricity was about 0,00367 - ish ... I can't believe that such a small number can make such a big difference... but nevermind I deleted NFT and SETI and collectors now my reactors are in GW range as they should be in the first place, I have ten scientists I'll choose the least stupid ones and launch couple of sci-labs with reactors for AM production...
  15. Well maybe it is a bit off (orbit) does it have to be perfectly equatorial? I thought it (the plant) only needs to be at proper altitude? And I don't have antimatter reactor on it just a small fission one to keep the containment field active...
  16. Well that explains A LOT... I was also looking at the wiki and wondered is it a typo mistake, could it be they (NFT/SETI) also mess up antimatter collectors? Also can KSPI use NFT reactors?
  17. Well I have this small AM plant in orbit http://postimg.org/image/or3l66ryx/ It has 36 collectors and according to my calculations it should collect/produce 143,28 milligrams per day (3.98 mg per collector x 36, perfect orbit etc.), so 1000 milligrams (1 gram) should be collected in 6,97934 (more decimal numbers) days, roughly a week... not even close! I time warped 50 days and got about 587 milligrams... something is very wrong! Or am I just plain stupid?
  18. Try these tests... http://autonoomvervoer.nlr.nl/ESA/
  19. Some ideas and designs for antimatter transport? Please don't tell me bigass SSTO I hate flying those monsters... too expensive too risky to crash, I was thinking something like a rover i.e. antimatter containment unit with wheels, collectors and lot of parachutes... only thing I'm not sure of is can wheels survive reentry? And one more question, I probably shouldn't ask it here, but I noticed that interstellar can't "see" or use near future reactors?
  20. Well, I didn't want to quote you because of large text... I don't have open resource mod installed I have community resource 0.4.5.0 should I uninstall it? Which one fits better with interstellar? Somehow they work again... i.e. sometimes they do sometimes they don't... and I'm ashamed... maybe I attached the reactors wrong way because when I try to attach tail rudders to them rudders were reversed... does attaching matters?... Also I had weird problems with symmetry... mirror wont work but nevermind that... now the latest stupidity is that pre - coolers are overheating and exploding during warp time... on the dark side of the planet... beside of small radial radiators attached to them... but they are (pre-coolers) not part of the interstellar so I shouldn't bother you with that... I think I have all those nodes opened I'll try in sandbox... Edit: Tried in sandbox it works...
  21. Again me, still having problems with thermal turbo jet I looked through output log and these lines appeared at least 200 times before CTD on the runway , with thermal jets again not working... MissingMethodException: Method not found: 'System.Collections.Generic.Dictionary<OpenResourceSystem.ORSResourceSuppliable,System.Double>.CopyTo'. at System.Collections.Generic.List`1[System.Collections.Generic.KeyValuePair`2[OpenResourceSystem.ORSResourceSuppliable,System.Double]].AddCollection (ICollection`1 collection) [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1[System.Collections.Generic.KeyValuePair`2[OpenResourceSystem.ORSResourceSuppliable,System.Double]]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToList[KeyValuePair`2] (IEnumerable`1 source) [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSResourceManager.update () [0x00000] in <filename unknown>:0 at OpenResourceSystem.ORSResourceSuppliableModule.OnFixedUpdate () [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarReactor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at FNPlugin.InterstellarFissionPBDP.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.FixedUpdate () [0x00000] in <filename unknown>:0 Almost half of output log is just this...?!
  22. Well a little update, I tried different setup and at first the same problem http://postimg.org/image/4a8ybibn7/ different tanks and command module (cabin) no cargo in cargo bay or docking ports etc. BUT When I removed " atomic light bulb" http://postimg.org/image/cr3v8oqyb/ they have a real mean sound... and everything starts to shake a bit even on clamps... it seems they don't like each other... or is it maybe a KER problem... KER does not "see" delta v so the game shuts engines down? Probably stupid hypothesis... but I'm not programmer...
  23. About log files... is that when I press F3... or somewhere else in folders? I need two seat, Mun capable ssto with wide enough cargo bay so it can carry Mun jumper weighting about 2,3 tones.... enough delta V for trip there and back including multiple docking with space labs in Mun orbit... and one more thing not too expensive ;-)... but its really frustrating when you spend hours designing it and get zero thrust in the end... and it should fly like a bullet...
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