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BlackMoons

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Everything posted by BlackMoons

  1. How do I get Tritium to decay into Helium 3? Tried having various tanks of it but they don't decay into liquid or gasious helium of any kind thus far I only seem able to get Helium 3 from Cold Deuterium Deuterium Fusion. Molten salt reactors make Tritium and 'Helium' but not 'Helium 3', and they only make helium when tritium breeding is enabled. <edit> Oddly enough, Having a MFC Spherical Tokamak on board seemed to make my Tritium properly decay (even liquidtritium) into Helium3 tanks. But a molten salt reactor won't? Bug or am I missing some kind gameplay feature?
  2. Found a fun lifehack: If you remove the lithium from your fusion reactors, they no longer produce any thermal power but instead produce 100% charged particle output like an tri-alpha reactor. Note: this does not increase the output of your reactors in CP, it merely eliminates the thermal output so you won't overheat if your using efficient CP power generation.
  3. Now the only science we can't yet do is EVA/crew reports. Im picturing a cuckoo clock with a robo kerbal that pops out to take EVA reports. Ok, Maybe not.
  4. Iv had it happen undocking from my space station rather consistently with a salt reactor and thermal generator on the ship that was doing the docking. I would say just try docking with something in orbit, saving, loading and then undocking. Pretty sure I left/came back to the ship after it was docked. I found there does not need to be a second reactor. There was a number of beamed power transeivers onboard the station but none where active, not sure if that matters. There was also a 2nd ship docked to the station IIRC although it was mainly stock parts.
  5. Life support update for ships seems to fail most often when I screw around with changing timewarp settings in quick concession, otherwise if I do it with a second or two between changes it almost never happens as long as I stay just below max timewarp (100,000x)
  6. Timberwind overheat/cooling mechanic does not respond to timewarp (Falls at same rate in real time at any timewarp speed) Does not seem to respond to radiators either. (Although maybe you just can't cool a timberwind core like that) Also seems overheat increases quickly if you just leave the generator on after a burn that has started to overheat the core a little. Mainly I would just like the core temp to fall faster in real time during timewarp.
  7. Hmm, Depleted fuel seems kinda pointless in the Timberwind engine. Does not seem to degrade its performance when full, the timberwind will gladly suck UN outta any other onboard ship containers, and the IRSU's won't do anything about 'depleted fuel' AFAIK. (Nuclear reprocessing is not available)
  8. Well I know the thermal launch nozzle and ramjet can use other propellants (Read as: just about any gas/liquid), but wouldn't that be open cycle since your expelling them? Im always amused when I accidentally switch to 'water' mode. My kerbals who need it for life support, less so.
  9. Another good trick iv heard is using the sun itself to change your velocity (or jool) since it has a MUCH bigger gravity well to do deacceleration in. Plus less issue with having to get so close you might hit the thing! Ie: warp to sun, do your gravity maneuvers to change speed to match target planet, then warp to planet It would be a weird future for the human race if we ever get there. Warp from star to star in a few minutes/hours/years, then spend decades repeatedly warping towards the star/planet/whatever to bleed off velocity so you can actually land "Yay we made it to our destination.. And its going away.. *warp* yay we made it.. and its going away.. *warp* (20 years later) YAY WE ACTUALLY ARRIVED AND IT STOPPED GOING AWAY"
  10. Simple. Warp to the escape side of the planet gravity pulls you down when you go back into normal space, when nearly escaped the planets gravity, warp back closer to it and let gravity slow you down again.
  11. Yea, and for example you can start + or - 2000m/s by picking what part of the orbit around kerbin you start from. Or get a higher orbit and start with +- less velocity.
  12. None? Just use gravity braking? (repeatly warp closer to the planet so its gravity slows you down?)
  13. Yea im annoyed that engines with insanely high core temps end up with really low TWR. I don't care about 10,000ISP I wanna get there in less then a 2 hour burn. I havent tried the Kerbstein yet, but give the timberwind a try! Its got some REALLY good TWR even though it *only* has 800isp
  14. Good to know the tri-alpha becomes useful. What fuels do you use for it? Im considering lithium-6 cycle or something since its easy to mine. (once I unlock it anyway) Or maybe pairing a HE3 using fuel cycle with a smaller cold deuterium (or some other high neutron reaction) fusion powerplant to produce the HE3. (For orbital/moon power generation)
  15. Well, that really sucks since its not mentioned in the description of that part at all. I thought it would be awesome for electric drives but 5% max output is kinda meh. I mean I guess 30GW outta 16tons isent bad... Does the quantum Singularity reactor at least output 100% power? Though that thing seems a little OP to me since its fuels are so common..
  16. That'd have to be below 1% so they don't even show up as deposits on scansat ideally. also note a lot of people do 1+ year timewarps between transfer windows so even tiny amounts might still be useful. So basically, 0.001% or less (Trace amounts basically) would have to be used. I can get behind that since basically all planets are made of trace amounts of just about everything.
  17. Yea, Id aim for at least 4GW of beamed power at reception as a test. That is like 6~7GW of actual power generation. I think you can start getting mainsail kinda power outta that if you use the thermal launch nozzle and liquid+oxidiser. Liquid only gives you much better ISP but 1/2 as much power or so. (But then you can just beam moah power for more thrust)
  18. Generally, beamed power and getting thrust outta reactors. The thermal Ramjet can for example switch over to propellants, so you can get free reaction mass to 20KM, then switch over to propellants at something crazy like 500~1000ISP depending on mated reactor core temps. Beamed power lets you put the reactors at KSC so much higher TWR but only works near the reactors (depending on beamed power tech and relays) Reactors are heavy and anything but the timberwind or antimatter power generally won't result in SSTO AFAIK. a couple GW of beamed power though can lift 100ton payloads to geosync orbit in a SSTO though.
  19. Open your reactor control window next screenshot DrScarlett DrScarlett: Very cheap fix for bug for now: Go into antimatter drives .cfg file and crank the power up 20 fold Then 5% = full stock power. Tested many other reactors, None appear to have this issue (did not check the quantium singularity reactor) Bug: Antimatter initiated Micro Fusion reactor however does say "Deuterium deprived" in status when it is infact out of anti-matter and has lots of deuterium.
  20. Hmmm, For some reason to me it looks like its basing its 'max power' off the max thermal power of the generator instead of its charged particle output Lemme try some stuff in sandbox. <edit> Looks kinda confirmed: Rector refused to throttle up past 5% exactly. aka its thermal output amount. Scaling reactor up results in the same result, exactly 5% active status.
  21. Description for Timberwind Particle Bed Upgrade is: "When researched improves power output Nuclear Jet Power Output and enables it to use propellants" Seems like a copy/paste error since even after 2nd upgrade, timberwind can't use oxidizer (id fear its thrust if it could..) and is not a Nuclear Jet (And could already use propellants like liquid fuel)
  22. VERY NICE DRILL! I always wanted one of those. 100 bonus points for the universal drill menu. Can we have some kinda description of what 'Global 1, Global 2, biome and local' mean? Judging by the fact some numbers are missing it really confuses me. Also, I would really love if this drill was like. at least 0.25T, more like 0.5T. ATM probes are stuffed full of stuff that are physicless or 0.005ton parts that won't even eat 1 DV. It would be REALLY REALLY NICE to have a good reason to make bigger probes, or at least a probe with a 0.3~1ton payload instead of like, 0.01tons for every piece of science equipment in existence + 0.2 tons for your goo and science jr. On a related note, have you thought of making some resources more rare? Like, Not on certain planets at all, and generally not overlaping as much with other resources you might want? Like it seems minmus has basically every resource in the game, and so does duna. Mun is at least missing one of the radioactive resources and I think that is really cool when your landing site makes design decisions for you in terms of IRSU. Id love to have to go to Ike to get some resources to combine with duna's resources to do stuff. Like, Duna having urinate and ike having fluorite. the vanilla 'ore' in the game is so boring in that respect since every planet has it and it makes everything.
  23. Sure, its just a little annoying that for practically everything else doesn't care about liquid vs gas phase. It would be nice if it would at least use liquid inputs (And enable itself when you only have liquid inputs) Increasing the size of generators AFAIK does not increase there max capacity and I think there mass is actually set by what size reactor you connect them to. AFAIK they don't even have a max capacity? At least never one I have reached. What you will find is an issue is max heat dissipation. 90% efficent at 30GW means 3GW of heat to dissipate and you likely hit that limit (if wasteheat gets near 90% your overheating and stuff will begin to throttle back/shut off) Those surface rads hardly dissipate anything, the large deployable rads do WONDERS. like 100x as much dissipation as a 2.5m surface rad. Also, Make sure your using a charged particle generator, because your only going to get 5% thermal power of your 600MW generator, or 50GW.. * 60% efficency = 30GW.. Funny that!
  24. Yea I don't think multiple antennas works very well yet, it seems it only the 'best' antenna is used for a given transmission, so more helps if they cover more angles, but else they don't really.
  25. IMO start by putting a reactor on the runway and try a thermal launcher off the pad. Progress from there. Btw it does not matter what directions transmitters face or relays, but it DOES matter what direction receivers face.
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