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BlackMoons

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Everything posted by BlackMoons

  1. then why is it when I have some 500EC solar panels in orbit, they show 0.002MJ beam power? And when I receive power, even 1MJ seems to refill 50,000EC of battery before I can blink. MFC Spherical tokamak also starts as 5m but can't be scaled down below 7.5m at the start. <edit> Solar panels where from near future power. Apparently 40EC from Giantor XL*2 solar arrays turns into 1.6KW transmitted.
  2. Also, whats the difference between Deuterium and Lithiumdeuteride? the reactors seem to run on either the same and consider both "Deuterium reserves"? Stellarator Fusion reactor starts at 3.75 when placed, once scaled up to 5m can't be scaled down, a tech node says upgrades let you scale it down to 3.75? Its default specs are clearly for the 3.75m model.
  3. Why are lithium reserves/consumption listed in a magnetized target fusion reactor in liters, Yet everything else is listed in kg? Am I producing or consuming lithium in this screenshot? Seems to be producing but hard to convert. Also it seems power output depends directly on lithium storage, even in "Cold Deuterium-Deuterium" mode. Interesting that it breeds its own lithium (from deuterium?) and requires it as a product, but shouldn't it not be affected by it in "Cold Deuterium-Deuterium" mode?
  4. Stellarator Fusion Reactor does not actually need any power to start up (will startup at 0EC/0MJ). Its missing the very cool startup charge mechanic like the Magnetized Target Fusion reactor has. Production/consumption of materials responds incorrectly to timewarp (both physical and non physical) in reactor control menu.
  5. Im not using Near Future electric. I just want to change the conversion of MJ to EC in relation to microwave beamed power. I do like the whole MJ system.
  6. Is there anything I can edit on my end to change the EC/MJ conversion to 1:1000?
  7. Bug: There is no limit on the thrust a 0.6m Launch nozzle can produce. Used 7.5m liquid salt reactor (fully upgraded) I got 20,000KN of thrust or something crazy. similarly got a thermal Ramjet nozzle in liquid fuel mode to produce 10,000KN as well. Both will spool the powerplant to 100% and not kersplode even with just 4 tiny rads attached to the ship. In fact they lift the salt reactor into the air.. Does anything upgrade thermal launch nozzle btw? Did some testing with ramjets/etc. Seems 1st upgrade improves thrust (but not ISP?) about 10% but only on the thermal ramjet/turbojet? Also it seems 400MW is not enough to make a 1.25m ramjet run liquid fuel mode. Will run a 0.6m one however. Interesting how you have to choose a nozzle that is not too big for your power received. Running oxidiser+fuel in the launch gives thrust even at lower power levels it seems as I would hope. I assume the upgrade that unlocks nuclear engine oxidizer usage also unlocks it for thermal nozzles. Tory upgrade increases thrust (at sea level) by 30% and ISP by 10%
  8. "Thermal Radiator Wrap-Around Full" Costs 8000, Other rads of similar output are like 200~1000. a full wrap around set of 4 of them costs $32,000. While they are slightly more weight efficient then other rads, and look really nice, I still think they should cost more like $800~1500 each (To reflect the 'slightly better then regular rads' specs, but still make them not super inflate the costs of things that use them, since they really don't dissipate much unless you use a LOT of them) The half wrap around is also overpriced IMO.
  9. Using 2 500EC/second solar panels to transmit power via microwave, microwave says 2KW wall beam power. I assume the 1KW vs 2KW discrepancy is because of the game using its own inverse square curve but.. I thought 1000EC = 1MJ? From some quick tests it seems 1,000,000EC = 1MJ? 2KW is nearly useless except to keep some life support running. Even if I put it close enough to the sun for 100x power, 200KW is still near useless, especially after some transmission losses. Also means 1MW of power is completely OP in EC.
  10. "Deployable Microwave Phased Array Relay Transceiver" starts deployed and refuses to retract if you have RemoteTech installed. deleting WarpPlugin\Patches\RemoteTechFix.cfg seems to fix it (Although who knows what issues that causes)
  11. "Deployable Microwave Phased Array Relay Transceiver" also has negative mass when scaled up.
  12. "Universal Drill" does not respond to time acceleration. if it mines 0.05/second at 1x time, it mines 0.05 per second at 1000x time, and under physical warp it mines 0.025 per second at 2x time. I very much like the GUI of the universal drill BTW. I find it has a mining speed of around 25x the normal drill in realtime, so the regular mining drill is faster if you use 50x or faster time acceleration.
  13. Hahah, was watching this today: https://youtu.be/qo4sv942zYk?t=4m49s I think he got bit by the collision size.
  14. Thank you, I would really love some dialog menus for that and things dealing with reactors/engines since they end up with dialogs taller then my screen can display at 1080p (default GUI settings)
  15. Can you please sort the spot sizes listed in receivers menus? and/or not display spot sizes of transmitters/relays that are not actually connected? Once I launched 5 relays its now hard to tell what the spot sizes of relays that actually matter.
  16. "Microwave Phased Array Relay Transceiver" (the single hexagon one) mass goes down as you make it bigger. the 5M one is -2.24 tons. Also, its model is a little excessively bulky when trying to build a fairing around it. Acts more like an oversized cylinder then a cone you'd expect.
  17. I think you ran outta hydrogen according to the reactor menu, the 5% power is likely however much hydrogen your collecting per frame worth.
  18. Thermal Electric generator mass does not scale when size changed.
  19. Also, what does the 'Uranium burnup' fuel mode (as opposed to 'Uranium Floride') do for the molten salt reactor? Besides apparently drop it to 1/2 output power? I have looked through all the documents online I could find but nobody says anything about it, other then it exists. <Edit> Ahh, while the reactor was running I noticed the fuel consumption drops considerably, like to 1/10th or something. Can run a fully upgraded 2.5m molten salt reactor for like almost 2 years instead of 30 days. Good deal considering my cooling system is undersized to run at full power anyway.
  20. Thermal launch nozzle ISP does weird things when you tweakscale it. Its also apparently not the correct size that it says in tweakscale? 2.5m size with 2.5 decoupler below it and 2.5m reactor above it, the shroud is like, 1.8m or something? And if I scale it down one notch, then back up again I get this: (Shroud removed for clarity on nozzle size at 2.5m scale) (First photo was taken by scaling it up one notch, then back down to 2.5m) Different radius modifier, different vacuum/sea ISP, different max pressure threshold (whatever that is?), different radius, different exit area, Same size on screen. Unknown if in game performance changes as I have not tested that. Scaling it up to 3.75m makes it look 2.5m and shroud looks about right but adds another 9.5tons to my craft.
  21. Btw, What do the Thermal turbojet/etc upgrades actually give you? More ISP? More thrust? both? PS: Shielded Diode Laser Emitter does not show under the communications category like all other beam stuff. Can't find it in any category other then by using search.
  22. Thank you very much for the swift update and fix to the bugs I was experiencing due to my allergy of aerospace tech (Playing 50% science reward game, can't buy anything I don't REALLY REALLY NEED)
  23. The "Direct Cycle Nuclear turbojet" also does not work at all till "High altitude flight" tech is researched. ships already launched will throttle up and run once you research it (Instant upgrade of all ships?) The "Tory Nuclear Ramjet Engine" also does not work till the *2nd* Ramjet upgrade ("Hypersonic Flight") (Combustion failed in the status menu after 1st upgrade?)
  24. Reinstalled KSP from scratch, Reinstalled KSPI-extended Tried sandbox mode. Thermal Engine works fine Moved save over to new KSP install. load ship I made in sandbox mode into my career mode game.. Engine does not work.... So, Im pretty sure its NOT my install or my PC at this point. Iv narrowed it down to: just KSPI-extended, in career mode.. OK! further research: the 'Thermal Turbojet' nozzel does not work correctly in career mode till you research: "High altitude flight" and get the first "Thermal Turbojet/Ramjet upgrade" tech. Tested this with a new career that I hacked science/cash into. Reliability does not work till you research that tech. As in, throttle never works (Engine is stuck full throttle?), and produces random ISP/thrust as you switch fuels (usually with near 0 thrust, sometimes seen 2~60kN depending on thermal source), or at least so little it does not register as any thrust, although an aircraft on wheels will ever so slowly start to move) Definitely seems like a bug to me. Issue happens with beamed power (1.25m basic receiver apparently getting like 200KW, even upping it to 600KW had no effect) and also happens with a directly connected salt reactor (2.5M class) with matched nozzel sizes. both ships fly once you get the tier 1 ramjet/turbojet upgrade. Checked Thermal Lunch Nozzle, it seems to work fine before getting any upgrades, although it will produce 0 thrust till your reactor/engine warms up enough when using liquid fuel (Needs like, 200KW+ to do anything?)? Seems to launch right away using liquid fuel+oxidiser mode. Seems like OK behavior there, I can understand non reactive propellants not doing anything till heated REALLY high. once given 600KW of power on a light aircraft it really was awesome, aside from overheating, But thats OK because I only had 1 tiny rad anyway. PS: I REALLY LOVE the technical issue that if you leave your reactors at full power with insufficient radiators, your sterling engines will attempt to put them at full power with a transmitter set to full power, causing massive amounts of heat, causing overload of your radiators, causing your sterling engines cold bath temp to rise causing power output to drop.. Meaning in short: You can get *more* power by throttling back your reactors 'power level' to keep from cooking your heat management. That is a nice touch that gives me something to fiddle with for optimal performance levels of a design, Nuclear reactors shouldn't be maintenance/adjustment free.
  25. Uninstalled all mods. Installed just KSPI-E 1.14.14 and the thermal jet engine nozzle still does not work. Seems like every time I switch propellants I get a random chance of a functional engine, with random thrust from 20~60kn, with the thrust changing even if I just switch propellants back and forth very quickly (and often not giving any thrust when it worked last time) furthermore when it does 'work' the engine temp continues to increase until the nozzle self destructs in about 3 minutes time, and the only way to throttle the engine is to reduce the 'reception' of the thermal receiver. Tried using a salt reactor engine. Same thing, hiting next propellant causes 0 thrust from liquid fuel/water and sometimes 0, sometimes some random amount of thrust that can't be throttled and often overheats and explodes. Tried the thermal ramjet nozzle too, It does not work either in any mode. Also Tried 1.14.11 and it didn't work any better. BTW im running KSP 1.3 win64 portable install version off KSP.com.
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