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Fairin

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Everything posted by Fairin

  1. pulling my fur out tryin to figure out why my thermal engines refuse to take hydrazine - spent the entire day getting the science together to finish up some older tech, now i just have fusion techs - antimatter techs, and some other bits and pieces to go 2000 research points and above, front page says exotic nuclear propulsion. which unlocks hydrazine and water. my rockets can use water. but not the other, its driving me up the wall. the bonus side effect is i found 3 researches to upgrade my thermal rockets in my "spaceplane" tree, so it feels like my pebblebeds got much, much stronger . stupid upgrades need to be clearer.
  2. molten salt is more of a long term energy generator than thrusting reactor - for my early tech landers i use an array of the candles, 8 on the back of a 1.25meter small craft. i find the standalone engines (open cycle / timberwind) to be really good at being lander engines as well if you can get used to building structures around them - i tend to stuff the majority of the timberwind in a cargo bay. but to answer your question i think you can attach a laser or microwave generator .. then profit?
  3. doh, nerf inc! duck and cover! you can also turn the timberwind around - shut down the engine and use a different thermal thruster > : ) although it gives the same thrust/isp.
  4. so yeah my universal drills read " intake liquid " thought they were for water / ocean extraction. gonna create some and give my engineers something to do on site and give them ago, see knew i was missin the first step somewhere... thanks > : ) Samooo2 doesnt help that i have like 30 drills to pick from... stupid mod addiction..
  5. total weight of timberwind + generator is 19t, total weight of pebblebed+gen+thruster is 17.5. changing out the thruster for a lighter plasma thruster and whatnot makes the pebblebed more efficient but considering you could tack on some electric engines and blow the efficiency out of the water with a timberwind... i'd love the pebblebed to be modular and more competitive. - would it be terribly gamebreaking to have it at 6000 power as well? - i surmise i could change this myself in the config file couldn't i... ha... petpeevetime : having multiple KSPIE engines on a ship makes it wobble due to the variable thrusts - extremely evident on electric thrusters like this setup (pair of engines on the outrigs) not getting 100% power makes one thruster give more than the other and makes it impossible to control - and happens to a lesser extent to plasma nozzles on my plasma shard craft (its got 4 in a box pattern). wobbles annoyingly with the thrusters not giving even thrust even though they're the same and have their own independent reactors said craft was overenginered to be perfectly balanced and works great till the overheat % kicks in and changes the thrust on the engines seemingly randomly making them uneven. is there a way to prevent this?.or turn it off? - without ignoreheat cheat or 100% power ect? i'd love to spend a week overengineering a craft with rotating v-tol electric engines or something, or like the test ship i made above - have a main thruster for lift offs and a pair of outrigged electric engines for orbital maneuvers
  6. I do not use Near Future anything except props for mark4 expansion. - i do not use FAR... I am aware that it might be mod conflicts causing my issues, but does anyone else experience these issues before wasting freethinkers time? I've been making mid tier ships recently (no antimatter, just starter fusion techs) and after all my testing i cant seem to do a few things / having issues with others... like... 1. None of my thrusters are able to use hydrazine except some electric ones. am i missing a tech unlock ? 2. my pebblebed reactors max power is 3000 while the timberwind (which is a pebblebed reactor + thermal nozzle) is 6000, and weighs less. and has a thermal generator on it.. making it excessively better in every concieveable way. 3. my plasma nozzles are fantastic but only if on a dusty plasma reactor - liquid fuel 4550 isp 72 thrust at the smallest size. i use 4 reactors and 4 thrusters on my all in one exploration lander (which needs to be purtied up before screen shots taken of it =P) 4. many -MANY descriptions of things are borked for me. like the mentioned plasma nozzle has the same description as the magnetic nozzle - i.e. only works on charged particle engines, when it works just fine on anything. trying to figure out the resource creation is mind-numbing, i have no idea where to find salt or anything of the kspie stuff, or make pebblebed my nuclear fuels. even with my all in one kspie ISRU on my base trying to keep part counts down to a minimum is it possible to get an all in one liquid/gas/solid container for all these resources provided that i can locate them? >< i love the all in one IRSU idea an all in one container would dramatically reduce part count on my base from having 30+ things of whatever down to what i actually need to use. having a tank holding 1 million units of something i keep at 0.1 cause im changing it into something else is a waste of space and partcount. i have around 96 mods (recently trimmed) with uh. "all" of the base building mods installed so i got .. more than a few drills to experiment with. but scansat doesn't show any kspie materials... although i feel like i didn't do enough research out of game, which it shouldn't take referencing a wiki to figure out how to make lithium if i have all those techs unlocked in game right? i feel like i am missing the first step of the journey into kspie refining.. @FreeThinker would it be possible to make two reactors give their thrust to one engine in the future? - i'm aware of tweak scaling the reactor up but sometimes longer is better than wider? i.e. stacking 2 pebblebeds atop of each other to give their combined power to a single plasma thruster, or thermal thruster increasing isp/thrust accordingly?
  7. 2700 thrust ASL 600ish isp, on liquid fuel. something like 1k thrust and 1k isp on hydrogen but them fuel tanks are maaaaaassssive. - my career save isnt up to antimatter yet, i keep getting distracted before finishing the tech tree by other things XD seeing the MM update maybe downgrading will put it back to work for me =)
  8. may just be me but i updated and now my timberwind engines request a reactor... - tacking on a molten salt one allowed it to pick a fuel.. at 300 isp and 127 thrust >< tried deleting entire warp plugin file - no change deleted all of ksp (keeping saves) redownloaded ksp. all mods off ckan again (118 XD im addicted what can i say) same issue - was working just fine before =( love my timberwind lifter rockets =( was it updated and i just cant find the notes for it and should put on a particle bed reactor like its supposed to have? my career save is still progressin into those atm.
  9. we all agreed on our server to turn off FAR cause.. maybe we suck at building things that break apart soon after launch, or maybe it just felt like we were launching off duna instead of kerbin, or maybe we liked the thick ass soup of atmo under 10k =). i must have tried for days to make a FAR enabled space plane that did not break apart </3 we are now curious to what is DRE RT and Principia.... deadly re entry, remote tech? just guessing. yeah server majority voted those off the island, looks like we're getting forced remote tech in the next patch too, bugger.
  10. funds for ship parts - make ships for free in space using raw materials using mods like extraplanetary launchpads and USI stuff. Transmitters are works in progress i assume after the changes made to them i.e. rectenna transmits. solar panels work better the closer you are to the sun, is a feature cause its a pita to get there =) if i could not build a ship in space / moon and launch it from there i would have to resort to building it in pieces and launching them into space and assembling there as the good engines for motherships do not work in atmo - vasmir for example. i havent gotten a chance to try the newest version for upgrading parts, but does the output change even if the mk3 title does not? thermal engines do not produce heat for thrust. reactors do. so you'd need a bigger source of heat for bigger thermal engines. Vasmir does not work in atmo im gonna say... "what?" to the nuclear lightbulb not exploding your face off on its way to orbit.. thats my primary recoverable rocket booster there. size it up to 3.74 the deadalus engine runs off fuels you can create in a fusion reactor, using a Deterium Deterium fusion reaction creates Tritanium so its ideal for big motherships using other fuels for smaller craft for various purposes its an interstellar drive not a "to the mun and back" engine, im also pritty sure its ment to be used while timewarping having not used it yet (or have other stars to visit in my mods... yet...) finding it best to test each thing individually like my upsized fusion reactors! And the last time i did a write up for engines and power and whatnot freethinker changed them and broke it XD *flails*, probably not on purpose however my petpeeve is having so many parts on my ships after getting them slimmed down. only having to put a horde of radiators on it to make it function,seriously need some metagaming radiators here not all my ships can have a 10m wide circular radiator and still look cool... looking cool is a thing! .. also i hate stacking radiators XD
  11. precoolers actually do something? in all my games they are blank text i thought they were just for show. always used radiators for all my craft. >.>
  12. working just fine here bro, i use plasma for everything. attila's for launches now
  13. the plasma thruster "becomes" a quantum thruster when you purchase the upgrade, the upgrade is nonfunctional piece think of it as upgrading the plasma thruster it gets access to new fuel types.
  14. click the bar to resize it , that got me for a little while and i don't know why (about 2 mm off of what you are clicking to size it up)
  15. with the latest update all my vessels, my network, and all the numbers above have changed sadly. gives me something to work on however. after much testing before this patch i use liquid nitrogen on kerbin to launch everything now, since you can atmosphere scoop up liquid nitrogen and refuel while lifting off you can use other atmo's in other planets, i.e. co2 on duna and eve. i use the plasma thruster because of the quantum mode to get around and do minor changes. my first tests for the attlia thruster are rediclious (16000kn!) it broke my ssto apart lol here is my minmus facility, using pathfinder for housing / georesearch and basic fuel creation, USI everything else. they got supplies and habitation for 100+years lest not forget the launchpad i tacked on painfully later (them stakes don't dock. was getting annoying), anything larger than a small shuttle needs to be built in orbit for "reasons". it is the third attempt at a compact relatively lagless base that contains everything nessary to make anything i want, it does not show all the resources it has on the right sadly (if theres a mod for that i'd like to know!) this base produces everything. except carbon di/monoxide, so no methane either, or any of the gases really, new Avataria 3 (the 4th version) will cut down on the wasted space (krypton / neon ect) here is my Fusion power plant. it is very VERY BIG' 10m MCF's DD makes tritium DT burns the tritium very stable, very nom, and now needs replacement transmitter >< i used liquid oxygen to put it into orbit because making deterium gives excess oxygen ! whee!, the station creates excess H4 which is turned into liquid helium for resupplying any shuttle i might make to refuel, or in the future use helium to get around since i literately make it in space.
  16. anyone else have their quantum plasma thruster not have any quantum vaccum fuel? (so it cant run on energy alone)
  17. also its a multiplayer server we all use the network abiet randomly, would be annoying to have someone cut it off while your landing, or have to turn it back on every time you make a ship.
  18. i would probably build another fusion station and stick it up there (with the other) for 4 years then repair the 1 station 4 times to be honest now if i got PAID to repair those stations... or repairing gave a bonus i.e. embrittles 10% slower if repaired at 50%(max) embrittlement. Untill it doesnt embrittle anymore. That would motivate the hell out of me. would also make me create an engineer specific ship to go around and do that. or it could say be repaired 4 times, and it looses its embrittlement permanently would make me happier =P
  19. so solarwind for most of the stuff? thanks for the information freethinker. i just stacked two MCF's one in DD mode. one in D-T mode, it was happiness... now im gonna rage at reactor embrittlement for a while, but the pittance of deuterium i put on the test craft (2400 approx) lasted 4 years, but only took 1 to reach embrittlement cap >< they dont makem like they used too!
  20. learning what i can about fusion reactors slowly unlocking all the tech (whee!) unlocked the exotic fusion tech tonight was wondering if someone could explain a few things for me... molten salt is the only source of tritium off kerbin? does lithium mining just hate me? (and UF4/Th4 processing! - even the USI thing takes foooreevverrrrrr) approx 1/hr, trying to fill 96k what is helium4 used for? , how do i aquire h3? (tritium decays? i.e. leave it in a storage bin till it becomes h3?) the hell is lithium6? and before i go crazy, i want to put a (few) fusion reactor in orbit for years (like molten salt) for microwave purposes, but none of the modes i have access too put out enough power (with the exception of deterium lithium6 and det+he3)' 10meter MCF : 14gw of power for a few days, or 40gw of power for a week 5m molten salt 4.5gw of power for 2 years 69days. i currently build ships off minmus (usi+extraplanetary launchads of course) and its fueling the bloody reactors that's driving me nuts (still hasn't filled its mini molten salt reactor powering it!)
  21. that's my tamest flag too everyone that play'd on my multiplayer server had adult flags =P didn't even think about it when i cut/pasted a pic for you. wait how do you know whats a few pixels to the right... =P i fixed it so whiners wont whine about me having personal flags with revealing ottergirls on my ships
  22. argh my entire satalite network got removed cause i built it so long ago with those legacy transmitters *cry* oh well they were getting out of alignment anyway. closed cycle gas core club is no more. only 1.15gw of power now (at first step of fusion power) MK3 I belive (2.5meter not 3.72) its THRUST is still very nice, it was giving 141gw of power when combined with a thermal generator (again mk3) so it can no longer power a plamsa thruster to hell and back by itself did a few vasmir testing (upscaled cause power reasons) , never really used this engine since plasma thrusters were so reliable compared... using liquid nitrogen* found that i got 9600isp using 8500mw of power (via microwave network) gave about 150kn of thrust, thats just 1 tap of the shift button, 5% power? every press of the shift button decreased effeciency by 1.2% but thrust did not change (all that much) from 60%(no throttle) to 40%(2/3rds throttle) but 40% to 30%(full throttle) was an incredible difference hopping from 180 to 551!, the power useage also went down from 8500mw to 3500mw isp of course dropped to 960.
  23. plasma thruster scaled up, microwave reciever scaled up, 100gw of power in orbit gives about 300kn of thrust with unlimited isp using the same thruster with atmospheric scoops (i use 4 its overkill) for nitrogen lets it launch off kerbin without fuel loss, i feel a little bad i don't use anything but the damned plasma thruster all the other engines work in different ways however, the same scoops work on eve and duna for co2 (very VERY high thrust!), in my game i just unlocked the first fusion reactors, so i got quiet a few molten salts up in space for this purpose, taking mai time! trying hard not to abuse free science from labs =) or the reactor we don't talk about >:)
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