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Mine_Turtle

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  1. First Mun, now Minmus. I get those strange city lights there. Have a look: http://imgur.com/64udZBN SVE 0.7.1 UR version, manual install.
  2. that's what i mean. speed = thermal heat. radiators disperse ehat but in order to do that they have to attract heat, therefor becoming very hot. as such, adjacent parts become hotter FASTER. in the case of atmospheric exit you want to NOT user thermal engines to exceed 1800 m/s, do NOT try an escape angle of less than 30 degrees. on re-entry you want LESS than 2500 mps and between 40-70 degrees angle. less than 40 and you'll be esposed to to much atmosphere burn but no air resistance, therefor making you hotter but not slowing you down. you also run the risk of skipping off the atmosphere back into space. to harsh an angle and you'll hit the air to hard and not have enough time to snow. you're best bet is to hit it at 45degrees and retro thrust from 72,000m as hard as possible untill you either get under 1000 m/s or start to see flames (then turn your ship the right way!). again, kerbaloons can help with re-entry because they act as retro-thrust AND drogue shoots. Have a look at this image: http://imgur.com/3l14NYL Notice the internal flux on the engine: it is 2MW. With subsonic speed and dense atmo to cool everything via convection. And throttle at 5%. Engine still overheats and destroys plane. Does this look normal to you? I am not even attempting atmo exit and going into orbit, I am trying to achieve a stable level flight with subsonic speed, however with this engine it is not possible. Again similar setup with separate reactor and thermal nozzle(which IS exactly the same thing) does not have overheating problem.
  3. The problem is this engine generates too much internal heat(not wasteheat), more than thermal nozzle+any reactor setup. So the next adjacent part gets overheated. I use inline radiator as an insulator to separate rest of the craft from the engine as it has a high internal temp limit(higher than precooler).
  4. Here is the information on how to fix issue with deadly reentry: @PART[Some.KSPI.Part] { %leaveTemp = true }
  5. I am using KSPI and because of Deadly Reentry internal max temperature of radiators gets scaled down by half. Is it possible to revert this to initial settings? There is no reason to reduce internal temp limit on radiators.
  6. Except it does not help. I have removed all the mods and installed the latest KSPI version manually. It did solve the problem with low radiator max temp(caused by DeadlyReentry), however overheating problem from turbojet still exists. Here are two craft files: 1. Test craft with nuclear turbojet engine. Heat from engine transfers over to cockpit and destroys it. According to thermal helper I have enough radiators to cool the engine. https://drive.google.com/file/d/0BzaLdTtFg_piTV9obzZ3aExzWFk 2. Test craft with nuclear reactor(molten salt)+thermal nozzle. Reactor is scaled in size to match power output of nuclear turbojet engine. There are no problems with this craft after it reaches high speed for the nozzle to provide stable thrust. https://drive.google.com/file/d/0BzaLdTtFg_piRC1KYk1sUU55M1U Essentially both crafts are similar: nuclear molten salt reactor+thermal nozzle, so they are expected to operate similarly. However, the first one overheats(internal temp flux from engine reaches 38MW!!) while second one does not.
  7. Mircowave transmitters can count as cutting lasers, increase power and you can make a tunnel in the moon. Actually I have an interesting idea: how about matter manipulation? Since quantum singularity reactor is in the game why not take this one step further and allow matter manipulation: create new matter from existing or even form matter from energy(https://en.wikipedia.org/wiki/Matter_creation)? Matter conversion can be used to change any type of resource into another, specifically it can be used to convert ore/fuel into rocket parts to build ships with EL or convert one type of fuel into another. Alternatively, energy to matter conversion can suit the same purpose but use only GW for that. While somewhat unrealistic and undoubtedly inefficient it can be fun to mine Jool atmo to produce space probes. So, what can be done about my problem with inline radiator and nuclear ramjet? Should I add change the radiator max temp or add more radiators to my design? I already have more radiators than thermal helper suggests.
  8. Another question I have: what is the purpose of reactors apart for generating extreme amount of power for propulsion. Most of energy consumers in the game operate in the range of kW with the exception of some KSPI ISRU processes requiring up to 50MW. Even counting UKS colonies modules one upgraded nuclear reactor is enough to power most of components in the game, so great reactor potential is wasted unless used for propulsion. Would it be possible to make an option to increase power requirements for some modules like stock ISRU or even collaborate with authors of other mods(like UKS or Remotech) to increase power requirements for parts or even add upgraded version of existing parts that have better characteristics but have insane power requirements(like entire system antenna with 0 delay or super ISRU). Right now the new singularity reactor feels limited in usefulness.
  9. That's a good question, however increasing radiators internal temp limit is not going to solve the main issue of engine overheating. Even if radiator can match temp parameter, temperature is going to spread and overheat next adjacent part. In fact there was a simple mk2 decoupler instead of inline radiator, which overheated even faster. The solution I see(if this is an actual problem and not my misunderstanding of game mechanics) is make nuclear ramjet(and other nuclear jets) to behave similar to stock parts. Most parts in the game have internal temp in the range of 1k+-250. Engine should only start heating when at high air speeds unless you have precoolers, similar to how rapiers or sabres behave. However, the engine has nuclear reactor as well which should be governed by waste heat mechanics. So, basically, you have two separate temperatures for the part: internal temp, which depends on air speed and is governed stock heat system, and core temperature, which does not affect(or affects once you do not have enough radiators to remove waste heat) internal temperature and is governed by waste heat mechanic. This would make sense from the perspective of game mechanics: you have a real engine part with stock heat and a virtual reactor part with waste heat, managed by radiators, and unless you have enough of them and waste heat reaches maximum limit, the reactor is not going to increase internal temperature of the engine part. From physics perspective it should make sense as well: engine and reactor parts are connected only through pipe where cold-hot air circulates. Reactor has shielding which is connected to radiators and unless those radiators cant handle the heat the engine part should not get heated by reactor core. See this picture for reference:
  10. According to part description it should have a built in precooler, so I have tried to close other intakes. Same result. I have unlocked shock cones and stock precoolers and tried flying with them. Same result - inline radiator overheats because of engine and plane splits in half. You can have a look at my plane and her flight here: http://imgur.com/a/49HyJ No matter how many precoolers I have the engine keeps overheating and melting attached parts. Conduction flux to radiator is around 3.8kW Note: I have double checked parts and I do not have any other intakes except those 4 intakes with precoolers and one in the engine. As I understand in this configuration engine should not overheat at all. But it does.
  11. Sure, here is the link: http://imgur.com/a/FRPZo As you can see on the first picture the nuclear ramjet is attached to inline radiator. During take-off and initial climb the air flow is not high enough for the ramjet to work at full power, so the reactor core temperature is manageable. However, once I reach high altitude and speed reactor starts working at full power and reaches its specified core temperature of 2.7k. The way heat mechanics work is the internal temperature of reactor/engine transfers to the adjacent part, which is inline radiator. Radiator is unable to radiate(there is almost no convection at high altitude) 600MW so it slowly melts down. I have checked if similar issue exists with reactors in general. Quick test on runway with AM reactor, showed that adjacent parts are not heated at all while reactor is able to produce GW of power. Moreover, only ramjet has parameter "Core Temp", while AM reactor does not. And this core temp is equal to part internal temp(you can see it in right-click menu if you enable temperature parameters in debug menu). It is definitely not the problem with engine precoolers as though engine does overheat it overheat slower than radiator melts down and my plane splits in half.
  12. Could anyone give me some hints on how to manage nuclear ramjet, please? I am trying to design a ssto craft around this engine to allow me cheap means of going into orbit, however this part is extremely hot and all of my attempts fail because the part attached directly to the reactor(inline radiator) explodes from internal overheating. I have more than enough radiators to keep waste heat inline, however internal heating prevents me from reaching mach 4 at 25km. Currently, I have only first heat management tech unlocked. Will unlocking heat techs further the tree help in any way? One thing I noticed is that reactor temp(2.7k) is equal to part temp, so 2.7k transfers to nearest attached part heating and melting it. Should not reactor core temperature be handled separately from part temp?
  13. Thank you, I have fixed my design by moving those tailfins from engine nacelles to the tip of wing, my plane now flies rock solid at mach 4 at 20-25km.
  14. I am not sure if it either mod related issue or just my poor design skills however my new ssto can hardly make past 10km from Kerbin. All of the parameters from static and dynamic analysis in FAR seem to be ok, however at around 10km my plane falls into sideslips and dies to aerodynamic failure. I have also tried running simulation analysis and according to it with specified parameters any lateral movement causes divergent oscillations. I am not sure if I can trust the simulation though, as my other plane(a small jet plane) manages to recover from sideslips rather well and flies solid, although simulation again shows divergent oscillations. Here are some images of the plane and corresponding parameters when RUD happens: http://imgur.com/a/ZdKgV I can provide craft file to anyone who wants to have a closer look, but note that I use a lot of parts from different mods: KSPI, IR, B9 and Tweakscale. I run latest FAR release with new dll.
  15. Candle traveling wave reactor engine. It produces thermal power after being shutdown.
  16. Supercapacitors have two problems: I do not have them researched yet and most importantly they increase crafts mass, which is not good if your goal is light long range science probes. However, looks like warping while vessel is not focused fixes the problem and fuel is not lost. It might be considered cheating though as I am not sure how all resources are calculated - reactor seems not to consume any fuel at all. I still do not understand why reactor continues to produce power after being shutdown. As I understand after being shutdown it should produce some power for around 10 days until fission stops completely. Or is it not the case with candle engine?
  17. I have found a slight problem with cryo tanks(or rather with ksp in general). As I understand consumed resources are calculated before producers, so during high warp cryo tanks start leaking because of that. Basically, unless your craft has an insane amount of EC to serve as a buffer for one calculation tick your tank will continuously lose fuel during warp although you have enough power generated. Two questions: will this still happen even if vessel is not loaded(during catching up)? is it possible to change resource calculation mechanic so that consumers are calculated after producers? Another question above candle wave(and nuclear reactors in general): after I shutdown reactor how long does it take for it to stop? When I click on shutdown button in reactor control window it continues to generate power(which is understandable), but I do not know when the fission reactions is going to stop.
  18. In sandbox USI-LS prevents me from entering any building: VAB/SPH/tracking station or even leaving to the game start menu, so I have to alt-F4 my game. Previous version is working fine.
  19. I think I found the problem. I have removed all of my mods and installed only IR from ckan only to find out that parts still twist after 5-10 seconds from launch. This problem appears to be only with specific landing leg(LT-2 Landing Strut), LT-1 seems not to cause any problems. However, if I install IR manually (2.0.2-Final) parts no longer twist. So it seems the problem is with ckan setup. Update: actually it is the problem with latest version 2.0.3. Manually installing it from github I have the same problem with twisting landing legs.
  20. I have created a small craft to test from only stock parts+IR: lander can mk2, rockomax fuel tank, landing legs and rail. The problem is still there. Here is the craft file: https://drive.google.com/file/d/0BzaLdTtFg_piUTNBSTFZNlh1R0k However, after briefly looking at it I have noticed some extra components from other mods so it might not load on stock+IR only game. Btw, all those nullrefs are coming from trajectories. Author is aware of this and says it is a minor annoyance rather than a problem. I am attaching a new log, where I only loaded game, create test craft in VAB and launched it once. If you are interested you can have a look at it here: https://drive.google.com/file/d/0BzaLdTtFg_piSjdzYUE5aGRxUDA You can safely ignore all exceptions: "NullReferenceException: Object reference not set to an instance of an object FlightGlobals.get_ActiveVessel ()"
  21. Yeah, I have noticed a whole lot of exceptions, though game is stable for the major part. Majority of the mods(including IR) have been installed through CKAN and are regularly updated, so no idea where those exceptions come from. I am going to remove everything apart from IR and check if issue still exists.
  22. Here is the link: https://drive.google.com/file/d/0BzaLdTtFg_piUFhFSW5ZdEdQOWM
  23. Could you tell me which log exactly do you need? Is it general KSP.log in the root folder?
  24. Not sure if this is a known issue with weak joints, but my first attempt to use IR failed due to bending nodes. I am trying to build a mun lander with rover attached beneath and use adjustable rail to dock with rover after the mission. I have attached landing legs directly to the rail. After launching the craft a few seconds later joints connecting leg to the rail start to twist(but do not break) and flip the lander over. Here is the picture of what happened in the end: http://imgur.com/w670z9m Is it possible to do anything in this situation?
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