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samooo2

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Everything posted by samooo2

  1. Maybe start in career mode, slowly gain access to the new stuff. Otherwise it's really overwhelming.
  2. Pretty sure I heard that in some sci-fi movie, that trying to warp close to other ships is dangerous and could rip them apart. Might as well call it a feature.
  3. You need a refrigerator and regular air intake(s). Also the "Atmospheric Extraction" process stops working the moment you fly above 70K. Might be related to this problem with air-breathing engines:
  4. Wouldn't it be far more efficient just to use a Free Electron Laser as a beam generator, and switch wavelengths on-demand? Instead of trying to transmit in two wavelengths at once. Please do elaborate on bugs so they can be fixed. If you need it to cheat then there are actual cheats you can use, or you can stay on an old version. Don't hurt the mod for such a selfish reason.
  5. So the smelters don't have a target temperature? My radiators keep pulling heat out even though the smelter's running at 10-12% efficiency. I would just disable all radiators but stock ISRU requires them to produce fuel for the smelters, otherwise they overheat...
  6. Yes, or a subassembly. Then use KIS to move it into place, or give it control, RCS and a claw/docking port. It's just a temporary solution.
  7. Just a note if there are still issues, you can do the same with "Extraplanetary Launchpads" and that's fully compatible. Though it's clunkier as it's primarily meant for building whole ships, not just parts.
  8. Radiators in KSPI show two temperature values, "part temp" is for stock heat and "rad temp" is for "wasteheat". Those two do not interact at all so a radiator can be both 250 and 3700 degrees at the same time, which is super weird and unintuitive... There are "Heat Exchanger" parts you can add, they act as a buffer for stock heat(when turned on) and may be enough to get you through a long atmospheric burn. Or just use a different propellant, with anything besides hydrogen heat rarely becomes a problem. Wasteheat is mostly a non-issue if you're using thermal propulsion, you may need a small radiator for long burns but that's all. Energy conversion generates wasteheat, from thermal to electric and then from electric to engines, beamed power, etc.
  9. Pretty sure that's a stock feature on everything that has thrust vectoring or RCS. Try enabling "advanced tweakables" in the settings.
  10. I flew both of these into space with an oversized generator, the VAB numbers check out when near 100% wasteheat. Both radiators show the same surface area, and graphene does reach a higher temperature, but it still performs significantly worse. I'm guessing there's another variable in play.
  11. The "Mark" notation is VAB tooltips' name for upgrade levels. Large Thermal Control System goes up to MK3 meaning two of the radiator max temperature upgrades apply to it. Now here's the problem: stock "Large Thermal Control System" at a mass of 1t has a max temperature of 2616 K and dissipates 7.1GW of heat KSPI "Graphene Radiators Folding Large" at a mass of 0.675 has a max temperature of 3700 K and dissipates 2.87GW of heat So in terms of mass/dissipation ratio graphene is about 50% worse at max upgrades, and way worse without upgrades. It's also 10% more expensive and performs poorly in atmosphere. Aerodynamic, etc properties should be the same as they use the same 3D model(just a recolor).
  12. That's stock "Temperature" and not KSPI "WasteHeat". Not sure if it's intended but thermal engines tend to blow up in-atmosphere, radiators don't help. You can delay it by using a Heat Sink.
  13. KSPI reactors tend to have a problem with docking and un-docking. Causes all sorts of weird stuff, so as a general rule you should save and load the game every time you do that. This is just a guess though, your problem may be somewhere else.
  14. The spotsize shown is from transmitter to first hop (relay or receiver), and as such is not helpful if you are far from the relay. Might be worth fixing.
  15. If you click on "reactor control window" you'll see it consumes a tiny amount of uranium or plutonium. Should last for a few years. And It does generate some wasteheat, but it has a built-in radiator big enough to manage all of it (and more, with upgrades).
  16. So, I've got some sort of negative mass issue with atmospheric ISRU. I've got air intakes, wads and wads of beamed power, an ISRU Refrigerator, hydrogen tanks, and an ATTILA thruster on a ship. The goal was to boost it to low Kerbin orbit and fill up the tanks there. However, when I start up the atmospheric extraction process, it complains about insufficient storage, and shows a negative mass of stored ammonia, and a positive amount of available ammonia storage space. I've tried rebuilding the ship with minimal components, I've tried adding ammonia storage, both full and empty, and I've tried updating to the most current version of the mod. Enabling overflow doesn't do anything, and hydrogen isn't getting added to the tanks. I'm in a stable 80x80 orbit in the picture, and I've tried dropping to a 70x70 orbit that just skims above the atmosphere. The abundance shows non-zero percentage of hydrogen. I just don't know what to do at this point. Any thoughts? Do you need any more info? The old atmospheric scoops worked fine, but I could never get this to work above the atmosphere. The moment you dip below 70 it works, but it's supposed to be a gradual transition.
  17. The drive itself is doing energy conversion, from electricity to kinetic(thrust). I haven't used the Kerbstein yet, but unless it's magic it should turn at least a few % of power into wasteheat.
  18. I can confirm this, and I'm not running any other mods except the recommended ones...KAS/KIS, TweakScale, FuelSwitch, etc.
  19. That's not much info to go on, but here's my best guess: Are you testing this on the launchpad? The engine window shows a "threshold" value which basically says how much thrust you're losing due to atmosphere, it can easily bring you down to 0. Power through with a much larger reactor, use a higher-thrust propellant or use a different engine for your first stage.
  20. It's a known bug, after docking or undocking you need to save->load to get reactors working again.
  21. I haven't got that far in research yet, but I assume you're talking about then engine's temperature, not wasteheat. If so, you can use the new "heat exchanger" parts as a buffer, they drain temperature from other parts and should have far more heat capacity than the engine...
  22. What are you using for the conversion? Fuel tanks are very slow at it, so for large quantities you should use the ISRU Refrigerator. This does require more power, about 1MW i think. If it does generate (waste)heat then it's a negligible amount.
  23. That's probably a bug with TweakScale and the stock heat mechanic, I've seen the same thing happen with stock drills and ISRU. If you scale the drill down to 50% it actually generates several times more heat than it would at 100% scale.
  24. Well if you do want to understand it's on the wiki... and also on actual Wikipedia, since it's based on science. But basically shorter wavelengths lose more power right at the transmitter, but don't lose as much power over large distances. They're also differently affected by atmosphere, if you're transmitting from the ground. More importantly, it's not just the 4 microwave bands that can do beamed power. You can use the full spectrum from microwave through infra/visible/ultra light all the way to x-rays. They need different parts though.
  25. Try using shorter wavelengths. Microwaves are good for launches and low-orbit , but they lose way too much power with distance.
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