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AntaresMC

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Everything posted by AntaresMC

  1. Will there be option for other moderators/absorbers in the future? Li6 is kinda difficult to get, and things like Li, B10(N or not Nitride), Be(O or not Oxide, better Oxide), SP He3(dunno y, but... it is possible I guess?) or even graphite would work well. Li6 is the best, but graphite, that doesnt fisse, its super durable (like, centuries), and not always you have something to separate isotopes
  2. @jhook777 has great tutoorials on YT. There is also a Discord if you wanna ask specific things.
  3. It doest seem to be a lot of heat radiation, mabe are they overheating? Keep in ming the generator gives a tiny amount of WasteHeat
  4. How does it work? Because the He3 is alredy hot enough to fuse and ruin the whole muon efficiency taking He3 in the process... Also didnt know CNO works with muons.
  5. They dont. In fact they produce electricity. There should be an "activate generator" somewherere.
  6. Its a shame, I was gonna start a carrer mode with all researched and cost at max, and research via funds from ISRU... Ok, Ill wait.
  7. To me they dont even deploy outside the VAB/SPA. Ithought it was intended
  8. Use the plasma/mag nozzle with thermal generator so all CP (good stuff) goes to thrust. Some reactors have different outputs. Rule of thumb, the more T more heat, the more He3 more CP. The beam disperses over distance. Try long/far IR, they are much more tight. Also the athmo absorbs a good chunk. Anx the transmitter cross section may be smaller than the beam, have it always perpendicular. Se OOM's tutorial (link above) or Jhook777's on YT Weird, mabe you have incompatibilities with other mods. All KSPIE is a single part. Mabe its not well installed or updated or there is some weird part causing problems
  9. IFS is quite heavy, but it shouldnt be so much... What PC do you have?
  10. Several grams!? Lol, thats quite absurd... Why does it that? Thats like exploding a nuke a day...
  11. Graphene FTW, and try not to depend too much of heat if you wanna good PMR
  12. Depends on how much money do you have. Its a log relation. With perfectly fine tuned temperatures, 2x the He3, not quite 1/2n. Cant give exact figures, but when 2x as He3 as D, N is moreless 1%. I let it to you and game balance. And no, you can add an EnFusionPellets and keep the FP as well. Also, 1/3 of the fusion is gammas and X anyway... No, different props work well. But while ascending, KSP Isp readouts dont change
  13. So I have it badly installed? I dont think @FreeThinker would remove this feature... nor why...
  14. Its quite expensive, and knowing who is in charge, there will be DLCs. I dont know how much Im willing to pay, mods in KSP1 are really good... Just pray for Take2 not to screw it all up :C
  15. Have to deactivate, take an engineer out, turn off in EVA, wait until stops heating up and you get it, totally inert. Deactivate cuts heat output by 3/4, but dont stop using fuel. Stops giving power. If you are interested, use the thermal mechaincs hepler. Also, Radiation=AT4 while inefficiency, so heat goes moreless with T2, so there is a break even point. Red=will shut down Yellow=no power gen Green=power gen
  16. I know how plasma nozzles work. And Im quite upset that thermal nozzles dont have Isp curve Beam power is still needed, used and the best thing in the world. If you tech rush to AM, will get stuck, but its true that there are alts. A good chunk dont use'em because is overly realistc, aka complicated and dont know how to. Just google KSPIE, there are just BP tutorials... Of course, I agree in most of that limitations. In fact, if just added a thermal ducted adapter, and a multi cupler, Id be OK... And you can be creative, for example once in space you can use an open railgun... And fans ARE draggy. And if you have them in a bay wont get enough air to play with, its equally unrealistic... And generate heat, to eletcricity, to fans is just a full auto AFK 0tick WasteHeat farm, and much less efficient thant0 thermal. And they take more and more power the hotter they are. And still dead weight all time but takeoff.
  17. THATS WHAT I SAID!!! What I said is that no matter the AoA, the cross section is what matters How did you think radiators work? No, if it isnt directly attached, dont work, and thats the main problem... For AM reactors and advenced fusion, I let it go. But for early fusion and fission, systems like this have been proposed for HSP power plants. And who said light, long and strong? The challenge of be brittle in exchange of not havong the weight of an entire new reactor is worth it. And who said all the reactor's power? Mass flow limited, obvious. And heat loses with distance...
  18. Nope, it only counts for cross section, as they "*should*". Effectively is the same. Yea, but actually no. Its KSP, air (and everything) is teleported from intake to nozzle, fuel pipes are flexible and struts made of adamantium. Probably one of CNHf alloy with regen coolling would be enough until fusion. Then sorry not sorry (or mabe a mag tube, but havent developed the idea, quote you when figure out). In real life probably there will be a main reactor and "procedural" nozzles, specificly designed. You can make them heavy and brittle, its OK, I think so, but there is a real penalty for having several small reactors that really breaks VTOLing (will answer the latter later), and weight is a huge concern in an interplanetary VTOL SSTOs, that aint practical until Z-pinch, because its a 1 part solution (and a really overpowered one) and dont have scaling problems. And yea, may be a good gameplay mechanic that you have to do very soft a plane to not break them, I like it... 2 types, a regular, pipe like, and a big, strut tube like, magnetic. Regenerative cooling and X tansparency, reflective from UV to long IR. When heavy, long range (aka useful) VTOL SSTOs are concerned, electric engines aint powerful nor power efficient enough, also most dont work usefully in athmo. Also they dont use air. Propellers are dead weight pretty much all time but takeoff, also a huge drag. Numbers dont matchh, and dont say no, Ive also tried. And we need thrust, propellant is free. Plasma? Same, not enough thrust, fuel requirements. If I can have 2 pelicans, a plasma nozzle, a big central fusion reactor, and can use heat for the pelicans without having stability troubles of only 1 engine, conected by say, a mag tube thats a brittle, heavy structural part with its own heat loses, at say 1.25m. It stil has to be conected by ancor points to the receptor. A low tech version was done with an experiment of a nuke bomber in the US... For lower core temps, lets say, <5000K you can use a kinda tube as stock ones. Or an alternative cause having 3 or 4 reactors aint viable nor makes sense... Yes, they do, and why did you say that realism-weirdo-thinggy? Its realistic and a good (almost necesary), dont think why someone would say against...
  19. There is actually a MK2 reciever, what Id like is some kind of heat pipe as the ones for fuel that moves from the reactor. That allows to have a mega reactor that splits power over several jets and allows to put adapters in between. They'd be bery heavy and easily breakable. This helps a lot with VTOLs Also a radially atachable mini thermal jet that vectors a full 90 degrees, allowing for auxiliary control thrusters, VTOLing as well.
  20. 1st) kerbals aint humen, they probably dont have the same psicology, in fact as they are photosynthetic/nitrifiers according to KSPIE cupoula XD. No seriously, we can only assume they work better the more space they have cause there can be more tools and things... but no assuming of timer. Also if dont matter having food and water as a same, why exclude psicology? Lets say they have really good VR. And 2 resources is not something KSP does a lot... Also fully closed loop is impossible outside land, what kills a bit of the purpose of going far away and having orbital stations. Id say food, recyclers/agros (or better both and a synergy mechanic). Homesickness suck. I believe in a hab time of constant work multiplier of 1-1/(emptySeats-kerbals) with bonus like rings, habs or cupoulas capped at 1, or something like that. A time limit just fVcks off the idea of long stays...
  21. We theoretically can get up to around 600 with a FFSC HydroLiFluor 9f rotating detonation in perfect conditions with perfect nozzle. I doubt the real engine would get more than 500 and 5s (you know, Isp and lifetime...)
  22. Ok X/, but in practice theyre the same, dont matter how much ha it has, fhey get homesick anyway, and are literally same values... home times suck and threre should be an extra feature of MKS. And stil, I dont matter hab times but I dont like it, prefer an efficiency nerf or something, but not a timer, we've got yet a timer, dont need another :/. for future references, when I say hab is usially both, if say hab-home are separate. I treat them collectively, as theyre the same affected by the same, but for some reason, one is renewable and the other nope, I think that mechanic is even silly...
  23. Ah, didnt know, thank you! But hab timers are non renewable without med bay, and thats a pain as I love colonies/outposts. The hab time can be easily fixed by removing the time. Just aefficiency multiplier to not cram 100 kerbals in a minmus SSTO and get literally as many free lvl3 as you want... Also gives a reason to use rings and cupoulas. There is no need for a 2nd time sensitive resource, we only need one to care about it, more is just gameplay complexity without deph and awkardness, and on top non renewable Edit: I hate the micro, but is overcomeable with good design. KSPIE helps a lot as allows single launch mega thinggies
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