

AntaresMC
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OPedalus and Vista have similar pressuresures and Vista's nozzle is much weaker. Kerbstein's pressure is even bigger and with weaker nozzle. The OCGC "only" has ~10000K, this is like 20 times more! And GCNTR has much greater mass flow/heat and cryo cooling... Mabe a 20T mag nozzle would work. Mabe 30. Even 50 might be needed, but thats not that far away from fusion's mag confinement and nozzles. And the water layer wont do NOTHING, just 1% of the radiative heat would melt CNTl alloy (was it the record holder, right?) And H2O vapor desnt stop anything but long infrared... And just not enough mass ratio for open cycle cooling. Still working on the weapons grade version, but I almost have the tanks/plumbuing. Chamber have an idea. The nozzle is the hardest, and left for the end, but something along the lines of a VISTA/Kerbstein nozzle (if Kerbstein survives, this does, but kerbstein's thermodynamics are in the edge between unobtanium and handwavium). Im working in a concept of plasma window radiators (a double magnetic nozzle actively cooled, pumping the heat to a He plasma (the smaller Z, better, leaks dont matter, and the more heat they use up in ionizing, the better)) and a type of mag. nozzle that takes back some of the bremsstahlung Xrays back at the expense of a sh1tload of charged particles (2CP-1heat is doable, mabe a 1-1 ratio in MW possible, .6/.7-1heat might be plausible). But a VISTA mag nozzle with a excrementsload of ablator (mabe an extra propelant even) is needed anyway This diagram is wrong, inside detonation is impossible, and if not stupid, get same eff. for detonating inside nozzle and 1/2 heat and neutrons. 2/3 to 3/4 eff. if Vista style nozzle when only fractions of the heat/neutrons. And UBr4 is worse than UF4, lighter, more Isp, cheaper And Im talking on 100%U233. 10-20% salt instead of 4%. Heavy H2O for allowing the unburnt U to burn in the nozzle, as most U will not burn in an open chamber, but inside detonation is impossible And most radioactivity is unburnt U233 and actinides, exactly as the OCNTRs, just MOAR! edit: 1/2Ms? Theoretically plausible, but efficiency and heatwise cant see more than 250000s and even 2e5 seems really difficult. 1st, only a VISTA nozzle of hundreds of meters could survive it, and, its possible, but cant see a way to ignite the fuel if 200m distace from the phisical engine... 2nd, would need a way to not phisically shield Xrays, and only thing I can think of is a super ChargedParticles cloud (the thing I said earlier) and this has to be at least a beam core reactor worth of, and thats much higher tech...
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Can I talk a little bit about the science of the NSWR? 1st, where's that green comming from? Most of the thermal/bremsshtrahlung radiation would be from far extrem UV to mid Xrarys. And the only visible light would be dim gostly bulueish Cherenkov radiation from the water, no greens. 2nd, the engine isnt so simple, it would have a really small bell shaped ignition chamber full of N reflectos, black, but white-hot when turned on, then, a really BIG open magnetic nozzle in a shape simillar to an x^2 function from 0 to 1 (a wide open bell), like the Z-pinch aerospike) and then, the nozzle would start expanding exponentially as a VASIMR nozzle (still magnetic). Would be seen like 2 S curves, and the (white-blueish) plume would start aprox from a nozzle radious to a diameter from the end of the ignition chamber. This is to minimize heat absorption, the mag nozzle coils would have a red aura because a carbon N absorber+ablator, that if ran out the nozzle would heat up, lose superconductivity and stop working. So you'd have to have graphite in reserve and an egineer to replace it after few burn hours (kerbal time). The engine would still be black, but more like a fishing net, and as wide as the Unobtusstard engine. Gameplay wise, it'd be cool if produced a lot of ThermalPower to make electricity if enough radiators. Also would love a NSWR with weapons grade fuel, havent got a design of it, but I need it for my setting so I working on it. Call me if interested, can do research, design and some detailed sketchs, but Im really bad at CGI and know ~0 of proggraming. 100000s 20MN OPdalus sized is plausible, 100% U233/Pu239F4, 80-90% D2O.
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KSP Interstellar Extended Support Thread
AntaresMC replied to FreeThinker's topic in KSP1 Mods Discussions
Got it, thaks another thing I have to ask is the apparent hypergolicity between my ship and kerbals! its really easy to reproduce, just every touch by a kerbal to a PV disk reciever at 1m/s, or randomly at less it instantly dissintegrates and the fragments bug inside the holes in the radiator/rotor (to simulate if was doing spin gravity). This makes them infinetly bend and for structural reasons I have auto struts+rigid joints. The structure fails inside itself and explodes, the top goes flying and the bottom is crushed by the explosion. The VAB says impact resistance=4m/s. Im now in a tablet, but later Ill send a screenshot and mabe craft files if its a bug. Also, the kerbal starts doing weird things like walking on the air, break his neck, pass trough the ground, hit and fall from the air, etc. I think the Kraken doesnt like it. One time trying to reproduce it, just teleprted to an asteroid as if was my ship... I was the rock another thing is that the radiator and solar panel fragmets arent affected by gravity... -
Yea, but new fuels aint just new thrust/isp balance, its a tank balance, you not only change the power/efficiency of the rocket but how behaves. For example, lets say a cryo fuel where you forgot to put batteries. The rocket is afraid of the dark! Or different bodies that have different resources so encourage using one or another. That cant be done just with engines Also, isnt just new names to the fuels (LiquidFuel can be TheFuelThatUsesThatEngine), if you can swap fuels (say they maintain nozzle/chasing but change the inside) you have 6x new engines, not just a more clasifiable version.
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KSP Interstellar Extended Support Thread
AntaresMC replied to FreeThinker's topic in KSP1 Mods Discussions
Is there any quick math or something th see the beam disperssion and the distance at which is effective? Its not really explained in the mod, and I dont thing the kerbal method (trial and explosion) is gonna help with so meany variables (3 to 4 wavelengths would do the trick perfectly, Im not complaining, free options, but its complex and really difficult figure out.) There are loads of beam power tutorials, but no one says nothing detailed about wavelengths (only Ive seen that even mentions some info about that are @jhook777's, and say mostly the "shotrer wave, longer distance" basics). -
Yea, but lose the ISRU variety, that many people would enjoy and most differences arent just perfomance. For example, you have (or not) to bring electric charge, mass ratios vary, densities vary and even tricks like the HTP as monoprop dissapear. Yea, may work fine, but lose some small details that are cool and dont make any bad, as you can just use another fuel. Also, whats the problem in having differen names if dont do nothig bu explain why the fuel behaves differently? If its different, dont matter much how its called, but no one seems bad an explaination. In fact, I can give you an example:SSTOs, specially long range ones. Yo have LF for everything, an Ox, for afterburns, when need thust. And 2 fuels gives a lot to play! Now imagine 9 (6+3LF only)
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KSP Interstellar Extended Continued Development Thread
AntaresMC replied to FreeThinker's topic in KSP1 Mod Development
WHAT? Did you say its a mix? LoL, thats very kerbal and would explain most things if you assume its a variable mix. I can assume it for the canon, but coesnt help me I started all of this for my mods, I use KSPIE and USI, and MKS uses a lot of LF-O that IE dont support, FreeThinker says its so magical/unknown, so I have to make an ISRU for IE, because its engines are far superior an another for LFO, because I like logistics and some parts of the production chains require it. I neither, usually use H2/He, but not because of realism/logic, just theg are vastly superior. Did you really think I play vanilla after having a proposition of Neutronium fuel/isru/engine? Really? -
No, sorry, I explained HORRIBLY The gameplay deph is because you have 6 times the engines, and no logistical pain because 1 ore=> 1 fuel, no production chains (ok, the idea is kero being more complicated because its not meant to ISRU) SolidOx is unnecesary, you say SolidFuel only and still can make the hybrid (a bit weird, but simple) The super-rare/heavy resource isnt useful at all, is just a money reward for making bases. Its rare for obvious and heavy to not exploit. Dont spawn in Kerbin And NO, you can build/fly rockets instead, I focused in ISRU cause it requres change in that model. But its exactly as if stock ore divided in 3 branches (1 in athmo, that its cool) totally parallel, but different new options you have. The idea is that if you do stock ISRU, but with >1 options to chose (and that can disable from the settings or dont use it at all, use just 1 type of fuel/ox). But if you can have 6x the engines by changing a variant in the VAB (Hlox, Hhtp, Mlox, Mhtp, Klox, Khtp) with different mechanics, is just more options that you are ALLOWED, (not have) to do.
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I did say a serious proposition of a fuel system: 3 fuels, 2 Ox, all engines can run on all, but theyre like variants, can only change in VAB, automatic mass ratios, a paralel ISRU system, some extra things that might be cool. (Hide and read later, its loooooong). Mabe would be cool if there is some kind of Rutherford engine that can change fuel midflight, but uses ElectricCharge as balane. I came up with a better idea for RP1 ISRU, call the kero "HeavyHidrcarbons", or "Oil" and make a sort of bio reactor that needs ore, waste, water and CarbonOxides, and gives HeavyHidrocarbons. If disable life support, kerbals still give Waste, so life support is still optional. Also, for the sake of "everything is ISRUable", because its cool, Id love if the Nerv could have an option in where if there's an engineer on board can stop producing power/thrust but collect "NobleGases" or "IonFuel" or keep the XenonGas
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Mabe you can have 3 fuel types (easy, thrust, Isp) and 2 oxidizers (easy, good), with no incompatibilities, just new tools to multiply by 6 the types of effective engines you have. Now add 3 independent ores, to make the ISRU more complete without making pains in the ass (just need one, so more free gameplay options!) You have expanded the game quite a lot without making it complex (since you havent got to cross them, they are mostly paralel) and not making it easy since they are balanced and mostly paralel. You add a lot of deph without changing most of the game (basicly same mechanics, just different "modes" as the RAPIER)
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KSP Interstellar Extended Support Thread
AntaresMC replied to FreeThinker's topic in KSP1 Mods Discussions
I believe the antimatter thinggies are in a kind of "early tech" stuff, like a useful, mature, but as it started 1-2 decades ago, it still have a lot of potential (ok, engines like SAGE are quite hi-tech, but average). I still havent seen an AM torch, when is quite easier tha fusion, and we have 3 (4 if OPdalus, but too low thrust to me). There are only 3 reactors, and one is an engine half (Im looking at you, beam core). I think AM has a lot of unexploited potential, KSPIE jumps too fast into sigularity technobable and unrealistic FTLs, letting the previous tech incomplete, as if it was a compliment of this (I know it is, but c'mon). Id love an extra layer in the tech tree with direct anihilation, aH generators/torches, a degenerate matter tank for ultra dense storage of both M and AM (and the neutronium I proposed earlier in a KSP2 thread). If its too much work or there is little info (is ABSOLUTELY scarce) I can help designig the drives/searching, Im making a hard, non FTL (quasi) K2 SciFi setting and have most the work done (but nothing reviewed). Also would propose a way to fix the kuggerblz gen to known science, but only I can is make it planet-sized and then start... -
1st) NUKES CAN ONLY WORK IN H/He usefully, and He aint the best fuel ever, i guess. 2nd) Jet engines can work in H2, is just a bad and inconvenient fuel. More difficult, less dense, same thrust, almost same Isp. But see the SABRE! It suns in hydrolOx cause it needs a better Isp in vaccum/closed cycle mode and in jet mode works just fine. 3rd) Changing fuel name will not help, the idea is to have more fuel types, more flexibility, not realism. I proposed using 3 fuels (easy, efficient and thrusty) and 2 oxidizers (easy and good) and called it (coincidentally) as real counterpars. The point is that this complexity adds not barriers/challenges but a spectrum of possibilities, and if its too complexfor you, use just the easiest (that is in my proposal, Kero-HTP)
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Ah, sorry I meant trillions (Im Spanish and the 10^3 barrier between "illions" confuses me) But mabe, a good fraction of the quadrillion is possible, I mean, only the smallest from the smallest, Kerbol is too big for more than a few trillions. If counting the "active" white dwarf, blue dwarf, and helium blue dwarf stages (absolutely everythig before is full degenerate matter and cant fuse anymore, generally as soon as the ultradense He/C/O core forms is a white dwarf eve though it has a lot of billions of years of fusion, just not enough to keep temperature up with radiation) it just might be possible a good fraction of the quadrillion for the smallest... And a proper white dwarf is similar to that not-quite-dying-but-not-save quasi-white-dwarf in brightness, mass and they arent all that different in volume and live actual quadrillions until they get (dont know name, the interstage betwee white and black, where stops being hot, but still has enough heat for thigs like life to form), ill call it a grey dwarf. That would be quadrillions of years of effective sunlight and at the end would still be possible to live in that degenerate planet burnig solid He for energy. Mabe SFIA has to make another episode of civs at the end of time!
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Before answer, I have to say that realism doesnt matter. Under known phiscs is plausible (not easy) the kerbal System, just a nuke methabolisim solves all LS problems, and LFO could be explained in some ways. What I mmean is that I will adapt the lore to whatever it is and stop pretending Kerbin is Terra. Dont care about realism until breaks a fundamental law. Having said that, I think 2 simple mechanics that allows for more gameplay deph (and disable them if dont want them) 1st, fuel variety. I believe that the typical "one easy and 2 more specialized" and "1 easy and 1 good" for oxidizers. Lets say for example, Kero, Metha, Hydro for fuel. Kero is easy what means can be in every tank, high thrust low Isp. Really difficult to ISRU (mabe requires a mini production chain from metha). Metha is more complicated (mild cryogenic) can be in some tanks, and in the non cryogenic tanks it uses up a lot of electricity. Easy ISRU, but in airless bodies will have to search for concrete locations (can extract CO(2) from athmo, but its not always in the ground). Hydro is the more complicated, since is very cryogenic (uses electricity always, but in cryo tanks much much less), but gives a medium thrust (less, but good) at high Isp, easily ISRUable (water is everywhere, in more or less quantity). Only fuel for Nerv (mabe a lox afterburner AS MUCH). Ah, H2 has a pitty density. And for the oxidizers, lets say HTP and LOx. HTP aint cryogenic have both same thrust (mostly affected by the fuel, so lets simplify) but LOx have a higher Isp and ISRUability. I dont know which is denser, so lets say moreless equal. HTP could also be a low perfonance monoprop if dont want complexity, at the cost of a good RCS The "ores" would be water, that gives both oxidizers and LH2. Found in most planets, some athmos (Eve, a lot; Kerbin, rare; Jool, medium and Laythe, super rare). CarbonOxides (both CO/CO2) that are found in all athmos (but rare in Kerbin's) and in some, not comon patches in the ground (have to aim landing). It+water gives CH4+O2 and this+more water+some regular ore (dont know exact chemistry, so I did gameplay-balanced) gives Kero. Also could be a generator that runs in CO-O2>CO2, or CO-HTP>CO2+H2O, a generator that burns ore for simplicity. The fuel cell can run in H2/O2 (efficient) or CH4/O2(or HTP), less efficient. Then regular ore gives SolidFuel and SolidOxidizer, or SolidFuel and O2 (if dont like generics, say WhateverMetalIFoundAndMixed) and, a hybrid rocket engine! And is all over all the surfaces (now is less valuable), in more or less quantity. And lastly, Id love if Jools athmo is H2 and you could make a plane burning O2, and scoop up "JoolAthmo" that if you pass trough an ISRU it converts into like 2/3 H2, and waste a lot of power for balance. Also would love a thermal ramjet that if is supersonic (and have intakes) generates free thrust in athmo. The idea is to give variety and reasons yo make ISRU plants all over the place. Also if you have 6 fuel combinations, you have 6 engine types, 6 different new ways of playing, and specialization of missions, giving them a unique taste more than the dV puzzle. And eases life for modders (KSPIE-regular LFO is a pain in the ass). Even could add a useless, super heavy, super rare resource that gives a bit (with diminishing returns, obvious) of science and a lot of money! The 2nd thing I envision a simple life support (dont go, Ill explain): You have Snacks (if dont have, stop doing anything but waste electricity, instant) and Space (just is a multiplier to how they work, if dont have, they "lose" its proffesion temporarely) All capsules have enough snacks 1/2 seats (rounded to max) for 2 weeks (to not worry inside KSoI). I seat gives 1 space, Kerbals use the numbers of kerbals in space, and its working efficiency 1-1/space (1 kerbal in a 3 seat pod, will work at 1/2 its rate, will pilot worse, will research slower/take less science, ISRU worse, etc). Also, cupoulas impriove the efficiency of Kerbals by 1/2 (cant go more than 100%) (so if we have 2 kerbals in a hichiker module+landing can capsule (7 slots total) and a cupoula, well have 100%eff (1-1/3)×1.5). Space dont matter the 1st day. There are recyclers, that cut Snacks use by 1/2 with an engineer an by 1/4 alone. Affect a limited amount of crew (I imagine a radial to 1, a bigger radial 2, an inline 1.25m 4 an an inline 2.5m to 8-12) AND THEY DONT STACK bonuses, just crew affected. There are agroponics that recycle the crew's waste at 1/2 eff if scientist and 1/4 by alone. They vary with experience, but they are maxes, so self sufficiency is only possible if lvl5 engineer AND scientist with 100% space. The evample before could be self sufficient if had electricity, 2 lvl5 and enough recyclers and greenhouses. If a pilot is present, veicles in 2Km share LS related resources and gives the opportunity to manual transfer everything between both, and yes, you can chain them as long as there are pilots 2Km appart. So groung ISRU is easier. With electricity, ore, water and waste you can make 2x waste, allowing for Snacks ISRU plants, making bases easier as you can have a shuttle between the station and the base. Life support as you see isnt realistic and its REALLY easy to be self sufficient with ISRU and just easy if not. Its to balance labs, they are OP. But you can still make long range SSTOs, just need a few tons less payload cap and about 10+ parts! ;D
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KSP Interstellar Extended Support Thread
AntaresMC replied to FreeThinker's topic in KSP1 Mods Discussions
Sorry, a Dyson is just too much for the kerbal scope, and just not a power plant, but a giant solar system wide optimized world. I recommend seeing the Isaac Arthur's YT channel to understand what Im talking about. But you can always have a bunch of power collectors and habitats (unfortunately cant starlift) to have (almost) all its fuctions at least simbolicly (includig lag) -
Ah, lol, I misunderstood the statement, no. Im talking about squishing down neutrons to make a ball of pulsar crust, the only fission that occurs is that of the superheated neutronium as the pressure is released, decays, heats up until it dissociates in a superheated plasma of H+ and ß, its the nuclear equivalent to metalic hydrogen or solid helium, the most kerbal material until quark matter. It would even be possible to make antineutronium, at the cost of basicly 0 safety (LETS DO IT!), but ghats mabe quite a lot...
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Its really difficult to find info about that and I often have to do my own math/theories based on only a few papers. Its a luck that Im good at reverse engineering settings with low info (have years trying to decipher scifi/magic and Ive been succesful with really soft systems, yea, Im a friki/nerd (last quite obvious)) Anyway, its a thing that really deserves more love in scifi and investigation, would love some help from someone that actually knows quantum mechanics in deph, or high energy phisics, or at least an intensive study that isnt about pulsar cores, or useless structural strength. But I love it, its the most kerbal engine in the universe! Forget about the orion or saltwater! XD
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The problem is that you are fissing neutronium, that generates no neutrons (funny, eh?) but ß and H in equal amounts (by number). Yea, you could use a bit of the neuton beam to fisse Li7, also spin polarized (have ABSOLUTELY no idea if thats even possible, imagine yes) and breed tritium, but I think its better/simpler/more efficient to breed from an external source, you need a power source anyway, so why not a cheap D-D fusion with a Li6 blanket? Also, storing raw T is a really bad idea, since He3 would be a dangerous poison that reduces efficiency, heats up and could even unstabilize the forming neutonium ball, leading to neutron radiation/embrittlement/activation, small neutronium loss over time and serious waste heat problems, if an "anti charged particle filter" isnt there to prevent overdopation (aka the instabilities I talked)
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It can, just more difficult as have less electric charge, and the plan is toproduce in situ and have He3 as a poison, like Actinide in fission. H is not a problem since you need it to dope. Edit: Why polarize He3? The idea is to can redirect the neutrons and He3 doesnt produce neutons with almost anything
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No, thats the manufacturing mthod, that would be too waste heat/energy/fuel/mass/time (yo have to burn tons of DT, that takes time) heavy for a ship. And the problem aint neutrons, but you need a MeV dense beam, and only think I can think of (appart from supernovae) is spin pol. DT. You fill up your ship in orbit (cant imagine lift it up) and deppart. Its like 100 times less energy dense by mass than antimatter and only some tens of times better by volume, BUT it produces 100% chargedParticles, what makes it possible to be burnt quickly and with no working fluid, easing a lot torch making. THATS the point. And on the other side, YES, neutronium is a battery, isnt found naturally exctractably, so yes, you store fusion power, but same you do when antimatter, they are vey simillar in that they are 2 faces in a coin (gameplay machanics wise). 2 batteries, one is dense, heat producer expensive and "safe" and the other is less dense, cheaper, CP generator an "not as safe" (yea, I never thiked of antimatter before as the safer option XD) Mabe could be made in a cyclotron, but quantities so miuscules tha may be a science experiment with byproduct (a Kg as much)
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Talking on neutrons, what do you think about spin polarized? In KSPIE is a fusion mode, but I think it needs a rework. I propose a specific engine (would be seen as a reactor+ATILLA like nozzle (flat, as the earth) a bit of He/Charged particles generation (DT fusion, obviously), enough to power itself, a bit more power (like an extra enough to power itself with 1-2 CP generator upgrade, so when furder upgraded generates power). A laughable thrust (mabe should measure it in 10s of Newtons (or scale up by a 1000 factor and half Isp as done with stock Ion engine)) and Isp of some million seconds (like even more than the Unobtusstard) in a size similar to the nuke lightbulb (probably a bit wider/moe compact, but around there) Mabe a generator, but SP fusion is almost useless for power. I believe, and its just a hypothesis that you can make a neutronium battery to store the nuclear power from the spin pol. fusion if have proton doping and a powerful enough magnetic bottle. Would be likee antimatter, containment fail and BOOM, (a multi ton thermonuclear device bom that lasts around 1/4h). Pover density by mass on pair with the best fission/worst fusion fuels, by volume, the best until kuggerblizes/black hoes in general. 100% charged particle output (unless thermal loses). Im looking forward to design an egine. I think in something like that: A low power (have to calculate the mass flow, but I guess around 50-500 kN, really difficult (yet possible in small quantities) to afterburn), high Isp (around OPdalus level) long, not very wide magnetic nozzle like engine. The tanks are thousamds of magnetic bottles marble sized that contain dust mote sized athomized neutronium. The tanks make wasteHeat and the hotter, the more they make (linear, but have a radiator to not make exponetial, it would be like a Log2(wasteheat)×neutronium quantity while the radiators arent filled). A "big" (big sand grain size, remember thats literraly tons!) Is created from a SpinPolarized DT Neutronium generator, that transforms tons of DT in He, neutronium and the biggest mountain of wateHeat you've seen evah then, another thing that you attach at the SPDTNG (mabe put a nickname) takes that neutronium and converts it into "dopedNeutronium" with a bit hydrogen and a lot of power (external, the *insert nickname* uses up all its own, mabe a tri alpha, or even an antimatter-fission-fussion?) That you can move to the tanks. A tank (2.5/3.75, scaleable) may have around few thousand tons at max, while a mass ratio of around 1/100. Also see a torch that uses anti hydrogen cat neutronium fission at the end of the tech tree when both branches merge (I imagine neutronium an antimatter being in the same level as Gas Core NTRs and fusion, neutronium lead to dead end, but better in the short run) thats around 10^6s Isp and like 10-20 MN (plus limited afterburner capabilities, but seems a quite unnecesary feature) at Unobtusstard/OPdalus size variant and equally dubious thermodynamics as the Kerbstein. Mabe should do a model to illustrate... Ah, both endines would be heavily pulsed, at best as VISTA, but most probable as the MIF or even minimag orion... Mabe should start a new thread related to this resource... would love it in KSPIE/KSP2, but isnt well known and deserves more love from scifi. Also, finally, sorry for the Library of Babel, Im confined and have nothing to do ;D
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Ok, a simple life support is just about perfect (I use USI, and thats not too much of a problem while adding a lot of deph and nerfing the OP labs) and practicality (more precisely purpose) is what drives my 1000h in the game. If I just wanna build cool rockets, I draw them, or play some Scifi videogame... Im making a theory of the Kerbal System, I cant figure out how it formed (infinite Improbability, I guess) but cold degenerate matter (ultradense supersolids mostly, as a crystal dwarf) in the cores of everyone but Jool (a normal, big venus like planet), Gilly (just a heavy metal rich rock), and havent done the math on the jool moons (Laythe an Tylo ovbiously). Kerbol is a regular (especially dense and stable, but acceptable anomally) red dwarf and is so bright because is like around 1/2 quadrillion years old or somethig around (red dwarves get brighter over time). The asteroids are so light because are H2 ballons or made of porous ice (which explains its awful lot of burnable content). Dres doesnt exist, is a conspiracy made in the False Dres Images Facility in Dresden XD but if did, would have also an ultra dense core... The ground is so hard because have degenerate matter particles (and life has adapted to it, the kerbals have some kind of metabolism that process it, that explains the no need for life support, as this thing is almost as energy dense as an RTG) AND will explain why all KSC is so hard but flammable... Any thoughts/questions? Id like an astronomer to help in this topic, just saying...
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KSP Interstellar Extended Continued Development Thread
AntaresMC replied to FreeThinker's topic in KSP1 Mod Development
Its wasteful, but the z-pinch can easily use like less than 5% of the total fusion ounput (less when afterburned), so you say "the tech improved" to count for that and youre done. If He3 absorbs N and fuses, just have a hotter N, or probably just same (since a good chunk would come from those same D-T) and its a really improbable case, its a small pellet and you can fine tune the temperature (YEA, efficiency? Who cares! XD) the only primary reactions are D-He3, secondary He3-He3 (and small traces of non burned, He3 cat D-D, but almost negligible) and thertiary D-T traces, same as D-D and He3-T, and thats where most of that 1% comes In fact He3+He3-D fusion (I call it like this, dont know if has a name) is as clean as H-B, accounting for sider reactions (take that, H-B fans! Now is almost useless except for cheap )