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Everything posted by NeoAcario
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Holy ....... so potentially up to 60% of an AM reactor's energy could be converted into charged particals explicitly for the use of a particle engine? That could be nuts! I'd be curious to see what Fractal thinks of the idea. Perhaps a second kind of AM reactor designed with this in mind? I would love to build a wider variety of ships in my purely AM driven space program! ~Steve EDIT: Hell, just let us tac on a magnetic nozzle onto an AM reactor and use it that way. Sounds EXACTLY like what it was made for.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NeoAcario replied to TaranisElsu's topic in KSP1 Mod Releases
It could just be a problem with KSP Interstellar mod. But it's odd... I turned EVERYTHING off and back on, and now I can go all the way to 100x warp and still BARELY had power left 500/4500. Before, I would run out of power between 10x and 50x. Oh well. If I can go to 100x I'm a happy guy. 10x is just too brutal though. ~Steve -
I think I finally know what I want to build next with KSPI... a Station Tug / Station Mover. It was a bit of a pain in my ass to mover this 620ton AM farm into perfect Jool orbit with my 2.5m tug / probe command ship. Maybe I'll build a 3.75m Warp Tug specifically for moving stations around. ~Steve EDIT: 2.5m Probe Command Tug bringing the Jool AM station in for an 8g aerocapture. Pain in the ass moving 660t with only 2x 1.25m Vacuum Plasma.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NeoAcario replied to TaranisElsu's topic in KSP1 Mod Releases
I have RTGs and other means of generating electricity. I have easily 10,000 times the power generation required. The problem is that high warp always brings down electric charge. Is there any plan to make a fix for this? ~Steve EDIT: I forget.. does TAC:LS kill off Kerbals for too many G-forces also? Have you considered implementing that? Perhaps a couple minutes at 10g+ or instant death at 20g? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
NeoAcario replied to TaranisElsu's topic in KSP1 Mod Releases
Someone please explain a fix to me for the issue with electric charge ALWAYS running out during high warp... and TAC Life Support ending the time warp? I don't feel like doing a 2 day time acceleration at only 10x speed because of this mod. I love this mod... but this is beyond stupid. A little help would be appreciated. Perhaps there is some switch or some such that can be used so that TAC LS doesn't track Electric charge during time warp? ~Steve EDIT: I have almost 5k in battery and almost nothing is using power while warping. This has just always been a problem with TAC LS -
I run a mostly AM based space program after about 2-3 in game months (besides my massive land-based fusion transmitted power base). It would be AMAZING if upgraded AM reactors could produce any percentage of charged particles. I know I'd exploit the crap out of it. The vast majority of my vessels after the first few months run almost exclusively off of AM (besides the tiny 0.625m fission reactors I use for containment of the cans and normal ship systems). Is this something Fractal ever talked about or considered? Or do plasma core AM reactors not theoretically produce charged particles? ~Steve
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Those aren't normal-sized collectors. That's a welded group of 14 AM collectors... 10 of them in a ring around a welded core of 15 3.75m AM cans. That's right, 140 AM collectors and 4.1m storage, plus 30 struts and other goodies for only 67 parts. ...which is now in orbit of Jool at 9,000,000m http://forum.kerbalspaceprogram.com/threads/38577-0-22-UbioZur-Welding-Ltd-2-0-Dev-Slowdown/page108 ~Steve
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You know... with the variable thrust plate from the procedural fairings mod... you can make some pretty ridiculous launch vehicles AND stations... if you don't mind cylindrical. Here's my 1200t at launch Jool Atmo station. See all those chutes? I gotta get the launch stage safely recovered. Don't want to throw away a 1.2m launcher! ~Steve
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
NeoAcario replied to UbioZur's topic in KSP1 Mod Releases
Works perfectly... and the context menu isn't even that bad. Obviously, if it were an interactive part, you wouldn't want to do this. With AM collectors? I see no problem at all. As I said, I normally never even click on them for context... I just use the main resource window for the vessel. Verdict? Welder is staying and I think I'll try and make an even more ridiculous AM harvester. I would use it for other applications, but people have issues with multiple resources in a single welded part. KSPI is notorious for several resources per part. ~Steve -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
NeoAcario replied to UbioZur's topic in KSP1 Mod Releases
The station is only a mountain of AM collectors, a 15 stack of cans... struts.. and docking ports. No need to even have the welder mod installed if it can't reduce my AM collector count from 112 to 8. Yes, I use 8 stacks of 14 AM collectors in my Jool station. So, I'd rather have one less mod installed if I can't get it to work with the only part I use multiple of on a single vessel. ~Steve EDIT: Wait.. you DID just say adding the module 13 more times would work? The AM Collectors' context menu only lists it's collection rate of AM. There's no need to even LOOK at the AM collector context menu... I know I never do. Just watch the resource tab for the ship as a whole. Maybe I'll give it another try with the part edit. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
NeoAcario replied to UbioZur's topic in KSP1 Mod Releases
I was trying the latest unofficial release of the Welder I am using the latest official release of KSPI I am using TechManager with KSPI since TreeLoader is not supported for 0.25. This means that my tech tree crashes whenever I weld a part... but it saves the part when I alt-f4 and restart the game. I don't mind having to force quit twice to reduce a station by 120 parts. I honestly don't know what I need to do to make my 14 stack of Antimatter collectors work like a stack of 14. It was only working as a singular AM collector. I also had my core of 15x 3.75m AM cans working just fine. The ONLY problem (which I am more than willing to accept) is that as soon as it gets any AM at all you have to instantly pay full MJ resource as if all 15 AM cans had a little AM in them. Goes from 3MJ to 6MJ. Hardly an issue and nothing worth even mentioning.. so why the hell did I? If you are able to tell me how to edit the 14x AM collect stack part to be recognized as 14... I'd love you forever. It's a very simple part. PART { name = 14x-AM-Collector module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topAntimatterCollector0 = 0,12.09254,1E-05,0,1,0,2 node_stack_bottomAntimatterCollector13 = 0,-12.10698,0,0,1,0,2 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 0 TechRequired = interstellarTechAccelerator entryCost = 280000 cost = 140 category = Utility subcategory = 0 title = 14x AM Collector manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 56 dragModelType = default maximum_drag = 0.19999 minimum_drag = 0.19999 angularDrag = 1.99988 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3000 fuelCrossFeed = True MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,11.23542,1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,9.5069,-1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,7.77837,-1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,6.04986,-1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,4.32133,1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,2.59283,1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,0.86426,1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-0.86426,0 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-2.59278,0 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-4.32129,-1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-6.04983,-1E-05 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-7.77834,0 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-9.50688,0 scale = 2,2,2 rotation = 0,1,0 } MODEL { model = WarpPlugin/Parts/Electrical/AntimatterCollector/model position = 0,-11.23558,0 scale = 2,2,2 rotation = 0,1,0 } MODULE { name = AntimatterCollector } } ~Steve EDIT: Wait a sec... do I just add MODULE { name = AntimatterCollector } 13 more times? -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
NeoAcario replied to UbioZur's topic in KSP1 Mod Releases
Apparently trying to weld up 14 Antimatter collectors from the KSP Interstellar Mod destroyed my science program and made everything un-researched... and nothing able to be researched. Of course, this is using the TechManager to work the tech tree with KSPI since TreeLoader is not supported for 0.25. Sucks, I really want to reduce part count on my Antimatter Farm Station. Interesting bug. ~Steve EDIT: Apparently I have to Alt-F4 after I went something... it saves the weld. EDIT2: So I gave it the college try again... and it still doesn't work. 14x AM Collecters still only collect AM as if they were one. Oh well. And here I thought I'd be able to reduce my AM Farm Station from 190 parts down to 72. -
Because the (especially upgraded) Antimatter reactors had such RIDICULOUSLY high core temperatures... they had equally high ISP. Which -IS- how ISP works on heated reactants. Fractal, in this latest version of KSPI, put an artificial cap on it of only 3,000. Now some of my best ship designs no longer work. Well, kinda. My any planet SSTO warp tug now doesn't have enough dV for Tylo.. but that's about it. Can still pretty much land and then take off from any planet. It's my other ships that have become useless. I AM rather pleased that my over-designed, do-anything signature ship: 1.25m Warp Tug remains mostly viable. Even if it does cost 11.4 million to launch The AM+Thermal numbers have yet to be fixed on the Wiki if you want to jump over there and see for yourself. Just scroll all the way to the bottom. https://github.com/FractalUK/KSPInterstellar/wiki/Thermal-Rocket-Nozzle-and-Thermal-Turbojet ~Steve EDIT: Seeing as how my signature ship DOES cost 11.4 million... who knows a good way to make some quick cash? Even with doing all of my -necessary- time acceleration on my massive fusion farm / transmitted power station (9x 3.5m Fusion reactors)... it's not that fast to breed tritium to sell / store. Thankfully I usually only run warp tugs with Jeb and Bill. I just keep them really busy doing all of the 'heavy lifting'. I usually have Bob command a Probe command ship (Remote Tech) doing the misc / science work.
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So... I'm screwed. The thermals are hard coded at 3k ISP and there's nothing I can do about it. We aren't using mainly AM+Thermals because they're the best. We're mainly using AM+Thermals because we can't generate fuel in the backround for the others! Please revert this silly, pointless nerf and fix backround resource generation instead. You will see that I'm correct! I for one would LOVE to use pure He3 fusion on a number of applications! And as such would naturally be using the magnetic nozzles on the same craft! ~Steve
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2 Things: 1> Is it an easy .cfg setting to remove the new governor bolt on the ISP on the Thermal nozzles? 2> Where is it? I've done some poking around, and I can't seem to find the setting to unlock the thermal nozzles from 3k isp max. Anyone point me in the right direction? I want my antimatter uncapped! ~Steve
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Come on, Fractal... level with me. Is that the reason you did it? Just to make it less of an ultimate technology? After all that Infrastructure and Science investment... you killed AM isp. I can't stop these tears of betrayal. I might have to just use the 10.0 settings. I really don't want to have to redesign all of my best ships. The temps inside the AM reactor are insane! Hence the higher ISP! Or is the argument that the nozzles themselves can't handle those temps during the transfer outside of the magnetically contained reactor cores? How about a new nozzle that can? Make it heavier and more expensive! WHATEVER IT TAKES!!!11 ~Steve EDIT: Honestly, Fractal.. with limiting it to 2997.1 ISP.. you really cut flexibility. Now it only makes sense to use LFO or MethalOX with the AM+Thermal combination. No reason to use anything else. You're capped at such a low ISP. I R Teh Sad FYI, even with the old settings, many of my vehicles also use Plasma and even the DT Vista. It just depended on the application. I really don't want to be locked into the plasma and vista when I want high ISP. EDIT2: Yes, I know you want us to use the new magnetic nozzles... but we aren't going to. We aren't going to because you can't generate Tritium in the backround AND you can't decay Tritium into He3 in the backround. We use AM because we CAN farm it in the backround. We really don't need artificial restrictions placed on tech... we already have prices in place for that.