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Posts posted by Mekan1k
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That would be cool Tommygun. It would be a great challenge.
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Guys- contact Majiir and the team working on the Kethane lab- make some engine parts that are sugested in the comments. I wanted to build an interplanetary ramscoop, but I can neither model nor code. See if they want anything modeled.
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the rest of us are on 0.17
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Also- do you have a fragment of code that I could add to a solar panel part that lets it generate power for the batteries? I have been playing around with the code, and I wanted to adapt the VB solar panel for MMI probe use.
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Well, it depends what kethane has analogous to in our world. In interplanetary space, the proportions are supposed to be roughly split with most of the atoms being hydrogen, and the rest being other types of stuff.
Also- you can turn kethane into both RCS fuel and liquid rocket fuel. Both are chemically different.
Therefore, I expect kethane to be some sort of form of hydrogen, or a form of water that is unique to the kerbal universe as it is highly destructive when changing states, and therefore must be either a radioactive material, and since all fuel is equivalent types of that, the change/refuel part of the mod must be able to remove or stabilize it, otherwise there would be engines that used kethane (Please make those, by the way), or the kethane is a slurry of different chemicals that are equivalent the the universe's primordial soup just after the big bang, with the possibility to be any atom at all, with the converter acting as a quantum manipulator, allowing light-speed transmission of the kethane while allowing the kethane to be transmuted through some nuclear witchrafty mathematics into a different fuel type.
But, to answer your question, I would guess that maybe, of those ten atoms, 1 might be kethane, or all 10.
If the answer was that kethane is radioactive, I would assume that there would be more radioactive atoms in space due to the massive radioactivity of the sun, than in almost any planet's atmosphere, save Jool (pressure and heat would make convection currents bring kethane up from the core) or Eve (like venus has a hazerdous sulfuric atmosphere, there should be a percentage of kethane in Eve's atmosphere as well). The sun also chucks out an impressive solar wind, so I would expect that to be filled with kethane particulates as well.
If the answer was some quantum slurry, then I would say that there would be little in space, unless you were facing the sun, and quite close to it (10 km or less from the surface). Then, the kethane would be prominent, as the whole sun would be made out of the super-explosive materiel. Also, jool would have a high concentration, like you stated Majiir, but the moons would pull large filaments of gas off the planet, and would therefore have a relatively high concentration on kethane just in the orbit within jool's muns.
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In interplanetary space (Between earth and mars, for example) there is a density of roughly 10 atoms per cubic meter, and outside the solar system, in interstellar space, there is a density of 1 atom per cubic meter. If you had a magnetic ramscoop, you could collect atoms at a significantly faster pace, as you could with speed.
Therefore: if I had the programming skills to do so, I would set up a magnetic scoop part, that turned electricity (say, from the electrical batteries in the MMI pack), into fuel, depending on how close the ship was to the sun, as solar wind is a factor here. If you were facing the sun, (sundiving... BWAHAHA!), you could collect more fuel, as you are riding 'into' the wind, with less fuel collection as you face in a different direction. This would simulate how a magnetic ram-scoop worked, and it could act as a nice piece for any ships that you wanted to use to harvest kethane, as you could increase the relative distance from any planet that would yield particles. Such a part would, I expect, be large and easy to damage once deployed, but effective and compact when not in use. That part could only be used in space.
(Between the earth and the moon the particle density is roughly 15-25 atoms per cubic meter)
A ship could be sent to jool, and orbit the planet, slowly collecting kethane, until your lander came by, and needed a refuel.
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When are you going to release anything? I love your work, but the shuttle (the first one) looked about ready to add to the game before you just... did not add it. Any ETA?
Still, I love your modding skillz, dude.
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ETA on release?
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ETA on the intakes? Those look like huge fun....
Also, why should kethane not be that easy to get? It makes sense- most of the planets in our solar system have a volitile atmosphere (compared to earth's,) and with a high enough entering speed, it is not only possible but feasible for multiple sligshots through the atmosphere of a planet.
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The largest issue seems to be, (besides all the good ones listed) is that an engine that uses radioactive decay, such as a NERVA engine, would end up with nuclear debris deposits in the propellant gasses.
Scientists are unsure of what would happen if the earth ran into radioactive dust. How much would get through the atmosphere? What would be irradiated if it did? Etc.
However, there is a design called the Nuclear Lightbulb engine (Google it), where the decaying rods are isolated by a 'bulb' from the propellant, and the whole piece acts like either a pressure acceleration stage, or the 'ram' part of 'RamJet', with the 'jet' part being the regular hydrogen/oxygen reaction in the rocket.
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Other question: Will you be able to harvest Kethane from the other atmos-bearing planets? like Eve, Duna, and some of Jool's muns?
Also, would you be able to collect kethane around the sun? I am running some Ion-engine probes that work incredibly well, especially when I have near-infinite power from the sun-(Sun-probes work well- still trying to land on the sun using indestructible panels...), and I was hoping to do something similar with kethane.
Also- Concept for you- interplanetary ram-scoops. They could unfold, and at warp, collect interplanetary kethane from the void.
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I liked all the ram-intakes for this mod. Please include them all within the mod!
Also- ETA on next update? I want to build Skimmer-Probes soon....
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I managed to, somehow, lose the smartSAS system tab thing. there is the box where I can toggle the SAS system, but I cannot see the SAS on the screen. I think I may have placed it somewhere, or my installed mods broke Mechjeb. I hope that is not what happened....
Anyway, Help please!!!
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The Hercules... Fitting. It should be made, as fast as possible, to be as fast as possible.
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The ram-intake is what I tried to code, but it did not work at all. I hope it works- Know that I, am behind you man. Keep up the good work.
Oh- A question, right, almost forgot: have you figured out how to fix the maps blanking and changing every time I turn off the game? I keep sending probes out to the mun and minimus, and I scan, then I need to turn off the game for some reason (Usual windows updates), then the maps are gone. How do you fix that?/Could you fix that?
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I cannot get the wheels to work. How do you turn on the wheels?
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Idealy, I would build this so that it collected, say, Kethane, and you would be able to convert that into fuel.
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I cannot seem to lock on to anything at all... Using Version 0.17
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Fuel Transfer question: How do you target other ships? does the distance have anything to do with it?
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I just wanted to make an engine act as a fuel intake- It would be a simple, non-game-breaking part, and yes, I would be hooking it up to nuclear engines for interstellar trips anyway.
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Concept for ramscoop idea: (Search quantum over the document).
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No space travel is safe. Why start analizing now?
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Actualy, My last post was stupid. I think I would go with either:
"Guys... How do we get back?"
Or
"I forgot my mittens- We have to go back!"
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"Some people say humanity is a virus... Congrats Mars- You just got humanz!"
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
in KSP1 Mod Releases
Posted
Great mod, but I hate how it kills the efficiency of, say mechajeb.
Could you make a part/plugin that lets you clock your mach number? I loved that part of the mod.