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Fractal_UK

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Everything posted by Fractal_UK

  1. Existing craft in space definitely load with the new tanks, that was tested extensively. The resource values in some of the hexcans are a definite issue, but I think it was worthwhile to switch the fission reactors over to consistent and readable units even if it means some refueling needs to be done as a result. I guess its the VAB where you had some issue? The reactors have a special piece of code within the nuclear reactor module to update them to the new metric but the radial tanks don't execute any plugin code so they're trickier to make those updates to.
  2. 548 Kerbin orbit radii. It's a very easy mission with the alcubierre drive but a very difficult one otherwise. I'm afraid I don't know. No, science yield just declines with time so you need to maintain the telescope with an EVA kerbal and ensure it is well supplied with Liquid Helium coolant.
  3. I don't know what you mean, I don't see any problem... They should be replaced seemlessly by the new tanks. It should be RESOURCE { name = Helium-3 amount = 0 maxAmount = 500 } I'll post a fixed .cfg file and update the main download, there are one or two typos I need to fix too.
  4. A small addendum to the changelog: Linux x64 players noted some issues with loading the previous version. Just before release I conducted a quick test of the latest version using the Linux x64 version and had no issues, so I assume whatever was causing that problem has been resolved in 0.10.
  5. Version 0.10 Released Yes, it's finally here... Version 0.10 -Added Thermal Mechanics Helper (toggle with 'T' key in VAB) -Added Large Fusion Reactors (by AArtisan) -Added Antimatter Initiated Fission/Fusion reactor (by AArtisan) -Added Solar Sail (by SasquatchM) -Added extra fission reactors - particle bed/dusty plasma (by AArtisan) -Added augmented arcjet electrical thruster (by AArtisan) -Added IR telescope (with Kerbol gravitational lens experiment capability) -Added inline refinery -Added refinery option to produce Uranium Nitride fuel -Integration with ORS (fixes resource generation/consumption bugs since 0.23) -Changed accelerometer to new impactor experiment (smash things into planets in the name of science!) -Changed antimatter factory rates based on tech level, added low tech antimatter bottle to store tiny quantities of antimatter for new reactor -Hexcans replaced by unique radial tank (by Vaporlynx) -Fixed second Van Allen belt for radiation detection purposes and added surface radiation levels -Misc bug fixes -New water resource maps for the Mun and Minmus (find water in the soil at both these locations, just like on Duna). Remind me to do smaller, more frequent updates in future because I'm about ready to expire Download links on the first page have been updated.
  6. If you're running a ship at 100% power, the plasma engines may get fractionally different quantities of power, the effect is very small - too small even to see on the power management display but when you're dealing with a very large number a tiny change can make a lot of difference. If you turn your throttle down to 99%, you should see this effect go away.
  7. ORS Version 1.1 Released Changelog -Atmospheric Extractor now takes into account atmospheric density -New ORSHelper.fixedRequestResource() method The ORSHelper.fixedRequestResource(Part part, string resourcename, double resource_amount) method is the ORS analogue of KSP's part.requestResource(string resourcename, double resource_amount) method. It differs from KSP's function in two major ways: 1) If you don't have enough of a resource (either stored resource if you're trying to consume, or spare capacity if you're trying to supply) instead of simply doing nothing and returning 0, it will make the maximum change it can manage and return the value the resource was changed by. 2) If you use it with a resource that has ALL_VESSEL flow, it will not do nothing and return zero if the requested quantity is < 1e-5. It will instead consume/supply the resource correctly as the stock function used to. Find the updated download on the first page.
  8. Your reactor is full of actinides, you need to get rid of those (by reprocessing) before you can refuel. It will be in the next update.
  9. GC/MS is what has traditionally been used in the context of missions involving atmospheric sampling, this includes the Viking Landers on Mars, Cassini-Huygens on Titan, Venera and Pioneer Venus on Venus. IR (along with UV) spectroscopy is usually done, in the context of a space program, as a remote sensing method but obviously this requires several instruments to try and build-up a more complete picture. I don't think any LC/MS has ever flown in space but there is interest in miniaturising the equipment for space applications, big organic molecules are one thing you would really want to have the capability to identify within the context of your mission.
  10. Don't worry, I won't be adding any more of those nasty new features that delay releases My list of things to finish/repair before the update is nearly complete so hopefully it will be ready soon.
  11. It may not lose much heat but superheated steam is highly corrosive and not something you want to be being pumped around your spacecraft, especially at high enough temperatures to produce reasonable specific impulse. For high temperature heat transfer you need an inert material, you could transfer heat to the thruster via such a mechanism or transfer the energy there electrically but then you could use a propellant with better propulsive characteristics than water. I prefer the electrical RCS approach because it requires less complex internal plumbing.
  12. The main problem with having reactor powered thermal RCS is heat transfer, hence the direct attachment rules for thermal rockets and reactors. You might be able to pump heat around your spacecraft at modest temperatures, similar to those that the unupgraded nuclear reactors produce but much beyond that and you're asking for trouble. You could use heat exchangers to transfer heat at the right temperature but for reaction control, an all electric system is probably better. Electrical RCS is something I've looked at in the past but I didn't have much success modifying the existing KSP RCS system in a way that worked brilliantly.
  13. Not so much fixed as eliminated. The code for reprocessing was totally redesigned and it works very nicely now.
  14. There are actually misplaced commas in the file (which I have now fixed ready for the next update). The resource definitions include a comma seperated number, which might explain why this is only affecting certain people and certain platforms. Try to taking that out and see if it improves things. It sounds like you are suggesting deployable radiators, which are not only already included (in three different sizes) but are by far the most important radiators in the mod... Radial and inline radiators are generally only for cooling things in atmosphere or cooling solar powered ships in space.
  15. Using a 1.5MW nuclear reactor to power a 1.5KW sensor seems like overkill when you could do that with two small solar panels. In any case, trying to cool even a 62.5cm nuclear reactor with radial radiators is ineffective, for reference, it looks like this: Alternatively, you can just do this (notice the massively higher efficiency in this second case due to the lower radiator resting temperatures):
  16. That's right, the lists of parts to draw from are currently populated during vessel start so reloading to the tracking station will definitely fix this. I think you may have been undone in this case by the length of time you time accelerated for. Due to KSP's "quirky" resource system, trying to use too much of a resource, that is requesting more of a resource than exists or trying to overfill the tank causes the method to do nothing rather than to do the maximum amount possible. Considering that there are a lot of antimatter collectors on your station, you could be running into that problem? Tritium breeding has a specific bug related to persistent generation. Both of these problems will be fixed with Interstellar v0.10.
  17. It certainly does, the computer core model has needed replacing for a long time and that's certainly a nice model to replace it with.
  18. I'm afraid there definitely won't be any new features going into Interstellar 0.10 beyond what has already been announced. It has been over a month since the last update so I'm really trying to get everything finalised for a release. Maybe I'll do something like that in later versions.
  19. That display will only appear on ships that have a generator or microwave receiver, etc. It isn't applicable to all ships. I can't really help when all you've said is "it doesn't work." You haven't provided any information that might tell us why so the answer could be anything. You will need to describe, in detail, what you have tried to do with each option the refinery has and what happens when you do before anyone can help.
  20. DT Vista requires 2.5GW so an upgraded 2.5m reactor is insufficient, a 3.75m reactor fission is needed especially when you account for thermal efficiency. There is a bug in the current version which apparently allows the DT vista to work with less (no idea how, since I haven't change anything since it was working perfectly) but it will be fixed in the next update.
  21. Just but patient, WasteHeat will always rise when the bar is nearly empty. At some point, the WasteHeat will stop rising and reach an equilibrium. Watch the radiator temperature, every doubling in temperature will increase the WasteHeat dissipation by 16x.
  22. This is a planned feature for the future, in fact the dusty plasma reactor and the creation of the distinction between thermal power and charged particles was actually done partially to facilitate this kind of addition so I've been doing background work in this direction. Maybe, I'd have to look into whether there are any designs that would actually be able to do this effectively. You have open cycle cooling through thermal rockets already, which can be handy. I'll think more about this one. I actually created an Interstellar RTG part module which consumes a Plutonium-238 resource to produce ElectricCharge and ThermalPower. You could attach it to thermal rockets too and use it in similar ways to the ones described in that article as well as attach generators to it to produce power more efficiently. The main problem with the idea is that Pu-238 isn't really versatile enough to fit all these requirements, if you want thrust, you need to use a shorter half-life, higher activity material. That article was where I got the idea, actually. It's relatively easy to use the existing code I have to produce chemical power generation equipment, different types of RTGs, etc. Oddly, in KSP, RTGs are one of the latest techs in the game and I'm not really sure why or what the justification for that is since they were regularly used in the 60s and 70s. In any case, it's still something to think about. NSWR is something I've thought about adding for a while, I never did it back in the early days of Interstellar because it needed to be a part upgrade (back before career mode was added) but there was no suitable base part. I just haven't revisted the idea since then, there isn't really an obstacle to adding it now. There would have to be some representation of the radiation consequences and it's one of those drives I can't see even Kerbals would want being used while within the atmosphere of their planet. In some ways it's probably worse than the DT Vista, I mean, the DT Vista will kill anyone nearby and slowly make the launchpad radioactive but the NSWR will spread long lived uranium, other actinides and high activity fission projects all across the planet's atmosphere for Kerbal children to inhale (maybe this is why everyone wears space suits on Kerbin?). Once in space, it's not really an issue anymore because the exhaust moves fast enough to escape the solar system so unless you're pointing it directly at something, it's fine. Though something like that could act as a balancing factor as well. My overriding experience of this drive is playing the original High Frontier boardgame, people would race to the moon to build it, then zoom around the solar system and win the game easily because it was substantially more powerful than any other combination of parts.
  23. The main problem with the LV-N is that it is just a chemical rocket with a big nuclear sticker on it. The stats aren't crazily powerful for what it represents, though the TWR is significantly higher than the high power real life Phoebus 1 and 2 designs, the nuclear reactor designs in Interstellar are more sophisticated than these early NTRs too. The main problem that I can see with the LV-N, however, is the fact that it just works forever while your have LiquidFuel/Oxidiser. All the real NERVA rockets were totally sealed units meaning that you had a fixed amount of nuclear fuel inside and when it ran out, you'd have a huge piece of junk attached to your spaceship no matter how much fuel you had. There would be sufficient nuclear fuel in the unit for only minutes of engine burning. I could change it to make it burn up a fixed supply of nuclear fuel and switch it from using LFO to LiquidFuel, the main impact of this change would be that it would be make very large ships using a small number of LV-Ns at low TWR very hard to build, smaller ships wouldn't really be affected by this part but it would make LV-Ns non-reuseable. At first glance, it sounds like a relatively balanced change, but I'm interested if it is something more people would be happy to see. The main thing with the precoolers is to try and make the challenge of building spaceplanes in KSP a bit more like doing it in real life, when 0.23 arrived, and you could now easily build aircraft that simply fly up to essentially orbital velocity in the atmosphere and use the tiniest drop of fuel to circularise (you could kind of do this before but it required a lot more work), it seemed that wasn't really being represented well. In real life, you could reach around 20% of orbital velocity with a standard airbreathing jet, this is about right for the SABRE engine as proposed too. The early flight is the most expensive part because you have thick atmosphere and little velocity to reduce gravity drag, so you'd expect to save a bit more than 20% of total delta-v to orbit. For the purposes of KSP, I decided to keep the precooler velocity requirements about the same as in real life, meaning because of Kerbin's small size you can achieve over 60% of orbital velocity without even using a precooler - you can easily build KSP SSTO aircraft without even using them so I can't say I've managed to make anything massively more realistic but at least it adds an extra design constraint and a bit more depth to spaceplane flight. Of course, the nice thing about using real numbers is you could try it with RSS without modification and then you'd have a very interesting engineering challenge.
  24. Many parts in the mod are located by reference so you must install in the correct location as stated in the install instructions. If you don't, many parts will not appear and many others will break.
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