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KSP2 Release Notes
Everything posted by GreeningGalaxy
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They need to be hooked directly to the reactor as far as I can tell from my experimentation, and you won't get anything close to the advertized thrust or Isp with any reactor included in the mod. Sadly, clustering them will not work. (this is why I added my antimatter torch drive on the preceeding page).
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Would it not be easier to take your existing solar cells (if you're not already using the Near Future Technologies ones, they sound like the tool for the job) and just make copies of them with config edits to produce megajoules instead of electric charge? Just remember to move the decimal point three to the left. Edit: If any of you grabbed the code for my torch engine, you might want to get it again. I changed a bunch of the values, added wasteheat production, and thrust vectoring.
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After hovering under hydrogen VASIMR power and mucking around with MechJeb's Translatron for almost an hour, I managed to construct a KAS pipe tower on Minmus. It was originally going to be one section taller, but the pipes and ground pylons are amazingly bad at sticking to the ground at the base, so I had to stop for stability reasons. It is really quite tall, though! I'm proud of my Minmus tower, even if Kerbals can't even stand on top of it without the aid of their thruster packs and using it as the fancy aerial docking station it resembles would be asking for trouble. Maybe next I'll build something more rigid that collapses with Infernal Robotics or something, because this was way too wobbly to be taken seriously.
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Since I thought the new version of KSP Interstellar was suffering from a profound lack of good high-thrust high-ISP antimatter propulsion options, I took the liberty of making a simple .cfg file using the existing magnetic nozzle model for a plasma-core antimatter rocket, loosley based off of the values provided on the Project Rho website. Copy-paste this code into a text file, give it a name like "part4.cfg", and drop it into the GameData/WarpPlugin/Parts/Engines/MagneticNozzle directory. PART { name = BeamCoreAntimatterRocket module = Part author = Fractal (Altered by GreeningGalaxy) MODEL { model = WarpPlugin/Parts/Engines/MagneticNozzle/MagneticNozzle rotation = 0,0,180 scale = 2.462,2.757,2.462 } node_stack_top = 0.0, 1.505, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -0.93, 0.0, 0.0, 1.0, 0.0, 2 fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, running fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout TechRequired = interstellarTechAntimatterPower entryCost = 14000 cost = 78000 category = Propulsion subcategory = 0 title = Plasma-Core Antimatter Rocket manufacturer = Zefram Kerman's Warp Supplies Co. description = By annihilating the antimatter and propellant directly inside the magnetic nozzle, the plasma-core antimatter rocket achieves far greater thrusts and specfic impulses than nearly any other propulsion system available. In addition to a healthy supply of fuel and antimatter, this engine will need a substantial amount of power to run. It also makes use of an innovative cooling system that greatly reduces the engine's explosiveness by dumping waste heat into to the ship's heat management system, but this naturally mandates the use of larger radiators. attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 3600 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -0.74338, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 3750 heatProduction = 350 fxOffset = 0, 0, -0.1 PROPELLANT { name = LiquidFuel ratio = 1.0 DrawGauge = True } PROPELLANT { name = Antimatter ratio = 0.0031189 } PROPELLANT { name = Megajoules ratio = 40000 } atmosphereCurve { key = 0 56000 key = 1 52000 } } { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 } MODULE { name = ModuleAlternator RESOURCE { name = WasteHeat rate = 50000.0 } } } Features: 3750 kN thrust (substantially higher than suggested on Project Rho) 56000 s specific impulse (quite a lot lower than suggested on Project Rho) 2.05 TW total thrust power (substantially higher than Project Rho, but this is probably okay - the antimatter usage makes up for it). At full power, the engine uses 0.0002 milligrams of antimatter and 0.175 units of liquidfuel per second. This gives an input power of about 3.5 terawatts, giving the engine an efficiency of about 57%. ProjectRho didn't provide a value for the efficiency of this type of engine, but 60% is about what a beam-core engine gets, so that's probably about right. As an added bonus, running the magnetic nozzle to contain all that uses power roughly equal to the maximum output of an upgraded 3.75-meter fusion reactor driving a direct-conversion generator in helium-3 mode. You could also use an antimatter reactor if you like, which would probably be easier anyway. This config file rescales the magnetic nozzle model for this part so that it now fits 3.75-meter parts, so don't worry about adding a module for it to that fix config someone posted a bunch of pages back if you're using that for the normal magnetic nozzles. I used the standard rocket visual and sound effects for this part instead of the particles used by the magnetic nozzles. You can switch it back if you like, but I thought an engine this powerful needed some rumble and bright light. Instead of overheating like a normal engine, I supposed that this engine would be hooked into the ship's cooling system, so it now generates 50000 units of wasteheat per second when fully active that must be dissipated through radiators. I have tried this out in-game, and it works well - 50000 per second is significant enough to necessitate bigger radiators, and if the radiators reach maximum temperature, the reactor will shut down and cause the engine to flame out - a similar mechanic to engine overheats, but more forgiving. I'm assuming 50000 heat/second is about 50 gigawatts of wasteheat, which is far lower than the other 43% of the 3.5-terawatt input power, but I think most of the lost energy is escaping in the form of gamma rays from the exhaust. I don't know how to add the radiation-death mechanic from the DT-Vista, but it would apply here. EDIT: I did the math all wrong. The numbers should be fixed now. EDIT AGAIN: Nope, I'm just really bad at this. Now they're fixed. EDIT EDIT EDIT: Just kidding! NOW the numbers MIGHT be right, but I have no clue because I was wrong about that three times already. Right now the antimatter usage is, according to my calculations, much too high for the power I said, but I have yet to see a single unit get used in-game (it should take about 5 minutes of full burn to use a milligram, which I guess I haven't done yet), so I'm leaving it alone for game balance reasons. Why does the 405-GW antimatter reactor use the stuff so fast anyway? Lastly, some photographic evidence: This is on 2x physics warp, so the exhaust effect is further from the nozzle than usual. I tried moving it even closer to the nozzle than usual, so there should be less of a gap while it's running. My ridiculous torchship in all its glory. Note MechJeb's estimate of seven-figure delta-V on the left. Note that I've made some changes to the engine since these pictures were taken, so your results may vary. Is this engine overpowered? Yes, probably. But it's not even as powerful as a real antimatter engine could be, and it sure makes running around the solar system for antimatter more worthwhile. If you've been wishing for this sort of thing as much as I have, then you're in luck! Disclaimer: I am claiming absolutely no rights to the above code. Most of it is still Fractal's, and what few changes I made don't amount to much. This could be considered a 'submission' under Fractal's license, or you could just say you found it scrawled on some paper lying in the middle of the street yesterday. I don't really care. If posting this was in violation of any terms of the license I managed to misinterpret or ignore, let me know and I'll take it back down.
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Make a wish... and have it horribly corrupted!
GreeningGalaxy replied to vexx32's topic in Forum Games!
A shifty dealer on the street sells you a SpaceX Dragon (including launch stages) for a knockoff price from under his skeevy trenchcoat. You take it home to your vehicle assembly building, bolt and weld the parts together, and are immediately arrested for possession of unlicensed launch vehicles. I wish for change. -
Alright, that table is helpful. Thanks! I understand that the nozzles only use charged particles as it is; my main annoyances were that a) the part description in the VAB gives you numbers (650kN / 36000s) that you never even come close to achieving in practice, and with the new Isp nerf on thermal rockets, it's no longer possible to achieve very high Isp with decent thrust using antimatter - only somewhat high Isp with ridiculously overkill thrust. I was hoping that magnetic nozzles would open the door to beam-core antimatter rockets (which could just have the same stats as a version .12 thermal rocket connected to an antimatter reactor), but this doesn't seem to be an option yet. As it is, I'm just wondering what the point of actually trying to collect antimatter is when you can just stick a DT-Vista on something and get five times the Isp you'd get with antimatter, and at a cost which is still quite considerable but also probably less than flying all the way out to Jool and back. I suppose I haven't tried making electricity with antimatter and putting it through a plasma engine, but in my experience in previous versions, that turns out to be pretty inefficient because you have to haul around a hundred giant radiators and the Carnot efficiency of the generator isn't great. I totally get how thermal rockets have a maximum potential Isp and the newly-added magnetic nozzle parts are specifically designed for nuclear reactors - It's just, now that we're not pretending that thermal nozzles attached to antimatter reactors are plasma-core antimatter engines anymore, it would be cool to see actual plasma-core antimatter engines.
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As of this morning, tritium breeding a fuel-mode swapping seem to have mysteriously fixed themselves. I'm still puzzled as to how to run magnetic nozzles at full power, though - in the VAB, it says their maximum thrust is 650 kN and max Isp is 32000s, but I don't even get a third of that when I hook them up to a 3.75-meter fusion reactor. I also tried putting an antimatter reactor behind the fusion one to see if jamming more electricity into the system would help, but that didn't do anything either. I'm still confused: can the magnetic nozzles even be run at full power? If so, how? I still have yet to get more thrust or Isp out of them than a plasma engine of similar size.
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I found that deleting the tree.cfg from my save file and selecting 'stock' when the treeloader selection box came up fixed the node problem. I am, however, having trouble with a lot of other things: Tritium breeding is still broken as far as I can tell. The button is there, but I have yet to see it do anything. The new magnetic nozzles have the scale problem, but I used the fix on page 1209 to move their nodes around. They seem pretty underpowered in my opinion, at least when hooked up to a reactor that only puts out ~30% of its power as charged particles. I don't really see how we're supposed to get them to full power without running a reactor for 100% charged particles (aka Helium-3 mode), but the button to swap fuel mode to helium-3 is conveniently absent as well. It makes sense that you might not be able to get more than 3000s Isp out of a thermal rocket, but I was hoping the magnetic nozzles would be the new high-power high-Isp solution to make antimatter worth collecting- that just doesn't seem to be the case. 675 kN isn't bad, but I have yet to find a configuration that gives me more than 150 kN, which, when pushing a 100-ton ship around, feels a little like connecting a PB-ION to an orange tank. As the mod is now, I can't really think of what I'd want antimatter bad enough for that I'd be willing to fly a collector to Jool and back for it- I don't really need 7000 kN out of a thermal rocket. Couldn't we see something like beam-core antimatter rockets with the magnetic nozzle parts? That's what I originally was hoping for when I saw that they'd been added.
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I modify some physical constants which cause the helium in your blimps to decay into hydrogen. The reduction in density causes them to swell up and rise into the upper atmosphere where they rip open. The hydrogen comes into contact with the engines, resulting in boom. I return the physical constants back to normal and grab the smoldering blimp wreckage, which I fly off with. My blimp wreckage.
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No way. We've got way too many nukes in this world as it is, and I like my house. Pressing this button will: -Give you an unlimited supply of your favorite kind of tea. -Ensure that, wherever you are, you can always access this magic tea supply. But: -It will be very very thin tea, and you'll have to boil it down a lot if you want it to taste like regular tea.
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That sounds like a paradox. I try to press it, but the Novikov self-consistency principle makes me suddenly remember that I left the kettle on in my house and I run back to turn it off before I can complete the action of pressing it. Pressing this button will: -Produce quality updates for Kerbal Comics every Monday/Wednesday/Friday for the next five years. But: -The comic's reappearance will result in the creation of 20 new HypeTrain threads in each and every section of the forums.
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That was intended specifically and personally at Alemagno, who has responded with nothing but "the computer deletes you / crashes" messages for pages and pages on this thread and others. I (gently) release the altered physical constants holding Jool in star form, and it returns to being a gas giant planet. Vall's oceans re-freeze into ice with whoever laid claim to them trapped inside. Cryotectonic activity imposed by Jool's gravity forms fold mountains, which I ignore and claim a specific small hill on Pol, which happens to have an aluminum cylinder protruding from the top with a public opinion survey engraved on its surface. My poll pole on Pol.
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Really Really Really Tall Building
GreeningGalaxy replied to The Jedi Master's topic in Forum Games!
Floor 993: You wonder what city this building is in, but then remember that it's not in one - a building this tall has a base the size of Chicago's city limits and pretty much is a city on its own. Floor 993 is totally empty except for some old cardboard boxes and burned-out lightbulbs. -
---BREAKING NEWS--- Computers involved in this thread: -The forum server. Notably not accessible by any of us except for the ones who can access it. Hardly ever crashes or finds itself not running properly. -Your client computer. Affects your personal capability to view the forums, and potentially your ability to play KSP. Does not affect the client computers of others unless you're doing something illegal or otherwise unscrupulous. -Various meta-computers jokingly said to be running the universe as a computer program. As a forum game element, this has been assigned with the flag "Old News" and is no longer amusing when references to it, particularly in this thread, are made. This is because such references have been perpetually made since the thread began, and walls of copy-pasted 'error messages' are annoying, particularly when the recur multiple times on a thread. Additionally, "deleting" other people with said computer is also Old News, especially when used over and over. There comes a point when the computer has crashed too much and can no longer be rebooted. This is that point. Thank you for finding something else to base your interactions on in the forum games. This has been BREAKING NEWS. Meanwhile, I now own a mountain on Vall. My mountain.
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KSP Development Roadmap [999% realistic!]
GreeningGalaxy replied to dryer_lint's topic in Forum Games!
All large buttons are removed from the game. The Alemagno part is also removed from the game. Bionicles and Space Marines are preemptively banned, and all developers inclined to put them in the game fired. -
Really Really Really Tall Building
GreeningGalaxy replied to The Jedi Master's topic in Forum Games!
You come up to the floor Marked nine seven four Your poem has no timing scheme But you don't give a moldy bean Because you got mad rhymes So who cares about times? You don't know why this building floor Forces you to use rhymes more But of this constraint you quickly tire And with the stairs once more conspire. -
I grab your frame of reference with my spatial manipulation powers and scale it down to congruence with our own. Your sack of universe marbles rips open, and the universes escape to become a normal multiverse. You are left standing on Laythe with a ripped marble bag and a deflated ego. I jump off the surface of Tylo and make orbit. My polar Tylo orbit.
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Waiter, theres a _____________ in my soup!
GreeningGalaxy replied to kenbobo's topic in Forum Games!
Wow, sure enough, sir. They said he could get anything to orbit without dropping a stage, and by Jove, they're right. I'll go make you some more soup, sir; unless, of course, you want to try to convince the Overfloater to launch you into space next... Waiter! My soup is frozen solid and is absorbing all the heat from its surroundings without even melting! -
I flip the switch on the side of my rifle from "Magic" to "More Magic." A single bullet moving at 0.9999999999999c goes right through your shields, and the gamma burst and cascade of high-energy particles released on contact with matter obliterates your fleet. An electromagnetic pulse created as a result of so much plasma being formed at once disables any ships that could possibly have hoped to escape, and subsequent relativistic bullets finish them off. My cloud of loose gases. And Tylo crater hill.
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I carefully bend space around in a half loop, directing the beam back to its source. Boom! The next poster is fired from a high-powered railgun and undergoes intense shock heating on contact with the atmosphere.
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Fine, be that way. 503.
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Really Really Really Tall Building
GreeningGalaxy replied to The Jedi Master's topic in Forum Games!
Floor 971: The sign on the door to this floor says "DANGER: MEME QUARANTINE ZONE. AUTHORIZED PERSONNEL ONLY." You can hear Alemagno banging on the other side of the door and yelling, so you continue to the next floor without trying to enter this one. -
You still haven't claimed anything, though. For good measure, I fire three more relativistic bullets at key assets in your fleet, resulting in a high-energy ablation cascade which consumes your fleet in a nuclear fireball. I'm still on my Tylo hill.
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I fire a bullet at the physics doubters and Ori ships from the magical super-rifle I made that accelerates its 40-gram projectiles to 0.99c shortly after they leave the end of the barrel. At that relativistic speed, the bullet carries almost exactly the energy of one megaton of TNT. It goes straight through fourteen ships before finally lodging in the fifteenth one it hits. A bullet (40 grams) moving at five kilometers per second impacts with five megajoules of energy, by the way, which is about a megajoule more than a kilogram of TNT. Totally enough to knock down a flag on Tylo and leave a sizable crater in the dust. I watch the spectacle of ships exploding from my crater-topped hill on Tylo, which is still totally mine.