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Conti

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Everything posted by Conti

  1. The temperature and thus the specific impulse is limited, but thrust will be determined by available thermal power which is independent of propellant temp. So you will have lower ISP, but higher thrust, than a direct connection would provide you. And yes it will be capable of being utilized for radial engine mounting and powering multiple engines from a single reactor or other thermal power source.
  2. I changed that in the new code, there is no flameout, thermal power and available IntakeAtm is equally divided, though it still requires a direct attachment to a reactor (and coming soon, an inline microwave thermal receiver). I also created a heat exchanger to move thermal power from a reactor elsewhere on the vessel to various engines, but at a reduced temp (1500K limit, so reduced ISP)... Though I am not sure if Fractal will merge that code, we'll see.
  3. Underpowered you say? http://imgur.com/a/6xnZA lol. granted I am using a LOT of beamed energy instead of carrying a reactor and thus I have a very lightweight vessel. This code will be released sometime soon, it's still a WIP that I've been doing for a few days.
  4. To refine your Alcubierre explanation slightly it is not that it moves the area of space that contains the ship, it is that it compresses the spacetime in front of the ship and expands the spacetime behind it. Nothing is actually in motion at all... Interesting factoid: In 2012 a NASA laboratory announced that they have constructed an interferometer that they claim will detect the spatial distortions produced by the expanding and contracting spacetime of the Alcubierre metric. If this works as they claim, and they do detect these distortions... Talk about proof of intelligent extraterrestrial life! It would be amazing.
  5. I think I know why this is but I need to do some tests. I told you about this the other day on IRC, I already submitted the pull request with the bugfix. https://github.com/FractalUK/KSPInterstellar/pull/3
  6. The instructions are inside of the readme. It is as simple as installing php with the windows installer, opening cmd and running it just like any other script on any other platform. PHP is often perceived to be a language only for web servers but it is quite useful as a shell scripting language, particularly because it functions across all platforms and easy to work with.
  7. As promised, here it is: http://forum.kerbalspaceprogram.com/threads/52455-TuneKSP-Disable-unused-parts-ivas-textures-and-assets?p=692527#post692527
  8. Over the last few weeks I have been spending my spare time creating this little tool. I've done the best I can to explain it for now in the readme file linked below but to give you an idea of how this works here is an example of the results I get when I run this on my own installation of KSP with MANY mods installed: $ php tuneksp.php -h TuneKSP version 0.02 Usage: -b --tune-building : Tune for VAB/SPH, Disable all IVA, Enable all Parts, Disable UR -m --tune-mission : Tune for mission, Disable unused IVA/Parts, Tune UR -e --enable-all : Enable all parts and iva. -p --disable-parts : Disable unused parts. -i --disable-iva : Disable unused iva. -a --disable-all-iva : Disable all iva. -ut --tune-universe : Tune active universe replacer textures. -ud --disable-universe : Disable all universe replacer textures. -v --verbose : Verbose Output. -h --help : Display this message. Tune for building: $ php tuneksp.php -b You have chosen to disable all IVAs. Would you like to use one IVA to temporarily replace the default part IVA for all parts which have an IVA view? Note: Without any IVA you will not see kerbals or be able to switch to internal camera. [0] = B9_Cockpit_M27_Internal [1] = B9_Cockpit_MK2_Internal [2] = B9_Cockpit_S2_Internal [3] = launchpadCockpit [4] = crewCabinInternals [5] = cupolaInternal [6] = GenericSpace1 [7] = GenericSpace3 [8] = landerCabinInternals [9] = landerCabinSmallInternal [10] = mk1CockpitInternal [11] = mk1PodCockpit [12] = PodCockpit [13] = crewtestInternals [14] = Do not use any IVA views. Enter the numeric for the IVA you wish to use: 14 ---------------------------------------- Total Parts : 489 Active Parts: 489 Missing Parts: 1 Total IVA : 14 Active IVA : 0 Total Plugins : 26 Total Craft Files : 40 Total Texture Size : 1219.24 MB Active Texture Size : 745.69 MB Total Mesh Size : 42.32 MB Active Mesh Size : 36.56 MB Total Audio Size : 11.25 MB ---------------------------------------- WARNING: The following parts are missing ---------------------------------------- KAS_Connector1 ---------------------------------------- Notice that it is warning me that KAS_Connector1 is missing, this is because I still have some .craft files which were made with the older version of KAS which I have replaced with the latest KAS4.2 recently. Tune for mission: $ php tuneksp.php -m Available universe replacement textures: The following replacement groups are enabled: Skybox, Kerbin, Mun, Minmus [0] = Bop [1] = Gilly [2] = Ike [3] = Laythe [4] = Minmus [5] = Mun [6] = Pol [7] = Tylo [8] = Vall [9] = Dres [10] = Duna [11] = Eeloo [12] = Eve [13] = Jool [14] = Kerbin [15] = Moho [16] = Skybox [a] = Enable All [d] = Disable All [s] = Save Configuration Enter the numeric for the texture group you wish to enable/disable or a/d/s: s Saving Universe Replacer Configuration... ---------------------------------------- Total Parts : 489 Active Parts: 145 Missing Parts: 1 Total IVA : 14 Active IVA : 5 Total Plugins : 26 Total Craft Files : 40 Total Texture Size : 1219.24 MB Active Texture Size : 592.59 MB Total Mesh Size : 42.32 MB Active Mesh Size : 22.09 MB Total Audio Size : 11.25 MB ---------------------------------------- WARNING: The following parts are missing ---------------------------------------- KAS_Connector1 ---------------------------------------- Please review the readme for more information, system requirements and installation instructions. If you have any questions or suggestions feel free to ask. Readme: https://github.com/Conti/TuneKSP/blob/master/README.md License: https://github.com/Conti/TuneKSP/blob/master/LICENSE.md Download: https://github.com/Conti/TuneKSP/releases Changelog: 0.02 - Added windows support 0.01 - Initial release
  9. I have a php script to dynamically trim parts prior to KSP launch, I'll be releasing it soon just wanted to sand away a couple of the rough edges and make sure it works consistently (ran into one last problem with a couple of more obscure mods). To give you an idea of what it does: Usage: -b --tune-building : Tune for VAB/SPH, Disable all IVA, Enable all Parts, Disable UR -m --tune-mission : Tune for mission, Disable unused IVA/Parts, Tune UR -e --enable-all : Enable all parts and iva. -p --disable-parts : Disable unused parts. -i --disable-iva : Disable unused iva. -a --disable-all-iva : Disable all iva. -ut --tune-universe : Tune active universe replacer textures. -ud --disable-universe : Disable all universe replacer textures. -v --verbose : Verbose Output. -h --help : Display this message. This is what I end up with after -m (with a few UR textures enabled): ---------------------------------------- Total Parts : 470 Active Parts: 136 Total IVA : 14 Active IVA : 5 Total Plugins : 26 Total Craft Files : 38 Total Texture Size : 1186.61 MB Active Texture Size : 601.06 MB Total Mesh Size : 42.30 MB Active Mesh Size : 22.57 MB Total Audio Size : 11.17 MB ---------------------------------------- This is what I end up with after -b: ---------------------------------------- Total Parts : 470 Active Parts: 470 Total IVA : 14 Active IVA : 0 Total Plugins : 26 Total Craft Files : 38 Total Texture Size : 1186.61 MB Active Texture Size : 713.07 MB Total Mesh Size : 42.30 MB Active Mesh Size : 36.54 MB Total Audio Size : 11.17 MB ---------------------------------------- I will link to it from this thread when I release it, should only be a few days.
  10. I am glad to see you liked my idea of connecting cold bath temp to the radiator temp - In terms of damage.... I still vote for the fission reactor being auto-disabled (uranium rods pulled from reactor core) and require an EVA to unlock the rods and restart the reactor. Implementing more uses for EVA gives some nice gameplay opportunities and it prevents us from losing ships at high time warp on accident. This also reminds me of a request I have but have not stated in this thread for zzz: @zzz would you please create one of your amazing models for the fission reactors? I use fission reactors a lot with this mod, and they look atrocious next to the beautiful brayton models you released.
  11. Subcidal: it also happens on docking, I fixed that here https://github.com/Conti/MechJeb2/releases
  12. My mistake, that was a complex merge and I missed that line, I noticed it this morning when I was testing and already sent a pull request.
  13. http://imgur.com/a/IX89r It has a conflict with the existing animation code, the dll had to be patched and the cfg files updated. I will be sending fractal a pull request soon for my code updates (microwave relays, and non-solar [nuclear/brayton] generator compatibility) but I want to tinker with this more, I spent last night and part of this morning ironing out some of the bugs with the latest revisions I made to the relay/generator code. I'd like to add a slight benefit for using the larger receiver array and make it's use optional, using the 'transmitter' model zzz submitted as a receiver will function much the same as current receiver but the large array will give you reduced range/atmospheric losses. @Fractal_UK if you can get in touch with me on IRC in ~6 || >6 hours from now I'd like to chat about these modifications and how to go about merging them, I'm going to take a much needed nap until then
  14. The deltaV calculations were not broken... I simply added support for engines (like those that are in the interstellar mod) which use Megajoules as a resource.
  15. Not just the fusion engine, but any engine which uses Megajoules as a fuel resource. The reason the dV calculation will change is whenever the ISP changes, which on the vista is based on throttle, yes.
  16. I just posted a fixed one. http://forum.kerbalspaceprogram.com/threads/47317-MechJeb-2-Patch-test-bed-release-%28September-9%29?p=665672&viewfull=1#post665672
  17. For anyone who would like some dV calculation with this mod I have added support to the MechJeb multi-patch release, along with reverting the bugs we were having with the latest release from sarbian. More details and link to download in this post http://forum.kerbalspaceprogram.com/threads/47317-MechJeb-2-Patch-test-bed-release-%28September-9%29?p=665413#post665413
  18. I sent the following pull request https://github.com/sarbian/MechJeb2/pull/5 I tested the changes over the last few days and they work well. I would lose mechjeb functionality on all my vessels when I docked with those undocked changes, and some people may want mechjeb to continue to function even on undocked vessels, a cleaner option may present itself in the future but for now I think reversion was the best choice. The dV calculations for interstellar mod work similarly to the way ion dV is calculated, but on the engines with variable ISP it will change based on the ISP the engine is currently functioning at, so it's not perfect but it's better than nothing. Here is a link to the compiled .dll for anyone who wants to just drop this into their GameData. https://github.com/Conti/MechJeb2/releases/tag/8af07cdecfeedca08b0da5cab0969ee4ec116854
  19. The large one would be ideal for relay receiver or surface receiver (to reduce range and atmospheric losses). This would give the relays an advantage in improving efficiency. I also have a model for a new microwave receiver, it is for receiving microwave energy as thermal power to drive an assortment of thermal engines I have created. I have also been thinking for smaller microwave energy receivers, for small rovers and probes, we could actually use a rectenna model (think rabbit ears) and reduce the amount of energy they can receive. This would be in keeping with realistic real world microwave energy receivers. Transmitters should be masers, not dishes, that much is certain. PS: I haven't put my preliminary relay/nuclear transmitter code up yet because I've discovered a couple of bugs that I have to iron out first. I will hopefully have the time to get to it by next week.
  20. I understand he based the ratios and mass off of the stock game parts. What I am suggesting is that since these are procedural fuel tanks and NOT stock tanks we can adjust them accordingly. Using on an air breathing jet aircraft? Use a smaller tank... Using to fuel a nuclear or thermal engine? Want to carry oxidizer separately from LF? You want the mass to equate to volume. My repetitious suggestion in this thread basically amounts to, lets enhance stock (using the 'bess guess' to determine real world analogue ratios for fuel units/mass for a given volume) rather than simply nerf an otherwise brilliantly adaptable fuel storage mod. The squad LF tanks were most likely nerfed intentionally because they are/were used as fuselage and not as strictly fuel tanks, had they been full it would have made most aircraft (using stock parts) too heavy. This is a role stretchy tanks need not fill.
  21. It is not just MF compatibility that am wondering about... Why is it that when we use the LF+Oxidizer fuel type we have more LF than when we use only an LF fuel type? Example, this is the same size tank, I have only changed the fuel type: With a little math we can safely assume that the storage units (in game) equate to roughly 5L per unit then we can simply calculate the density of a given fuel at a given pressure (LF as RP1 for example has a density of .81–1.02g/ml at 1bar) and work out the weight/volume/units thusly. I really love the mod in general and am grateful for it but I do humbly request you correct the math you are using. It would also be great if you could add a cfg file for the plugin so that we could define our own resources, xeon, kethane, H2, whatever else someone would like a big or small tank for... This would add incredible value and flexibility to your already valuable creation. By creating the cfg file for fuels you would solve a number of use problems mentioned in this thread and spare yourself the headache of having to hardcode resources.
  22. So coordinate time warps, send requests to other players, everyone has to accept or no one warps. Also perhaps allow any individual player to disengage the timewarp (in case they forgot something or need to maneuver while the other player is on their way to jool).
  23. Sorry if it has been said but why not simply ignore timewarp and only send vehicle position to the server? When a user timewarps, temporarily remove the user's vessels from the server until the user has completed their timewarp, when timewarp is completed vessels appear on the server again in whatever location they are currently in on the client's machine? I can see the only issue with this (critical one anyway) being any vessels between the player who has just timewarped and other players which are currently docked, they could be undocked prior to timewarp perhaps, inconvenient but a small price to pay for the ability to play KSP with others in the community.
  24. Could you allow us to alter the dry mass without affecting the volume of resources inside? I'd like my tanks to be made from carbon nanotubes instead of steel for efficiency, at the expense of the kerbin taxpayers When lifting 200t of fuel to orbit I'd rather not take 25t of steel with me.
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