xfrankie
Members-
Posts
89 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by xfrankie
-
Incompatibility report I have problems running this mod along with SCANsat. Without star systems, it works normally, but once I install this mod, the game won't let me right-click on any scansat equipment, and the maps won't display either. In alt+F2 it spams red text "Exception: Argument is out of range." which doesn't show up without the star systems. Here's my KSP.log. Just thought you should know about this...
-
It's never been dead. It has been sleeping, deep within its darkened lair, waiting for the Time itself to come to an end. Those foolish enough to disturb its slumber shall taste the fury of the Omnipotent Squid. ...ehm, where was I? Oh yea, don't try to physical time-warp during parachute opening - you might accidentally discover new possibilities for interstellar travels.
-
To all people having trouble with AM and docking ports: you might want to edit WarpPlugin > Parts > Resources > ResourcesNuclear.cfg and make sure the antimatter bit looks like this: RESOURCE_DEFINITION { name = Antimatter density = 0.000000001 flowMode = ALL_VESSEL transfer = PUMP } This will allow the AM to flow freely across your ship whether you have collectors and reactor separated by docking port or not.
-
If it should move around based on the emission of radiation, then the radiation itself has to have some mass (like exhaust gasses in rockets). But 606 kilotons is not that massive. To be able to "hitch a ride", you would have to be very close, because the gravitational acceleration at 1 meter around the BH would be roughly 4 cm/s^2 but at 1 centimeter, it would be 10000x stronger (beware the tidal forces). By that point, most of the radiation would hit your ship, and becuase we already estabilished that it has to have some mass in order to move the BH, the impacts of the sub-atomic particles would push against the ship (sort of like a solar sail), canceling out any movement. One way it might work would be pulling and fixing the black hole in place with some strong magnetic field in an engine-like contraption behind your vessel. The particles, presumably unafected by the field, would fly "pro-grade", pushing your ship in the desired direction, and also "retro-grade", acting as a reaction mass... A win-win scenario. Assuming you have the technology to form a BH, creating a magnetic field strong enough to tow it around shouldn't be much of a problem.
-
Let's see some Interstellar crafts!!!
xfrankie replied to Rabada's topic in KSP1 The Spacecraft Exchange
Into infinity and beyod! Quantum Vacuum plasma thrusters + Antimatter collectors = literally infinite deltaV Alas, at 1,5 m/s2 acceleration... But if you need thrust, just kick up the main nuclear engine and it gets up to roughly 7-8 m/s2 (some LLL parts may be needed for completion) -
Relays and transmitters don't matter, only the direction of your reciever is important. If you're using the large foldable thingys there is about 35-degree cone towards the relay/transmitter, where you can point the antenna without losing any power. not the best image but I hope it helps edit: Here are some screenshots from my last discussion about microwave reciever direction: http://imgur.com/a/k3jSc#0
-
Hate to break the news to you, but... Even in D-He3 mode, the thing scales down to 4.3GW, which is better than 2.3GW in pure He-3 mode, but still a ridiculous amount compared to 55GW D-T. As for the reactor life-span, I'd like to see a mission lasting longer that ~5 years (a trip to Eeloo and back). Also all reactors can be shut down for the interplanetary transfer itself and restarted without any penalty (and if you transfer "off-focus", the fusion actually breeds a lot of tritium because the T-He3 decay mechanic doesn't work properly).
-
A lot of people seem to forget, that even if He-3 would be available in the VAB, the only place where it is useful is the Antimatter Initiated Reactor. And for that you also need Antimatter... (By that point, why not use the antimatter itself in a way lighter 1.25 reactor?) "Why do you think so?" Well, if you try to pump He-3 into 3.75m Fusion reactor instead of Deu-Trit, its power output suddenly drops from 55GW (11 of which are charged particles) to about 2.4GW (yes, two gigawatts)... So even with ChargedParticles generator, it's still better to use D-T... (proof at the bottom) He-3 in Tokamak reactors = useless. "But you're forgetting InertialFusion!" Yes, 1.25 and 0.625m Fusion reactors maintain their full power potential even in pure He-3 mode, producing all power in CParticles... But then they cannot be used for thermal nozzles and you still need at least six of them to power a Vista. And I can't imagine where else you would need to have all power produced in CP. As in, in which scenario are you going to need more than 300MW (D-T) but less than 450MW (pure He-3)? If you're going to use it as a power source for a probe, the D-T mode should still be an absolute overkill. He-3 in Laser-confined reactors = sort of viable, saving a little bit of weight, at the cost of heavily (6x) increased part count and a really awkward ship design. IMO, the biggest downfall of He-3 is the power drop in Tokamaks. Disregarding realism (in which it surely makes sense), I would expect that if Kerbals are able to harness Antimatter, they would have also figured out how to prevent the reactors from dropping to 4.3% of their max power. I would suggest removing (or significantly reducing) the power drop in upgraded fusion (while keeping more power needed to heat the plasma), because the resource itself is extremely difficult to get (more difficult than AM), and if you're not willing to let mechjeb fly your vessel through Jool's atmosphere for several hours, you're not going to get much. And when you finally get some of it, it shouldn't be pretty much useless, as it is right now... 0.7GW of usable power out of 60ton reactor sounds more like a giant RTG than fusion ... rant over, have some pics
-
I agree with your point about recovering resources. It would be especially useful when you finally land a long mission (eg. from Jool/Eeloo, with a fusion reactor and lots of Trit.), and it just happens to land on the other side of Kerbin or in some mountains, unable to be reached by a resource recovery plane etc. However I'm not sure how difficult it would be to program, or if Fractal would like having something simillar in his mod... For your testing purposes you might want to edit WarpPlugin > Parts > Resources > ResourcesNuclear.cfg and make sure the antimatter bit looks like this: RESOURCE_DEFINITION { name = Antimatter density = 0.000000001 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } this should allow you to tweak the amount in tanks in the VAB (just for testing - for legit missions leave it at 0 and you're good to go) also I found out that changing the flow mode to All_Vessel eliminates the problem when you dock AM Collectors to your station in orbit and they don't collect anything edit: You could also simulate having a resource pool by adding the "isTweakable" line to Trit./He3 as well, and keeping track (on some sheet of paper or a notebook) of how many units of certain resource were in your vessel when you recovered it. Then you could look at your notes and subtract a certain number after building a new ship and tweaking-in said resource in the VAB...
-
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
xfrankie replied to damny's topic in KSP1 Mod Development
I probably worded my post incorrectly - sorry, not a native english speaker. I actually like having to click the Maptraq button to activate the map, I just want to rename the button. (and yes, I already have a .cfg that adds the Maptraq module into command pods) -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
xfrankie replied to damny's topic in KSP1 Mod Development
Hey there guys, is there any way to rename the action button [Open Map] in the MapTraq module? Here's why: The map/big map itself is opened via the buttons in Toolbar, however it stays "offline" - you still have to click the Maptraq scanner to see map's updates, anomalies, your ship, orbit etc. I thought about changing the Maptraq button to something like [Activate Planetary Navigation] or so, because that's what it does (makes the map go "online") and it sounds a bit cooler. I looked into the .cfg files but there isn't any option to rename the button (only those "name = SCANsat; sensorType = 0..."), so I assume it's hidden somewhere in the .dll file. Unfortunately I lack the skills to edit the .dll itself, so I ask you guys. Could someone who better understands coding please edit it for me? (Or would that screw something in the mod?) -
same display shows in VAB, stage 0 dV, total 0 dV MechJeb2-2.2.0.0-212 the rocket has the new nasa boosters as well as KWRocketry engines, none of them seem to work with MJ, however stock parts/engines from before 0.23.5 are okay in KSP.log mechjeb gives me this error when ship is deployed on launch pad, don't know if it helps though [ERR 14:43:26.186] MechJeb module MechJebModuleStageStats threw an exception in OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.FuelNode..ctor (.Part part, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation+<FuelFlowSimulation>c__AnonStorey3.<>m__E (.Part p) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[Part,Part,FuelNode] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector, IEqualityComparer`1 comparer) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.ToDictionary[Part,Part,FuelNode] (IEnumerable`1 source, System.Func`2 keySelector, System.Func`2 elementSelector) [0x00000] in <filename unknown>:0 at MuMech.FuelFlowSimulation..ctor (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.TryStartSimulation () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleStageStats.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0
-
The fission reactors are supposed to work that way, it's a sort of a limitting factor because they are able to run for years. Literary. They will first burn the fuel (Th/U) and produce Actinides. Those can be reprocessed in a lab/refinery back into usable fuel. Obviously not with 100% efficiency, the rest becomes WasteFuel (or something like that, cannot remember the right name). To get rid of the unprocessable nuclear waste, you can utilise various thing, eg. decouple-able tanks (fill them, drop them), dock with another ship and transfer the waste, or install TAC Fuel Balancer which lets you dump any kind of "fuel resource" directly. the first two options require the waste to be pumpable around the ship, I haven't played with fission for a while so I'm not sure if that's true
-
Are you sure about 2500kN @ 40km? That would be an insanely good number if you're still in IntakeAtm mode. How to get SSTO to orbit? There are basically two approaches: 1) You try to get out of the atmosphere as fast as you can, burning at 70 or so degrees to get maximal possible Apoapsis using air-breathing mode, and then you try to circulate your orbit using fuel (about 2kmps of deltaV, depending on the parameters of your original sub-orbital hop). 2)You try to get as much horizontal velocity as you can in air-breathing mode, until you lift your Apoapsis above the atmosphere, and then you circularize using less fuel than in 1). This one is much more difficult to perform properly, because most of the time (at least in my case) I reach a sort of "equilibrium" where my pitch prevents me from dropping altitude, but the engine doesn't give enough horizontal thrust, and if I pitch down I start accelerating (slowly) but also plummeting down rather fast. So it is reasonable to just switch over to LFO once you get in such situation, since it's very likely to produce more thrust than air-breathing. And don't be afraid of spamming air intakes (with precoolers). More air through engine = more thrust, especially at high altitudes. Also LFO gives way more thrust than just LiquidFuel. The thrust is lowering with altitude, so once you get high enough the difference between lfo/liquid becomes more apparent. From the Wiki: "To modify for LFO - multiply thrust by 3.7 and multiply Isp by 0.6," the liquid fuel being the base-line. Here's one of my latest creations, FireFly Mk.4 (it is more likely to end up in a fireball on runway than in an actual orbit, also ugly and highly pitch-unstable because of those radiators). The fuel spent is what it took to get it from 20km apoapsis to 180km orbit. For the frisbee effect you might want to check left-right weight distribution and/or reduce the engines to one to eliminate any possible thrust differences. The engine number doesn't matter in air-breathing mode, since you are dividing the air into parts, at higher altitudes the total thrust is equal to a single engine eating all of the air. However multiple engines become an advantage one you switch to fuel.
-
It happens to me too, but only with Generators, before the game shows the green (you can place it) or red (it doesn't fit here) models in the VAB/hangar. It also happens when changing symmetry, but once it "loads" the models, it stops freezing and I can move the parts anywhere (unless I move them away completely and try to place them somewhere else). Other stuff works just fine for me, only the Generators are misbehaving. I disregarded it as a performance issue since I don't have the strongest laptop and it doesn't lag on my desktop PC.
-
If you plan your missions carefully, you may bring only empty canisters to save weight and just enough fuel to land. If I remember correctly, the "big refinery" can mine resources, the linear can not. So you land, mine water/ice, electrolyze, collect CO2, start Sabatier, and in the end you get Methane + Oxydiser for lift-off & journey home. I might be wrong because I haven't really used this (Vista is way too overpowered to use anything else), so if I'm telling nonsense please correct me, but I think this is how it's supposed to work. Also pay attention to how you set up fuel lines, the refinery produces fuel by draining negative amounts, so you need lines from tank towards refinery.
-
I'm not sure about "moving" the experiment itself, but since all your options require that you land another craft next to the probe, it would be the easiest if you KAS-dock a vessel with reactor+generator and then transmit from your original probe (using the power from the other vessel). There is a kind of limit to the impactors where the amount of science you get decreases with each impact (diminishing returns), so after some time it just isn't worth launching another craft for 1 science. Also 875science is good, I think I got something simillar using 4 equatorial and 2 polar detectors.
-
They are different because the science you get & transmit is different every time, and also lowers after repeating the experiment. Oh my, if only there were some options to recharge those batteries... Like, something more effective than a solar panel, something like a nuclear reactor... If you build a lander powered only by batteries without any means to replenish the charge, then your design is bad and you should feel bad. You get about 10-12k science from Eeloo impactors alone, so it will be about 100-120k EC. EC needed = 10 x science transmitted. And if you are planning to go out there without any reasonable way to get electricity, then the mission was doomed from start. Not only this mod, the whole game is learned by attempt&mistake, so I don't really know what are you whining about... Like you were able to guess what it takes to reach the orbit the first time you played... No one is going to get everything right on the first try, if you're stuck, send another probe to dock/KAS with the lander and this time make sure it has something to create EC. TL;DR: When in doubt, "SAFE-1500".
-
Thanks for the help, I'll see if that works The Telescopes need basically four things to work: 1) Either manned capsule or upgraded Computer core (upgraded manually in-flight for 1200science) - only tested this with Computer + Hitchhiker module for storing crew, so not sure if the manned capsule works too 2) Stable orbit - this is important, you need to be far away but also not "leaving the system"...meaning orbital eccentricity < 1, when right-clicking on Telescopes, it will tell you both parameters, however orbital speed at ~570 AU is about 400 m/s, so if you use WarpDrive you'll need to kill almost 9km/s... bring a Vista 3) Supply of LqdHelium - unless you want to make resupplying flights, bring a lot of it... and I mean a lot... 8 Telescopes will eat ~75units per second (the number in brackets next to supply number) on 100k Timewarp 4) Periodical EVA maintenance - you see that 0.01% Performance factor? EVA right-click to perform maintenance and it is 100% again = 15 science/day. It will start to go down again, but by the time you see 12 science/day, it gives you about 10k science with 8 Telescopes (that's just silly...) Also when you switch away from your Telescope, lets say back to space centre, and then come back the Performance will reset to 0.01 (no matter how long have you been away, 2 seconds are enough), meaning you have to EVA everytime you switch ships...