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ABZB

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Everything posted by ABZB

  1. I didn't say you did - In fact I like your solution - it is hardly cheating, it gives one what one should get from that welded part. My point was that despite the existence of that pathway, optimally that functionality will be built-in.
  2. I only looked in the welding thread and saw your solution after I made that post. [Although, not to make offense, that is more of a clever workaround than a general/permanent 'elegant' solution.]
  3. On the other hand, by antimatter collection increased surface area/volume makes physical sense... In any case - maybe Fractal could do something like USI does with the orbital atmosphere skimmer from the Karbonite mod - or for that matter, what wavefunction did in his KSPILite build - implement a node in the part.cfg that modifies intake rate so that larger AM collectors have higher collection rates (and then tweakscalable in the bargain) - a deployable collector similar to the the Karbonite+ gigantic scoop thingy would be nice too.
  4. Be careful though - if you quicksave while the drive is active, and then load that quicksave, the alcubierre drive will be off, but your velocity will be the 'velocity' that you had [on the navball] while the drive was active. Unless you cheat, you are then stuck
  5. I deleted all the parts from EP launchpads except for the launchpads, and I edited the rocket-parts-maker module to make them directly from Aluminium. I then added Aluminium to some other moons (aluminum is a relatively common element, although it takes a lot of energy to process from the ore). This way I can just mine Aluminium using the ISRU from here with a similar degree of challenge, and save a lot of parts-in-the-game. the resource manager thing only adds one part, and that part is only necessary to utilize the module on planets other than Kerbin. EDIT: I uploaded that MM .cfg to my dropbox. You still have to delete all undesired EP Launchpads parts yourself. https://www.dropbox.com/s/ucno4zu79wwsxfk/Warp.cfg?dl=0
  6. Yeah - that's why I used the thorium resource map, there are very few decent locations. In my current game, I have remotech and EP launchpads installed - I am planning a Minmus facility that will mine He-3 and stuff, launch a solar satellite network from there, and launch unmanned cargo bots carrying he-3 towards kerbin, using local fuel resources. I installed that philotical resource manager thing to store the Helium-3 once it lands on Kerbin
  7. that would be a matter of editing the code and recompiling the dlls
  8. I have now edited that post. http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13?p=1522904&viewfull=1#post1522904
  9. I added Helium-3 spots to the Mun and minmus, as well as a corresponding module to the ISRU (module manager FTW). This allows for relatively easy production. I made the MW needed for the mining to need relatively advanced power generation, as to avoid an easy early-game money bin. PLANETARY_RESOURCE_DEFINITION { name = Helium-3 celestialBodyName = Minmus resourceName = LqdHelium3 mapUrl = WarpPlugin/PlanetResourceData/minmus_thorium resourceScale = LINEAR_SCALE scaleMultiplier = 1 displayTexture = WarpPlugin/WarpPlugin/water_resource_point displayThreshold = 1 } PLANETARY_RESOURCE_DEFINITION { name = Helium-3 celestialBodyName = Mun resourceName = LqdHelium3 mapUrl = WarpPlugin/PlanetResourceData/mun_thorium resourceScale = LINEAR_SCALE scaleMultiplier = .5 displayTexture = WarpPlugin/WarpPlugin/water_resource_point displayThreshold = 1 } @PART[*]:HAS[@MODULE[InterstellarRefinery]] //this will add it to all ISRU parts (not just the large 3.75 meters). { MODULE { name = FNModuleResourceExtraction powerConsumptionLand = 60 powerConsumptionOcean = 60 extractionRateLandPerTon = 0.0001 extractionRateOceanPerTon = 0.0001 resourceName = LqdHelium3 unitName = Helium-3 Extractor extractActionName = Extract Helium-3 stopActionName = Stop Helium-3 Extraction resourceManaged = True resourceToUse = Megajoules } }
  10. I would reccomend googling for: C# beginners or something like that. maybe even grab one of those tutorial books from a library, if you prefer. it's kind of like learning a new human language. try making little programs, get a feel for the language, for example, http://wiki.kerbalspaceprogram.com/wiki has lots of tutorials on gameplay that tell you formulas for all kinds of stuff. try writing little programs that calculate that from command-line inputs. Once you have a feel for the language, the mod sources will start to not look like gibberish.... if you want to just edit that one thing and try to compile, you really just need a program like microsoft visual studio or something
  11. This is a matter of compiling a new .dll file from the source- are you familiar with programming in general, or the particular language? If not, there are tutorials on these forums on how to learn all of this stuff.
  12. Yes, however: Alpha particles (He-4 nucleii) tend to be stopped by one's outer layer of dead skin cells (assuming an external source, of course). Beta particles (electrons (and positrons (anti-electrons))) tend to penetrate at most 1cm or so (for 'usual' energy ranges). This is plausibly stopped by spacesuits or the capsule walls. Gamma radiation is extremely penetrating, but will have a relatively small amount of damage per particle, from the energy losses as it is absorbed and re-emitted. high-speed Neutrons are also extremely penetrating, and will ricochet significantly before being captured, causing more damage-per-particle. My point is not that there are 'radiation-free' methods, rather that there are not-quite-as-deadly methods. For that matter, the engine itself (in RL, at least) will be slowly degraded by the neutron radiation (the materials of the engine itself capture the neutrons, eventually end up at unstable masses, decay...). In the long run, aneutronic methods are more cost-effective.
  13. Part of the plugin, it seems. I think it is possible to, using the .dll of Interstellar as an include, to define a different module identical in every way to the vista, except with the higher thrust, and compile that into a separate dll come to think of it, is there any particular reason for there not to be an upgraded version that can use a fusion reaction that doesn't spray neutrons everywhere?
  14. https://github.com/FractalUK/KSPInterstellar/blob/develop/FNPlugin/VistaEngineController.cs it is hardcoded towards the end
  15. which specific part are you using? the in-line thermal receiver and the second-biggest dish don't have expanding-dish parts oh - also, if there is nothing to recieve (i.e no beamed power is available at the moment in direction the dish is pointing) then it will automatically un-deploy, and automatically re-deploy when beamed power becomes available (which seems kind of unrealistic...) (I noticed this with the largest dish, not sure if the small orange and black one does the same (ha - pumpkin colors).
  16. Can Kerbin be made to orbit another planet without having the launch-related glitches that occur when one does so with RSS? (I really want a game wherein my planet is a moon of a gas giant (I can be Ewoks, lol (Forest Moon of Endor))).
  17. Remember a few hundred pages back, there was a discussion about black hole power generation [refresher: http://en.wikipedia.org/wiki/Black_hole_starship]? the following adds reactor modes and a reactor that mimics that somewhat, in turning various substances into energy. Note that throttle is 1 (Cannot throttle down from max) as the rate is dependent on the mass, which has to be kept in a relatively narrow range for stability. The mass and power are Moved down tremendously from the RL numbers described there (606000 Metric Tonnes for the singularity, (606000 units of in-game mass) and produces 126 Petawatts (~311,111 times the power output of the 3.75 AM reactor)). Although MW/Mass is higher - the AM 3.75 has a ratio of 7500 MW/1000kg, while the BH reactor has somewhere around 208,000 MW/1000 kg. The reaction rates for each substance are scaled as follows: Antimatter use per MW per second: 1e-14 mg/s = 1e-17 g/s = 1e-20 kg/s density of LF (using ridiculous in-game masses, ok?) = .005 Mg [i.e. metric tons]/L = 5 kg/L LF @ [1e-20 kg/s]* [1 L/5kg] = .2e-20 L/s = 2e21 L/s I then derived reaction rates for other substances by use of ratios of densities (intuitively, denser substances use less volume per MW per second). REACTOR_FUEL_MODE { name = S-LF ReactorType = 256 GUIName = Singularity[LF] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = LiquidFuel FuelName = LiquidFuel UsagePerMW = 2.e-21 Unit = l } } REACTOR_FUEL_MODE { name = S-O2 ReactorType = 256 GUIName = Singularity[O2] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = Oxidizer FuelName = Oxidizer UsagePerMW = 2.e-21 Unit = l } } REACTOR_FUEL_MODE { name = S-MP ReactorType = 256 GUIName = Singularity[MP] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = MonoPropellant FuelName = MonoPropellant UsagePerMW = 2.e-21 Unit = l } } REACTOR_FUEL_MODE { name = S-MP ReactorType = 256 GUIName = Singularity[MP] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = MonoPropellant FuelName = MonoPropellant UsagePerMW = 2.5e-21 Unit = l } } REACTOR_FUEL_MODE { name = S-Xe ReactorType = 256 GUIName = Singularity[Xe] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = XenonGas FuelName = XenonGas UsagePerMW = 1.e-19 Unit = l } } REACTOR_FUEL_MODE { name = S-Air ReactorType = 256 GUIName = Singularity[Air] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = IntakeAtm FuelName = IntakeAtm UsagePerMW = 2.e-21 Unit = l } } REACTOR_FUEL_MODE { name = S-Ar ReactorType = 256 GUIName = Singularity[Ar] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = ArgonGas FuelName = ArgonGas UsagePerMW = 2.e-19 Unit = l } } REACTOR_FUEL_MODE { name = S-H2O ReactorType = 256 GUIName = Singularity[H2O] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = Water FuelName = Water UsagePerMW = 1e-20 Unit = l } } REACTOR_FUEL_MODE { name = S-Al ReactorType = 256 GUIName = Singularity[Al] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = Aluminium FuelName = Aluminium UsagePerMW = 7.4074e-22 Unit = l } } REACTOR_FUEL_MODE { name = S-DepletedFuel ReactorType = 256 GUIName = Singularity[DepletedFuel] ChargedParticleRatio = .00001 Aneutronic = True NormalisedReactionRate = 1.0 NormalisedPowerConsumption = 1.0 MeVPerChargedProduct = 2 FUEL { name = DepletedFuel FuelName = DepletedFuel UsagePerMW = 2.e-21 Unit = l } } Reactor MM: +PART[FNFissionFusionCatReactor] { @name = SingularityPowerSource @title = Singularity Mass Converter @cost = 500000 @mass = 200 @description = This device mantains a small magnetically contained electrically charged Black Hole [Gravitational Singularity], harnessing the Hawking radiation to power the generator. !MODULE[InterstellarCatalysedFissionFusion]{} !RESOURCE[UraniumNitride]{} !RESOURCE[LqdDeuterium]{} !RESOURCE[LqdHelium3]{} MODULE { name = InterstellarTokamakFusionReator ReactorTemp = 15513 PowerOutput = 18216 upgradedReactorTemp = 646146 upgradedPowerOutput = 1200000 upgradedName = High-Q Tokamak originalName = D-T Tokamak upgradeTechReq = interstellarTechUHEPhysics upgradeCost = 250 radius = 3.75 minimumThrottle = 1 powerRequirements = 1e-4 chargedParticleRatio = 0.2 consumeGlobal = true reactorType = 4 upgradedReactorType = 256 fuelEfficiency = 1 upgradedFuelEfficiency = 1 } @RESOURCE[ThermalPower] { @maxAmount = 800000 } }
  18. yeah, pretty much. It is possible to do so using a ridiculous number of high-end solar panels - but that might not be feasible early on in the tech tree anyway. If the probe is going to moho or low solar orbit (for say a solar powered transmitting station) then it might be feasible.
  19. I added a couple of modes to the fusion reactors that make use of Karborundum
  20. The magnetic nozzles only use chargedparticles. The antimatter reactors only produce thermalpower. I looked over the relevant .cs file on github: Basically, the max power is determined the reactors maximum chargedparticles production. (MW*charged particle ratio). The ISP is determined by the MeVPerChargedProduct (listed in the ReactorFuels.cfg). ISP increases as the square root of MeVPerChargedProduct. Max thrust is the max power divided by the ISP (and then multiplied by a number of other terms, such as the current throttle, radius match-ups, etc.) Assuming a reactor of 100MW (for simple comparison) | Power (as CP) | ISP (rounded to nearest integer) | Thrust| DT* : 20 MW | 10850 | 37.6 DH-3**: 80 MW | 12016 | 135.8 H-3** : 100 MW | 9776 | 208.6 AIM* : 80MW | 12016 | 135.8 UN2** : 83.5MW | 9811 | 173.6 * both before and after upgrading ** only upgraded reactor EDIT: Note that since ISPs depend only on the fuel mode - so to determine the ideal thrust for a given reactor, just multiply Thrust by the power of the desired reactor (in MW, 1000MW = 1 GW) divided by 100.
  21. Would anyone happen to know if the magnetic nozzle module would function properly if I utilized the multimodeengines to allow myself an additional fuel choice?
  22. That usually happens when at least one part on the vessel had a module in its cfg (or one added by a MM patch) for which the mod dll is not present (for example, if you installed connected living space, then deleted the CLS.dll, but left the MM patches in). There are some part-only mods that hardcode various such modules into their parts, rather than use conditional MM - for example, KASA has a life support module node in the main part cfgs. I think that most mods don't look up module nodes by index # - the only ones for which I have seen this issue are FAR and DRE. [with FAR, the result is terribly glitchy, a minute or so after launch my center of mass moves backward into thin air, then I glitch-spin and explode]
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