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KSP Interstellar Extended Continued Development Thread


FreeThinker

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[h=2]Version 1.5.1 for Kerbal Space Program 1.0.4[/h] Released on 2015-09-13

  • Added Nuclear Thermal Turbojet, which is an specialized radially attachable aerodynamically shaped thermal turbojet that has twice the power of the Molter Salt Reactor but cannon be upgraded or used for power production
  • Fixed Closed Cycle Gas Core Engine (Light Bulb) available fuel mode, it's now is limited to thermal propellants (instead of Atmospheric)
  • Turbojet Turbojet requires Experimental Aircraft Engines to be upgraded Hybrid Thermal Rocket

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Since 1.5 i do´t have D-Li6 Fusion for MCF any longer. ICF is fine.

p-Li6 Fusion is´t there either. (Science Lab MCF)

It appears I mixed up the reactor types in ReactorFuels.cfg. ReactorType needs to be 4 instead of 8. This will allow MCF instead of ICF reactors to use this fuel mode

Edited by FreeThinker
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Noticed something.

The processes in the 3.75m ISRU are no faster than in the 2.5m version (Haber process at least, the only one I tested) which is a little odd, I kinda assumed the bigger refinery would have a higher throughput.

They are currently the same yes. I'm planning to allow the big reacor to allow more complicated ISRU processes while the small refinery is limited to more basic processes. Anothing thing I thinking about is integrate it with the atmospheric scoops.

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So, essentially, the 3.75m ISRU will be the "one-stop shop" ISRU with atmo scoops and harvesters and processors? Sounds very nice indeed.

For now, Here's a MM patch that adds the Atmospheric Scoop to the 3.75m ISRU:


@PART[FNInlineRefineryLarge]FOR:[WarpPlugin]
{
MODULE
{
name = ISRUScoop
scoopair = 1.35
}
}

Scoop air math: (showing my work)

3.75m/1.25m = scale factor of 3;

surface area multiplier is scale factor^2; (intake capacity is area scaled, not mass scaled)

3^2=9;

KSPI stack atmospheric scoop has scoopair = 0.15;

0.15x9=1.35

QED.

If you end up doing that, I think the surface resource harvesters should be added to the stock Ore Drill part via MM patches. That way an early tech ISRU base could use the 2.5m ISRU and stock drills instead of having to lug around the huge 3.75m ISRU.

Of course, the drill could have much lower efficiency than the 3.75m ISRU, but it would at least allow a starter/pathfinder base to prove the concepts work, or find the desired resources in useful amounts by prospecting.

Here's an example patch for that:


@PART[RadialDrill]FOR:[WarpPlugin]
{
MODULE
{
name = FNModuleResourceExtraction
powerConsumptionLand = 40
powerConsumptionOcean = 0.001
extractionRateLandPerTon = 0.0081300813
extractionRateOceanPerTon = 1
resourceName = Water
unitName = Water Extractor
extractActionName = Extract Water
stopActionName = Stop Water Extraction
resourceManaged = True
resourceToUse = Megajoules
}

MODULE
{
name = FNModuleResourceExtraction
powerConsumptionLand = 30
powerConsumptionOcean = 0.1
extractionRateLandPerTon = 0.012657
extractionRateOceanPerTon = 0.01
resourceName = LqdAmmonia
unitName = Ammonia Extractor
extractActionName = Extract Ammonia
stopActionName = Stop Ammonia Extraction
resourceManaged = True
resourceToUse = Megajoules
}

MODULE
{
name = FNModuleResourceExtraction
powerConsumptionLand = 40
powerConsumptionOcean = 40
extractionRateLandPerTon = 0.0008826
extractionRateOceanPerTon = 0.0008826
resourceName = Lithium
unitName = Lithium Extractor
extractActionName = Extract Lithium
stopActionName = Stop Lithium Extraction
resourceManaged = True
resourceToUse = Megajoules
}

MODULE
{
name = FNModuleResourceExtraction
powerConsumptionLand = 10
powerConsumptionOcean = -1
extractionRateLandPerTon = 0.00745
extractionRateOceanPerTon = 0.0001
resourceName = Alumina
unitName = Alumina Miner
extractActionName = Mine Alumina
stopActionName = Stop Alumina Mining
resourceManaged = True
resourceToUse = Megajoules
}

MODULE
{
name = FNModuleResourceExtraction
powerConsumptionLand = 10
powerConsumptionOcean = 100
extractionRateLandPerTon = 0.009259259259
extractionRateOceanPerTon = 0.0001
resourceName = EnrichedUranium
unitName = Uranium Miner
extractActionName = Mine Uranium
stopActionName = Stop Uranium Mining
resourceManaged = True
resourceToUse = Megajoules
}

MODULE
{
name = FNModuleResourceExtraction
powerConsumptionLand = 10
powerConsumptionOcean = 0.001
extractionRateLandPerTon = 0.009259259259
extractionRateOceanPerTon = 0.0001
resourceName = ThF4
unitName = Thorium Miner
extractActionName = Mine Thorium
stopActionName = Stop Thorium Mining
resourceManaged = True
resourceToUse = Megajoules
}
}

This is just a blind copy of the resource extraction modules from the 3.75m ISRU, applied to the stock Ore drill part.

The "dome" ISRU, as it is right now, basically MUST be the first part on a vessel, or you can't attach it.

I'm sure that messing with either the attach nodes or the attach rules would fix that.

I'm not that good at reading attach nodes, so I don't know if it's been fixed or not. I'm remembering a problem that existed when FractalUK was taking care of KSPI, so it's entirely possible that this issue has already been taken care of.

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Ok thanks.

Just still a few days and you'll have the RealPlume config, and maybe I found a modeler for the inflatable tank.

Looking forward to the RealPlume config. I've been on a bit of a KSPI break after discovering RSS/RO/RP-0. I had KSPI installed with those mods but there's horrendous lag when KSPI is installed and the log has all kinds of issues with Intake air/electric stuff and tons of NRE's with RSS/RO. Unfortunately they do not seem to play well together.

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ss8913 said:
Very much looking forward to the warp fix with 0.10c... are we on weekly updates now or will that come out as soon as it's done?

What is wrong with warp? What is at 10% light?

What power source you using to have 200c in a plan.

My 23ton SSTO have a 1GW Fusionpower(1.25m) and only makes 0,4c max

 

Edited by EnigmaG
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Antimatter power. 0.10c is great for adjustment jumps or short trips. When 1 percent is 2c or faster, you hit planets a lot due to the lag in disengaging, and sometimes if the warp factor is high enough, your crew dies and the ship explodes.

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Freethinker has already said he's going to be updating the warp drives, since I'm not the only one that's asked for this. It's handy to have an 0.10c mode for going to Minmus, for small adjustments around Jool, etc. It has a million uses. Sure having a much faster warp capability is great for the initial flight, unless it rips your ship apart due to G forces, which can happen since the warp drive behavior was changed and you're using DRE which adds G force effects to Kerbals... but it's very difficult to not hit planets if your minimum speed is 2.0c+. Search the forum for the previous discussion on the topic.

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So, a couple pages back, I remember someone requesting some inter-operability between MKS/OKS and KSPI-E.

I've got good news on that front. I think I've managed to make the MKS Logistics Hub capable of transporting most of the KSPI-E resources.


@PART[MKS_LogisticsHub]:NEEDS[KolonyTools]:FOR[WarpPlugin]
{
@MODULE[MKSLcentral]
{
@ManagedResources ^= :$: ,Aluminium,KryptonGas,NeonGas,Lithium,LqdAmmonia,LqdDeuterium,LqdHe3,LqdHelium,LqdTritium,LqdNitrogen,UraniumNitride,LqdHydrogen,LqdHelium,LqdOxygen,LqdMethane,Hydrazine,LqdCO2,LqdCO,Water,HTP,Hexaborane
}
}

If I left out a resource, I have a good reason.

Antimatter would require more than just a plain fuel tank,

DepletedFuel and Actinides would require manned deactivation and defueling of the reactor in order to be transported.

ThF4 is just plain locked in the reactor and/or containers as far as I can tell (same transfer rules as SolidFuel, aka no transfer whatsoever).

WarpPlasma is only used in an engine that is capable of generating it by itself.

I also didn't include any of the resources that represent energy and therefore have no mass (Megajoules, ThermalPower, ChargedParticles, ExoticMatter).

If this patch doesn't work, I'm sure someone like AZBZ can help figure out what's wrong with it. I've worked with them in the past to get some bugs out of the Mk2Expansion KSPI Integration patches.

I didn't even know how to concatenate a string on the end of a value with a MM patch until I looked at one of their configs. That's what the "^= :$:" part in this patch does.

Unfortunately, it's not odd at all that such useful features aren't well documented anywhere that I've been looking.

Then again, MM is basically "Regex for config files", so if that's a standard Regex command, it wouldn't surprise me that it works.

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So, a couple pages back, I remember someone requesting some inter-operability between MKS/OKS and KSPI-E.

I've got good news on that front. I think I've managed to make the MKS Logistics Hub capable of transporting most of the KSPI-E resources.


@PART[MKS_LogisticsHub]:NEEDS[KolonyTools]:FOR[WarpPlugin]
{
@MODULE[MKSLcentral]
{
@ManagedResources ^= :$: ,Aluminium,KryptonGas,NeonGas,Lithium,LqdAmmonia,LqdDeuterium,LqdHe3,LqdHelium,LqdTritium,LqdNitrogen,UraniumNitride,LqdHydrogen,LqdHelium,LqdOxygen,LqdMethane,Hydrazine,LqdCO2,LqdCO,Water,HTP,Hexaborane
}
}

If I left out a resource, I have a good reason.

Antimatter would require more than just a plain fuel tank,

DepletedFuel and Actinides would require manned deactivation and defueling of the reactor in order to be transported.

ThF4 is just plain locked in the reactor and/or containers as far as I can tell (same transfer rules as SolidFuel, aka no transfer whatsoever).

WarpPlasma is only used in an engine that is capable of generating it by itself.

I also didn't include any of the resources that represent energy and therefore have no mass (Megajoules, ThermalPower, ChargedParticles, ExoticMatter).

If this patch doesn't work, I'm sure someone like AZBZ can help figure out what's wrong with it. I've worked with them in the past to get some bugs out of the Mk2Expansion KSPI Integration patches.

I didn't even know how to concatenate a string on the end of a value with a MM patch until I looked at one of their configs. That's what the "^= :$:" part in this patch does.

Unfortunately, it's not odd at all that such useful features aren't well documented anywhere that I've been looking.

Then again, MM is basically "Regex for config files", so if that's a standard Regex command, it wouldn't surprise me that it works.

first guess is that that module can't handle spaces in that field, try getting rid of the space in ':$: ,Alum....'

Also, you have 'LqdHelium' in twice.

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Actually, it worked at least partially. I did have my camera start zooming out on its own, not sure if that was caused by the errors in my first version of the patch or not. Still, they're bugs, so they get fixed.

Besides the starting space, and the duplicate of 'LqdHelium', I had another duplicate.

'Water' was already in the stock part, but I added it in, resulting in 2 copies of the same thing, again.

Fixed version:


@PART[MKS_LogisticsHub]:NEEDS[KolonyTools]:FOR[WarpPlugin]
{
@MODULE[MKSLcentral]
{
@ManagedResources ^= :$:,Aluminium,KryptonGas,NeonGas,Lithium,LqdAmmonia,LqdDeuterium,LqdHe3,LqdHelium,LqdTritium,LqdNitrogen,UraniumNitride,LqdHydrogen,LqdOxygen,LqdMethane,Hydrazine,LqdCO2,LqdCO,HTP,Hexaborane
}
}

EDIT:

Not sure what exactly is/was causing that zoom issue. Fixed patch, issue persists. Remove patch, issue persists.

Perhaps it has to do with the fact that I'm piloting a vessel using a stock ion engine that I tweakscaled to 1.25m diameter, but shows up in-game as normal size? That's what I'd guess, anyways.

Guess I'll just have to terminate that vessel. It's not that big of a loss, it was just my resource scanning probe for the moons of Jool. Not even any "no transmit" science equipment on it.

I've got a big warp drive space "tug", so no problems with getting another scanning probe out there, either.

If you're wondering, "big" is ~1000t at launch.

5m Amat + 5m hybrid thermal turbojet nozzle + 4x 2.5m Plasma thrusters, and 5m Heavy warp drive, all running on about 500t of LqdHydrogen for fuel, and totally self-sufficient via atmospheric scoops and antimatter collectors.

Oh, and of course it has intakes and pre-coolers to feed the thermal turbojet during launch and/or recovering from a slightly overzealous aerocapture (assuming it didn't burn up, I'm looking at you Eve and Jool).

It's massively overkill, but I did that on purpose. I know for a fact that I'll never need to design a bigger one.

All this "gotta move that gear" comes at a truly astronomical price. Roughly 110 Million funds to launch fully fueled (including Antimatter cost), to be specific.

The only thing it doesn't have is landing legs. Despite that, I've recovered a previous version of it successfully, thanks to attaching a few parachutes to the nose of it via KIS/KAS, and using the engines to SLOWLY lower it into an ocean. Kept SAS on, then recovered it as soon as the option came up.

Somebody wanted "coolest pic of a KSPI ship"? I might be able to do something like that. That warp tug of mine? It's not exactly subtle, but it's far from ugly.

K86WHM5.png

Edited by SciMan
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