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KSP Interstellar Extended Continued Development Thread


FreeThinker

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1 minute ago, Leandro Basi said:

Thanks for this mod! I have a question. Rcs sounds folder still needed?

It's not needed, just recommended, but you can play without it with no issue at all.

Insomma cancella pure, cambia poco, giusto un paio di suoni.

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Hi Free Thinker, I want to start off by saying your mod gave me hours of fun, and I was so excited to see the EM drive you put in (I think it's front side back but I'm no expert), I'm a bit stuck on beaming power, I managed to beam thermal power short range, but it's fiddly, the link it stops whenever it wants, can i get a few pointers? what do the "link" and "unlink" buttons do?

Thanks again.

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5 hours ago, Charon Moloch said:

Hi Free Thinker, I want to start off by saying your mod gave me hours of fun, and I was so excited to see the EM drive you put in (I think it's front side back but I'm no expert), I'm a bit stuck on beaming power, I managed to beam thermal power short range, but it's fiddly, the link it stops whenever it wants, can i get a few pointers? what do the "link" and "unlink" buttons do?

Thanks again.

 
 

When you specify a beam receiver to "Link up", you tell the part to act a receiver part for a relay. After you designated a part for Link up, a compatible transmitter parts will get the option to "relay". This will effectively create a relay station which will allow the beamed power to reach a designation it wouldn't be able directly.

In the near future this will also help to refocus and boost the signal, allowing multiple intermediate power stats to simultaneously relay and boost the beamed power.

Edited by FreeThinker
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@Charon Moloch Let me give you some more explanation and advice how to use the HX thermal receiver.

The Mk1/Mk2 HX Thermal Receiver is the first beamed power receiver ( it has the advantage that it is compatible with any wavelength, a property of thermal receivers). It basically operates by absorbing the beamed energy and generate thermal heat. The thermal heat can then be used directly for propulsion or energy production when connected with a thermal electric generator. The Mk1/Mk2 Thermal Receiver optimal receival is 100% from the sides and 0% from the top or bottom. This blindspot can be a major problem when ascending because during a natural gravity turn, the bottom will point directly to KSC. Therefore placing a transmitter next to the KSC is the worst location for a transmitter when ascending.  there are basically 2 methods of combatting this. Either place a beamed power transmitter a few kilometer to the west  or use a transmitter on a ship east from KSC.  Putting the transmitter westward is the easiest and has to advantage of allowing you to park a transmitter at a high hill or mountain, which benefits from low atmospheric absorption. The disadvantage is that it requires a retrograde orbit. On the other hand using a ship vessel as transmitter has the advantage is that you can place vessels in a prograde orbit, requiring less propellant. Regarding the launch, the normal gravity turn is not the ideal ascend as it would reduce the time you are in range of your transmitter. Instead use a vertical launch and turn horizontal at 35000 m.  This will ensure the thermal receiver sides are exposed as long as possible to your transmitter. Next one in space, you are advice to use a thermal receiver dish, which functions as a slave, feeding the thermal receiver for power. The big advantage of a dish is that they can receive beamed power direct from the bottom of the vessel. You can do even better if you combine it with a power pivot from infernal robotics, aiming the dish at the surface transmitter.

The following picture might clarify what kind of ascend profile you have to use.

Laser_launch_hx_kare.png

fig4.png

Edited by FreeThinker
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Note there are several advanced techniques:

A 3th advanced technique would be to make use of microwave power satellites in a orbit just above LEO which act as a tug to help  a thermal receiver power vessel into orbit. The trick would be to time the ascend with the power satellite passing over. A 4th method would be to put one or multiple beamed power satellite in synchronous orbit above KSC.  Due to the higher distance, it needs to be infrared instead of microwave beamed power.

Edited by FreeThinker
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18 hours ago, FreeThinker said:

This appears to be some kind of module manager bug. I suggest you raise the issue there...

Well, you seem awfully indifferent about this. Anyway, looking at it a bit closer, both cause and solution are really obvious: don't name your patch files with whitespace in front of the extension dot, problem solved.

This might be considered a bug with MM, but then again, naming files this way seems like bad practice. Either way, since the fix is easy enough to do manually, I don't care enough to bug Sarbian with this myself (he'll most likely just tell me to tell you to name your files properly; that's just how he is) - it's your mod, so...

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43 minutes ago, MaxRebo said:

Well, you seem awfully indifferent about this. Anyway, looking at it a bit closer, both cause and solution are really obvious: don't name your patch files with whitespace in front of the extension dot, problem solved.

This might be considered a bug with MM, but then again, naming files this way seems like bad practice. Either way, since the fix is easy enough to do manually, I don't care enough to bug Sarbian with this myself (he'll most likely just tell me to tell you to name your files properly; that's just how he is) - it's your mod, so...

 
 

Alright, I see, the problem now. sorry for misinterpreting your  error report.  I was not aware of the extra space. In the next update I will fix it.

Edited by FreeThinker
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I've figured out a working compatibility patch for the MKS Nuclear Fuel Plant.

The old patch is at the end the file WarpPlugin/Patches/MKSReactors.cfg, and it doesn't work anymore because of various updates made to MKS.

Here's the new patch:

// MKS NukeProcessor changes by Sciman314

@PART[Tundra_NukeProc]:NEEDS[KolonyTools&!NearFutureElectrical]:FOR[WarpPlugin]
{
	@MODULE[USI_ModuleFieldRepair]
	{
		@PullResourceList ^= :$: ,Actinides
	}

	@MODULE[ModuleResourceConverter_USI]:HAS[#ConverterName[Centrifuge]]
	{
		@ConverterName = EnrichedUranium Centrifuge
		@StartActionName = Start EnrichedUranium Centrifuge
		@StopActionName = Stop EnrichedUranium Centrifuge
	}

	@MODULE[ModuleResourceConverter_USI]:HAS[#ConverterName[Breeder]]
	{
		@ConverterName = U238 Reprocessing
		@StartActionName = Start U238 Reprocessing
		@StopActionName = Stop U238 Reprocessing
	}

	MODULE
	{
		name = ModuleResourceConverter_USI
		ConverterName = UF4 Centrifuge
		StartActionName = Start UF4 Centrifuge
		StopActionName = Stop UF4 Centrifuge
		
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = DrillSkill
		Efficiency = 1	

		INPUT_RESOURCE
		{
			ResourceName = Uraninite
			Ratio =  0.04080000
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 44.88
		}
		OUTPUT_RESOURCE
		{
			ResourceName = UF4
			Ratio = 0.00825000
			DumpExcess = False
			FlowMode = ALL_VESSEL
		}
		INPUT_RESOURCE
		{
			ResourceName = Machinery
			Ratio = 0.0000400
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Recyclables
			Ratio = 0.0000400
			DumpExcess = true
		}
		REQUIRED_RESOURCE
		{
			ResourceName = Machinery
			Ratio = 2000
		}
	}

	MODULE
	{
		name = ModuleResourceConverter_USI
		ConverterName = Actinides Reprocessing
		StartActionName = Start Actinides Reprocessing
		StopActionName = Stop Actinides Reprocessing
		
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = DrillSkill
		Efficiency = 1	

		INPUT_RESOURCE
		{
			ResourceName = Actinides
			Ratio =  0.04080000
			FlowMode = ALL_VESSEL			
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 44.88
		}
		OUTPUT_RESOURCE
		{
			ResourceName = UF4
			Ratio = 0.00825000
			DumpExcess = False
			FlowMode = ALL_VESSEL			
		}
		INPUT_RESOURCE
		{
			ResourceName = Machinery
			Ratio = 0.0000400
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Recyclables
			Ratio = 0.0000400
			DumpExcess = true
		}
		REQUIRED_RESOURCE
		{
			ResourceName = Machinery
			Ratio = 2000
		}
	}
}

Tested it in game and all seems to be working as it should.

I did not remove the EnrichedUranium and DepletedFuel converters because IMO the player should still have a way of getting rid of any stockpiles of those resources they may have.

 

As a side note, it may be a good idea to add an EnrichedUranium to UF4 converter to the KSPI ISRU unit. Right now it can do UF4 to UN, but it can't do EnrichedUranium to UF4.

This would be another way to allow players to take advantage of any EnrichedUranium supplies they may have accumulated before installing KSPI.

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Possible bug report: liquid hyrogen resource naming inconsistency

In the WarpPlugin/Resources directory, the files ElectricPropellants.cfg, EnginePropellants.cfg and ReactorFuels.cfg each use different naming for hydrogen.

  • ElectricPropellants.cfg: the GUI name "LqdHydrogen" means the 'lqdHydrogen' resource,
  • EnginePropellants.cfg: the GUI name "Hydrogen" means the 'lqdHydrogen' resource,
  • ReactorFuels.cfg: the GUI name "Hydrogen" means the 'hydrogen' resource.

Given that the 'hydrogen' resource and the 'lqdHydrogen' resource are different, I think the EnginePropellants.cfg needs some corrections.

Or maybe the usage of the 'hydrogen' resource as the reactor fuel can be removed completely by using the 'lqdHydrogen' resource instead. While more complicated, I prefer this option because 1) there is no reason that the stored fusion fuel must be in its gas state and 2) other fusion fuels are modeled as liquids ('lqdDeuterium' and 'lqdTritium' for example).

Edited by singlet
minor corrections
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Hi everyone. New to KSPI and struggling with the turbo ramjet. No matter what configuration I try, it seems the engines always overheat within a very short amount of time. For reference, my basic build follows the pattern: a molten salt reactor directly attached to a thermal turbojet and a cockpit with a ram airtake fed into a pre-cooler. Thanks for any guidance!

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58 minutes ago, Swedishish said:

Hi everyone. New to KSPI and struggling with the turbo ramjet. No matter what configuration I try, it seems the engines always overheat within a very short amount of time. For reference, my basic build follows the pattern: a molten salt reactor directly attached to a thermal turbojet and a cockpit with a ram airtake fed into a pre-cooler. Thanks for any guidance!

 

You need some radiators as well.

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33 minutes ago, ss8913 said:

 

You need some radiators as well.

Tried that as well. Been using the small radiator panels around the engine bay area and reactor (can't surface attach to engines). I would think if any radiators were necessary, the non-deployable ones would suffice since the turbojet can only be used in atmo. 

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48 minutes ago, Swedishish said:

Tried that as well. Been using the small radiator panels around the engine bay area and reactor (can't surface attach to engines). I would think if any radiators were necessary, the non-deployable ones would suffice since the turbojet can only be used in atmo. 

To be sure, just use the Thermal Helper in the SPH. Click on the KSPI icon in the editor and add radiators until the numbers are green.

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21 minutes ago, Nansuchao said:

To be sure, just use the Thermal Helper in the SPH. Click on the KSPI icon in the editor and add radiators until the numbers are green.

I just recreated your thermal turbojet test rig (thanks for the KSPI Guide by the way!), and it worked fine. I tried it both in 1.25m and 2.5m parts (same parts, scaled). They seem to work fine. Suppose I've just got some studying to do. Thanks for the help! edit: Also, I do look for green in the KSPI thermal window. Solid tip!

Edited by Swedishish
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1 hour ago, Nansuchao said:

To be sure, just use the Thermal Helper in the SPH. Click on the KSPI icon in the editor and add radiators until the numbers are green.

Upon further testing, it seems I have thermal problems when I scale things down from 2.5m to 1.25m at least when I get my craft airborne. Seems the shrunken turbjet is more suceptible to heat. At least in my case. I got a 2.5m fuselage plane with a turbojet working no problem, but not dice with anything 1.25m based.

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On 12/12/2016 at 8:52 AM, FreeThinker said:

When you specify a beam receiver to "Link up", you tell the part to act a receiver part for a relay. After you designated a part for Link up, a compatible transmitter parts will get the option to "relay". This will effectively create a relay station which will allow the beamed power to reach a designation it wouldn't be able directly.

In the near future this will also help to refocus and boost the signal, allowing multiple intermediate power stats to simultaneously relay and boost the beamed power.

Thanks for all the tips, but I can't for the life of me get the option to "relay", I'm using the  Medium Multi Bandwidth Rectennal Tranciever, I'm pretty sure that part can do all the things, do they have to be pointed at one another? I'm missing something here, I will test some more.

edit: should I use 2 dishes for the relay? one with a gyrotron?, but they are heavy...

edit 2: I managed to make a relay network with 2 dishes and a gyrotron, but the "Relays connected" number never went above 0/0.

Edited by Charon Moloch
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Hi guys,

I've just started a new career on kspie + rss on 1.2.2, Really enjoying the higher level of difficulty - I've finally managed to get into orbit after many failed attempts. On reentry though I keep burning up no matter how shallow the angle of attack. I'll be lucky to get below 100km before the pod blows up. I'm using a mk1 pod with an extra heat shield below it, but no matter how well positioned I am the pod still overheats. Am I missing a mod or something to rebalance heat? I tried deadly reentry but it didn't seem to do anything.

Very grateful for any ideas!

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1 hour ago, Ed_ said:

Ahhh ok I feel less inadequate now. I'll roll back to 1.1.3 so I can try RO. Will I need to tweak the settings in Real Heat with RO + RSS?

Many thanks.

With RSS and RO installed you have nothing to tweak, they're designed to work together.

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I am not understanding the purpose of the Thermal Ramjet Nozzle or I do not know how to set it up properly.  Compared to the Lightbulb (un-upgraded), Thermal Launch Nozzle, and Solid Core Nuclear Engine it has lower isp, lower thrust, and worse twr.  They were compared at 3.75m scale with hydrogen and liquid fuel as the propellant and an un-upgraded pebblebed reactor was used for the ramjet and thermal launch nozzles.

I am researched up to Improved Nuclear Power and High Efficiency Nuclear Propulsion.  It looks like at this tech level I would always use the lightbulb for space travel and the thermal launch nozzle for atmospheric take offs (if i was only planning to use Interstellar parts).  Considering that these three engines are acquired at about the same time, what is the Thermal Ramjet for?  (or where is my understanding screwed up?)

edit:  I double checked the ramjet and launch nozzles and the ISP is actually the same making the ramjet have slightly better deltaV in space.  but it is a very small difference and both pale in comparison to the lightbulb for space travel.

Edited by Uberns
spellcheck
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@Uberns  The main purpose of the thermal/nuclear ramjet or turbo are its ability to use atmosphere as a unlimited resource for propulsion. If used properly it can vastly reduce the amount of propellant needed to get into orbit, and allows you land or launch on any planet with a sufficiently thick atmosphere. This can be especially be a boon on very thick atmosphere planets, like on Venus/Eve but it can also be used in gas giants.

Edited by FreeThinker
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22 minutes ago, Uberns said:

I am not understanding the purpose of the Thermal Ramjet Nozzle or I do not know how to set it up properly.  Compared to the Lightbulb (un-upgraded), Thermal Launch Nozzle, and Solid Core Nuclear Engine it has lower isp, lower thrust, and worse twr.  They were compared at 3.75m scale with hydrogen and liquid fuel as the propellant and an un-upgraded pebblebed reactor was used for the ramjet and thermal launch nozzles.

I am researched up to Improved Nuclear Power and High Efficiency Nuclear Propulsion.  It looks like at this tech level I would always use the lightbulb for space travel and the thermal launch nozzle for atmospheric take offs (if i was only planning to use Interstellar parts).  Considering that these three engines are aquired at about the same time, what is the Thermal Ramjet for?  (or where is my understanding screwed up?)

All 3 have advantages and disadvantages over one another.


Thermal Ramjet has a higher ISP, & higher hydrogen thrust than the thermal launch nozzle.  It has the lowest wight of the three, and can use atmosphere. but can't use Hydrolox, so for the highest thrust you'd have to use Methane, which causes soot and has a low ISP.

Thermal Launch Nozzle is heavier, lower ISP, lower Hydrogen ASL Thrust, Can't use Atmosphere as a propellant, but can use the Hydrolux, though still lower ISP than hydrogen it's much higher than Methane, and it doesn't have the soot factor, making it the best suited fuel for a heavy payload the other two can't carry.

The Thermal Turbojet is very similar to the Thermal Ramjet, just you're trading off some thrust for higher ISP.  good option if all you need is hydrogen (since Methane causes soot and has a lowish isp) 

All 3 are also affected by what reactor you use.  The more thermal energy the reactor puts out, the higher the isp, and higher the thrust will be.  Keep in mind that many reactors also produced charged particles, and that portion of the generated power isn't thermal.

As mentioned  by FreeThinker in a post before I hit the "submit" button, the Ramjet and Turbojet can use the atmosphere as an endless propellant, meaning, depending on the vessel, that's 1-6 fuel tanks worth of fuel your burning to get into orbit.  Just slap on a couple air intakes,  set an action group to change fuels when you get too high, and your golden.

there are some fuel differences other than those between the three.  You can cycle through them in the vab, and reference the fuel chart on the first page of this thread for better comparisons. This feature makes them versatile when you bring them to another planet to use as a cargo tug to bring things to a station or waiting vessel in orbit.as you can base the fuel choice on what is easily found/produced on the planet it'll operate on.

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