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KSP Interstellar Extended Continued Development Thread


FreeThinker

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2 hours ago, spirokai said:

You had a bug in your UF6 fuel tank. The path to the model in .cfg contained something with Taleteller (wrong path in the other way). I fixed it in my .cfg and now it finally shows up in the VAB, because it did not before. Thought you might wanna know.

 

He probably forgot to fix the path as i mentioned ;-)

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On 5/14/2016 at 1:34 PM, FreeThinker said:

Another question will be what part to use. As I see it, there are 3 options:

A: an upgraded version of Laser Plasma Particle Accelerator (formally know as orbital super collider) will allow the production of miniature black hole by accelerating uranium atoms to light speed which is diverted to the center kept alive in the center. Before warp travel it can also be used to create atoms at a high energy cost.

B use a compact spherical reactor only, which is capable of creating the black hole.

C use a combination of Super Plasma Particle Accelerator  and compact spherical black hole reactor. The black hole reactor will require Laser Plasma Particle Accelerator  to create the miniature black hole which is then kept alive inside the a compact spherical reactor

I was thinking that the reactor would be one single part able to create, maintain, and control the singularity. Out of the choices in the quote, the closest is option B.

I was thinking that the appearance of the black hole reactor would be a 5m diameter transparent sphere with 3.75m diameter cylindrical end-caps. Not exactly compact. Inside the 5m sphere would be a black sphere surrounded by a bright blue-white glow (as the event horizon), with some machinery rotating around it (control mechanisms).

If that's too much to ask for, or if it is determined that a "placeholder" model is needed for it, the important details are the 5m sphere and the 3.75m endcaps. So long as the reactor's model has that shape, it might be possible to update the part with a visually improved model and/or textures without breaking previously constructed craft.

For balancing purposes, A black hole reactor wouldn't have as high of an energy gain factor as a fusion reactor (lots of power to keep it running). As a result, the energy gain factors would be something like 60 base, 90 upgraded (unlocked by researching UnifiedFieldTheory). However, it would have twice the power output (after subtracting maintenance power) compared to an antimatter reactor of the same size and tech level. Additionally, the reactor's mass would be 1.5-2.0x of an antimatter reactor of the same size.

The reactor would be capable of being scaled from 3.75m to 10m diameter (measured at the end-caps), making it capable of being the largest (and heaviest) reactor introduced into KSPI-E to date. This would also give it the potential of have the greatest power output of any reactor in KSPI-E. Hopefully this would simultaneously make the black hole reactor ideal for motherships that stay in orbit ferrying smaller craft between planets in the solar system, and prevent it from becoming the "go-to" solution for any ship.

The particle accelerator part would only be needed if you wanted to convert lighter elemental resources to heavier ones, and would work with ANY source of electrical power if you have enough of it (50Gw). The limitation is that it would be incapable of converting to or from resources that are formed of more than one element. In other words, you couldn't feed the particle accelerator with Water unless you split it into Hydrogen and Oxygen first, and then you could only operate it on one of those at a time.

On a related note, I think the heavy warp drive should not be able to be scaled down to 1.25m, as it seems to be designed for very large ships and not something on the scale of a runabout or small lander. Instead, the heavy warp drive should be able to be scaled to 7.5m and 10m, to allow the creation of larger ships. The scaling of the other warp drives is fine where it is IMO. Their low mass would make them difficult to power on a ship larger than 5m even if they were allowed to be scaled to such a size.

 

I'm not going to comment on how realistic the proposed stats might be, as the entire premise behind it is quite speculative. I'm approaching this purely from a gameplay and game balance perspective.

Edited by SciMan
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1 minute ago, TheTaleteller said:

I like the idea. But UFT should be a prerequisite to build this reactor, and no efficiency upgrade. Somehow i feel the techtree became too short for this. This reactor and a 10m warp drive would make way for epic huge spaceships.

The intention of getting this reactor and a 10m warp drive in to KSPI-E was, in fact, to allow the creation of "epic huge spaceships".

Regarding the black hole reactor's upgrade path, I'd say it should unlock at "unifiedFieldTheory" and upgrade with the "ultraHighEnergyPhysics" node. This is basically the same way that the Warp drive upgrade nodes work, but with the "unlock" and "upgrade" nodes switched. Since a black hole reactor is "barely less complex" than a warp drive, this seems reasonable.

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Version 1.8.18 for Kerbal Space Program 1.1.2

Released on 2016-05-16

  • Added Quantum Singularity Reactor
  • Fixed ability of Antimatter reactor in science / campaign mode
  • cleaned up empty files
  • Fixed issue with mass Electric Generator not scaling correctly in NFT mode
  • Low temp reactors like Molten Salt reactor, no longer limit maximum radiator heat
  • Molten Salt Reactor Fission Producs now consist of 6% Xenon
Edited by FreeThinker
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15 hours ago, SciMan said:

I was thinking that the reactor would be one single part able to create, maintain, and control the singularity. Out of the choices in the quote, the closest is option B.

I was thinking that the appearance of the black hole reactor would be a 5m diameter transparent sphere with 3.75m diameter cylindrical end-caps. Not exactly compact. Inside the 5m sphere would be a black sphere surrounded by a bright blue-white glow (as the event horizon), with some machinery rotating around it (control mechanisms).

If that's too much to ask for, or if it is determined that a "placeholder" model is needed for it, the important details are the 5m sphere and the 3.75m endcaps. So long as the reactor's model has that shape, it might be possible to update the part with a visually improved model and/or textures without breaking previously constructed craft.

For balancing purposes, A black hole reactor wouldn't have as high of an energy gain factor as a fusion reactor (lots of power to keep it running). As a result, the energy gain factors would be something like 60 base, 90 upgraded (unlocked by researching UnifiedFieldTheory). However, it would have twice the power output (after subtracting maintenance power) compared to an antimatter reactor of the same size and tech level. Additionally, the reactor's mass would be 1.5-2.0x of an antimatter reactor of the same size.

The reactor would be capable of being scaled from 3.75m to 10m diameter (measured at the end-caps), making it capable of being the largest (and heaviest) reactor introduced into KSPI-E to date. This would also give it the potential of have the greatest power output of any reactor in KSPI-E. Hopefully this would simultaneously make the black hole reactor ideal for motherships that stay in orbit ferrying smaller craft between planets in the solar system, and prevent it from becoming the "go-to" solution for any ship.

The particle accelerator part would only be needed if you wanted to convert lighter elemental resources to heavier ones, and would work with ANY source of electrical power if you have enough of it (50Gw). The limitation is that it would be incapable of converting to or from resources that are formed of more than one element. In other words, you couldn't feed the particle accelerator with Water unless you split it into Hydrogen and Oxygen first, and then you could only operate it on one of those at a time.

On a related note, I think the heavy warp drive should not be able to be scaled down to 1.25m, as it seems to be designed for very large ships and not something on the scale of a runabout or small lander. Instead, the heavy warp drive should be able to be scaled to 7.5m and 10m, to allow the creation of larger ships. The scaling of the other warp drives is fine where it is IMO. Their low mass would make them difficult to power on a ship larger than 5m even if they were allowed to be scaled to such a size.

 

I'm not going to comment on how realistic the proposed stats might be, as the entire premise behind it is quite speculative. I'm approaching this purely from a gameplay and game balance perspective.

Although I did not plan it, the new Quantum Singularity Reactor comes pretty close to your description. its a 3.75 part with build in charged particle generator and thermal generator. The Sphere has a diameter of about 5m. Perhaps it could use a better paint job which would make it clear this is a highly advanced reactor. t cannot be scaled yet, will add that later

G17vhgZ.png

The new singularity reactor is a radical different reactor. First of, you need a zero g environment to start this baby, and the closer you are to a gravity well  the easier it will be to generate the quantum singularity. The strength of the singularity can currently be adjusted, between 10% and 100% strength (effectively between 32 and 320 GW). First you need to collect enough power, which is limited by time. Once the Quantum Singularity is created is starts to produce massive amount of power. But To keep it alive, besides electric power (Q100) you feed it with a variety of light atoms, which get accelerated by the event horizon before they escape and release their energy. The lighter the atoms, the more efficiently it is accelerated and therefore a large part of the energy is in the form of charged particles. The accelerated charged particles will inevitably collide which will fuse into heavier atoms. This creates heavier  atoms which including Deuterium, Helium 3 and Boron which can be used by other Fusion reactors.

However there is a big catch, while the singularity is alive the it is always 100% active, which means if you aren't using the power, it going to end up as waste heat. Also the reactor cannot be used by thermal engines, you can only use it to propel magnetic nozzle and electric engines. So it becomes a matter of how much waste heat you can lose. Of course at any time you can start stave singularity after it will  evaporate .

 

Edited by FreeThinker
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New definition for "coming in hot" then, I suppose...

"KSC Tower, Experimental 213DX inside the outer marker landing rwy 09"
<controller puts on thermal goggles>
"Experimental 213DX are you aware..."
"...KSC Tower, yes, we're aware.  Coming in hot.  Fifth time today, this never gets old for you, does it Steve?"
"Experimental 213DX, no it does not.  Cleared to land runway 09"

 

sounds like wasteheat management will be an issue, but it also sounds like a good way to transport mass quantities of... stuff... to the outer planets.

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This is pretty much spot on for looks, even tho I had in mind a simpler implementation that has less limits. In fact, it is those limitations that I have issues with, not the basic implementation of the reactor in and of itself.

My problem is that I can come up with a scientifically justified reason for why many of those limitations should not exist.

I'm sorry if it turns out that I'm using realism to criticize gameplay balance. However, a reactor that has these limits would be more complex and harder to construct than a reactor that does not have these limits.

 

Regarding the inability to have the power setting regulate itself, I thought there would be 4 gravity fields directly involved with the function of the reactor, with 3 being artificial gravity fields created by the reactor itself, and one arising from the singularity's natural gravity field.

Here's a rudimentary breakdown of how I thought this would work. Each number on the following list represents a layer of the physics involved in the reactor, from "reactor" on top to "singularity" on the bottom. Each artificial gravity field is generated and controlled by the reactor, which uses them to control the singularity. All layers are influenced by the layer directly above, and influence all layers below themselves.

Diagram:

  1.  Reactor (directly controls all artificial gravity fields, and indirectly controls the gravity field of the singularity)
  2. Position control artificial gravity field (keeps the singularity INSIDE the reactor)
  3. Matter inflow control artificial gravity field ("White hole" or reverse configuration, this pushes matter away instead of "sucking" it in).
  4. Virtual pair-production control and suppression field (black-hole configuration, prevents black hole evaporation by directing all produced virtual particles back into the natural event horizon of the singularity)
  5. Singularity (created by the reactor, and controlled indirectly by the reactor)

With the reactor's AUTOMATIC control systems varying the strength of the #3 and #4 artificial gravity fields, it becomes possible to essentially isolate the singularity's evaporation rate from the rate of matter input, meaning it's possible to prevent the singularity's evaporation even without feeding it any matter. It's also possible to peacefully create and shut down the singularity. None of these control mechanisms needs to be simulated or exposed to the player, the reactor's control systems need to be able to react faster than a human in any case, and if something goes wrong there's not much anyone would be able to do about it.

Even if this was not the case, what would stop an enterprising Kerbal engineer from setting a computer to control the "singularity strength" setting that you've provided? That would also allow reactor throttle control to a limited degree, and would involve nothing more than a few computer chips and a servomotor, which are easy to find in any space agency.

 

Not being able to start it on the surface also doesn't make sense if it's easier to start it in a gravity well. The sphere could easily be evacuated by a vacuum pump, the artificial gravity fields only need to act within that same sphere, and the artificial gravity fields involved are already using machinery capable of creating and maintaining a very highly curved region of space-time so 1g of acceleration on the tiny and not very massive singularity is easily compensated for by the position control gravity field.

 

This is not a criticism of this reactor per se, however I did start thinking about the issue because of this reactor. All charged power should be able to convert to thermal power at high efficiency (99% or more). Charged particles from a reactor have such a high temperature that describing it as a number of degrees kelvin ceases to have useful meaning, which is why they are more commonly measured with the unit of electron volts (eV, KeV, MeV, GeV, etc.).

Simply directing these charged particles at an otherwise inert block of matter would cause its temperature to rise. If a sufficiently powerful beam of charged particles is directed into the chamber of a rocket engine, it will heat any propellant that flows thru the nozzle. The end result is a thermal rocket engine, powered by charged particles.

 

In my mind, this reactor is for things on the scale of motherships, and the physics behind it give it very few inherent limitations. The problem with that is that it only leaves Cost, Mass, Size, Power, and Efficiency as "levers" to balance it.

Instead of making it complex and difficult to use, you could make it more expensive, heavier, bigger, less powerful, or less efficient. So long as it's still more powerful than an Antimatter reactor of the same diameter, I'd probably still use it.

Edited by SciMan
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2 hours ago, FreeThinker said:

Version 1.8.18 for Kerbal Space Program 1.1.2

Released on 2016-05-16

  • Added Quantum Singularity Reactor
  • Fixed ability of Antimatter reactor in science / campaign mode
  • cleaned up empty files
  • Fixed issue with mass Electric Generator not scaling correctly in NFT mode

I see lots of stuff talked about here, however, I think it should be said... 

HOLY excrements WE CAN CONTROL A BLACK HOLE!


That said, I cannot wait to try these new energy sources. 

 

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Hello FreeThinker. Thanks for this awesome mod.

Since you just released an update and in the hope of helping improving the mod©, I compiled a list of every log errors and warnings related to WarpPlugin that appears before the title screen while the game is loading:

Spoiler

[WRN 21:58:50.452] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Command\scienceModule\partAdvanced.cfg'.
[ERR 21:58:50.461] Error: Empty part config file

[WRN 21:58:50.461] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\MoltenSaltReactor\MoltenSaltReactorMk2.cfg'.
[WRN 21:58:50.461] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\MoltenSaltReactor\MoltenSaltReactorMk3.cfg'.
[ERR 21:58:50.462] Error: Empty part config file

[WRN 21:58:50.462] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\NuclearReactor1Sphere\GascoreReactorMk2.cfg'.
[ERR 21:58:50.462] Error: Empty part config file

[WRN 21:58:50.462] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\NuclearReactor1Sphere\GascoreReactorMk3.cfg'.
[ERR 21:58:50.463] Error: Empty part config file

[WRN 21:58:50.463] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\PebbleBed\LargeParticleBed.cfg'.
[ERR 21:58:50.463] Error: Empty part config file

[WRN 21:58:50.463] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\PebbleBed\LargeParticleBedUpgradeA.cfg'.
[ERR 21:58:50.463] Error: Empty part config file

[WRN 21:58:50.463] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\PebbleBed\LargeParticleBedUpgradeB.cfg'.
[ERR 21:58:50.465] Error: Empty part config file

[WRN 21:58:50.465] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\SmallFusionReactor\SmallFusionReactorUpgraded.cfg'.
[ERR 21:58:50.465] Error: Empty part config file

[WRN 21:58:50.465] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\SmallFusionReactor\SmallFusionReactorUpgraded2.cfg'.
[ERR 21:58:50.470] Error: Empty part config file

[WRN 21:58:50.470] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Engines\LightBulb\LightBulbMk2.cfg'.
[ERR 21:58:50.470] Error: Empty part config file

[WRN 21:58:50.470] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Engines\LightBulb\LightBulbMk3.cfg'.
[ERR 21:58:50.503] Error: Empty part config file

[WRN 21:58:50.503] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\microwaveReceiver\part_micro.cfg'.
[ERR 21:58:50.504] Error: Empty part config file

[WRN 21:58:50.504] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\MicrowaveThermalPowerReceiver\MTER-L.cfg'.
[ERR 21:58:50.504] Error: Empty part config file

[WRN 21:58:50.504] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\MicrowaveThermalPowerReceiver\MTER-S.cfg'.
[ERR 21:58:50.505] Error: Empty part config file

[WRN 21:58:50.505] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\radialAtmosphericScoop\scoop1.cfg'.
[ERR 21:58:50.507] Error: Empty part config file

[WRN 21:58:50.507] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Patches\FilterExtensions.cfg'.

[ERR 21:59:29.399] Texture 'WarpPlugin/PlasmaMedGlow' not found!

[ERR 21:59:29.809] Texture 'WarpPlugin/Parts/Engines/MagneticNozzle3/pulsejete' not found!

[ERR 21:59:29.884] Texture 'WarpPlugin/Parts/Engines/RCSTank/cstSolar' not found!

[LOG 21:59:31.515] Load(Model): WarpPlugin/Parts/Science/ParticleAcceleratorexperiment/model
[ERR 21:59:31.595] Cooking::cookConvexMesh: user-provided hull must have less than 256 vertices!

[WRN 21:59:37.763] PartResourceDefinition list already contains definition for 'UF4'

[LOG 22:00:30.779] PartLoader: Compiling Part 'WarpPlugin/Parts/Command/computerCore/part/computerCore'
[ERR 22:00:30.797] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

[LOG 22:00:30.877] PartLoader: Compiling Part 'WarpPlugin/Parts/Command/scienceModule/part/scienceModule'
[ERR 22:00:30.895] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

[LOG 22:00:32.389] PartLoader: Compiling Part 'WarpPlugin/Parts/Electrical/MoltenSaltReactor/MoltenSaltReactor/KspiMoltenSaltReactor'
[ERR 22:00:32.399] Invalid boolean value! Field calculatedMass, value false; on object of type FNPlugin.FNGenerator

[LOG 22:00:33.380] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/InlineRCS/InlineRCS/ArcjetInlineRcs'
[ERR 22:00:33.391] Cannot find a PartModule of typename 'ModuleCrossFeed'

[LOG 22:00:37.457] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/part/KspiNBconeTank3m'
[ERR 22:00:37.464] Cannot find a PartModule of typename 'ModuleCrossFeed'

[LOG 22:00:34.524] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/MPD/InterstellarPlasmaThrusterVacuum/InterstellarPlasmaThrusterUpgraded'

[ERR 22:00:34.529] Cannot find a PartModule of typename 'ModuleEngineFX'

[LOG 22:00:34.821] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/NuclearRamJet/NuclearRamJet/KspiNuclearRamjet'
[ERR 22:00:34.835] Invalid float value! Field skinInternalConductionMult, value 4; on object of type FNPlugin.ThermalNozzleController

[ERR 22:00:34.835] Invalid float value! Field skinThermalMassModifier, value 1; on object of type FNPlugin.ThermalNozzleController

[LOG 22:00:34.902] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/NuclearTurbojet/NuclearTurboJet/KspiNuclearJetEngine'
[ERR 22:00:34.916] Invalid float value! Field skinInternalConductionMult, value 4; on object of type FNPlugin.ThermalNozzleController

[ERR 22:00:34.916] Invalid float value! Field skinThermalMassModifier, value 1; on object of type FNPlugin.ThermalNozzleController

[ERR 22:00:34.916] Invalid float value! Field thermalMassModifier, value 1; on object of type FNPlugin.ThermalNozzleController

[LOG 22:00:34.995] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/NuclearTurbojet/NuclearTurboJetUpgraded/KspiNuclearJetEngineUpgraded'
[WRN 22:00:34.998] [ShipConstruct for KspiNuclearJetEngineUpgraded]: part cost (12500.0) is less than the cost of its resources (21933.7)

[LOG 22:00:35.998] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/Tokamak/Tokamak/KspiSupernova'
[ERR 22:00:35.999] PartCompiler: Cannot replace texture as cannot find texture 'Diffuse' to replace

[LOG 22:00:36.770] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/InterstellarFuelTank/InterstellarFuelTank-Wedge/InterstellarFuelTank_Wedge'
[ERR 22:00:36.776] Cannot find a PartModule of typename 'KASModuleGrab'

[ERR 22:00:36.788] Cannot find a PartModule of typename 'FNPropellantControl'

[LOG 22:00:37.393] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/kopieOld/KSPI_NBconeTank3m'
[ERR 22:00:37.400] Cannot find a PartModule of typename 'ModuleCrossFeed'

[LOG 22:00:37.425] PartLoader: Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/kopieOld/KSPI_NBconeTank3m' has no database record. Creating.
[LOG 22:00:37.438] DragCubeSystem: Creating drag cubes for part 'KSPI.NBconeTank3m'
[LOG 22:00:37.457] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/part/KspiNBconeTank3m'

[WRN 22:00:37.604] [ShipConstruct for FNAntimatterBottle]: part cost (812000.0) is less than the cost of its resources (0.0)
[WRN 22:00:37.699] [ShipConstruct for HexCanHe3Large]: part cost (3400.0) is less than the cost of its resources (0.0)
[WRN 22:00:37.847] [ShipConstruct for HexaboraneTank]: part cost (500.0) is less than the cost of its resources (14600.0)

[LOG 22:00:38.609] PartLoader: Compiling Part 'WarpPlugin/Parts/Radiators/ISV_radiator/part/KspiISVradiator'
[ERR 22:00:38.609] PartCompiler: Part config requires value 'module' is defined

[ERR 22:00:38.609] PartCompiler: Cannot compile part

[LOG 22:00:39.424] PartLoader: Part 'WarpPlugin/Parts/Science/ParticleAcceleratorexperiment/part/InterstellarParticleAccelerator' has no database record. Creating.
[ERR 22:00:39.462] Cooking::cookConvexMesh: user-provided hull must have less than 256 vertices!

[ERR 22:00:39.464] Action 'DeployExperiment' already defined.

[LOG 22:00:39.885] PartLoader: Compiling Part 'WarpPlugin/Parts/Utility/LargeRefinery/part/FNInlineRefineryLarge'
[ERR 22:00:39.897] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

 

I was able to fix the vast majorities of these warnings and errors by editing invalid or defective "part.cfg" section, creating or renaming some textures and adding conditional check for reported Module Manager problems. Problem related to meshes, require your attention however... I also noticed that some texture files are in TGA format. I am not sure but I think this is now deprecated with Unity 5. Using PNG format would also save some space or DDS format for loading speed. Final suggestion, in the editor, prevent the 'I' key from toggling the KSPIE interface window when in a text bar like description or search and possibly make the key configurable.

Edited by Galenmacil
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Well singularity reactor emits so much heat (320 GW), that really it shouldn't land on any atmospheric planet.

Such ship would replace surrounding with lava and cause fires everywhere including burning itself.

Good thing, that safety/environment organizations  don't exist in kerbal world - everyone would be liquided for melting everything on sight :P

Also radiators should heat up everything - or calculations would be too complex?

You don't want to get too close to radiators of space ship that emits hundreds of GW as waste heat.

Umbrella radiators rectifies this - radiation will go behind ship.

Also what about getting tiny thrust from all these photons running away?

 

Edit: Universe Sandbox is pretty good at measuring heat and temperature, if you know how to do that.

If ship emit 100 GW of power, then object that is 100 meters far away heats up to 1364 K.

With heat shield you could be this far, when facing radiators

There is screenie showing unlucky object, that went too close to radiators. (there is much more radiative object)

 

You see,  big spaceship shouldn't get too close to anything when radiating.

1 GW is pretty safe to go as close as 10 meters, just don't spend too much time here.

 

 

Edited by raxo2222
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9 hours ago, SciMan said:

Not being able to start it on the surface also doesn't make sense if it's easier to start it in a gravity well. The sphere could easily be evacuated by a vacuum pump, the artificial gravity fields only need to act within that same sphere, and the artificial gravity fields involved are already using machinery capable of creating and maintaining a very highly curved region of space-time so 1g of acceleration on the tiny and not very massive singularity is easily compensated for by the position control gravity field.

Well this idea is inspired by watching swirls in water. When you have a  swirling mass of water, you sometimes can see baby swirl develop that are in orbit of the mother swirl.

swirling-water-around-rock-22076956.jpg

A singularity gravity could be seen a a baby swirl thy orbits the mother swirl (a moon/planet/star).

Blachhole-581986.jpg

From a game balance perspective, this is great, as it create a chalange, and gives you a reason to be in low orbit of a strong gravity well ,like jool or a star

Combined with the exisitng game mechanic of the warp drive, the most likely usefull application of the reactor enerhy, you can see a intresting balance is created where the players needs to be near and at the same time far away from gravity well. HIghly eleptical orbit therefore become preferable

Edited by FreeThinker
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10 hours ago, SciMan said:

 inability to have the power setting regulate itself, I thought there would be 4 gravity fields directly involved with the function of the reactor, with 3 being artificial gravity fields created by the reactor itself, and one arising from the singularity's natural gravity field.

Here's a rudimentary breakdown of how I thought this would work. Each number on the following list represents a layer of the physics involved in the reactor, from "reactor" on top to "singularity" on the bottom. Each artificial gravity field is generated and controlled by the reactor, which uses them to control the singularity. All layers are influenced by the layer directly above, and influence all layers below themselves.

Diagram:

  1.  Reactor (directly controls all artificial gravity fields, and indirectly controls the gravity field of the singularity)
  2. Position control artificial gravity field (keeps the singularity INSIDE the reactor)
  3. Matter inflow control artificial gravity field ("White hole" or reverse configuration, this pushes matter away instead of "sucking" it in).
  4. Virtual pair-production control and suppression field (black-hole configuration, prevents black hole evaporation by directing all produced virtual particles back into the natural event horizon of the singularity)
  5. Singularity (created by the reactor, and controlled indirectly by the reactor)

With the reactor's AUTOMATIC control systems varying the strength of the #3 and #4 artificial gravity fields, it becomes possible to essentially isolate the singularity's evaporation rate from the rate of matter input, meaning it's possible to prevent the singularity's evaporation even without feeding it any matter. It's also possible to peacefully create and shut down the singularity. None of these control mechanisms needs to be simulated or exposed to the player, the reactor's control systems need to be able to react faster than a human in any case, and if something goes wrong there's not much anyone would be able to do about it.

Even if this was not the case, what would stop an enterprising Kerbal engineer from setting a computer to control the "singularity strength" setting that you've provided? That would also allow reactor throttle control to a limited degree, and would involve nothing more than a few computer chips and a servomotor, which are easy to find in any space agency.

Well, I agree, there should be way to manipulate the singulaity to become weaker or stronger in strength, but I didn't want to implement it like other reactors where there is near instantanius throtle up and throttle down. Instead, I want the singularity feel a bit like a beast, that can grow in power if you feed it more and shrink if you starve it. The idea is to first "hatch" the signularity at the minimum size after which it will grow depending on power demand and wasteheat saturation. After it has grown, you can shrink it back to it initial size by starving it. Only in it inital size, you can disengage the reactor and allow it to eveoperate. completely.

Edited by FreeThinker
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Why VASMIR and MPD engines are limited to 2.5m?

Shouldn't be they resizeable to 5 or even 10m like thermal engine?

This Singuarity Reactor becomes more efficient with higher power load, so then we should resize our engines, so they can consume 99% of produced power.

 

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27 minutes ago, raxo2222 said:

Why VASMIR and MPD engines are limited to 2.5m?

Shouldn't be they resizeable to 5 or even 10m like thermal engine?

This Singuarity Reactor becomes more efficient with higher power load, so then we should resize our engines, so they can consume 99% of produced power.

 

The original reason is because that was the maximum size offered by Fractals KSPI, which later became a single rescalable part in KSPI-E. I'm not sure if they would scale well to larger size, and if so what their performance charasterisics should be. But I agree some suitable electric engines should be usefull. Perhaps it's an idea to integrate with B9 electric engines, which logicly require very large amount of power.

Edited by FreeThinker
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10 hours ago, SciMan said:

This is not a criticism of this reactor per se, however I did start thinking about the issue because of this reactor. All charged power should be able to convert to thermal power at high efficiency (99% or more). Charged particles from a reactor have such a high temperature that describing it as a number of degrees kelvin ceases to have useful meaning, which is why they are more commonly measured with the unit of electron volts (eV, KeV, MeV, GeV, etc.).

Simply directing these charged particles at an otherwise inert block of matter would cause its temperature to rise. If a sufficiently powerful beam of charged particles is directed into the chamber of a rocket engine, it will heat any propellant that flows thru the nozzle. The end result is a thermal rocket engine, powered by charged particles.

 

Yes, I realize that if you can redirect charged particles for propulsion, you can also use it in heat engines , that is one reason I consider limiting redirection of charged particlles completely ( which would lomit the reason for electric power production.only ) or partialy (limited to 45%CP  from the top or bottom) . The reasoning is that the direct energy converter is integrated in the reactor (surrounding the singularity) which limits the ability to redirect those particles elsewhere.

Edited by FreeThinker
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10 hours ago, SciMan said:

In my mind, this reactor is for things on the scale of motherships, and the physics behind it give it very few inherent limitations. The problem with that is that it only leaves Cost, Mass, Size, Power, and Efficiency as "levers" to balance it.

Instead of making it complex and difficult to use, you could make it more expensive, heavier, bigger, less powerful, or less efficient. So long as it's still more powerful than an Antimatter reactor of the same diameter, I'd probably still use it.

I too envisoned the Quatum Singularity Reactor reactor at the hearth of a mother ship, enabling of grand tour around the neightbour galaxy. It is not easy to balance such powerfull reactor and prevent it from turning it into go go I can do anything ship.I already made it the most expansive , biggest, potentialy efficient  and most technological demanding reactor in the game, therefore something has to give, I do it by make it complex and difficult to handle. Limitation make life intresting and it motivates the player to be creative, which in my book it the fun part.

7 hours ago, Galenmacil said:

Hello FreeThinker. Thanks for this awesome mod.

Since you just released an update and in the hope of helping improving the mod©, I compiled a list of every log errors and warnings related to WarpPlugin that appears before the title screen while the game is loading:

  Reveal hidden contents

[WRN 21:58:50.452] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Command\scienceModule\partAdvanced.cfg'.
[ERR 21:58:50.461] Error: Empty part config file

[WRN 21:58:50.461] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\MoltenSaltReactor\MoltenSaltReactorMk2.cfg'.
[WRN 21:58:50.461] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\MoltenSaltReactor\MoltenSaltReactorMk3.cfg'.
[ERR 21:58:50.462] Error: Empty part config file

[WRN 21:58:50.462] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\NuclearReactor1Sphere\GascoreReactorMk2.cfg'.
[ERR 21:58:50.462] Error: Empty part config file

[WRN 21:58:50.462] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\NuclearReactor1Sphere\GascoreReactorMk3.cfg'.
[ERR 21:58:50.463] Error: Empty part config file

[WRN 21:58:50.463] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\PebbleBed\LargeParticleBed.cfg'.
[ERR 21:58:50.463] Error: Empty part config file

[WRN 21:58:50.463] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\PebbleBed\LargeParticleBedUpgradeA.cfg'.
[ERR 21:58:50.463] Error: Empty part config file

[WRN 21:58:50.463] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\PebbleBed\LargeParticleBedUpgradeB.cfg'.
[ERR 21:58:50.465] Error: Empty part config file

[WRN 21:58:50.465] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\SmallFusionReactor\SmallFusionReactorUpgraded.cfg'.
[ERR 21:58:50.465] Error: Empty part config file

[WRN 21:58:50.465] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Electrical\SmallFusionReactor\SmallFusionReactorUpgraded2.cfg'.
[ERR 21:58:50.470] Error: Empty part config file

[WRN 21:58:50.470] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Engines\LightBulb\LightBulbMk2.cfg'.
[ERR 21:58:50.470] Error: Empty part config file

[WRN 21:58:50.470] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Engines\LightBulb\LightBulbMk3.cfg'.
[ERR 21:58:50.503] Error: Empty part config file

[WRN 21:58:50.503] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\microwaveReceiver\part_micro.cfg'.
[ERR 21:58:50.504] Error: Empty part config file

[WRN 21:58:50.504] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\MicrowaveThermalPowerReceiver\MTER-L.cfg'.
[ERR 21:58:50.504] Error: Empty part config file

[WRN 21:58:50.504] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\MicrowaveThermalPowerReceiver\MTER-S.cfg'.
[ERR 21:58:50.505] Error: Empty part config file

[WRN 21:58:50.505] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Parts\Utility\radialAtmosphericScoop\scoop1.cfg'.
[ERR 21:58:50.507] Error: Empty part config file

[WRN 21:58:50.507] Cannot create config from file 'G:\Kerbal Space Program 1.1.2\GameData\WarpPlugin\Patches\FilterExtensions.cfg'.

[ERR 21:59:29.399] Texture 'WarpPlugin/PlasmaMedGlow' not found!

[ERR 21:59:29.809] Texture 'WarpPlugin/Parts/Engines/MagneticNozzle3/pulsejete' not found!

[ERR 21:59:29.884] Texture 'WarpPlugin/Parts/Engines/RCSTank/cstSolar' not found!

[LOG 21:59:31.515] Load(Model): WarpPlugin/Parts/Science/ParticleAcceleratorexperiment/model
[ERR 21:59:31.595] Cooking::cookConvexMesh: user-provided hull must have less than 256 vertices!

[WRN 21:59:37.763] PartResourceDefinition list already contains definition for 'UF4'

[LOG 22:00:30.779] PartLoader: Compiling Part 'WarpPlugin/Parts/Command/computerCore/part/computerCore'
[ERR 22:00:30.797] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

[LOG 22:00:30.877] PartLoader: Compiling Part 'WarpPlugin/Parts/Command/scienceModule/part/scienceModule'
[ERR 22:00:30.895] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

[LOG 22:00:32.389] PartLoader: Compiling Part 'WarpPlugin/Parts/Electrical/MoltenSaltReactor/MoltenSaltReactor/KspiMoltenSaltReactor'
[ERR 22:00:32.399] Invalid boolean value! Field calculatedMass, value false; on object of type FNPlugin.FNGenerator

[LOG 22:00:33.380] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/InlineRCS/InlineRCS/ArcjetInlineRcs'
[ERR 22:00:33.391] Cannot find a PartModule of typename 'ModuleCrossFeed'

[LOG 22:00:37.457] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/part/KspiNBconeTank3m'
[ERR 22:00:37.464] Cannot find a PartModule of typename 'ModuleCrossFeed'

[LOG 22:00:34.524] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/MPD/InterstellarPlasmaThrusterVacuum/InterstellarPlasmaThrusterUpgraded'

[ERR 22:00:34.529] Cannot find a PartModule of typename 'ModuleEngineFX'

[LOG 22:00:34.821] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/NuclearRamJet/NuclearRamJet/KspiNuclearRamjet'
[ERR 22:00:34.835] Invalid float value! Field skinInternalConductionMult, value 4; on object of type FNPlugin.ThermalNozzleController

[ERR 22:00:34.835] Invalid float value! Field skinThermalMassModifier, value 1; on object of type FNPlugin.ThermalNozzleController

[LOG 22:00:34.902] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/NuclearTurbojet/NuclearTurboJet/KspiNuclearJetEngine'
[ERR 22:00:34.916] Invalid float value! Field skinInternalConductionMult, value 4; on object of type FNPlugin.ThermalNozzleController

[ERR 22:00:34.916] Invalid float value! Field skinThermalMassModifier, value 1; on object of type FNPlugin.ThermalNozzleController

[ERR 22:00:34.916] Invalid float value! Field thermalMassModifier, value 1; on object of type FNPlugin.ThermalNozzleController

[LOG 22:00:34.995] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/NuclearTurbojet/NuclearTurboJetUpgraded/KspiNuclearJetEngineUpgraded'
[WRN 22:00:34.998] [ShipConstruct for KspiNuclearJetEngineUpgraded]: part cost (12500.0) is less than the cost of its resources (21933.7)

[LOG 22:00:35.998] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/Tokamak/Tokamak/KspiSupernova'
[ERR 22:00:35.999] PartCompiler: Cannot replace texture as cannot find texture 'Diffuse' to replace

[LOG 22:00:36.770] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/InterstellarFuelTank/InterstellarFuelTank-Wedge/InterstellarFuelTank_Wedge'
[ERR 22:00:36.776] Cannot find a PartModule of typename 'KASModuleGrab'

[ERR 22:00:36.788] Cannot find a PartModule of typename 'FNPropellantControl'

[LOG 22:00:37.393] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/kopieOld/KSPI_NBconeTank3m'
[ERR 22:00:37.400] Cannot find a PartModule of typename 'ModuleCrossFeed'

[LOG 22:00:37.425] PartLoader: Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/kopieOld/KSPI_NBconeTank3m' has no database record. Creating.
[LOG 22:00:37.438] DragCubeSystem: Creating drag cubes for part 'KSPI.NBconeTank3m'
[LOG 22:00:37.457] PartLoader: Compiling Part 'WarpPlugin/Parts/FuelTank/NBconeTank3m/part/KspiNBconeTank3m'

[WRN 22:00:37.604] [ShipConstruct for FNAntimatterBottle]: part cost (812000.0) is less than the cost of its resources (0.0)
[WRN 22:00:37.699] [ShipConstruct for HexCanHe3Large]: part cost (3400.0) is less than the cost of its resources (0.0)
[WRN 22:00:37.847] [ShipConstruct for HexaboraneTank]: part cost (500.0) is less than the cost of its resources (14600.0)

[LOG 22:00:38.609] PartLoader: Compiling Part 'WarpPlugin/Parts/Radiators/ISV_radiator/part/KspiISVradiator'
[ERR 22:00:38.609] PartCompiler: Part config requires value 'module' is defined

[ERR 22:00:38.609] PartCompiler: Cannot compile part

[LOG 22:00:39.424] PartLoader: Part 'WarpPlugin/Parts/Science/ParticleAcceleratorexperiment/part/InterstellarParticleAccelerator' has no database record. Creating.
[ERR 22:00:39.462] Cooking::cookConvexMesh: user-provided hull must have less than 256 vertices!

[ERR 22:00:39.464] Action 'DeployExperiment' already defined.

[LOG 22:00:39.885] PartLoader: Compiling Part 'WarpPlugin/Parts/Utility/LargeRefinery/part/FNInlineRefineryLarge'
[ERR 22:00:39.897] Cannot find a PartModule of typename 'ModuleConnectedLivingSpace'

 

I was able to fix the vast majorities of these warnings and errors by editing invalid or defective "part.cfg" section, creating or renaming some textures and adding conditional check for reported Module Manager problems. Problem related to meshes, require your attention however... I also noticed that some texture files are in TGA format. I am not sure but I think this is now deprecated with Unity 5. Using PNG format would also save some space or DDS format for loading speed. Final suggestion, in the editor, prevent the 'I' key from toggling the KSPIE interface window when in a text bar like description or search and possibly make the key configurable.

Could you share those fixes? then I can include them in the next release...

Edited by FreeThinker
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11 minutes ago, FreeThinker said:

I too envisoned the Quatum Singularity Reactor reactor at the hearth of a mother ship, enabling of grand tour around the neightbour galaxy. It is not easy to balance such powerfull reactor and prevent it from turning it into go go I can do anything ship.I already made it the most expansive , biggest, potentialy efficient  and most technological demanding reactor in the game, therefore something has to give, I do it by make it complex and difficult to handle. Limitation make life intresting and it motivates the player to be creative, which in my book it the fun part.

Could you share those fixes? then I can include them in the next release...

neat that more ppl developing kspi . Maybe it will get relesed finnaly.

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11 hours ago, SciMan said:

This is pretty much spot on for looks, even tho I had in mind a simpler implementation that has less limits. In fact, it is those limitations that I have issues with, not the basic implementation of the reactor in and of itself.

 

Well for anyone who has played with KSPI, would know it's actualy the the old model for the large refinary, but I always though it resembled more some kind of reactor with a circular presurised core. This last feature actualy made it perfect to act as the reactor that hold a tiny black hole.

Edited by FreeThinker
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21 minutes ago, raxo2222 said:

There seem to be warp kraken, that rotates ship, when going faster than 10 c.

Rotation is faster on higher warp speeds.

@raxo2222 - are you setting your mechjeb2 to "TGT+" and "Force Roll" turned on?  That will definitely cause this.  Turn off "Force Roll" to make it stop.

 

To everyone: does anyone now know what the best reactor/engine/fuel combination for max ISP is?  I used to get really high ISP out of antimatter/hybrid thermal rocket/hydrazine, but it seems the ISP was turned down on the thermal engines, and I'm only getting 33-50% of what I used to get.  I need to make something with about 60km/s dV, and now I'm struggling to get over 30km/s in the new version.

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9 minutes ago, ss8913 said:

@raxo2222 - are you setting your mechjeb2 to "TGT+" and "Force Roll" turned on?  That will definitely cause this.  Turn off "Force Roll" to make it stop.

 

To everyone: does anyone now know what the best reactor/engine/fuel combination for max ISP is?  I used to get really high ISP out of antimatter/hybrid thermal rocket/hydrazine, but it seems the ISP was turned down on the thermal engines, and I'm only getting 33-50% of what I used to get.  I need to make something with about 60km/s dV, and now I'm struggling to get over 30km/s in the new version.

notice that the Isp for the hybrid thermal rocket is limited to 3000s To get higher Isp, you need the Thermal Nozzle, which will operate in Magnet Nozzle mode at very high temperatures reactor like the Open Cycle Gas Core Reactor or Antimatter reactor

Edited by FreeThinker
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