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[1.9+] Thor Tech v0.9.6.8 ~ [Aug 07, 2020]


JadeOfMaar

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@captinjoehenry Aero category parts that weigh under 0.1 tons don't get a Shieldnir module. This therefore means all the "Elevon #" elevons (and one of the wing triangle pieces) don't get it. As it so happens (from my personal observation) they tend to be unlikely to need it anyway. Their parent part often takes all the heat for them and then they're further buffered by their generous heat tolerance.

The airbrake should definitely get the module as its deployed tolerance is far lower than its cased tolerance and it's the only airbrake part in stock.

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  • 2 weeks later...

@JadeOfMaar, playing with this again and trying out Career mode, with having to purchase tech upgrades with cash as well as unlock them. When I got up to unlock the Mill Power and LOX Distiller on the Voyager Mk2 Intake, it complains that it's missing Mill Power, and indeed, none seems to be getting generated. I tried the normal inline Mk 2 Mill Power Generator, and it works fine, but the Mill Power doesn't transfer to the other part. Any ideas on what might be wrong?

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@AmpCat I don't know what to say about the Mk2 intake other than if you're not traveling at over Mach 2.5 it doesn't activate. Mill Power is not transferable. It's a pseudo resource that says a condition is being met in order for this part or feature to operate. The condition varies with the purpose of the part that holds it.

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  • 2 weeks later...

Deep Sky Core 3.0.8

  • JNSQ detection in WarpJet Isp rescale config.
  • Fixed drag cube in Mk2 Voyager intake.
  • Normalized heat tolerances in intakes.
  • Fixed resource names (ArgonGas, XenonGas) in intake/harvester modules. Thanks to @psylintdev on GitHub.

Thor Tech 0.9.6.7

  • BurstPower charger upgrade CTT support
  • Re-did RCS thruster configs
  • Restock detection in RAPIER patch
  • VTOL engines now work with WBI Hover Control

GET THOR TECH :: GitHub :: SpaceDock

GET DEEP SKY CORE :: GitHub :: SpaceDock

Edited by JadeOfMaar
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  • 2 months later...

Hey,

I'm getting this Errors in my logs:

Quote

190831T164735.054 [ERROR] [PartReader.ReadTextures] Texture 'DeepSky/00DeepSky/Parts/Cockpits/Spaces/Glass' not found!
190831T164735.070 [ERROR] [PartReader.ReadTextures] Texture 'DeepSky/00DeepSky/Parts/Cockpits/Spaces/Intercerptor_IVA_Glass' not found!
190831T164735.511 [ERROR] [PartReader.ReadTextures] Texture 'DeepSky/ThorTech/Parts/Shields/Cones' not found!
190831T164735.515 [ERROR] [PartReader.ReadTextures] Texture 'DeepSky/ThorTech/Parts/Shields/Cones_Heat' not found!

190831T165407.209 [ERROR] [PartLoader.CompileModel] PartCompiler: Cannot replace texture 'Mk2NoseProbe' as cannot find texture 'DeepSky/ThorTech/Parts/Shields/Mk2ProbeNose' to replace with

Are they a problem?

 

My Logs: https://www.tancredi.nl/downloads/logs.zip

Do you need more information?

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On 8/31/2019 at 7:48 PM, N3N said:

Hey,

I'm getting this Errors in my logs:

Are they a problem?

 

My Logs: https://www.tancredi.nl/downloads/logs.zip

Do you need more information?

Hello,

 

These Errors exists, because the files aren't in the newest download-file.

So others should have the same errors, too.

 

The last three errors could be, because the file names got changed and the code/config didn't got changed too.

 

I just wanted to help and wanted to ask, how to deal with this errors.

 

---

Sorry for my english, it's only my third language.

Edited by N3N
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20 hours ago, N3N said:

Hey,

I'm getting this Errors in my logs:

Are they a problem?

Concerning Thor Tech parts there shouldn't be a problem. The parts should still appear in-game and be useable. They are a cockpit and some noses that appear in the Thermal (heat control stuff) category.

Edited by JadeOfMaar
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2 minutes ago, JadeOfMaar said:

Concerning Thor Tech parts there shouldn't be a problem. The parts should still appear in-game and be useable. They are a cockpit and some noses that appear in the Thermal (heat control stuff) category.

Hello,

OK, thank you!

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  • 1 month later...
  • 1 month later...
On 12/3/2019 at 3:38 PM, JadeOfMaar said:

@Fireheart318 I'll see about it. I can see the 3-way being angled 3 ways though so... a normal T style one?

There's no Deep Sky Core thread. Any questions regarding that goes here.

Yeah. Front, top, and back. For example, you could put them on a VTOL's wings to control roll and yaw without having giant blocky conglomerations of ports in weird places and angles on the plane.

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  • 2 months later...

I thought I'd bring this over here. I've been working on my own personal mods and the resource for it is Cold Plasma (room temperature plasma). So you need electric charge to create it, and then if you add more electric charge to it, you get a reaction for a propellant. Add in some air and more thrust. Think a high battery, medium fuel tank ship that needs a while to recharge before it can move again. My questioning about heat usage was the idea to make mixing heat with it to get more use of it. Heat + plasma = thrust + EC back (not as much EC as used to produce the CP) Something like this would go great with some of the Thor Tech parts. 

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9 hours ago, Azic Minar said:

Cold Plasma (room temperature plasma)

Ever since I heard that this was a thing I've thought about it, very rarely concerning KSP actually, but still a lot. My interest in it has been indirectly sustained by my involvement with Angel-125's mods, namely the ones that do use an "ElectroPlasma" resource which is a product of fusion reactors. I'm currently messing around with JPLRepo's Endurance mod and I've upgraded its power and engine systems to involve ElectroPlasma, but its RCS have only been raised to ArcJet level. I haven't thought of actual plasma RCS thrusters.

Getting back to Thor Tech: Its shield generators also have an alternator to them. Electromagnetism is a 2-way street so the generators, once they start producing Shieldnir, will return some EC from Shieldnir. This benefit is small but is best experienced when they're shut off, or in some extreme edge case that I can't imagine. Thor Tech itself doesn't include a fusion reactor as it's arguably out of scope for why I built this mod, and because i was inexperienced with Core Heat. But now I'd like to possibly change that and add at least one engine that uses hot plasma and involves a lot of heat. An end-game deep space engine to aspire to, to complement the existing WarpJet engines that rule atmospheric flight.

I've been leaning towards the idea of a small scale torch drive which can accept nearly anything for its propellant. How that'll work in-game is already planned out and can be done with just stock modules and one pseudo resource. The plasma aerospikes which are loved already... are only mid-game.

 

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12 hours ago, JadeOfMaar said:

Ever since I heard that this was a thing I've thought about it, very rarely concerning KSP actually, but still a lot. My interest in it has been indirectly sustained by my involvement with Angel-125's mods, namely the ones that do use an "ElectroPlasma" resource which is a product of fusion reactors. I'm currently messing around with JPLRepo's Endurance mod and I've upgraded its power and engine systems to involve ElectroPlasma, but its RCS have only been raised to ArcJet level. I haven't thought of actual plasma RCS thrusters.

Getting back to Thor Tech: Its shield generators also have an alternator to them. Electromagnetism is a 2-way street so the generators, once they start producing Shieldnir, will return some EC from Shieldnir. This benefit is small but is best experienced when they're shut off, or in some extreme edge case that I can't imagine. Thor Tech itself doesn't include a fusion reactor as it's arguably out of scope for why I built this mod, and because i was inexperienced with Core Heat. But now I'd like to possibly change that and add at least one engine that uses hot plasma and involves a lot of heat. An end-game deep space engine to aspire to, to complement the existing WarpJet engines that rule atmospheric flight.

I've been leaning towards the idea of a small scale torch drive which can accept nearly anything for its propellant. How that'll work in-game is already planned out and can be done with just stock modules and one pseudo resource. The plasma aerospikes which are loved already... are only mid-game.

 

For my own personal game, I've taken the ElectroPlasma and StaticCharge and put them into the OPT RCS parts. Makes them fun and a way to dump StaticCharge in a useful way.
 

Sadly I've not made any of my own models yet, so I can't upload it someplace until then, but I'm working on a EC to CP rate that feels good. I think so since you could recharge it with solar. Maybe a 20:1 ratio.

As for the rival to WarpJet engines, Cold Plasma mixed with air should get a good burn. The colder the initial air and plasma, the more thrust you'd get from expansion created from combustion.

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So I decided to share what I'm working on with  @JadeOfMaar Now this is a work in progress, but it feels very ThorTechy. I don't know much about licences right now, but this is me saying If you want to use it, you have full permission, and if you have recommendations for adjusting the configs and ratio, I'm all ears. I do think that once the resource config is finalized, that should be open for everyone to use just like LFO.

Spoiler

 

Here is the config for the resources:

Quote

    name = ColdPlasma
    density = 0.001   //Too low?
    unitCost = 0.5
    hsp = 100
    flowMode = ALL_VESSEL
    transfer = PUMP
    isTweakable = true

For RCS (This is pulled from my mid power RCS, I have configs for low, medium, and high:

Quote

        name = ModuleRCSFX
        stagingEnabled = False
        thrusterTransformName = RCS
        thrusterPower = 25  //mid power. Low is 1. High is 50
        resourceName = ColdPlasma
        runningEffectName = running
        PROPELLANT
        {
        name = ColdPlasma
        ratio = 8 //At the moment this is my last adjustment.
        }
        PROPELLANT
        {
        name = ElectricCharge
        ratio = 1
        }
        atmosphereCurve
        {
            key=0 350
            key=1 350

My converter for EC to CP:

Quote

        name = ModuleResourceConverter
        ConverterName = Cold Plasma Inducer
        StartActionName = Start Inducer
        StopActionName = Stop Inducer
        FillAmount = 0.95
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = false
    
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 20.0
        }
        OUTPUT_RESOURCE
        {
            ResourceName = ColdPlasma
            Ratio = 1.0
            DumpExcess = false

Space Engine:

Quote

        name=ModuleEnginesFX
        thrustVectorTransformName=thrustTransform
        exhaustDamage=True
        ignitionThreshold=0.03
        minThrust=0
        maxThrust=1050
        heatProduction=200
        useEngineResponseTime=True
        engineAccelerationSpeed=0.2
        engineDecelerationSpeed=0.4
        useVelocityCurve=False
        flameoutEffectName=flameout
        powerEffectName=running_thrust
        engageEffectName=engage
        disengageEffectName=disengage
        spoolEffectName=running_turbine
        engineSpoolIdle=0.05
        engineSpoolTime=2.0
        EngineType=ColdPlasma
        PROPELLANT
        {
            name=ColdPlasma
            resourceFlowMode=STAGE_STACK_FLOW_BALANCE
            ratio=8
            DrawGauge=True
        }
        PROPELLANT
        {
            name=ElectricCharge
            ignoreForIsp=True
            ratio=1

Air Breathing Turbine:

Quote

        name=ModuleEnginesFX
        thrustVectorTransformName=thrustTransform
        exhaustDamage=True
        ignitionThreshold=0.03
        minThrust=0
        maxThrust=850
        heatProduction=200
        useEngineResponseTime=True
        engineAccelerationSpeed=0.2
        engineDecelerationSpeed=0.4
        useVelocityCurve=False
        flameoutEffectName=flameout
        powerEffectName=running_thrust
        engageEffectName=engage
        disengageEffectName=disengage
        spoolEffectName=running_turbine
        engineSpoolIdle=0.05
        engineSpoolTime=2.0
        EngineType=Turbine
        PROPELLANT
        {
            name=ColdPlasma
            resourceFlowMode=STAGE_STACK_FLOW_BALANCE
            ratio=1
            DrawGauge=True
        }
        PROPELLANT
        {
            name=IntakeAir
            ignoreForIsp=True
            ratio=9
        }
        PROPELLANT
        {
            name=ElectricCharge
            ignoreForIsp=True
            ratio= 0.1
        }

 

The air breathing engine is a bit powerful, its made for putting into an OPT, but it gets to 1600 m/s and then boom!

Edited by Azic Minar
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I like what's going on here. :) I would agree that it would fit here very nicely. I just have a few questions regarding the characteristics of a Cold Plasma engine.

  • I assume that for jet engines (as you showed "EngineType = Turbine") it works well in the turbojet and ramjet performance envelopes.
  • How do I handle the "monoprop" Plasma rocket mode? With such high given thrust (no engine diameter is given) I must assume that its Isp is very low. If it's meant to have very high Isp then I'm going to trade a lot of that thrust away.
    • Note: When you give only one propellant (with mass) to an engine, set its ratio to 1. It makes no sense to give a different value because there are no other propellants (that have mass) to factor it into a ratio with. If you want the one propellant to be consumed more, lower the Isp numbers in atmCurve{}.
  • I don't have a concrete grasp on the combustion potential of Cold Plasma. Am I to presume high power with low exhaust velocity (chemical rockets-- LFO? LH2?), low or moderate power with high exhaust velocity (magnetoplasmadynamics, namely the heavy ion engines in NF Propulsion) or high power with high velocity (nuclear pulse or torch drive)? If it's the nuclear pulse sort, I'll need to look into ways to nerf this as it instantly becomes too OP.
  • Does the presence of Oxygen mean much regarding combustion potential? I assume that any CP engine's thrust will take a hard hit in atmospheres like Nitrogen-only or Carbon Dioxide-- or will get a strong buff from breathable atmosphere. This was meant to be the case when I first made Thor Tech but I didn't yet know of any means to actualize this difference in operations... I could do that now, thanks to B9PS, but I won't.

 

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1 hour ago, JadeOfMaar said:

I like what's going on here. :) I would agree that it would fit here very nicely. I just have a few questions regarding the characteristics of a Cold Plasma engine.

  • I assume that for jet engines (as you showed "EngineType = Turbine") it works well in the turbojet and ramjet performance envelopes.
  • How do I handle the "monoprop" Plasma rocket mode? With such high given thrust (no engine diameter is given) I must assume that its Isp is very low. If it's meant to have very high Isp then I'm going to trade a lot of that thrust away.
    • Note: When you give only one propellant (with mass) to an engine, set its ratio to 1. It makes no sense to give a different value because there are no other propellants (that have mass) to factor it into a ratio with. If you want the one propellant to be consumed more, lower the Isp numbers in atmCurve{}.
  • I don't have a concrete grasp on the combustion potential of Cold Plasma. Am I to presume high power with low exhaust velocity (chemical rockets-- LFO? LH2?), low or moderate power with high exhaust velocity (magnetoplasmadynamics, namely the heavy ion engines in NF Propulsion) or high power with high velocity (nuclear pulse or torch drive)? If it's the nuclear pulse sort, I'll need to look into ways to nerf this as it instantly becomes too OP.
  • Does the presence of Oxygen mean much regarding combustion potential? I assume that any CP engine's thrust will take a hard hit in atmospheres like Nitrogen-only or Carbon Dioxide-- or will get a strong buff from breathable atmosphere. This was meant to be the case when I first made Thor Tech but I didn't yet know of any means to actualize this difference in operations... I could do that now, thanks to B9PS, but I won't.

 

  • I dropped the aforementioned code into the J-92 Nebula and it works well. Maybe too well, could use the power reduced or increase resources used.
    • I didn't realize that removing air from a turbine would still cause it to flame out once you get out of the atmosphere. Was mystifying when I heard the flame out sound.
  • The monoprop code I actually tested in the OPT OMS. I created 3 copies, then renamed the internal part name for each one as well as the display. The high power sucks the CP and EC fast, but it can spin and maneuver a 100 ton ship in space. Though I did once have a 500 power OMS.
    • Thanks for the information on the atmCurve, I just used what was already there.
  • The thought is, normal plasma is just a load of elections and ions (in a balanced charge), so some sort of electric field, maybe oscillating, could push it out with a decent force. The one thing I am sure of is that they electric charge usage will need raised. 
    • I'm thinking it should be a medium load half way between LFO and heavy ion.
    • I think that given the soupy ion/electron mix, that reacting with oxygen and carbon dioxide environments should still be a boost to performance. The idea that firing the particles into an atmospheric mix could break down some bonds, and in the combustion chamber of a turbine, react much like a jet. Might need more electric usage since you can use a plasma window to keep air in, why can't you use a modulating unstable one to mix with the air for propution?
      • You can even say in the fluff that the engines use Alfvén waves (real thing) to help create thrust.
      • My normal cold plasma magflux drive is a high power, medium plasma consuming engine. A little more kick than an ion drive, but I also tend to dry my ship of electric charge or plasma very quickly.
      • You can turn nitrogen into a plasma as well as liquid metal if these articles I'm reading are right.
    • As for heavy engines, I think you can make a higher power heavy engine, but it would have to create a lot of heat. Something that will require proper heat management to even make it worth using. As it is, I'm thinking they aren't generating enough heat so that the air breathing one should need a precooler or extra heat sinks.
      • Large parts (size 5 or large OPT hull sections) could possibly contain the required hardware to create plasma from resources such as ore at a higher rate.
      • Smaller parts could potentially turn any gas into a plasma since you don't need as much power and shielding to do so. 
      • I'm already thinking about plasma refineries that create a lot more when in an atmosphere and when in space do so slowly because of Robert W. Bussard having theorized the Bussard ramjet. While the collection makes sense, it wouldn't work for constant propulsion. at a suck in and spit out way (like a turboprop). Now if it could take a long time to store up, then you could have a decent way to refill tanks in space, in a pinch. It should just take a few days to months to do so.
      • EDIT: I don't think plasma creation should be fast enough to fly without filling tanks first unless you have a lot of production parts and the electricity generation to make it worth while, even then I'm thinking generating it should create heat.
    • Also, none of these engines should have an alternator lol.

All in all, I'm still contemplating balance for this and this collaboration is really helping me see points I wasn't thinking about yet, so I did some research while responding.

 

EDIT: I should add that I think the plasma used should be thought of as hydrogen based for reaction with atmospheres. Also, contrary to my first posting, I am raising the electric power needed for engines in my configs after doing more research.

Edited by Azic Minar
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It took almost a full load of plasma to get a 100 ton blimp to orbit. I'm not sure I would have made it if I hadn't had the blimp set to maximum envelope. Mind you, I have 8 air breathing plasma engines that I used with 3 rocket plasma engines to get into orbit. Took about 15 to 20 days to refill about 120000 cold plasma. With 3 engines, it burns 80.30 plasma at full thrust and took about 6,000 to get a Jool encounter.

Thoughts:

  • Maybe have the rocket ones use more plasma than currently set up.
  • Lower production by an other decimal point or two.
    • I think it would make for a good reason to have a High Kerban orbit space station just to generate it for leaving Kerban system to get to an other planet.
    • I feel the 120,000 should take maybe a month (in space) to recharge with a size 1.5 generator. (what I could put inside a bison cargo gondola section and take most of the space)
  • Now if there is just enough thrust to leave Jool once the blimp gets into its atmosphere, I'll think it's about good with some thought needing to be put on volume to tank capacity next. 
  • My current insertion of Cold Plasma into Configurable Containers has 26,337 in a 2.5m FL-TX1800 Fuel Tank. (tank is tweakscaled up)
  • I did almost blow up a heat sink getting this into orbit from the Liquid Metal Cooled Reactor and the center rocket engine. The 8 air breathers have the Engine Nacelles that provide cooling the air intake. I think more head for the rockets is actually right where it should be.
  • I can see the need to make refueling space stations up into HKO and then once they refill their tanks, move them to other planets for moving ships.
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20200301195805_1.jpg20200301195759_1.jpgI made a plasma resupply station. Had to stop just before breaking the atmosphere to let the batteries recharge before I could do some more thrust. Repeated about 6 times. Took about a week to recharge. It needs me to make my own parts, but as a concept, it works. Heat production almost melted it getting it into orbit, but at least I was able to open the radiators in space. A 2.5 meter docking port to resupply other ships. Production is high for the volume, but if I take away half of the solar panels(that double as heat sinks), the liquid metal reactor gets hot enough for me to worry about. I'm not sure if this is balanced enough yet, but I think I want more heat from the engines and the production plants producing cold plasma.

Use what feels right to you for Thor Tech, but I hope this provides some decent idea sharing. 

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Spoiler

This design makes me very concerned.

I presume the 6 "repeats" are actually short burns that just barely succeeded at saving you from falling into the atmosphere after ascent? I can see that happening. :D

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On 3/2/2020 at 2:37 PM, JadeOfMaar said:
  Reveal hidden contents

This design makes me very concerned.

I presume the 6 "repeats" are actually short burns that just barely succeeded at saving you from falling into the atmosphere after ascent? I can see that happening. :D

Yes. I love that its generating that much heat! (I know, weird, but from a balance standpoint, I think its a trade off)

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