ss8913 Posted June 24, 2017 Share Posted June 24, 2017 4 hours ago, FreeThinker said: Thanks for the picture, I can now replicate the problem @FreeThinkerI'm having a similar but not quite the same issue.. with that spaceplane that I posted a picture of on Thallo a couple days ago... it has a thermal ramjet nozzle for horizontal thrust and 2 thermal turbojets for VTOL.. the only .. huh.. how can I explain this.. on the runway, engage thermal ramjet nozzle, gets 0.3 m/s/s of acceleration... at full thrust. in the prev version it gave 4.0+ m/s at a standing start.. anyway thrust works fine if i toggle the vtol engines on and off. Same works in space on closed cycle (hydrazine). have to solve it the same way. The VTOL engines by themselves produce insufficient (but nonzero) thrust landing on.. wherever... if i don't toggle the horizontal engine. The % of throttle at which I toggle the inactive engines determines how much thrust the one I want will make. It's by far the weirdest way that thermal engines have ever been broken.. does seem to be a fuel flow problem... will wait and try the next version that's fixing @Chase842's issue. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) Uploaded beta 1.14.7 which can be downloaded from here Changelog * Added Replaced Proprietary Acceleration mechanic by stock mechanic, making more compatible with other KSP control tools * Added Increased Thermal/Nuclear Turbo engine acceleration depending on connected reactor and unlocked jet engine technology * Added x2 and 3x extended Graphene Wrapper for reduced part count * Balance: Reduced Wasteheat Kerbstein * Balance: Reduced Mass + Surface Area Graphene Umbrella radiator to single side radiator * Fixed thermal engine power starvation problem Edited June 24, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 24, 2017 Share Posted June 24, 2017 4 minutes ago, FreeThinker said: Uploaded beta 1.14.7 which can be downloaded from here Changelog * Added Replaced Proprietary Acceleration mechanic by stock mechanic, making more compatible with other KSP control tools * Added Increased Thermal/Nuclear Turbo engine acceleration depending on connected reactor and unlocked jet engine technology * Added x2 and 3x extended Graphene Wrapper for reduced part count * Fixed thermal engine power starvation problem Well link says "file not found" Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) please try again. Edit: This version should significantly improve any VTOL application with turbojet. perhaps even MechJeb Edited June 24, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 24, 2017 Share Posted June 24, 2017 (edited) 2 hours ago, FreeThinker said: please try again Now it works. EDIT: WOW it made thermal turbojets with antimatter reactor so awesome, that I don't need Wakefield for upper atmosphere! My Jumper reached top acceleration of 7 G while speeding trough atmosphere. This means I can make ship much lighter which mean thermal turbojets will pull even more impressive acceleration! Edited June 24, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) Good for pointing out this bug The microchannel fixed radiator is not be strong enough to attach anything on them, they have 33% reduced mass compaired to the edge radiator which are mend to be strong enough to attach engine on them.. By the way you realy don't need fixed radiator, skin radiators would be good enough now that Kerbstein produces less wasteheat. Edited June 24, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 24, 2017 Share Posted June 24, 2017 24 minutes ago, FreeThinker said: Good for pointing out this bug The microchannel fixed radiator is not be strong enough to attach anything on them, they have 33% reduced mass compaired to the edge radiator which are mend to be strong enough to attach engine on them.. By the way you realy don't need fixed radiator, skin radiators would be good enough now that Kerbstein produces less wasteheat. So I shouldn't get so much acceleration from antimatter reactor? Also these radiators are for antimatter reactors - they produce a lot of waste heat! Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 24, 2017 Share Posted June 24, 2017 19 minutes ago, raxo2222 said: So I shouldn't get so much acceleration from antimatter reactor? Also these radiators are for antimatter reactors - they produce a lot of waste heat! The bug that freethinker meant is that you shouldn't be able to attach things radially on multichannel radiators. Regarding antimatter reactor, if you use it only for thermal turbojets, and don't attach any generator on them, they will run Only for propulsion, discharging wasteheat out in the turbojets exhaust. When turbojets are off, your am reactors will stay a at idle...for your jumper, 4 graphene wrappers around cargo tank, should be enough. 4 hours ago, FreeThinker said: Uploaded beta 1.14.7 which can be downloaded from here Changelog * Added Replaced Proprietary Acceleration mechanic by stock mechanic, making more compatible with other KSP control tools * Added Increased Thermal/Nuclear Turbo engine acceleration depending on connected reactor and unlocked jet engine technology * Added x2 and 3x extended Graphene Wrapper for reduced part count * Balance: Reduced Wasteheat Kerbstein * Balance: Reduced Mass + Surface Area Graphene Umbrella radiator to single side radiator * Fixed thermal engine power starvation problem Great! Time to reassess my sstw atmo propulsion systems, and radiators config. By the way, is the global radiator calculation implemented or at least, in program? Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 24, 2017 Share Posted June 24, 2017 (edited) 7 minutes ago, Ciro1983811 said: The bug that freethinker meant is that you shouldn't be able to attach things radially on multichannel radiators. Regarding antimatter reactor, if you use it only for thermal turbojets, and don't attach any generator on them, they will run Only for propulsion, discharging wasteheat out in the turbojets exhaust. When turbojets are off, your am reactors will stay a at idle...for your jumper, 4 graphene wrappers around cargo tank, should be enough. Ah fine then Edited June 24, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) 4 hours ago, Ciro1983811 said: By the way, is the global radiator calculation implemented or at least, in program? Nope my first priority was to fix anything that was clearly broken, but I did streamline the radiator code, made skin radiators physics less and added a few skin radiators which you can use to reduce the number of radiators by half. This in it self should improve your frame-rate Edited June 24, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Chase842 Posted June 24, 2017 Share Posted June 24, 2017 @FreeThinker I found a bug with the Diamagnetic antimatter tank. With no fuel, it's cost is in the negatives, and the fuel is very very expensive. Screenshot: Spoiler https://drive.google.com/open?id=0B1ilcl3AU3R0Qk1oRFpHMDhSMGc Hope that helps Also, I have a few question, - Is there a way to collect and/or ISRU anti hydrogen? - Is anti hydrogen a more efficient fuel than antimatter for antimatter reactors? - Is solid hydrogen a more efficient fuel than liquid hydrogen for antimatter reactors? Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 24, 2017 Share Posted June 24, 2017 I think radiation hazard for Kerbstein and possibly Vista/Daedlius are bit broken: can't engage engine, when kerbal is infront of ship, but can thrust like nothing happened once kerbal gets behind. Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 24, 2017 Share Posted June 24, 2017 @FreeThinker found a bug. Antimatter/antiidrogen not flowing to antimatter reactor, in a simple config reactor/Turbojet without generators. Full throttle in atomspheric mode, then you go to reactor control window, consumpion "antihidrogen" 0 .... push deactivate reactor, and suddently you are accelerating as it should be. This happen both with diamagnetic and electrostatic containment device (except than with diamagnetic you suddently explode for max G acceleration ..hehe) Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2017 Author Share Posted June 24, 2017 1 hour ago, Chase842 said: @FreeThinker I found a bug with the Diamagnetic antimatter tank. With no fuel, it's cost is in the negatives, and the fuel is very very expensive. Screenshot: Hide contents https://drive.google.com/open?id=0B1ilcl3AU3R0Qk1oRFpHMDhSMGc Hope that helps It appears some weird stock/tweakscale bug, that causes it not to get the correct as long as it not resized since as soon as you give it any other size than the default 1.25m, it receives the correct cost Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 24, 2017 Author Share Posted June 24, 2017 (edited) Version 1.14.8 for Kerbal Space Program 1.3.0 can be downloaded from here Released on 2017-06-25 Added Replaced Proprietary Acceleration mechanic by stock mechanic, making more compatible with other KSP control tools Added Increased Thermal/Nuclear Turbo engine acceleration depending on connected reactor and unlocked jet engine technology Added x2 and 3x extended Graphene Wrapper for reduced part count Balance: Reduced Wasteheat Kerbstein Balance: Reduced Mass + Surface Area Graphene Umbrella radiator to single side radiator Fixed thermal engine power starvation problem Fixed Negative cost with empty Diamagnetic antimatter tank Edited June 24, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
ss8913 Posted June 25, 2017 Share Posted June 25, 2017 @FreeThinker tried the beta... antimatter + CP electric generators are generating a lot more wasteheat than they were in 1.14.6; but i think they were heating abnormally low in .6 ... one of my hyperspace craft had to come back from minmus on only the kerbstein since charging the warpdrive was overheating the whole thing (in the .7 beta) - whereas it got *to* Minmus just fine in .6. Is this intentional? Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 25, 2017 Share Posted June 25, 2017 5 hours ago, ss8913 said: @FreeThinker... one of my hyperspace craft had to come back from minmus on only the kerbstein since charging the warpdrive was overheating the whole thing (in the .7 beta) - whereas it got *to* Minmus just fine..... You warped from kerbin to minmus..? O:-) Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 25, 2017 Share Posted June 25, 2017 (edited) Why is the Interstellar Fuel Switch not the same version as the single download? Same was with KSPIE 1.14.7: Integrated is IFS 2.6.0.0 Single latest stable for KSP 1.3.0 is IFS 2.6.1.0 And for whatever reason my version of IFS says it's 2.6.3.0 (from June 5) - perhaps it was embedded to a dev version of KSPIE and I "recovered" it? Edit: also other embedded dependencies are outdated: HETTN CTT Filter Extensions Edited June 25, 2017 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 25, 2017 Author Share Posted June 25, 2017 1 hour ago, Gordon Dry said: HETTN Stands for? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 25, 2017 Author Share Posted June 25, 2017 (edited) 20 hours ago, Chase842 said: - Is there a way to collect and/or ISRU anti hydrogen? Antimatter and AntihHdrogen are current the same except with the difference that antimatter is in an ionized state while in antihydrogen it is in solid molecular state. To facilitate ISRU, I will add an antimatter to antihydrogen converter to the diamagnetic container to allow conversion between them. 20 hours ago, Chase842 said: - Is anti hydrogen a more efficient fuel than antimatter for antimatter reactors? No by mass they are equally powerful, its just AntiHydrogen is a lot denser, the same density as solid hydrogen, it just need 10 times the room keep the ball of anti hydrogen suspended magnetically. lso note it unit is in liter, similar to Solid hydrogen which has the same density. Therefore you can use AntiHydrogen and SolidHydrogen in convenient a 1:1 mix in the antimatter reactor 20 hours ago, Chase842 said: - Is solid hydrogen a more efficient fuel than liquid hydrogen for antimatter reactors? Solid Hydrogen is more dense than liquid hydrogen, but requires more power to keep it at this state and cannot be used for propulsion directly, you first need to liquefy it. Edited June 25, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted June 25, 2017 Share Posted June 25, 2017 3 hours ago, FreeThinker said: Stands for? HideEmptyTechTreeNodes Quote Link to comment Share on other sites More sharing options...
ss8913 Posted June 26, 2017 Share Posted June 26, 2017 20 hours ago, Ciro1983811 said: You warped from kerbin to minmus..? O:-) yeah, that's an 18 day round trip by hohmann transfer. My kerbals have stuff to do, this gets them there and back in time for dinner @FreeThinker did some tests on the new version + TCA (Throttle Controlled Avionics - thrust balancing/VTOL autopilot mod) - using thermal turbojets on atmospheric mode, it now has proper control authority for precision VTOL ops, so your changes to integrate with VTOL balancers/other autopilots seems to be working well. Still need to see if it works with mechjeb landing guidance on mun/minmus (TCA also has a similar mode which I will test). Nice job! Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 26, 2017 Share Posted June 26, 2017 7 hours ago, ss8913 said: yeah, that's an 18 day round trip by hohmann transfer. My kerbals have stuff to do, this gets them there and back in time for dinner @FreeThinker did some tests on the new version + TCA (Throttle Controlled Avionics - thrust balancing/VTOL autopilot mod) - using thermal turbojets on atmospheric mode, it now has proper control authority for precision VTOL ops, so your changes to integrate with VTOL balancers/other autopilots seems to be working well. Still need to see if it works with mechjeb landing guidance on mun/minmus (TCA also has a similar mode which I will test). Nice job! Hehe .. yes but you don't need an holmann transfer, just fire the kerbstein straight at minmus, then revert and brake halfway ... I don't know if correcting orbital speed after warp is more or less expensive that doing the transfer with Kerbstein, Anyway ... busy kerbals have you !! Quote Link to comment Share on other sites More sharing options...
ss8913 Posted June 26, 2017 Share Posted June 26, 2017 5 hours ago, Ciro1983811 said: Hehe .. yes but you don't need an holmann transfer, just fire the kerbstein straight at minmus, then revert and brake halfway ... I don't know if correcting orbital speed after warp is more or less expensive that doing the transfer with Kerbstein, Anyway ... busy kerbals have you !! it's more expensive but takes less time. With a kerbstein drive system with 275km/sec or better of dV, I'm not really concerned about efficiency. also if you do the burn and turn, how do you account for minmus moving in its orbit during that time? wouldn't you undershoot the target if you pointed straight at minmus and did that? Quote Link to comment Share on other sites More sharing options...
Chase842 Posted June 26, 2017 Share Posted June 26, 2017 I was just wondering if anti-hydrogen is really supposed to be 859,999 credits per unit? It seems drastically higher then regular anti-matter. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.