Starseeker Posted June 26, 2017 Share Posted June 26, 2017 The gyrotron is labelled as being needed for microwave power transmitters, but the massive dishes are the only ones not labelled as not needing the gyrotron. Also, there seems to be very few dedicated transmitters. In addition, how is the free electron laser used? Does it have standalone transmit capability, or do you need to attach a transmitter? Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 27, 2017 Share Posted June 27, 2017 7 hours ago, ss8913 said: 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? No, the orbital speed of Minmus around Kerbin relative to your maneuver velocity is so small that you'll only need to slightly adjust your brake burn radially. Let me try when my RL issues allow me to sit and play a bit. Quote Link to comment Share on other sites More sharing options...
Randall172 Posted June 27, 2017 Share Posted June 27, 2017 is there a way to get the old KSPI, this one seems bloated and i liked the old power network system, this weird microwave/uv/visible stuff is confusing/stupid/overly complex. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 (edited) 15 hours ago, Chase842 said: 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. Let's recalculate The cost of antimatter is 100 credits for 1 miligram A single unit of Anti Hydrogen is 0.086 kg which equals 86000 milligram 86000 milligram times 100 credit = 86,000,000 It appears I accidentally made AntiHydrogen is too cheap, by a factor of 10! Edit: for fun lets Cost of Antimatter production using D-T fusion pellets as an energy source Lets assume a D-T fusion pellets consist of 1 mol Deuterium 2 gram 1 mol Tritium 3 gram 2 gram Deuterium cost 0.0031111 (0.000002 / 0.000000180 = 11.1111 unit Deuterium at a cost of 0.00028 = 0.003111111) 3 gram Tritium cost = 0,000003 ( 0.000003 / 0.0000002705 = 11.09057 units of Tritium at a cost of 0.016 = 0.177449 ) So total cost D-T fusion pellet would be 0.18056 for 5 gram or 0.036 Credits per gram D-T fusion requesres 1.7697475627e-12 ton to produce 1 MW So 5 grams of DT fuel procuses 0.000005 / 1.7697475627e-12 = 2.82526e-4 = 2825261 MW = 2.82526 TW of power Lets assume Antimatter production At 1% efficiency 1 Gram of antimatter requires (1 / 0.01) * 9.0e+16 * 0.001 = 9000 TW Therfore we need 3185.55 units of D-T fusion pellets at a cost of 575 credits to produce 1 antimatter our selves So procuding your onw antimatter using raw D-T fusion pellets would be 5 times as expensive as it currently is! Of cource D-T pellets would not be the most economical, instead it would make more sense to create the tritium from Lithium6, therefore lets replace the D-T fusion by Lithium-6 Deuteride which has a molar mass 0f 8 gram (2 + 6), 60% more mass LithiumDeuteride cost 6.09756 cred/kg = 0.006 credits/ g Assuming 60% more resource requirement, the cost would be 0.01 credits / g which is 3,6 times as cheap as D-T fusion, making the cost still 40% more expansive as market price Edited June 27, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 16 hours ago, Alex33212 said: , but the massive dishes are the only ones not labelled as not needing the gyrotron. The big dishes need to be connected with beam transmitter which could be a microwave beam producing gyrotron 16 hours ago, Alex33212 said: Also, there seems to be very few dedicated transmitters. There are several parts with integrated beam generators, they do not need to be connected to any beam generator. They are often early parts which are limited in power and rather or specialized in receive. An example are the phased arays which is a kind af master of all traded in microwave beamed power, it can both transmit, receiver and relay highhandedly, other part are more specialized an require dedicated part for receiving, transmitting and beam generation 16 hours ago, Alex33212 said: In addition, how is the free electron laser used? Does it have standalone transmit capability, or do you need to attach a transmitter? The free electron laser can generate the full spectrucm om beamed power. from long microwave beams all the way to extreme ultra violet light. It requires a dedicated beam transmitter to send the power to other receivers Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 Uploaded beta 1.14.9 which can be downloaded from here Changelog * Added Gravity Breaking to Alcubiere warpdrive which allow momentum reduction when dropping out of warp near celestial bodies * Added improved maneuverability for Alcubiere warpdrive during warp * Balance : Reduced minimum warp speed Alcubiere warpdrive to 1/1000 of speed of light * Fixed unexpected dropping out of Alcubiere warp when increasing speed higher than available power * Fixed Power buffer drain during Alcubiere warp charging Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 27, 2017 Share Posted June 27, 2017 7 minutes ago, FreeThinker said: Uploaded beta 1.14.9 which can be downloaded from here Changelog * Added Gravity Breaking to Alcubiere warpdrive which allow momentum reduction when dropping out of warp near celestial bodies * Added improved maneuverability for Alcubiere warpdrive during warp * Balance : Reduced minimum warp speed Alcubiere warpdrive to 1/1000 of speed of light * Fixed unexpected dropping out of Alcubiere warp when increasing speed higher than available power * Fixed Power buffer drain during Alcubiere warp charging Maybe that's the right moment to add warp to mass ratio reading in VAB, and min/max power requirement adjust value on tweakscaling..! Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 27, 2017 Share Posted June 27, 2017 (edited) something is broken.... I used 3.75m antimatter reactor with charged generator and 3.75m heavy warp drive and EM drive. It seems I can't charge warp if I get too far from planet. It seems like warp drive charging doesn't take in consideration AI core and probably other electricity users. Edited June 27, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 7 minutes ago, raxo2222 said: something is broken.... I used 3.75m antimatter reactor with charged generator and 3.75m heavy warp drive and EM drive. It seems I can't charge warp if I get too far from planet. It seems like warp drive charging doesn't take in consideration AI core and probably other electricity users. could you post some pictures Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 27, 2017 Share Posted June 27, 2017 (edited) 11 minutes ago, FreeThinker said: could you post some pictures Okay, also this g statistic is 10 times too high in warp drive menu. Edit: It even runs out of electricity/charged particles when charged, without activating warp. Edited June 27, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 (edited) @raxo2222 Exactly what parts are you using? A screenshot of The power manager would also help Edited June 27, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 27, 2017 Share Posted June 27, 2017 (edited) 16 minutes ago, FreeThinker said: @raxo2222 Exactly what parts are you using? A screenshot of The power manager would also help Well it actually started working normally after I fired EM drive. I listed parts above, now I added thermal MHD generator too. Edit: Antimatter reactor flickers rapidly. Its like power manager can't decide how much energy produce. Edited June 27, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 27, 2017 Share Posted June 27, 2017 6 minutes ago, raxo2222 said: Well it actually started working normally after I fired EM drive. I listed parts above, now I added thermal MHD generator too. Edit: Antimatter reactor flickers rapidly. You only need MHD Generator, it uses both Thermal and charged particles. It's not good to put 2 CP generators together on same reactor Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 (edited) 15 minutes ago, Ciro1983811 said: You only need MHD Generator, it uses both Thermal and charged particles. It's not good to put 2 CP generators together on same reactor Actualy that is no longer the case, the MHD is a specialised Thermal Generator which is mainly mend the Gas Core reactor or when direct energy converter is not developed yet. Edited June 27, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 27, 2017 Share Posted June 27, 2017 ... oh..... So no more 1 generator for both thermal and CP ????? Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 27, 2017 Share Posted June 27, 2017 (edited) 20 minutes ago, FreeThinker said: Actualy that is no longer the case, the MHD is a specialised Thermal Generator which is mainly mend the Gas Core reactor or when direct energy converter is not developed yet. MHD doesn't have much higher hot bath temperature than standard thermal generator even for gas core its only 3200 kelvins. Edited June 27, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 (edited) Uploaded a new release of KSP 1.14.10 which currently can be downloaded from here Changelog * Added Gravity Breaking to Alcubiere warpdrive which allow momentum reduction when dropping out of warp near celestial bodies * Added improved maneuverability for Alcubiere warpdrive during warp * Balance : Reduced minimum warp speed Alcubiere warpdrive to 1/1000 of speed of light * Fixed unexpected dropping out of Alcubiere warp when increasing speed higher than available power * Fixed Power buffer drain during Alcubiere warp charging * Fixed Power unbalance on vessels with multiple active antimatter reactors Edited June 27, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 27, 2017 Author Share Posted June 27, 2017 (edited) The new Gravity Breaking feature of the Alcubiere drive makes it potentially a lot more effective. Its comparable with Aero breaking in the sense you make use of the environment to bleed momentum. An experienced player will be able to travel from one side of the solar system to other-side , drop out of wrap and be in orbit of another planet.The trick is to understand how the system works. Just like in the past the Alcubiere momentum is preserved when warping, the difference is the magnitude is reduced by the percentage of gravity drag, which scales with the distance to the surface of the celestial body. In theory, if you manage to drop out warp just before you touch the surface, you speed would be 0. Of course in practice this is close to impossible but should give you an idea of how potentially powerful the new warp drive is in the right hands Edited June 28, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted June 27, 2017 Share Posted June 27, 2017 @FreeThinker bug: When you are on warp approaching a gravity well, and max allowable c drop below 1c, may happen that max allowable c goes down to values that require too much power, more than available. The logic try to reduce required power, but this is impossible due to gravity well... the game almost freeze but continue to warp even if you are using more than 100% available power, and don't recover after you manually exit warp. Quote Link to comment Share on other sites More sharing options...
Chase842 Posted June 28, 2017 Share Posted June 28, 2017 (edited) @FreeThinker I have that has multiple antimatter reactors and plasma wakefield thrusters, it producing many times more wasteheat than it did with the previous version. EDIT: Like crazy amounts more wasteheat! FYI the ship has 2 plasma beam core reactors and 1 AIM reactor. All 3 of which are tweakscaled up, as well as the wakefield thrusters. I wanted to check if this was intentional or may perhaps be a bug. Thanks Edited June 28, 2017 by Chase842 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 28, 2017 Author Share Posted June 28, 2017 (edited) 12 hours ago, Ciro1983811 said: @FreeThinker bug: When you are on warp approaching a gravity well, and max allowable c drop below 1c, may happen that max allowable c goes down to values that require too much power, more than available. The logic try to reduce required power, but this is impossible due to gravity well... the game almost freeze but continue to warp even if you are using more than 100% available power, and don't recover after you manually exit warp. indeed when maximum allowed throttle is smaller that current selected throttle and power is insufficient you should get a critical power shortage, forcing you out of warp. 9 hours ago, Chase842 said: @FreeThinker I have that has multiple antimatter reactors and plasma wakefield thrusters, it producing many times more wasteheat than it did with the previous version. EDIT: Like crazy amounts more wasteheat! FYI the ship has 2 plasma beam core reactors and 1 AIM reactor. All 3 of which are tweakscaled up, as well as the wakefield thrusters. I wanted to check if this was intentional or may perhaps be a bug. Thanks Could you prove it to me? I need screen dumps of the vessel power management What should be visible is that amount of wasteheat produced should match the reactors power production. Also the power production of charged power from antimatter should generate about 1/20 energy in thermal heat. Edited June 28, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
memes in space Posted June 28, 2017 Share Posted June 28, 2017 Yet another mod I can't download because there's no SpaceDock link. Sucks. but I'd rather miss out on a KSP mod than get a virus. Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 28, 2017 Share Posted June 28, 2017 21 minutes ago, memes in space said: Yet another mod I can't download because there's no SpaceDock link. Sucks. but I'd rather miss out on a KSP mod than get a virus. Do you realise, that CKAN exists? You can download mods trough it. Also you had really bad luck with curseforge downloads. Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted June 28, 2017 Share Posted June 28, 2017 (edited) Why we can't use Lithium - Hydrogen or Spin something Deuterium - Helium3 mode in Stellator? Can you make all fusion modes be selectable regardless presence of required fuel? Or add all fuels to fusion reactors, that reactor can fuse. It could be small buffer tank. Edited June 28, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
Chase842 Posted June 28, 2017 Share Posted June 28, 2017 @FreeThinker I used the same ship I described in my last post with the version of KSP-I that I designed it, and had the same issue. After looking into it, it turned out I had unknowingly removed my capacitors, and all my MJ was being drained too quickly. So, good news that there wasn't a bug Quote Link to comment Share on other sites More sharing options...
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