Ciro1983811 Posted July 4, 2017 Share Posted July 4, 2017 (edited) 2 hours ago, trias702 said: Apologies for asking more questions, but I'm having some difficulty understanding how the more advanced reactors work when it comes to electricity generation from thermal vs. charged particles. I set up a simple vessel which has 1 antimatter initiated fusion reactor, connected to 1 regular thermal electric generator. According to the part description, the thermal electric generator does not use charged particles to generate Megajoules, so it should not use the charged particles in any way. However, it appears that it does in fact use them to generate electricity which doesn't seem to make sense. Screenshot attached: I'm pretty sure I understand what is going on here. Overall reactor power is 18 MW, and the generator efficiency is 62.84%, so 18 * 62.84% = 11.311 MW is the maximum electricity obtainable. Currently, this reactor has a weighting of 10% thermal, 90% charged particle, and there is a current demand for 4.07 MW of power. So, the charged particle contribution is: (4.07 * 90%) / 62.84 % = 5.83 MW, and the thermal is: (4.07 * 10%) / 62.84% = 0.648 MW, this gives us an overall reactor utilisation of: (5.83 + 0.648) / 18 ~ 36%. Am I correct in my understanding of this? Assuming I'm correct, my main question is: why are charged particles being utilised at all for electricity given this vessel has no charged particle generator onboard? That's because many part descriptions are obsolete and wrong because the mechanics behind their behaviour has changed. @FreeThinker I think that we all will benefit from a complete in-game part description review and update to the current behaviour. In that case, I think that as now, thermal generator make power from both cp and thermal power , because it convert heat, and also cp contribute to heat. The balance vs cp generator is given from the lowest max efficiency, while cp generator convert only cp at 90% efficiency. Edited July 4, 2017 by Ciro1983811 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2017 Author Share Posted July 4, 2017 (edited) 20 minutes ago, Ciro1983811 said: In that case, I think that as now, thermal generator make power from both cp and thermal power , because it convert heat, and also cp contribute to heat. The balance vs cp generator is given from the lowest max efficiency, while cp generator convert only cp at 90% efficiency. Correct and the reason why it does this it to minimize power production because if you didn't it would be a huge waste of energy potential (fuel) and would create huge amount of wasteheat which we try to minimize at all times. Once you connect the reactor to both a thermal generator and charged particle direct converter, the charged particles (which antimatter cost consist of 95% of as we assume 90% of the gamma energy is lost to space) depending on the unlocked technology up to 90% of that energy can be converted into electric energy, which is a whole lot better than thermal generator which are limited to theoretical 65% efficiency but realistically its only half of that If the reactor has only access to a charged prticle direct converter it can only use the charged particle energy, all thermal energy becomes wasteheat. No you may wonder why you would do that but if you want to run with a minimum amount of mass and don't care about maximize power, running with only direct converter becomes a viable option Edited July 4, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Ciro1983811 Posted July 4, 2017 Share Posted July 4, 2017 1 hour ago, FreeThinker said: Correct and the reason why it does this it to minimize power production because if you didn't it would be a huge waste of energy potential (fuel) and would create huge amount of wasteheat which we try to minimize at all times. Once you connect the reactor to both a thermal generator and charged particle direct converter, the charged particles (which antimatter cost consist of 95% of as we assume 90% of the gamma energy is lost to space) depending on the unlocked technology up to 90% of that energy can be converted into electric energy, which is a whole lot better than thermal generator which are limited to theoretical 65% efficiency but realistically its only half of that If the reactor has only access to a charged prticle direct converter it can only use the charged particle energy, all thermal energy becomes wasteheat. No you may wonder why you would do that but if you want to run with a minimum amount of mass and don't care about maximize power, running with only direct converter becomes a viable option Is it possibile to use two thermal generators on one reactor? Is it a way to minimize wasteheat and maximise energy production? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2017 Author Share Posted July 4, 2017 (edited) 22 minutes ago, Ciro1983811 said: Is it possibile to use two thermal generators on one reactor? Is it a way to minimize wasteheat and maximise energy production? Currently a single generator achieve maximum efficiency. In the future I want to split it up where the maximum efficiency can only be achieved achieved by a advanced thermal engine, or the maximum amount or on a combination of generators, I'm not sure yet.. A possible combo would be a MHD + Solid State Generator The fact is that high power production in real life cost a huge amount of space and mass. This is not properly represented in game currently. I made thermal engines twice as heavy as direct energy converters to represent this. Also the mass of the generator depends on the amount of power generated and tech level of the connected reactor Edited July 4, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2017 Author Share Posted July 4, 2017 4 hours ago, trias702 said: Intresting, Did you do anything special to get the windows of Megajoule management Display wider? Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 4, 2017 Share Posted July 4, 2017 1 hour ago, FreeThinker said: Correct and the reason why it does this it to minimize power production because if you didn't it would be a huge waste of energy potential (fuel) and would create huge amount of wasteheat which we try to minimize at all times. Once you connect the reactor to both a thermal generator and charged particle direct converter, the charged particles (which antimatter cost consist of 95% of as we assume 90% of the gamma energy is lost to space) depending on the unlocked technology up to 90% of that energy can be converted into electric energy, which is a whole lot better than thermal generator which are limited to theoretical 65% efficiency but realistically its only half of that If the reactor has only access to a charged prticle direct converter it can only use the charged particle energy, all thermal energy becomes wasteheat. No you may wonder why you would do that but if you want to run with a minimum amount of mass and don't care about maximize power, running with only direct converter becomes a viable option So just to make sure I understand: if you have a reactor which outputs charged particles, a thermal electric generator will also use those charged particles, but at a lower efficiency (whatever the efficiency of that generator is, 62.84% in my example). If you also attach a charged particle generator to the same reactor, then the charged particles (which in my original example was 90% of 18 MW, so 16.2 MW) will be used for electricity but at a higher efficiency (up to 90%??) while the remaining thermal energy will continue to be used at 62.84%? So, in my original example, charged particle theoretical max is: 18 MW * 90% * 62.84% = 10.18 MW, but with a charged particle generator it becomes: 18 MW * 90% * 90% = 14.58 MW of usable electricity. Am I correct in my understanding of things? 40 minutes ago, FreeThinker said: Currently a single generator achieve maximum efficiency. In the future I want to split it up where the maximum efficiency can only be achieved achieved by a advanced thermal engine, or the maximum amount or on a combination of generators, I'm not sure yet.. A possible combo would be a MHD + Solid State Generator The fact is that high power production in real life cost a huge amount of space and mass. This is not properly represented in game currently. I made thermal engines twice as heavy as direct energy converters to represent this. Also the mass of the generator depends on the amount of power generated and tech level of the connected reactor What about if you have two reactors (say two pebble bed reactors), and only one thermal electric generator, will that generator convert 65% of each reactor's thermal output into electricity? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2017 Author Share Posted July 4, 2017 2 minutes ago, trias702 said: So just to make sure I understand: if you have a reactor which outputs charged particles, a thermal electric generator will also use those charged particles, but at a lower efficiency (whatever the efficiency of that generator is, 62.84% in my example). If you also attach a charged particle generator to the same reactor, then the charged particles (which in my original example was 90% of 18 MW, so 16.2 MW) will be used for electricity but at a higher efficiency (up to 90%??) while the remaining thermal energy will continue to be used at 62.84%? So, in my original example, charged particle theoretical max is: 18 MW * 90% * 62.84% = 10.18 MW, but with a charged particle generator it becomes: 18 MW * 90% * 90% = 14.58 MW of usable electricity. Am I correct in my understanding of things? Yes you are correct Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 4, 2017 Share Posted July 4, 2017 21 minutes ago, FreeThinker said: Intresting, Did you do anything special to get the windows of Megajoule management Display wider? Not that I can think of. I do play at a resolution of 2560 x 1080 (21:9) so maybe the game engine automatically stretches things wider for ultra widescreen? Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted July 4, 2017 Share Posted July 4, 2017 5 minutes ago, trias702 said: Not that I can think of. I do play at a resolution of 2560 x 1080 (21:9) so maybe the game engine automatically stretches things wider for ultra widescreen? <Drool!> For most purposes I prefer my 3x 1280x1024 setup but for games I would love one bigger screen. Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted July 4, 2017 Share Posted July 4, 2017 (edited) @FreeThinker What do you think about realism of Children of Dead Earth? It focuses on fairly low tech stuff comparing to KSPI - early nuclear propulsion, early radiators and other stuff. KSPI doesn't have to deal with material resistance to pressure, temperature and its changes. Only limit is maximum temperature of radiators. Edited July 4, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 4, 2017 Share Posted July 4, 2017 37 minutes ago, Loren Pechtel said: <Drool!> For most purposes I prefer my 3x 1280x1024 setup but for games I would love one bigger screen. I used to have the same setup :), 3x 1280x1024, and it was amazing for X-Plane and Euro Truck simulator, but a pain for everything else, so I switched to 2560x1080. The downside is, I can no longer enjoy X-Plane or ETS because my brain misses having the peripheral view of the 3x screens. But KSP is quite awesome in 21:9 Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted July 4, 2017 Share Posted July 4, 2017 1 minute ago, trias702 said: I used to have the same setup :), 3x 1280x1024, and it was amazing for X-Plane and Euro Truck simulator, but a pain for everything else, so I switched to 2560x1080. The downside is, I can no longer enjoy X-Plane or ETS because my brain misses having the peripheral view of the 3x screens. But KSP is quite awesome in 21:9 I'm a programmer by trade, I really like the three screens for coding. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2017 Author Share Posted July 4, 2017 Uploaed Version 1.14.14 for Kerbal Space Program 1.3.0 which can be downloaded from here Released on 2017-07-04 Added new dialog: Warp Control Interface which can be used in map view Added ability of Fusion reactor to use Solid Hydrogen as an alternative to Hydrogen gas Balance higher maximum speed in travel between celestial bodies Balance doubled number of warp speed steps Balance: Increased gravity breaking area of effect for of high gravity planets Balance RCS propellant are now limited to mono-propellants and pressurized gasses Fixed Alcubiere drive ability to correctly start, stop and change speed during time acceleration Fixed display Surface gravity unit of measure Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 4, 2017 Share Posted July 4, 2017 12 minutes ago, FreeThinker said: Uploaed Version 1.14.14 for Kerbal Space Program 1.3.0 which can be downloaded from here Released on 2017-07-04 Added new dialog: Warp Control Interface which can be used in map view Added ability of Fusion reactor to use Solid Hydrogen as an alternative to Hydrogen gas Balance higher maximum speed in travel between celestial bodies Balance doubled number of warp speed steps Balance: Increased gravity breaking area of effect for of high gravity planets Balance RCS propellant are now limited to mono-propellants and pressurized gasses Fixed Alcubiere drive ability to correctly start, stop and change speed during time acceleration Fixed display Surface gravity unit of measure Amazing work, thank you! Any chance at all that this will be backported for KSP 1.22? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 4, 2017 Author Share Posted July 4, 2017 4 minutes ago, trias702 said: Amazing work, thank you! Any chance at all that this will be backported for KSP 1.22? Unless there is a realy good reason,I don't do back ports Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 5, 2017 Share Posted July 5, 2017 1 hour ago, FreeThinker said: Unless there is a realy good reason,I don't do back ports The only reason I can offer is that a lot of the 'core' mods have yet to be (officially) updated for 1.3, so a very large number of users are still forced to stay with 1.2.2, even against our will. (believe me, I would love to update to 1.3 if I could, but a few critical mods are still 1.22 only, like FAR, OPM, Scatter/SVT, Trajectories, etc) Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted July 5, 2017 Share Posted July 5, 2017 35 minutes ago, trias702 said: The only reason I can offer is that a lot of the 'core' mods have yet to be (officially) updated for 1.3, so a very large number of users are still forced to stay with 1.2.2, even against our will. (believe me, I would love to update to 1.3 if I could, but a few critical mods are still 1.22 only, like FAR, OPM, Scatter/SVT, Trajectories, etc) Exactly. I'm still on 1.2.2 because of a bunch of mods that CKAN still shows as not updated. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 5, 2017 Author Share Posted July 5, 2017 (edited) Alright here you go backported 1.14.14 to KSP 1.2.2 which can be downloaded from here Changelog since 1.13.10: Added new dialog: Warp Control Interface which can be used in map view Added ability of Fusion reactor to use Solid Hydrogen as an alternative to Hydrogen gas Added Gravity Breaking to Alcubiere warpdrive which allow momentum reduction when dropping out of warp near celestial body Added improved maneuverability for Alcubiere warpdrive during warp Added display Expected Exit speed during warp travel Added improved collision prevention Added dynamic Reaction wheel strength during warp travel based on mass to warp ratio 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 Added automated functionality which limitst reactor power output by power request by connected engines and generators Added deployable and fixed microchannel graphene radiator Added support for MKS Nuke Reactor 1,25 "Short" Added new resource SolidHydrogen to Cryogenic Tank Added Replaced Antimatter in Diamagnetic Antimatter Containment Device by AntiHydrogen, with same density as SolidHydrogen Added Spin-polarized Helium3-Deuterium Fusion Mode which allows using D-He3 fuel with reduced neutron production Added HeavyWater to some KSPI containers Added missing crustal resource definition by EvilGeorge Added Universal Drill by @EvilGeorge which allow collecting all available surface resource on a location Added ability to VISTA to function as beamed power transmitter Added Improved GUI Kerbstein drive to show required power in VAB and in flght Balanced: Reduced minimum warp speed Alcubiere warpdrive to 1/1000 of speed of light Balanced: higher maximum speed in travel between celestial bodies Balanced: doubled number of warp speed steps Balanced: Increased gravity breaking area of effect for of high gravity planets Balanced: RCS propellant are now limited to mono-propellants and pressurized gasses Balanced: Reduced Wasteheat Kerbstein Balanced: Reduced Mass + Surface Area Graphene Umbrella radiator to single side radiator Balanced: increased percentage gamma ray getting lost to space in Beam Core Antimatter Reactor, increasing charged particle ratio Balanced: charged particle direct power converter can now convert up to 90% when Exotic Electrical Systems is researched Balanced: turned Flat Antimatter tank into Electrostatic Antimatter Contaner which has the same amount of antimatter and behaviour as originaly Balanced: integration with Community Tech Tree 3.1.0 Balanced: doubled size of VISTA and increase mass by 50% Balanced: Reduced Wasteheat Alcubiere drive by 50-75% Balanced: improved mass scaling Kerbstein (to expoment 2.5) Balanced: Replace KerpSteinDrive fuel LithiumDeuteride by LithiumHydride Balanced: Beam Core Antimatter reactor requires both antimatter and hydrogen (liquid or gas) to function Fixed Alcubiere drive ability to correctly start, stop and change speed during time acceleration Fixed display Surface gravity unit of measure Fixed extreme slowdown when warp-drive is forced to slow down while insufficient power 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 Fixed thermal engine power starvation problem Fixed Negative cost with empty Diamagnetic antimatter tank Fixed surface area winged graphene radiator Fixed display antimatter container Fixed most severe wasteheat spikes Fixed missing tweakscale config to structural parts and radiators Fixed Tritium breeding, which is now positively affected by amount of available Lithium-6 in the breeding blanket Fixed instanddetachment Antmter Bottle Fixed Tweakscaling KerbsteinEngine Fixed auto deployment for pivoting radiators Fixed premature exploding antimatter tank due to initial geeforce spike at launch Edited July 5, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Weywot8 Posted July 5, 2017 Share Posted July 5, 2017 52 minutes ago, FreeThinker said: backported 1.14.14 to KSP 1.2.2 which can be downloaded from here Urm, the link above goes to an Interstellar Fuel Switch "Not Found" page. But the link in the first page works just fine . Thanks for the backport! Still waiting for for mods and planet packs to update to 1.3 before committing to the switch. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 5, 2017 Author Share Posted July 5, 2017 1 hour ago, Weywot8 said: Urm, the link above goes to an Interstellar Fuel Switch "Not Found" page. But the link in the first page works just fine . Thanks for the backport! Still waiting for for mods and planet packs to update to 1.3 before committing to the switch. Yes, I had accidentally uploaded it to the wrong location, I quickly fixed it but for a short time it pointed to the wrong location. It should be correct now. Please let me know if it actually works, any feedback is welcome as long as it is constructive Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 5, 2017 Share Posted July 5, 2017 11 minutes ago, FreeThinker said: Yes, I had accidentally uploaded it to the wrong location, I quickly fixed it but for a short time it pointed to the wrong location. It should be correct now. Please let me know if it actually works, any feedback is welcome as long as it is constructive Thank you so, so much for doing this, all of us 1.22 users greatly appreciate it! Thank you very much! I will test it out shortly. Just a quick question, does this version fix the bug where having a reactor which creates charged particles connected to any kind of generator would show incorrect Theoretical Supply values in the Megajoules Management Window (all of my screenshots above show wrong Theoretical Supply when there are charged particles present, but I was using KSPI 1.13 for 1.22 the whole time)? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 5, 2017 Author Share Posted July 5, 2017 10 minutes ago, trias702 said: Just a quick question, does this version fix the bug where having a reactor which creates charged particles connected to any kind of generator would show incorrect Theoretical Supply values in the Megajoules Management Window (all of my screenshots above show wrong Theoretical Supply when there are charged particles present, but I was using KSPI 1.13 for 1.22 the whole time)? not sure but I recently fixed several issues with the power management. I would guess it is fixed Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 5, 2017 Share Posted July 5, 2017 1 hour ago, FreeThinker said: not sure but I recently fixed several issues with the power management. I would guess it is fixed Cool, thanks, will double check this in my testing. Going back quickly to our conversation regarding generators and reactors, someone earlier asked about placing two thermal generators on one reactor and you mentioned maximum efficiency is for one generator on one reactor. What about the case of having two reactors connected to a single generator, does this allow the generator to process heat from both reactors at once? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted July 5, 2017 Author Share Posted July 5, 2017 4 minutes ago, trias702 said: What about the case of having two reactors connected to a single generator, does this allow the generator to process heat from both reactors at once? No, it will connect with the first reactor it encounters, preferring the one nearest to the root element. Quote Link to comment Share on other sites More sharing options...
trias702 Posted July 5, 2017 Share Posted July 5, 2017 11 minutes ago, FreeThinker said: No, it will connect with the first reactor it encounters, preferring the one nearest to the root element. Understood, thank you. I only really have one final big question about how KSPI-E works, and that has to do with the Thermal Mechanics Planner and heat generation from reactors/engines. I've read the tutorial link on the OP, but it only covers solar panels, not reactors/engines. I have created a very simple example in the VAB, with just a pod, a fuel tank, a closed cycle gas core engine, and a single large radiator. Screenshot below: Could I please trouble you to explain how the radiator panel stats in the parts viewer affect the Radiator Maximum Dissipation in the Thermal Helper? I note that I have Near Future installed, and the closed cycle gas core engine generates 6 MW of power at 20000K temp, which is correctly stated at the top of the Thermal Helper. However, I am not understanding at all how it calculates Radiator Maximum Dissipation or any of the other radiator values (resting temp and generator efficiency) from the stats of that radiator in the part viewer. If you could please help me understand how this is all calculated, I would greatly appreciate it. 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.