mrgreco Posted April 4, 2017 Share Posted April 4, 2017 HOWS THIS FOR POWER LOL Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted April 4, 2017 Share Posted April 4, 2017 27 minutes ago, mrgreco said: HOWS THIS FOR POWER LOL Do you can activate the QSR while landed? This could be potentially terrible for the planet @FreeThinker Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 4, 2017 Share Posted April 4, 2017 LOL thats my power station, and i got power relaying all around the planet + i got huge solor planels all around the sun Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted April 4, 2017 Share Posted April 4, 2017 6 hours ago, FreeThinker said: Yes, I have been considering this, as it kind of required if you want to luanch heavy gear. But it would yet be another part, and KSPI-E is already very part heavy .. Perhaps it would be best just to provide some links to tank tread parts pack. Any suggestions? I guess you play with RSS, in that case you either should launch into a higher elyptic orbit or use a relay sat or beam power station located on a sea vessel. (which look realy be cool btw) Found easily ship part modpack. But cant find mods for heavy duty gear. Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 4, 2017 Share Posted April 4, 2017 hows this for relay LOL Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 4, 2017 Author Share Posted April 4, 2017 (edited) 1 hour ago, mrgreco said: LOL thats my power station, and i got power relaying all around the planet + i got huge solor planels all around the sun Solar panels are not the most effective method when collecting solar energy close to the sun because the gray body solar panels collect a lot of unwanted heat, which reduce solar panel efficiency and difficult to get rid off. Rather you should use a solar collector, which is essentially a huge set of mirrors focusing all energy to a location where you want it to be hot, minimizing waste heat. This is why the Molten Salt Solar Collector was introduced. Edited April 4, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 4, 2017 Share Posted April 4, 2017 thank you , ill keep that in mind Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 4, 2017 Share Posted April 4, 2017 (edited) http://imgur.com/ZXYNtf1just to show you how massive this power station is i put a kerbal in front of it near the rover, can you see her LOL, this is a big reason for a cooling system, well one of many Edited April 4, 2017 by mrgreco Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 4, 2017 Share Posted April 4, 2017 Just now, Nansuchao said: Do you can activate the QSR while landed? This could be potentially terrible for the planet @FreeThinker its a power plant that prvides power all over kerban also in relay stats i have around the planet Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted April 4, 2017 Share Posted April 4, 2017 9 minutes ago, mrgreco said: its a power plant that prvides power all over kerban also in relay stats i have around the planet Yes, the problem is that the QSR should not be activable on the surface of an atmospheric planet. It is a virtual black hole created using the pre-existing gravity of a planet. If you create one in atmosphere IRL, you'll practically destroy the planet in a few days. Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted April 4, 2017 Share Posted April 4, 2017 Apparently there is small bug, when you pick power directly and trough relay: Quote Link to comment Share on other sites More sharing options...
Zorstorer Posted April 5, 2017 Share Posted April 5, 2017 (edited) Any way to do the same with a laser transmitter in space? I can't seem to get much in KSPI to perform near to what people are showing in their pics. Ok got it working some of the time, mostly...woo woo. Edited April 5, 2017 by Zorstorer adding more Quote Link to comment Share on other sites More sharing options...
Noel32 Posted April 5, 2017 Share Posted April 5, 2017 Does anyone know whether this works with SMURFF yet? Quote Link to comment Share on other sites More sharing options...
Lennartos Posted April 5, 2017 Share Posted April 5, 2017 (edited) Hi guys. I started getting a exception when opening the ISRU window. Here is what happens during load of scene: [ERR 14:54:07.687] Module InterstellarRefineryController threw during OnStart: System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object:set_name (string) at FNPlugin.Refinery.InterstellarRefinery.OnStart (StartState state) [0x00000] in <filename unknown>:0 at FNPlugin.Refinery.InterstellarRefineryController.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 And when i open the window i get: ( one per frame ) [EXC 15:05:15.309] NullReferenceException: Object reference not set to an instance of an object FNPlugin.Refinery.InterstellarRefinery.Window (Int32 window) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Everything else seems to work, its been a while since i last used the ISRU so i don't know which update broke it. Any ideas? as for info: Im playing with the full USI(pretty much all of roverdudes mods) and all NearFuture mods + Extraplanitary launchpads. Edited April 5, 2017 by Lennartos Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted April 5, 2017 Share Posted April 5, 2017 (edited) It seems like some graphite radiators still are fine with 3600 Kelvins inside Earth atmosphere. Maybe you should link radiator temperature with stock temperature? Or close flow of wasteheat into radiator? BTW you can turn on QSR if you use gravity hack and lower it all way to 0. Also it seems that fusion reactors embrittlement speed doesn't depend on lithium level for thermal/neutron producing reactions. Edited April 5, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
Zorstorer Posted April 5, 2017 Share Posted April 5, 2017 Spoiler On 1/19/2017 at 0:55 PM, FreeThinker said: Beamed Power Image Name Technology Cost Mass Receive / Transmit Diameter can receive thermal can receive electric can receive data Receive Wavelength Transmit Power @ 2.5m Can Transmit Science Can Link Up Can Relay Transmit wavelength Transmit Efficiency Receive Efficiency Role / Special Special Microwave Transducer Large Electrics 2000 4 t 10m no no no n.a. 4 GW yes n.a. no 8.56 mm maximum n.a. Integrated Microwave Generator Inline Thermal Receiver Mk1 Large Electrics 2000 n.a. maximum Can power thermal engine or generator Multi Bandwidth Dish Transceiver (Shielded) Advanced Solar Technology 5000 6 t 5m 10 nm - 1m yes yes yes yes n.a. high universal transceiver In flight bandwidth switching Phased Array Transiever Advanced Solar Technology 1 t 5 m 2 GW 1 - 10 mm 1 GW no 8.56 mm n.a. 100% Deployable Phased Array Transiever Advanced Photovoltaic Materials 2.5 t 25m 5 GW 1 - 10 mm 2.5 GW yes 8.56 mm 90% 90% Radial Phased Array 2 35 Ghz , 94 Ghz, Inline Thermal Electro Phased Array 2 35 Ghz , 94 Ghz, 90% Sphere Thermal Electro Phased Array 2 35 Ghz , 94 Ghz, 90% Radial Microwave Rectenna 5m Diode Infrared Laser Turret 1 0.5 m n.a. 750 nm - 1mm no 85% n.a. Early IR trasnmitter with Build in Beam generator Integrated IR Beam generator Radial Thermal Voltalic Receiver 2 5 m 750 nm - 1mm no n.a. 60% Radial Photvaltalic Receiver 2 5m 10 nm -700 nm 60% Radial Rectenna 2 5m 1 mm - 1 m 750 nm - 1mm 10nm - 750 no no Oversized Thermal Dish Receiver Aluminum 3 100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes Performs better in UV visible light wavelengths can receive in electric at 1/3 thermal power Oversized Thermal Dish Receiver Gold 3 100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes ss Microwave Infrared Rectenna 3 10m no yes 750 nm - 1m no no no 75% Infrared Mirror 3 10m 700 nm - 1mm no no yes 95% Can directly relay beamed power can only relay UV Light Mirror 3 10m 10 nm -700 nm no no yes 90% Can directly relay beamed power can only relay Multi Bandwidth Dish Transceiver (Medium) Advanced Photovoltaic Materials 10000 8 t 10m yes yes with 0.005% Configurable 10nm - 1m yes RELAY yes yes Depends on connected beam generator Depends on wavelength universal transceiver In flight bandwidth switching Multi Bandwidth Dish Transceiver (Large) Microwave Power Transmission 40000 32 t 20m yes 1 mm - 1 m 750 nm - 1mm 10nm - 750 yes RELAY yes yes Depends on connected beam generator Depends on wavelength universal transceiver In flight bandwidth switching Beamed Power Absolution Atmospheric absorption of beamed power in general follows the following graph Data Transmission Besides beamed power transmission, some of the parts used for beamed power are also suitable for data transmission. For comparison the stock transmitter are included Name Type Interval PacketSize Transmit Cost Standby Cost Dish Angle Transmit Distance Combinable Communotron 16 DIRECT 0.6 2 12 EC 5.0e+5 True HG-5 High Gain Antenna RELAY 0.35 2 18 EC 1.15 EC / s 90 5.0e+6 True RA-2 Relay Antenna RELAY 0.35 1 24 EC 2.0e+9 True RA-15 Relay Antenna RELAY 0.35 2 24 EC 1.5e+10 True RA-100 Relay Antenna RELAY 0.35 4 24 EC 1.1 EC / s 0.025 1.0e+11 True Communotron DTSM1 DIRECT 0.35 2 12 EC 2.0e+9 True Communotron HG-55 DIRECT 0.15 3 20 EC 1.5e+10 True Communotron 88-88 DIRECT 0.1 2 20 EC 1.0e+11 True Microwave Phased Array Transceiver RELAY 0.1 1 25 EC 2.5 EC /s 160 1.0e+7 True Deployable Microwave Phased Array Relay Reciever RELAY 0.1 1 100 EC 10 EC /s 160 5.0e+7 True Radial Thermal Dish Receiver DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True Folding Thermal Dish Receiver Gold DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True Multi Bandwidth Rectenna Dish Transceiver (10m) RELAY 0.1 1 100 EC 10 EC /s 0.005 1.0e+13 True Multi Bandwidth Rectenna Dish Transceiver (20m) RELAY 0.1 1 400 EC 40 EC /s 0.005 5.0e+13 True Oversized Microwave Infrared Thermal Receiver DIRECT 0.1 1 800 EC 80 EC /s 0.005 1.0e+14 False Mk1/Mk2 Thermal Receiver The Mk1/Mk2 Thermal Receiver is the first beamed power receiver ( it has the advantage that it is compatible with any wavelength, a property of thermal receivers). It basically operates by absorbing the beamed energy and generate thermal heat. The thermal heat can then be used directly for propulsion or energy production when connected with a thermal electric generator. The Mk1/Mk2 Thermal Receiver optimal receival is 100% from the sides and 0% from the top or bottom. This blindspot can be a major problem when ascending because during a natural gravity turn, the bottom will point directly to KSC. Therefore placing a transmitter next to the KSC is the worst location for a transmitter when ascending. there are basically 2 methods of combatting this. Either place a beamed power transmitter a few kilometer to the west or use a transmitter on a ship east from KSC. Putting the transmitter westward is the easiest and has to advantage of allowing you to park a transmitter at a high hill or mountain, which benefits from low atmospheric absorption. The disadvantage is that it requires a retrograde orbit. On the other hand using a ship vessel as transmitter has the advantage is that you can place vessels in a prograde orbit, requiring less propellant. Regarding the launch, the normal gravity turn is not the ideal ascend as it would reduce the time you are in range of your transmitter. Instead use a vertical launch and turn horizontal at 35000 m. This will ensure the thermal receiver sides are exposed as long as possible to your transmitter. Next one in space, you are advice to use a thermal receiver dish, which functions as a slave, feeding the thermal receiver for power. The big advantage of a dish is that they can receive beamed power direct from the bottom of the vessel. You can do even better if you combine it with a power pivot from infernal robotics, aiming the dish at the surface transmitter. The following picture might clarify what kind of ascend profile you have to use. I don't know why, but I keep coming back to KSPI to try to get a grip on it's mechanics, and fail every time. The more I play with it the more it seems to be an exercise in radiator spamming. I have a few questions about beamed power. What is "moisture modifier" and how is it controlled? Does it finally keep climbing until the transmitter no longer functions? What is "Wall to beam power"? It looks like some sort of power indicator, but how can we find out what it will be before building a rather expensive transmitter that doesn't work? Is it just the MJ supply that keeps my transmitters from operating at their stated power level? Or is it that I need to spam yet more radiators to my beam craft? Also I have noticed that just using the "long infrared" wavelength setting I get a few different numbers for atmospheric and moisture absorption and efficiency. Shouldn't the same wavelength have the same properties coming out of different producers? I am comparing the Diode Laser Array and the Diode Infrared Beamed Power Laser both set to far infrared. I have read where you stated that wavelength matters for the distance between transmitter and receiver....any way to find out that info? Also I see sliders for some items like the super capacitor, but I don't really notice a difference between setting it fully to MJ or EC, it still stores both and discharges both for me. Also on some of the fuel tanks they have sliders, don't really see a difference there either. Anyway to get a KSPI lite? Just a simple and straight forward parts pack? I don't need 10 different reactors or 18 different beamed power things. Just enough to use the thermal engines and a simple beamed power grid. Sorry if it sounds like I am attacking you or the mod, I am surely not and it's not my intention, I just feel a bit frustrated by not understanding what makes the things in KSPI tick, other than spamming more radiators. Anyway thanks for a fun and super frustrating mod that has parts on all my craft Quote Link to comment Share on other sites More sharing options...
raxo2222 Posted April 5, 2017 Share Posted April 5, 2017 (edited) Apparently if you block all waste heat flow on ship you turn off this feature altogether: This bug was here since forever. Stock solid fuel and enriched uranium doesn't have such option, BTW nuclear turbojet doesn't have intake according to part pic. There is no such module like this in nuclear turbojet config: MODULE { name = AtmosphericIntake intakeTransformName = Intake area = 0.01 intakeSpeed = 12 } Aaand another bug: according to kerbal engineer EM drive quantum plasma has huge mass. Quantum Vacuum Plasma should be massless resource. Edited April 5, 2017 by raxo2222 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 6, 2017 Author Share Posted April 6, 2017 (edited) On 5-4-2017 at 3:22 PM, Lennartos said: Hi guys. I started getting a exception when opening the ISRU window. Here is what happens during load of scene: [ERR 14:54:07.687] Module InterstellarRefineryController threw during OnStart: System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object:set_name (string) at FNPlugin.Refinery.InterstellarRefinery.OnStart (StartState state) [0x00000] in <filename unknown>:0 at FNPlugin.Refinery.InterstellarRefineryController.OnStart (StartState state) [0x00000] in <filename unknown>:0 at Part.ModulesOnStart () [0x00000] in <filename unknown>:0 And when i open the window i get: ( one per frame ) [EXC 15:05:15.309] NullReferenceException: Object reference not set to an instance of an object FNPlugin.Refinery.InterstellarRefinery.Window (Int32 window) UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) Everything else seems to work, its been a while since i last used the ISRU so i don't know which update broke it. Any ideas? as for info: Im playing with the full USI(pretty much all of roverdudes mods) and all NearFuture mods + Extraplanitary launchpads. could you figure out at what version this bug was introduced? Edit: forget it, I found the problem. Definition for LqdNeon was missing Edited April 6, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 6, 2017 Share Posted April 6, 2017 guys how do i cunfigur this rad to take this much GW without scaling , what # or #'s do i change in the cunfig file, i have a cheap ass pc and need to limit parts, i dont want to scale coz it makes the vessle look horrable, so if anyone can help me out on this it would be great Quote Link to comment Share on other sites More sharing options...
juanml82 Posted April 7, 2017 Share Posted April 7, 2017 Are the IR mirrors supposed to work or are they broken? I tried the same generator and relay designs in IR and visible light and visible light works fine, but the version IR mirrors instead of visible light mirrors it's just not working Quote Link to comment Share on other sites More sharing options...
juanml82 Posted April 7, 2017 Share Posted April 7, 2017 5 hours ago, mrgreco said: guys how do i cunfigur this rad to take this much GW without scaling , what # or #'s do i change in the cunfig file, i have a cheap ass pc and need to limit parts, i dont want to scale coz it makes the vessle look horrable, so if anyone can help me out on this it would be great But, you have far more powerful radiators available. Use those. The stock radiator you chose is probably the less capable of them Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 7, 2017 Share Posted April 7, 2017 i understand what you are tryin to say,but im tryin to limit the size and amount of parts, what i would love to see is a small rad or thermal handle 1000 GW of heat Quote Link to comment Share on other sites More sharing options...
mrgreco Posted April 7, 2017 Share Posted April 7, 2017 working on these right now Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted April 7, 2017 Author Share Posted April 7, 2017 Version 1.12.19 for Kerbal Space Program 1.2.2 Released on 2017-04-08 Added 3 additional energy manager besides the Megajoules, for Thermal heat, Charged Particles, and Wasteheat Added, identical parts like cryostats and radiators are grouped together, reducing the size of the management windows Added resources LqdNeon and LqdKrypton to Cryostat storage Balance: Reduce Boil-off Wrapper tanks and added Hydrolox fuel mode Balance modified tech requirement of some containers Fixed ISRU Refinery Window Fixed D-T fusion ability to function correctly with on LqdDeuterium + tritium gas Quote Link to comment Share on other sites More sharing options...
juanml82 Posted April 7, 2017 Share Posted April 7, 2017 Suggestion: Given its complexity, I think this mod would benefit greatly from including a few example ships included. That way, new players would get an idea of how things are supposed to go to work well together. Quote Link to comment Share on other sites More sharing options...
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