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KSP Interstellar Extended Support Thread


FreeThinker

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It looks like the 1.22 backport contains more references to the 1.3-only Community Tech Tree. For example, the Open Gas Core Reactor points at tech nodes which do not exist in 1.22 CTT. Hmm, am not sure what the correct approach here is. Probably just manually backport the 1.3 Community Tech Tree?

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@FreeThinker In order to make your life easier with the backport going forward, I have gone ahead and taken the 1.3 Community Tech Tree, and backported it to 1.22. This will allow you to use all of the new research nodes between the 1.3 master versions, and 1.22 backports. It will just make life a lot easier and you won't have to change them all back and forth. 

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  On 7/12/2017 at 5:30 PM, trias702 said:

@FreeThinker In order to make your life easier with the backport going forward, I have gone ahead and taken the 1.3 Community Tech Tree, and backported it to 1.22. This will allow you to use all of the new research nodes between the 1.3 master versions, and 1.22 backports. It will just make life a lot easier and you won't have to change them all back and forth. 

  Reveal hidden contents

 

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Excelent work, I will add it with the req

:NEEDS[!CommunityTechTree,!HPTechTree,!ETT,!SensibleTechTree]

As a script to the patch folder

and overwrite the CommunityTechTree.cfg in the CTT in 1.2.2 releases

Edited by FreeThinker
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  On 7/12/2017 at 4:30 PM, ArmchairPhysicist said:

Quick question, are there any plans for non rocket launch capabilities in this pack? It would be nice to put cargo in orbit with a space gun.

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And how would the cargo survive the fire?  Think of what would happen if you were coming back from Eeloo and re-entered with your periapsis at zero.  A space gun would be worse.

The only workable system that I can think of that wouldn't cause KSP to simply fall over would be a space elevator.  The elevator cable couldn't have a reality in the physics model but you could have a properly modeled base station, a modeled synchronous station and a line drawn between them and move the rocket along the line rather like HyperEdit's lander does.  I doubt you could make it possible to dock with the line other than at a station but that would be an awfully tricky maneuver to pull off anyway.

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"Deployable Microwave Phased Array Relay Transceiver" starts deployed and refuses to retract if you have RemoteTech installed.

deleting WarpPlugin\Patches\RemoteTechFix.cfg seems to fix it (Although who knows what issues that causes)

Edited by BlackMoons
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  On 7/12/2017 at 6:22 PM, Loren Pechtel said:

And how would the cargo survive the fire?  Think of what would happen if you were coming back from Eeloo and re-entered with your periapsis at zero.  A space gun would be worse.

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The biggest hazard with a mass driver wouldn't be atmospheric drag (unless its putting a package into an escape trajectory) it's the g-forces. Space guns could easily put a drone into orbital altitude, where it could be retrieved by a station or another drone, or it can stabilize its own orbit. 

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  On 7/12/2017 at 7:09 PM, ArmchairPhysicist said:

The biggest hazard with a mass driver wouldn't be atmospheric drag (unless its putting a package into an escape trajectory) it's the g-forces. Space guns could easily put a drone into orbital altitude, where it could be retrieved by a station or another drone, or it can stabilize its own orbit. 

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So far the drag issue is a total showstopper with mass driver launches from bodies with a meaningful atmosphere.  And note that you must still do a circularization burn with a mass driver launch.

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Using 2 500EC/second solar panels to transmit power via microwave, microwave says 2KW wall beam power. I assume the 1KW vs 2KW discrepancy is because of the game using its own inverse square curve but..

I thought 1000EC = 1MJ?

From some quick tests it seems 1,000,000EC = 1MJ?

2KW is nearly useless except to keep some life support running. Even if I put it close enough to the sun for 100x power, 200KW is still near useless, especially after some transmission losses.

Also means 1MW of power is completely OP in EC.

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Hello,

At the beginning I'd like to thank FreeThinker for a job well done :)

Currently I'm using KSPI-E 1.14.15 backported to 1.2.2 (upgraded today) and I see a problem:

"Thermal Electric Generator" have a flawed upgrade (perhaps more parts do). What I mean is that even with both upgrade technologies researched I still see it as a "Brayton Cycle Gas Turbine", however it does have "Max Efficiency: at 0.64", however for some reason "Interstellar Thermal Mechanics Helper" gives "Resting Generator Efficiency at 30% power" at around 19% with 19.60GW radiator Maximum Dissipation. It seems that both upgrades and ITMH was somewhat adversely affected by recent versions.

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"Thermal Radiator Wrap-Around Full" Costs 8000, Other rads of similar output are like 200~1000.

a full wrap around set of 4 of them costs $32,000. While they are slightly more weight efficient then other rads, and look really nice, I still think they should cost more like $800~1500 each (To reflect the 'slightly better then regular rads' specs, but still make them not super inflate the costs of things that use them, since they really don't dissipate much unless you use a LOT of them)

The half wrap around is also overpriced IMO.

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Bug: There is no limit on the thrust a 0.6m Launch nozzle can produce. Used 7.5m liquid salt reactor (fully upgraded) I got 20,000KN of thrust or something crazy.

similarly got a thermal Ramjet nozzle in liquid fuel mode to produce 10,000KN as well. Both will spool the powerplant to 100% and not kersplode even with just 4 tiny rads attached to the ship. In fact they lift the salt reactor into the air..

 

Does anything upgrade thermal launch nozzle btw?

Did some testing with ramjets/etc. Seems 1st upgrade improves thrust (but not ISP?) about 10% but only on the thermal ramjet/turbojet?

Also it seems 400MW is not enough to make a 1.25m ramjet run liquid fuel mode. Will run a 0.6m one however.

Interesting how you have to choose a nozzle that is not too big for your power received. Running oxidiser+fuel in the launch gives thrust even at lower power levels it seems as I would hope. I assume the upgrade that unlocks nuclear engine oxidizer usage also unlocks it for thermal nozzles.

Tory upgrade increases thrust (at sea level) by 30% and ISP by 10%

Edited by BlackMoons
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Bug report: Mk2 thermal power receiver

GEO relays don't connect when my plane is flying horizontally. As soon as I start pitching up to vertical position, relays connect. Seems like active sides of Mk2 are top and bottom instead of sides.

Thanks

 

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  On 7/14/2017 at 5:57 AM, BlackMoons said:

Im not using Near Future electric. I just want to change the conversion of MJ to EC in relation to microwave beamed power. I do like the whole MJ system.

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I don't understand, the default conversion from EC to MJ is already 1:1000

Edited by FreeThinker
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  On 7/13/2017 at 7:50 AM, BlackMoons said:

Did some testing with ramjets/etc. Seems 1st upgrade improves thrust (but not ISP?) about 10% but only on the thermal ramjet/turbojet

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Technically what it does is improve the speed thrust curve, allowing the turbojet/ramjet to perform better at low or higher than optimal speed. Secondly, it reduces the spool up and down time.

  On 7/13/2017 at 7:50 AM, BlackMoons said:

Also it seems 400MW is not enough to make a 1.25m ramjet run liquid fuel mode. Will run a 0.6m one however.

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1

Ramjet nozzles are optimised for maximum flow (of air), their nozzle throat is wide, they can run in propellant mode but usually only in the vacuum because the static thrust is often too high to overcome.

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Stellarator Fusion Reactor does not actually need any power to start up (will startup at 0EC/0MJ). Its missing the very cool startup charge mechanic like the Magnetized Target Fusion reactor has.

 

Production/consumption of materials responds incorrectly to timewarp (both physical and non physical) in reactor control menu.

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Why are lithium reserves/consumption listed in a magnetized target fusion reactor in liters, Yet everything else is listed in kg?

Am I producing or consuming lithium in this screenshot?

Seems to be producing but hard to convert.

Also it seems power output depends directly on lithium storage, even in "Cold Deuterium-Deuterium" mode. Interesting that it breeds its own lithium (from deuterium?) and requires it as a product, but shouldn't it not be affected by it in "Cold Deuterium-Deuterium" mode?

 

bfoaSq7.jpg

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Also, whats the difference between Deuterium and Lithiumdeuteride? the reactors seem to run on either the same and consider both "Deuterium reserves"?

Stellarator Fusion reactor starts at 3.75 when placed, once scaled up to 5m can't be scaled down, a tech node says upgrades let you scale it down to 3.75?

Its default specs are clearly for the 3.75m model.

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