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[1.12.x] Far Future Technologies - October 9


Nertea

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9 hours ago, Rakete said:

I thought your mods are compiled toward a certain target? Just for interest.

 

The .version file included in each mod (that drives the CKAN metadata) represents my best guess towards compatibility. 

9 hours ago, Rakete said:

Mhh... as nice as the interconnection between the mods are, I guess it turns debugging them into a nightmare for you. I really take my hat off to your efforts. (Is this a correct saying in english?).

 

I just need reproducible test cases. When things get complicated, the only way to solve the problem is to have a consistent way of reproducing it. 

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Just wanted to say thank you for all the mods you make and keeping up with updating them.  While there are other great mods I believe you make some of the best looking ones along with finding some of the best balance between "realism" and fun.

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So now that Restock and SSPX are pretty much set I will get to work on this. Unfortunately I was in the middle of some things when 1.12 dropped and I'd like to finish them first.

This engine will be completed and added. I'll let you all figure out what it is, but that shouldn't be too hard. 

cams.png

 

Also some general effects enhancements coming: 

https://imgur.com/a/IQ5ADjs

https://imgur.com/a/pj9fQED

Some new ones coming for most fusion engines too. 

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5 hours ago, Nertea said:

So now that Restock and SSPX are pretty much set I will get to work on this. Unfortunately I was in the middle of some things when 1.12 dropped and I'd like to finish them first.

This engine will be completed and added. I'll let you all figure out what it is, but that shouldn't be too hard. 

cams.png

 

Also some general effects enhancements coming: 

https://imgur.com/a/IQ5ADjs

https://imgur.com/a/pj9fQED

Some new ones coming for most fusion engines too. 

Highly enriched NSWR?

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On 8/12/2021 at 4:23 PM, Nertea said:

So now that Restock and SSPX are pretty much set I will get to work on this. Unfortunately I was in the middle of some things when 1.12 dropped and I'd like to finish them first.

This engine will be completed and added. I'll let you all figure out what it is, but that shouldn't be too hard. 

cams.png

 

Also some general effects enhancements coming: 

https://imgur.com/a/IQ5ADjs

https://imgur.com/a/pj9fQED

Some new ones coming for most fusion engines too. 

lithium deuteride NSWR perhaps?

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Ahoy! I was trying to make an He3 breeder mode for the fusion reactors for a submod, but it seems the FusionReactor module doesn't have a way to have an output resource. Is this baked in, or am I just phrasing it wrong? Code for the submod is below:

//4D -> He3 + p + n + T -> He3
//lqdDeuterium density: 0.0001624 mT/L, 80.796 moles per unit
//so, four moles D, 1 mole He3
//20.2 moles He3 per unit D consumed
//lqdHe3 density: 0.000059 mT/L
//power is reduced by half due to He3 being sucked out


@PART[fft-fusion-reactor-25-1]
{
@MODULE[FusionReactor]
{
FUSIONMODE
    {
          DisplayName = He3 Breeder
          ModeID = DDHe3
          ModeColor= 0.388, 0.968, 1.0, 0.5
          PowerGeneration = 2000
          INPUT_RESOURCE
              {
                ResourceName = LqdDeuterium
                Ratio = 0.00109
                FlowMode = STAGE_PRIORITY_FLOW
              }
          OUTPUT_RESOURCE    
              {
            ResourceName = LqdHe3
            Ratio = 0.00113
            FlowMode = STAGE_PRIORITY_FLOW
            DumpExcess = false
              }
      }
}
}
@PART[fft-fusion-reactor-375-1]
{
@MODULE[FusionReactor]
{
FUSIONMODE
    {
          DisplayName = He3 Breeder
          ModeID = DDHe3
          ModeColor= 0.388, 0.968, 1.0, 0.5
          PowerGeneration = 5000
          INPUT_RESOURCE
          {
            ResourceName = LqdDeuterium
            Ratio = 0.00218
            FlowMode = STAGE_PRIORITY_FLOW
          }
          OUTPUT_RESOURCE    
          {
        ResourceName = LqdHe3
        Ratio = 0.00226
        FlowMode = STAGE_PRIORITY_FLOW
        DumpExcess = false
          }

     }
}
}

 

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15 minutes ago, HoskJa said:

Ahoy! I was trying to make an He3 breeder mode for the fusion reactors for a submod, but it seems the FusionReactor module doesn't have a way to have an output resource. Is this baked in, or am I just phrasing it wrong? Code for the submod is below:

//4D -> He3 + p + n + T -> He3
//lqdDeuterium density: 0.0001624 mT/L, 80.796 moles per unit
//so, four moles D, 1 mole He3
//20.2 moles He3 per unit D consumed
//lqdHe3 density: 0.000059 mT/L
//power is reduced by half due to He3 being sucked out


@PART[fft-fusion-reactor-25-1]
{
@MODULE[FusionReactor]
{
FUSIONMODE
    {
          DisplayName = He3 Breeder
          ModeID = DDHe3
          ModeColor= 0.388, 0.968, 1.0, 0.5
          PowerGeneration = 2000
          INPUT_RESOURCE
              {
                ResourceName = LqdDeuterium
                Ratio = 0.00109
                FlowMode = STAGE_PRIORITY_FLOW
              }
          OUTPUT_RESOURCE    
              {
            ResourceName = LqdHe3
            Ratio = 0.00113
            FlowMode = STAGE_PRIORITY_FLOW
            DumpExcess = false
              }
      }
}
}
@PART[fft-fusion-reactor-375-1]
{
@MODULE[FusionReactor]
{
FUSIONMODE
    {
          DisplayName = He3 Breeder
          ModeID = DDHe3
          ModeColor= 0.388, 0.968, 1.0, 0.5
          PowerGeneration = 5000
          INPUT_RESOURCE
          {
            ResourceName = LqdDeuterium
            Ratio = 0.00218
            FlowMode = STAGE_PRIORITY_FLOW
          }
          OUTPUT_RESOURCE    
          {
        ResourceName = LqdHe3
        Ratio = 0.00226
        FlowMode = STAGE_PRIORITY_FLOW
        DumpExcess = false
          }

     }
}
}

 

Module doesn't support outputs at the moment, I'm afraid. 

On 8/12/2021 at 4:52 PM, coyotesfrontier said:

Highly enriched NSWR?

This is correct. Something like 50% though, not all the way up to 90%.

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7 minutes ago, Nertea said:

Module doesn't support outputs at the moment, I'm afraid. 

This is correct. Something like 50% though, not all the way up to 90%.

Unfortunate, would you mind adding that with the upcoming update? totally understand if you'd prefer not to, your plate is VERY full.

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For the really big builds that FFT sorta encourages, the NFProp RCS thrusters don't really have enough power. Is there a way to coerce the electric propulsion engines to respond to RCS commands? 

Also, the toroidal aerospike fusion engine is really cool, but feels like it's screaming for an atmosphere-breathing mode, or variant, for efficient spaceplane operation.
As in: just about everything in FFT is about cutting-edge physics to get from one celestial body's orbit, to another. The TAF, however, is compact and has an aero boattail, making it more of a booster for SSTO vehicles, in particular, VTVL types. NF Aero brings a ton of goodies for making spaceplane SSTO designs, and Kerbal Atomics bring some great fission based air-breathing engines, so it occurs to me that FFT might have something adaptable to the same role. The TAF seems like the right tool for the job, if it were given an air-breathing mode.

Edited by Gryphorim
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1 hour ago, Gryphorim said:

For the really big builds that FFT sorta encourages, the NFProp RCS thrusters don't really have enough power. Is there a way to coerce the electric propulsion engines to respond to RCS commands? 

Throttle Controlled Avionics can do that if you set the engines to maneuver, unfortunately you need to be at full throttle for the maneuver engines to run at full throttle.

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15 minutes ago, EnderKid2 said:

Throttle Controlled Avionics can do that if you set the engines to maneuver, unfortunately you need to be at full throttle for the maneuver engines to run at full throttle.

Can they just be set to a manual full throttle, and use TCA to pulse the RCS-controlled thrusters? or would that just waste fuel?

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4 hours ago, Gryphorim said:

Can they just be set to a manual full throttle, and use TCA to pulse the RCS-controlled thrusters? or would that just waste fuel?

ooh, I hadn't thought of that...

after testing, it sort of works. you still need nonzero throttle to get the maneuvering thrusters to fire at all, but the maneuvering engines function at full power no matter the (nonzero) throttle setting (and they don't all fire at once like you were afraid of)

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8 hours ago, Nertea said:

Looks great. Vacuum-only engine or a lifter-viable-thingy ? Really looking forward to. It looks so amazing!

Is it a big bad boy version of the Heinlein, a nuclear salt water engine, as you said "like of the rest of the fission engines"? Since it seems to burn continously, i'd guess it's something like that?

Edited by Rakete
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