Starhelperdude Posted April 28, 2021 Share Posted April 28, 2021 1 minute ago, Yuubari_ said: Got it! I will look into it when I get home (I have been playing on my playthrough for a decent amount, just haven't done the scanning yet for the resources, I hope it will work, sadly I haven't seen any regolith or helium 3 in my scansat scans >< (of the 3 places I was sofar)) I think helium-3 can be found (in a system/planet mod with compatibility) with the FFT/Spacedust scanners Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted April 28, 2021 Share Posted April 28, 2021 5 hours ago, Starhelperdude said: I think helium-3 can be found (in a system/planet mod with compatibility) with the FFT/Spacedust scanners I think space dust doesn't work out of the box with BH since it seems like the configs are set on a per planet basis (and I don't fully understand how to adjust it for BH) Very stupidly put, what does one need to adjust/change in the cfg for space dust to make it work on different planets ? And I am not sure if it is a question for the FFT or Space Dust treat ? Quote Link to comment Share on other sites More sharing options...
Naeth Kerman Posted April 28, 2021 Share Posted April 28, 2021 I think you should ask on the Space Dust forum page Quote Link to comment Share on other sites More sharing options...
Brin01 Posted May 5, 2021 Share Posted May 5, 2021 Hey, is there any reason the A-CY1-5 antimatter container would just explode when it has more than enough power available to keep it from doing just that? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 6, 2021 Author Share Posted May 6, 2021 On 5/5/2021 at 11:42 AM, Brin01 said: Hey, is there any reason the A-CY1-5 antimatter container would just explode when it has more than enough power available to keep it from doing just that? Not without knowing more, from the helpful How to Get Help sticky, for example. Quote Link to comment Share on other sites More sharing options...
Brin01 Posted May 6, 2021 Share Posted May 6, 2021 Nevermind, it seems I didn't have enough radiators onboard to keep the antimatter happy. Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted May 9, 2021 Share Posted May 9, 2021 I was wondering if there is a way for produce deuterium in some way, I know you can get Liquid Helium 3 from the surface of certain mooons, but I am not too sure about a way to produce deuterium ^^ Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted May 9, 2021 Share Posted May 9, 2021 1 minute ago, Yuubari_ said: I was wondering if there is a way for produce deuterium in some way, I know you can get Liquid Helium 3 from the surface of certain mooons, but I am not too sure about a way to produce deuterium ^^ you can get it from scooping with the atmospheric ramscoop and the exo-scoop, idk if you can get it from other ways Quote Link to comment Share on other sites More sharing options...
Yuubari_ Posted May 9, 2021 Share Posted May 9, 2021 I know about the scoop but wasn't too sure if there is a second way or nah, more like producing it somehow ^^ Quote Link to comment Share on other sites More sharing options...
Angstinator Posted May 10, 2021 Share Posted May 10, 2021 I understand any proposed features are unlikely to make it in, but I've had an idea that struck me as too interesting (== crazy, presumably unworkable) not to try. You've included Project Pluto-like nuclear fission ramjets in Near Future Aeronautics; have you explored the notion of nuclear fusion jets befitting this mod's tech level? My limited understanding of jet propulsion systems says it should work: after all, all the nuclear reaction does in either case is superheat the air going through the engine. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 10, 2021 Author Share Posted May 10, 2021 29 minutes ago, Angstinator said: I understand any proposed features are unlikely to make it in, but I've had an idea that struck me as too interesting (== crazy, presumably unworkable) not to try. You've included Project Pluto-like nuclear fission ramjets in Near Future Aeronautics; have you explored the notion of nuclear fusion jets befitting this mod's tech level? My limited understanding of jet propulsion systems says it should work: after all, all the nuclear reaction does in either case is superheat the air going through the engine. Thought about it, couldn't make it very interesting gameplay-wise or importantly, visually. Quote Link to comment Share on other sites More sharing options...
Angstinator Posted May 10, 2021 Share Posted May 10, 2021 2 hours ago, Nertea said: Thought about it, couldn't make it very interesting gameplay-wise or importantly, visually. Visually you might have a point, as an engine exposed to atmosphere it'll have to be all streamlined and sleek. However, I see an option in detailing the fusion device powering the engine. That reactor - I'd pick a stellarator for its lack of central solenoid - may require permanently-attached conformal radiators and/or a LACE-style precooler that liquefies part of the intake gas and flushes it through the reactor's divertor plates. This means lots of pipes, external radiator or maintenance access panels, and potentially secondary intakes or outlets for the cooling systems. Gameplay-wise I've been imagining a charge hog that actually drains less energy the further you crank up the throttle, since the reaction will begin to sustain itself at some point. I can see the primary concern at high throttle levels being overheating even with integral cooling, but this may create a problem if we assume slow throttle response. I imagine it to be faster than the fission jet's, however, what with fusion processes being quite sensitive to changing conditions. Quote Link to comment Share on other sites More sharing options...
Apelsin Posted May 11, 2021 Share Posted May 11, 2021 (edited) 7 hours ago, Angstinator said: I understand any proposed features are unlikely to make it in, but I've had an idea that struck me as too interesting (== crazy, presumably unworkable) not to try. You've included Project Pluto-like nuclear fission ramjets in Near Future Aeronautics; have you explored the notion of nuclear fusion jets befitting this mod's tech level? My limited understanding of jet propulsion systems says it should work: after all, all the nuclear reaction does in either case is superheat the air going through the engine. Boy, do I have good news for you lol - something I've been working on: Spoiler NFA Pr Eeloo for comparison. Note: stats are not finished. There's still lots to work left to do but a pre-release is likely inbound within a couple of weeks Edited May 11, 2021 by Apelsin Quote Link to comment Share on other sites More sharing options...
CessnaSkyhawk Posted May 19, 2021 Share Posted May 19, 2021 Is SpaceDust a hard dependency for FFT? I'm using a planet pack that doesn't have any SpaceDust support (Galileo's Planet Pack), so I'm wondering if I actually need the mod if it's literally not going to do anything with the system I have. (I also have Rational Resources, which from the little bit of github diving I've done seems to provide a source for most/if not all of the resources needed, and is a lot easier to configure) Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted May 19, 2021 Share Posted May 19, 2021 (edited) 18 minutes ago, CessnaSkyhawk said: Is SpaceDust a hard dependency for FFT? I'm using a planet pack that doesn't have any SpaceDust support (Galileo's Planet Pack), so I'm wondering if I actually need the mod if it's literally not going to do anything with the system I have. (I also have Rational Resources, which from the little bit of github diving I've done seems to provide a source for most/if not all of the resources needed, and is a lot easier to configure) I think it's a hard dependency Edited May 19, 2021 by Starhelperdude left hard out Quote Link to comment Share on other sites More sharing options...
modus Posted May 19, 2021 Share Posted May 19, 2021 It says so in the OP so yeah... Quote Link to comment Share on other sites More sharing options...
ChainiaC Posted May 21, 2021 Share Posted May 21, 2021 Hmm... I retrurned some mined munar He3 to the KSC for profit... but... instead it ate up all my funds. It seems the He3 itself brings in the correct funds, but for some reason the He3 tanks cause enormous negative funds on recovery. I am unable to upload a screenshot right now but the recovery window says (for a craft with two He3 tanks recovered on Kerbin): ST-4L3R Fusion Fuel Tank QTY: 2 Part Value: √-1,841,583 (total) √+-3,683,166 funds (yes, plus minus) Well, you know, I cheated back my funds using the debug menu, but still, would be nice if I didn't have to Quote Link to comment Share on other sites More sharing options...
RedRoyal25 Posted May 23, 2021 Share Posted May 23, 2021 Is there a way to use the mod without having to download system heat? it is breaking all of my old craft it feels so much harder to use even normal nuclear engines now Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted May 23, 2021 Share Posted May 23, 2021 Just now, RedRoyal25 said: Is there a way to use the mod without having to download system heat? it is breaking all of my old craft it feels so much harder to use even normal nuclear engines now you don't need to use the SH patch for stock engines Quote Link to comment Share on other sites More sharing options...
RedRoyal25 Posted May 23, 2021 Share Posted May 23, 2021 by "normal" I meant not the fancy ones from FFT, like the kerbal atomics engines 1 minute ago, Starhelperdude said: you don't need to use the SH patch for stock engines Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted May 23, 2021 Share Posted May 23, 2021 1 hour ago, RedRoyal25 said: by "normal" I meant not the fancy ones from FFT, like the kerbal atomics engines you can also remove the patch for those Quote Link to comment Share on other sites More sharing options...
RedRoyal25 Posted May 23, 2021 Share Posted May 23, 2021 1 minute ago, Starhelperdude said: you can also remove the patch for those can I just remove System Heat in general? I much prefer the stock heating systems Quote Link to comment Share on other sites More sharing options...
Starhelperdude Posted May 23, 2021 Share Posted May 23, 2021 56 minutes ago, RedRoyal25 said: can I just remove System Heat in general? I much prefer the stock heating systems so you prefer a complicated, unoptimized and hard- to learn system over systemheat?! but whatever, it's your opinion idk if fft works without systemheat Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted May 23, 2021 Share Posted May 23, 2021 1 hour ago, RedRoyal25 said: can I just remove System Heat in general? I much prefer the stock heating systems I mean you could but FFT would simply not work. Quote Link to comment Share on other sites More sharing options...
CDSlice Posted May 24, 2021 Share Posted May 24, 2021 4 hours ago, RedRoyal25 said: can I just remove System Heat in general? I much prefer the stock heating systems No you can not, FFT is built around SystemHeat and will simply not function if you don’t have it. Although I do understand the pain of it breaking already existing crafts, at least for me it is much easier to build my crafts with SystemHeat than the stock heating system so I do highly recommend learning how to use it. Quote Link to comment Share on other sites More sharing options...
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