KspNoobUsernameTaken Posted June 2 Share Posted June 2 (edited) @JadeOfMaar I was able to make a parabolic reflector solar panel that functions fairly well, and I'm planning on using it in my next save. It has issues with offcenter rotation (like 0.02 meters off center), but thats a small price to pay for losing the reactors. https://imgur.com/a/cTx1P26 It doesn't generate that much ThermalPower, but its easy to scale so not an issue. I should note that it's only a viable option for the inner solar system; when at kerbins orbit, it generates 0.224 thermal power/second. At Eeloo or beyond, the inverse square law basically rules it out as an option. I was wondering whether, instead of a parabolic trough, you could just have a dish reflector focussing light on a single point... am I missing something? It seems like it would be way simpler. Edited June 3 by KspNoobUsernameTaken Quote Link to comment Share on other sites More sharing options...
Manul Posted June 3 Share Posted June 3 On 6/2/2024 at 11:38 AM, KspNoobUsernameTaken said: It doesn't generate that much ThermalPower, but its easy to scale so not an issue. This is nearly impossible to scale up to propulsion requirements. Thermal engine running at 900s ISP requires to heat cryogenic propellant up to 2500-3000K, and uses gigawatts of heat, it's tricky as hell to do with a solid core reactor while maintaining the core in it's solid state (that's why gascores really shine in terms of ISP). Lower temperature means lower ISP and being underpowered in watts means a thrust so low that electric propulsion becomes a better option. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted June 3 Share Posted June 3 5 minutes ago, Manul said: This is nearly impossible to scale up to propulsion requirements. Thermal engine running at 900s ISP requires to heat cryogenic propellant up to 2500-3000K, and uses gigawatts of heat, it's tricky as hell to do with a solid core reactor while maintaining the core in it's solid state (that's why gascores really shine in terms of ISP). Lower temperature means lower ISP and being underpowered in watts means a thrust so low that electric propulsion becomes a better option. IRL, sure. But I'm playing with it buffed significantly, because I just like the idea of solar heated engines. I do still have to run a couple hundred of these. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 7 Author Share Posted June 7 On 6/3/2024 at 5:26 AM, Manul said: This is nearly impossible to scale up to propulsion requirements. Thermal engine running at 900s ISP requires to heat cryogenic propellant up to 2500-3000K, and uses gigawatts of heat, it's tricky as hell to do with a solid core reactor while maintaining the core in it's solid state (that's why gascores really shine in terms of ISP). Lower temperature means lower ISP and being underpowered in watts means a thrust so low that electric propulsion becomes a better option. Within my solar thermal panel suite is a 50m Solar Moth alike panel expecting to be rated for 98 ThP/s at Kerbin insolation. Two of those will actually only be sufficient for the 1.25m thermal nozzle at 6% throttle (156 kN at 970s, assuming the propellant is LiquidFuel). I'm hoping my math isn't wrong. (I heard @KspNoobUsernameTaken likes stats.) Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted June 8 Share Posted June 8 6 hours ago, JadeOfMaar said: (I heard @KspNoobUsernameTaken likes stats.) Certainly true; and those are some interesting stats for sure. I find it ironic that such massive panels are still so underpowered. That being said, it could work well for the inner solar system. Quote Link to comment Share on other sites More sharing options...
Manul Posted June 8 Share Posted June 8 4 hours ago, KspNoobUsernameTaken said: That being said, it could work well for the inner solar system. Giant solar panels and VASIMR or MPD would work even better with acceptable thrust and ISP of thousands s Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 26 Author Share Posted June 26 (edited) Stackable Liquid Film Radiators In case folks didn't already know, this mod provides these (currently just 10m and 20m tall) with some width variants. They absolutely are compatible with System Heat, with the loop temperature options of 650K, 1100K and 1600K. They grant a very fashionable and much needed escape from the spamming of Graphene radiators for FFT fusion or antimatter powered vessels. The current maximum in a single part is the 20 x 20m handling 150MW at 1600K. Taller ones are on their way. Edited June 26 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 26 Author Share Posted June 26 (edited) Release 0.4.0 Liquid Film Radiators More heights now available: 60m, 90m, 120m, 150m, 180m (but with only 10m width). Low temperature wrapper radiators For habitation and cryo tanks. This suite follows @Nertea balance sheet data for System Heat compatible radiators and challenges the stock radiators and the baseline itself. Stats for nerds: Changelog: Additions Added low temperature wrapper radiators. Added taller Stackable LFR. Changes Changed System Heat engine configs to require System Heat but not its Fission Engines extra (mostly). Changed MSRs and PBRs to contribute to System Heat loops. Changed SULEU engines to have built-in Pebble Bed reactors. Moved thermal reactors out of Electric category and into Thermal category. Moved World Power out of Electric category and into distinct download. Moved all localization files into Agency folder. Updated Sterling Tankage: Added stack nodes that don't trigger the trusses. Updated radiators tech tree positions (stock and CTT). Updated radiators overall based on an RO dev's advice: Their temperature curves are no longer linear but parabolic, following the 4th power of the given temperature. High temperature radiators are passive and consume 0 ElectricCharge. High temperature radiators do not sub-cool parts but low temperature radiators do. Fixes Fixed Super heavy shield tooltip saying "Ablator? enabled" when it's not, in ThP variant. Fixed Icarus ICF engine's ISRU not asking for Deuterium under System Heat. Fixed a tank having the wrong title and description. Fixed excessive System Heat production in SULEU and thermal nozzles. Fixed node and ground collider offset problems in World Power parts. Fixed weak joint strength on LFRs. Edited June 26 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Oaterson Posted June 27 Share Posted June 27 (edited) Oooooooh finally my frisbee ships can look less crazy Also, a quick question: is there a way to IRSU the fissile pebbles and other new fission fuels? Edited June 27 by Oaterson Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 27 Author Share Posted June 27 36 minutes ago, Oaterson said: Also, a quick question: is there a way to IRSU the fissile pebbles and other new fission fuels? Not yet, sorry. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted June 27 Share Posted June 27 Finally my antimatter ship to Nara will measure just 30 mts in length avoiding the crew to arrive at destination 1 week earlier than the rest of the ship... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 27 Author Share Posted June 27 1 minute ago, Ariel Kerman said: avoiding the crew to arrive at destination 1 week earlier than the rest of the ship... Wait, what? Quote Link to comment Share on other sites More sharing options...
Oaterson Posted June 27 Share Posted June 27 Oh another quick question, apologise if this has been asked already. is there a roadmap for this mod? Or is stuff just kinda happening? Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted June 27 Share Posted June 27 I'd love to give this mod a go but I keep getting some issue with B9 Part Switch, is that a known bug or something specific to my current mod list? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 27 Author Share Posted June 27 9 hours ago, Oaterson said: is there a roadmap for this mod? Or is stuff just kinda happening? Just happening. I keep to-do lists and progress tracking but I made decide that the urgency on something has changed or that something in progress can gain a few features and needs to be redone, and redoing a thing is demotivating. Quote Link to comment Share on other sites More sharing options...
ShinyMouse Posted June 30 Share Posted June 30 I found a bug with the thermal nozzles If I change the fuel type, the stats will change, but it will still try to consume liquid hydrogen rather than whatever it is set to Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 30 Author Share Posted June 30 @ShinyMouse Did you make sure to shutdown the engine before switching it? The switch won't work while the engine is active. Quote Link to comment Share on other sites More sharing options...
feral_fenrir Posted July 1 Share Posted July 1 @Infinite Aerospace you should share the KSP.log. That would help us with figuring out the issue. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted July 1 Share Posted July 1 1 hour ago, feral_fenrir said: @Infinite Aerospace you should share the KSP.log. That would help us with figuring out the issue. @JadeOfMaar helped sort it on Discord, was a conflict with Kerbalism Science Only. Works now, and it's an awesome collection of parts! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 1 Author Share Posted July 1 4 hours ago, feral_fenrir said: @Infinite Aerospace you should share the KSP.log. That would help us with figuring out the issue. The exact issue here is that Sterling Systems watches for "Kerbalism Default" in order to apply Shielding resource to the super heavy shield, but evidently, Kerbalism Science Only also presents as Kerbalism Default so Sterling tries to apply Shielding resource anyway but the resource does not exist then, so B9PS complains. Quote Link to comment Share on other sites More sharing options...
feral_fenrir Posted July 1 Share Posted July 1 This is good insight! I've had a couple of instances yesterday with users on Discord asking about Bluedog DB parts complaining with B9PS. I will check their logs for Kerbalism Science Only and see if it's a similar issue. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted July 4 Share Posted July 4 On 7/1/2024 at 5:12 PM, feral_fenrir said: This is good insight! I've had a couple of instances yesterday with users on Discord asking about Bluedog DB parts complaining with B9PS. I will check their logs for Kerbalism Science Only and see if it's a similar issue. Kerbalism causes 'seemingly random' conflicts with a fair few mods it must be said. Which is unfortunate as it's probably the best all round Life Support and Science mods. But I can't imagine it works with stuff like MKS either to be honest. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted July 4 Share Posted July 4 12 hours ago, Infinite Aerospace said: Kerbalism causes 'seemingly random' conflicts with a fair few mods it must be said. Which is unfortunate as it's probably the best all round Life Support and Science mods. But I can't imagine it works with stuff like MKS either to be honest. I only use Kerbalism for the Radiation stuff. My advice is to create a simple profile in the Kerbalism Settings folder disabling anything else, and use another simpliest LS mod like Snacks! for the actual funny... Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted July 4 Share Posted July 4 On 6/27/2024 at 12:12 AM, JadeOfMaar said: Wait, what? It was a little joke, i meant that i no longer gonna need to create a 500mts long spacecraft full of radiators for carrying just 50 kerbals anymore... Spoiler Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 4 Author Share Posted July 4 1 hour ago, Ariel Kerman said: 500mts long spacecraft full of radiators Ohhhhhh. That makes it all make sense. The ship design is awesome too. This might be the first time I've seen an in-game ship with main engines pointing prograde + retrograde. Quote Link to comment Share on other sites More sharing options...
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