Guiltyspark Posted December 29, 2014 Share Posted December 29, 2014 (edited) I have a question about the implementation of radiation. Will natural radiation kill kerbals? I just landed on Gilly, went on EVA, and saw the radiation level was "deadly." Maybe I landed a uranium/thorium deposit ? (I'm on 0.90 with Boris's patch.)Also, I'd like to suggest adding some kind of polyethylene radiation shielding to all 2.5 m cabins and upping the cost slightly. There are quite a few places in addition to where I landed on Gilly that have "extreme" or "deadly" radiation. It would be even better if there was a toggle option to shield any cabin. If just adding shielding to stock cabin is too overpowered, then please add an active shielding unit (2.5/3.75m). It can even be integrated into KSPI's MJ system . With the addition of something like this, using the DT fusion engine near other ships will be feasible. The old handy-wavy system of "ships-can't-irradiate-their-own-crew" can also be removed. Edited December 29, 2014 by Guiltyspark clarification and grammar... Link to comment Share on other sites More sharing options...
Ruptga Posted December 29, 2014 Share Posted December 29, 2014 afaik, radiation was never really implemented. It shows up in tooltips, but doesn't do anything yet. Link to comment Share on other sites More sharing options...
DivisionByZero Posted December 29, 2014 Share Posted December 29, 2014 Radiation was something Fractal said he was working on - but I think real life got in the way between now and then. How he plans to implement this game mechanic is a mystery as far as I know. Link to comment Share on other sites More sharing options...
herman Posted December 29, 2014 Share Posted December 29, 2014 I can't seem to make viable missions until I get to the very end of the tech-tree, when the game is almost over. The wiki has been really helpful for making basic setups, but not for understanding what each combination is good for.When playing in career mode, when should I start using KSPI parts, and what sorts of missions are they useful for?Can anyone recommend a good lets play or career walk-through (preferably shorter than Manley's)? Link to comment Share on other sites More sharing options...
DivisionByZero Posted December 29, 2014 Share Posted December 29, 2014 I'd recommend you consider setting up a beamed power network at mid-game so you can use the electric thrusters to get your probes everywhere. It's great for transfers around Kerbin, IMO.I play with a lot of other mods that require tons of power, so my "early" usage of KSPI is for stable power generation for things like resource extraction with MKS where drilling takes something like 2.5MW of power. Tier 1 fission power is not good for much else compared to chemical energy.I still haven't gotten far enough into a career game to really evaluate later-tech like upgraded fission and fusion power, but Manley's videos show those to great effect. Again, these are mid- to late-game strategies. Finally, if you're feeling brave, you can try one of the mods that adds other star systems as a reason to get that warp drive working... Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 29, 2014 Share Posted December 29, 2014 Hay everyone. I'm about to put together my mods for the .90 release and I'm wondering what are the odds of me being able to update the unofficial ( http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1630968&viewfull=1#post1630968 ) to the official version when it is released? As a plan B I was wondering if maybe I could just starting playing without KSPI and add it later when it updates but I'm not sure if that would work.It's up to you to decide, either use dev version of unofficioal update or play without it. At the time of this post it's already prety stable. Yes, you can add KSPI later in the middle of your career.I have a question about the implementation of radiation. Will natural radiation kill kerbals? I just landed on Gilly, went on EVA, and saw the radiation level was "deadly." Maybe I landed a uranium/thorium deposit ? (I'm on 0.90 with Boris's patch.)Also, I'd like to suggest adding some kind of polyethylene radiation shielding to all 2.5 m cabins and upping the cost slightly. There are quite a few places in addition to where I landed on Gilly that have "extreme" or "deadly" radiation. It would be even better if there was a toggle option to shield any cabin. If just adding shielding to stock cabin is too overpowered, then please add an active shielding unit (2.5/3.75m). It can even be integrated into KSPI's MJ system . With the addition of something like this, using the DT fusion engine near other ships will be feasible. The old handy-wavy system of "ships-can't-irradiate-their-own-crew" can also be removed.Yes, radiation mechanics is a stub. I won't touch it for now. Link to comment Share on other sites More sharing options...
Jarardo1 Posted December 29, 2014 Share Posted December 29, 2014 Is microwave beamed power working? While looking at the transmitters I am seeing beamed power, but no reception from any other vessels.I saw a post a few pages back about a modified dll for microwave, but I think the link is deleted.I'm working on transferring a .25 save with the latest release by Boris. I also have MKS/TAC Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 29, 2014 Share Posted December 29, 2014 In stock KSPI it works, but you need a couple of tricks to make it work. Basicly, it's buggy. On 0.90 i would recommend using my fork for now, i've spent a couple of hours to make microwave transmission intuitive and it works for me. Link to comment Share on other sites More sharing options...
Jarardo1 Posted December 29, 2014 Share Posted December 29, 2014 Hey thanks for your reply Boris,Your fork from the dropbox link in this post - 0134?: http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1630968&viewfull=1#post1630968I am using that and not getting any power. Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 29, 2014 Share Posted December 29, 2014 (edited) Describe it as a bug in that thread and we'll work this out together. Screenshots would help a lot. Edited December 29, 2014 by Boris-Barboris Link to comment Share on other sites More sharing options...
moot187 Posted December 29, 2014 Share Posted December 29, 2014 [Boris-Barboris ] Thanks for your response and your help not just to me but everyone else u have been answering. It's nice to ask something and not just get hate for it. Forums need more ppl like u! Link to comment Share on other sites More sharing options...
KoolBreeze420 Posted December 29, 2014 Share Posted December 29, 2014 CAncel post Link to comment Share on other sites More sharing options...
moot187 Posted December 29, 2014 Share Posted December 29, 2014 Oh, and I decided I'm just gonna wait a bit to add KSPI. It takes awhile to unlock anything useful in the tech tree anyway. My only worry now is that when I add KSPI I may loose some crafts to overheats from there solar panels but maybe that will be changed in the next official release like it is in [Boris-Barboris] Patch Link to comment Share on other sites More sharing options...
herman Posted December 29, 2014 Share Posted December 29, 2014 I'd recommend you consider setting up a beamed power network at mid-game so you can use the electric thrusters to get your probes everywhere. It's great for transfers around Kerbin, IMO.When you set up the beamed power network, how do you get enough radiators to make it worthwhile? Every basic Generator-Reactor-Transciever design I build is ineffective without more than 100 tons of heat radiators. I am using the 2.5M size generator/reactor. Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 29, 2014 Share Posted December 29, 2014 Every basic Generator-Reactor-Transciever design I build is ineffective without more than 100 tons of heat radiators. I am using the 2.5M size generator/reactor.What do you mean by ineffectiveness? Link to comment Share on other sites More sharing options...
DivisionByZero Posted December 29, 2014 Share Posted December 29, 2014 When you set up the beamed power network, how do you get enough radiators to make it worthwhile? Every basic Generator-Reactor-Transciever design I build is ineffective without more than 100 tons of heat radiators. I am using the 2.5M size generator/reactor.something seems wrong, then. even a gen 1 3.75 fission plant is, what something like 3GW? After conversion you're lucky if you have 1GW beamed power. If your electric propulsion is 60% efficient, that leaves you with only 400MW of waste heat. That should be only a few med radiators I think? The next thing you could do is work your science program to get the advanced energy converter and radiator upgrade - that's very economical.An alternative is to skip the electric propulsion if you're really having a problem with waste heat and use the thermal receiver and thermal rocket nozzle. This dumps your waste heat straight out the tail-pipe. the ISP isn't as good as the electric propulsion, but I believe it'll still beat a chemical engine... haven't checked in a while myself, though. Link to comment Share on other sites More sharing options...
herman Posted December 29, 2014 Share Posted December 29, 2014 (edited) What do you mean by ineffectiveness?Thermal Manager readings are yellow in the VAB.Here's a picture: http://imgur.com/Wg25ytX Edited December 29, 2014 by herman Fixed to be more helpful Link to comment Share on other sites More sharing options...
DivisionByZero Posted December 29, 2014 Share Posted December 29, 2014 (edited) Thermal Manager readings are yellow in the VAB.Is beamed power only useful for small probes? Trying to figure out what magnitude of power I should expect from my beams.Thanks!The wiki page was helpful when I was setting up my first network:https://github.com/FractalUK/KSPInterstellar/wiki/Basic-Microwave-Powered-Plasma-SpacecraftSo was WaveFunction's youtube videos.I had a career game in 0.23.5 and had a single 3.75 fission providing power to the network. It provided about 900MW of beamed power no problem. The biggest things I moved was a class D asteroid capture mission, but I used xenon tanks and very long burns. That's the sacrifice you make when you don't launch tons of reactors for the network, but that's what time warp is for.I haven't tried stuff with Boris' maintenance version, but I'd imagine it's going to work about the same... Edited December 29, 2014 by DivisionByZero Link to comment Share on other sites More sharing options...
herman Posted December 29, 2014 Share Posted December 29, 2014 I had a career game in 0.23.5 and had a single 3.75 fission providing power to the network. How does it compare to the picture I posed here: http://imgur.com/Wg25ytX ? Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 29, 2014 Share Posted December 29, 2014 How does it compare to the picture I posed here: http://imgur.com/Wg25ytX ?Nothing in common.What mod version are you using? Link to comment Share on other sites More sharing options...
Ruptga Posted December 29, 2014 Share Posted December 29, 2014 Thermal Manager readings are yellow in the VAB.Here's a picture: http://imgur.com/Wg25ytXI ran into something similar a while ago and never did figure out what the problem was, but I'm not having that issue with Boris' version. Still, I have been seeing some weird stuff with waste heat even with his version. Ex: a microwave/plasma ship and a reactor ship both accumulate no waste heat, though ThermalMechanicsDisabled is set to false in the config. Link to comment Share on other sites More sharing options...
herman Posted December 29, 2014 Share Posted December 29, 2014 (edited) Nothing in common.https://dl.dropboxusercontent.com/u/23572905/KSP_Mods/0_90_patches/Development/Helper_example.jpg What mod version are you using?I'm using a fresh game install with the files provided here: http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1630968&viewfull=1#post1630968I am also using mechjeb, hyperedit, kerbal engineer, tweakscale (the version you link to) and stationscience. Maybe I installed in the wrong order.Later tonight I'll try another fresh install with all re-downloaded files. This time I'll install Interstellar last to make sure it can overwrite everything. I'm pretty sure I did that last time, but it can't hurt to try again.- - - Updated - - -Also, I should just do Interstellar and see if that works. That would narrow down the problem. Edited December 29, 2014 by herman Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 29, 2014 Share Posted December 29, 2014 Yes, please, do the clean one. And please, report 0.90 port bugs in 0.90 port dev thread (in my signature). Let's try to keep this topic clean. Link to comment Share on other sites More sharing options...
Rebelgamer Posted December 30, 2014 Share Posted December 30, 2014 @herman - yellow is not badYou don't leave the recievers on all the time, I just turned them on when I was doing a burn, that allows you to use fewer radiators than you would need if you were to leave it on constantly. Also, waste heat will build up, but as long as it doesn't hit 95% capacity, your fine.For fun, I launched a basic probe using 25GW beamed power, a single 1.25m plasma thruster and 5k of argon to 18km/s before it hit munar orbit. Link to comment Share on other sites More sharing options...
Blackcamper Posted January 1, 2015 Share Posted January 1, 2015 hallo alle.I have been tryning to get a power station to work in space I have a 3,75m aegletes 2 fission reactor to start on and i like to get a ohter 3,75 fusion reactor up there as well. but i can not get the fussion reactor to work it will not start, just says lqd deuterium deprived, what dos that do and how do i fix it. i can find no info about this. Help me plz. Ps sorry for the bad english Link to comment Share on other sites More sharing options...
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