Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 (edited) Would it be helpful if I tabulated all of the energy outputs of each reactor in its base and upgraded state and the Isp and Thrust of an attached thermal rocket using each propellant? I'm guessing that would be useful reference material....Rather like this:To modify for Liquid Fuel and Oxidiser - multiply thrust by 2 and multiply Isp by 0.75.To modify for Kethane - multiply thrust by 1.333 and multiply Isp by 0.75. Edited August 29, 2013 by Fractal_UK Link to comment Share on other sites More sharing options...
Xentoe Posted August 29, 2013 Share Posted August 29, 2013 (edited) I made a ship with only 1 (Second biggest) nuclear Reactor and the Medium sized Power Generator. Ok the EM filling is slowly but when setting timewarp for not even 2 minutes to 100 % the EM Tank is full, than you cna shut off all energy and the warpdrive works finifine (That is what I meaned).But as ehm other thing. I get never any atom of antimatter, with the lab or with the collectors. Do I there something wrong? (In space).All parts of your Mod are "level 0" research.Like seeable on the resources display the EM Tank fills up but the Reactor (Electrogenerator) does not make real Megajules.Additional: When you deactivate the warpdrive rapidly (when it is yet offline) (not only once (do it with a actionkey). Than your speed increases (as long you do this) in the opposite direction till infinity (If you want).I tried to fly to Eve and clicked accidently the "break" key 2 times and wroooooom was outof the sunsystem. (Unbreakable)(Like you can see the warpengene is offline but look at my speeddisplay).To get this bug: Lay the Deactivation to a actionkey and press it several times Edited August 29, 2013 by Xentoe Link to comment Share on other sites More sharing options...
GabrielG.A.B.Fonseca Posted August 29, 2013 Share Posted August 29, 2013 When .22 comes out, you'll hopefully able to integrate this mod to the tech tree. I'm not sure how your science system could fit, thought. Link to comment Share on other sites More sharing options...
Xentoe Posted August 29, 2013 Share Posted August 29, 2013 another thing I understand not:I mad eit now the AM Collector work.And tested with a small AM Reactor.But it does not use the Antimatter.It does too use the Uranium... why this? Link to comment Share on other sites More sharing options...
MacJeb Posted August 29, 2013 Share Posted August 29, 2013 (edited) I think I should report this, I had several unexpected crashes while running this mod, they all happened randomly {I wasn't even using this mods parts}, when disabled this mod, the crashes stopped.. I have several other mods but nothing major that would conflict with this, I was using stock squad parts while the crashes happenedalso I want to note that this mod is a great idea, together with kethane it kind of adds "something to do" in KSP, in terms of resource management Edited August 29, 2013 by MacJeb Link to comment Share on other sites More sharing options...
Rampart Posted August 29, 2013 Share Posted August 29, 2013 (edited) Common problems I see folks are having, regarding the AM functions, make sure your AM storage tank is adjacent to your science lab or collector otherwise the AM won't go into the tank when generated, or at least it didn't before. Also make sure your reactors and generators are adjacent.Also, for next patch, could you add an option to turn off the warp drive creation of exotic matter, or perhaps adjust resource allocation? Currently the warp drive takes precedence over any attached science labs so you effectively can't research/produce AM/refine UF6 until your warp drive is fully charged, and even then I'm not sure, it's still charging now Edited August 29, 2013 by Rampart addtion RE: warp drives Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 Common problems I see folks are having, regarding the AM functions, make sure your AM storage tank is adjacent to your science lab or collector otherwise the AM won't go into the tank when generated, or at least it didn't before. Also make sure your reactors and generators are adjacent.Antimatter functions very much like LiquidFuel/Oxidiser, meaning that your antimatter needs to be in the same stack with crossfeed capable components. You should be able to run fuel lines to transfer antimatter between non-connected components.I think I should report this, I had several unexpected crashes while running this mod, they all happened randomly {I wasn't even using this mods parts}, when disabled this mod, the crashes stopped.. I have several other mods but nothing major that would conflict with this, I was using stock squad parts while the crashes happenedI'll have a think about this but I'm pretty sure this must be a coincidence. No code is executed by this mod when it doesn't have any parts loaded. KSP is limited by being a 32 bit program to 4GB of memory useage, so if you have a number of mods installed you could be hitting this limit causing crashes or bad performance. More mods tend to mean more parts and more memory useage. If you have several other mods installed, it could easily be that my mod that is tipping you over the limit. I have experienced this problem in the past before I even began development of this mod. Link to comment Share on other sites More sharing options...
MacJeb Posted August 29, 2013 Share Posted August 29, 2013 (edited) ah right, I might try deleting some "junk" parts from other mods, because I do have aerospace, kosmos and novapunch parts, and see how it goes, thanksand one more question, I have to use crew manifest to get kerbals out of the science lab, is this intended or is it some kind of bug? I just can't see the kerbals that are inside the module when I am controlling it, so there is no way to get them out once they step inside {also IVA of the science lab where you could activate stuff by clicking on gadgets would be both cool and possible as far as I know, just a suggestion} Edited August 29, 2013 by MacJeb Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 and one more question, I have to use crew manifest to get kerbals out of the science lab, is this intended or is it some kind of bug? I just can't see the kerbals that are inside the module when I am controlling it, so there is no way to get them out once they step inside {also IVA of the science lab where you could activate stuff by clicking on gadgets would be both cool and possible as far as I know, just a suggestion}The hatch has just moved and is now on the side of the science model:Clicking should bring up the EVA menu Link to comment Share on other sites More sharing options...
MacJeb Posted August 29, 2013 Share Posted August 29, 2013 The hatch has just moved and is now on the side of the science model:Clicking should bring up the EVA menuHa Ha, I have tried right clicking on the crew hatch thousand times, but it did not occur to me to try one primary click thanks man Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 29, 2013 Share Posted August 29, 2013 ...Rather like this:To modify for Liquid Fuel and Oxidiser - multiply thrust by 2 and multiply Isp by 0.75.To modify for Kethane - multiply thrust by 1.333 and multiply Isp by 0.75.NICE!!!!!Thanks that helps alot. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 30, 2013 Author Share Posted August 30, 2013 Transmission of scientific data seemed to be a heavily requested featured, so, after being inspired, I wondered if I could get it ready for 0.4.1. Turns out the answer is yes.The science lab here has 106 scienceWe then click the "Transmit Scientific Data" button and 100 science is transmitted away!Then build a new ship on the launch pad with a science lab... We see that a new option has appeared!We click the button and the scientific data arrives as advertised Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted August 30, 2013 Share Posted August 30, 2013 Can you add remote tech functionality to the science transmission? I think it would be pretty cool to have to create a DSN for the transmissions. Link to comment Share on other sites More sharing options...
DaveStrider Posted August 30, 2013 Share Posted August 30, 2013 If i'm seeing this right, after transmitting the science it floats around until something tries to recieve it. Couldn't this mechanic be used as free storage? Not that this is a particularly useful exploit given the long production time of science. Anyway i'm really glad this feature was added! now we can upgrade ships around kerbin rather than hauling everything over to moho for the retrofits. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 30, 2013 Author Share Posted August 30, 2013 Can you add remote tech functionality to the science transmission? I think it would be pretty cool to have to create a DSN for the transmissions.I could but I'm not sure it would be worthwhile. For ongoing transmissions, like the space solar, I think it's definitely worthwhile but I think adding it here would be a lot of extra work just to make people time accelerate for 10 seconds until it worked.If i'm seeing this right, after transmitting the science it floats around until something tries to recieve it. Couldn't this mechanic be used as free storage? Not that this is a particularly useful exploit given the long production time of science. Anyway i'm really glad this feature was added! now we can upgrade ships around kerbin rather than hauling everything over to moho for the retrofits.This, however, is an issue but I'm just going to add a decay time. Once you transmit the data, you'll have 30 minutes or so to receive it. If you don't click a receive button somewhere within that time, your data is gone. Link to comment Share on other sites More sharing options...
GabrielG.A.B.Fonseca Posted August 30, 2013 Share Posted August 30, 2013 Oh! Sugestion: While a Science lab is relaying data (That 30 minutes you said) it would be nice if the antenna extended.Same to the receiving lab. just a nice little touch. Link to comment Share on other sites More sharing options...
Crimsonriv Posted August 30, 2013 Share Posted August 30, 2013 Transmission of scientific data seemed to be a heavily requested featured, so, after being inspired, I wondered if I could get it ready for 0.4.1. Turns out the answer is yes.Awesome implementation that was a much faster turn around then I would have thought possible. Thank you for the feature this is currently my favorite mod. Link to comment Share on other sites More sharing options...
Scotius Posted August 30, 2013 Share Posted August 30, 2013 Everything sounds great Fractal. Now, since we can transmit Science Points (or SP for shortness) you can take another step. Idea is as follows: Science Probes Basically upgraded probe cores that generate small amount of science over time. To do that, they must be deployed on the surface of planet or moon, or in low orbit of relevant body. Science probe can't use SP themself, but it can transmit it to Science Lab. Amount of generated points would follow your rule used for Science Labs, but there could be ways to increase it. For example placing probe near the anomaly would give huge boost - but i'm not sure it can be coded at all Another way would be adding more scientific equipment - yes, those cool but useless pieces from scientific tab in VAB. Each instrument installed on the probe would give bonus to SP generation, but they should not be stackable - ten thermometers or gravioli detectors shouldn't give any more SP than one. Of course your magnetometer should count too. Barometers should work only in atmosphere - it would cut their usefulness to Eve and Laythe only, but maybe it could be off-set by giving them larger bonus to SP generation. Oh, and probes shouldn't work at Kerbin and in LKO - it wouldn't be realistic to seed the planet with small rovers and get river of SP flowing from the get go Link to comment Share on other sites More sharing options...
kodemunkey Posted August 30, 2013 Share Posted August 30, 2013 What crew size does the science lab need? Link to comment Share on other sites More sharing options...
Xentoe Posted August 30, 2013 Share Posted August 30, 2013 2, more fits not in Link to comment Share on other sites More sharing options...
DaveStrider Posted August 30, 2013 Share Posted August 30, 2013 How do you read the magnetometers? i can't make any sense of them Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 30, 2013 Author Share Posted August 30, 2013 How do you read the magnetometers? i can't make any sense of them|B| is the magnitude of the magnetic field strength, this represents its total strength regardless of direction.B_r is the radial dependant component of the magnetic field, this varies with altitude.B_T is the azimuthal component of magnetic field, which varies with your azimuth.All of these are measured in tesla.Particle flux is how much antimatter you will get out of an antimatter collector at that altitude. This is measured in mg/sec. Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 30, 2013 Share Posted August 30, 2013 I had something strange happen.... I launched a 3 part station yesterday with 24 AM collectors and an AM tank on each part. I started moving things around dismorning and when I docked my tug with the first of the parts I noticed the AM tank was full. I was pressed for time but I did check a second part and its AM tank was full also. All 3 parts were orbiting around 75km so they should not have had more then 1 or 2 AM after a day or so let alone a full tank...Its a nice bug now I dont have to warp for hours to fill the tanks When I get home I will check the 3rd station part.They were empty when I launched them and I did a 1 hour test on the first one yesterday to make sure all 24 Collectors on it were working. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 30, 2013 Author Share Posted August 30, 2013 (edited) I had something strange happen.... I launched a 3 part station yesterday with 24 AM collectors and an AM tank on each part. I started moving things around dismorning and when I docked my tug with the first of the parts I noticed the AM tank was full. I was pressed for time but I did check a second part and its AM tank was full also. All 3 parts were orbiting around 75km so they should not have had more then 1 or 2 AM after a day or so let alone a full tank...Its a nice bug now I dont have to warp for hours to fill the tanks When I get home I will check the 3rd station part.They were empty when I launched them and I did a 1 hour test on the first one yesterday to make sure all 24 Collectors on it were working.In this update, I added persistence code so that antimatter collectors generate antimatter even when you aren't controlling the vessel. Unfortunely, I seem to be using the time difference squared rather than the time difference to calculate it, oops!Thanks for pointing this out. Edited August 30, 2013 by Fractal_UK Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 30, 2013 Share Posted August 30, 2013 Hmm, I should have kept it a secret:P Link to comment Share on other sites More sharing options...
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