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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13


Fractal_UK

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Bah! Since i do not use Infernal Robotics parts, i'm clearly at disadvantage in this engineering race :) But i'm not throwing the towel yet. My heavy lifter has 70 tons to LKO capability - i will find how far i can go inside this weight limit (or until lag caused by crazy part count will crimp my style :sticktongue:)

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Bah! Since i do not use Infernal Robotics parts, i'm clearly at disadvantage in this engineering race :) But i'm not throwing the towel yet. My heavy lifter has 70 tons to LKO capability - i will find how far i can go inside this weight limit (or until lag caused by crazy part count will crimp my style :sticktongue:)

Yeah, I don't use it either, but pretty sure my Superheavy Lifter can lift 300+ Tons :3 and then there is the bigger one I built to throw my tug into space... Im going to go check how many tons that is.

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Dude...300 tons? What are you launching with that - small mountains? :sticktongue: Anyways - i like that plant built out of Gigantors. I always wanted to do something similiar, but blasted part count would thwart my efforts halfway. I have to do some calculations to find if weight-to-power ratio is better with Gigantors or with Balkas.

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For those of you Microwave solar power lovers, I've got the new models working. Because the new receiver is so big, it's going to be supplemental to the old parts. The larger array now gives you an extra factor where beam spreading losses are concerned, so the base efficiency is the same, atmopsheric losses at the same but distance losses are greatly diminished. The implications of this are impressive where Kerbol satellites are concerned.

Compare the small receiver here to the large one:

AMgqvP6.png

iyUXTJu.jpg

If I was a Kerbal, I wouldn't want to be standing beneath that beam...

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Dude...300 tons? What are you launching with that - small mountains? :sticktongue:

Maybe :P

This is a modified version of my launcher, it launches the Tug Dry and then gives it all its extra fuel when it gets into space. (Which is ~80% full)

1385661_10151908567868656_259796419_n.jpg

This is the one that I use for pretty much everything else, I mean, Why build two launchers when you have one that will launch pretty much anything you throw at it :3

553061_10151908568178656_701204193_n.jpg

And I might have to go get infernal robotics :/

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Yeah, the tan would reach one's bones :D While we are on topic of burning - i'm kinda worried about our smaller crafts powered via microwave receivers - namely probes and rovers. On bigger crafts we have space and structural strenght to place enough radiators to deal with waste heat. But will small crafts be able to avoid meltdown? Maybe amount of generated heat should be tied to power draw? Rover using small amounts of electric charge to move and keep lights on should not be treated the same way as huge orbital station drawing gigawatts of power to generate antimatter.

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Think the MW Receiver is now not "unpractical" huge?

How you wanna put this on a rover for example....

It's not a replacement, it's for different things. You can use the large one to power a base or something like that.

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Dude...300 tons? What are you launching with that - small mountains? :sticktongue: Anyways - i like that plant built out of Gigantors. I always wanted to do something similiar, but blasted part count would thwart my efforts halfway. I have to do some calculations to find if weight-to-power ratio is better with Gigantors or with Balkas.

If you want to build proper reliable heavy lifters, get Kadrons thrustplate pack. The 41b lifts over 400t direct to orbit and you build it once - reload, change payload and launch again.

Cuzllir.jpg

That its "only" 375t but it has enough boost stage left to leave Kerbin...

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Well I have it working and I can use it to warp, but I'm having issues getting into another planet's sphere of influence without crashing into it or overshooting it :/

Use the slowest speed when you get close to the target planet and if you're having trouble clicking deactivate fast enough, use action groups.

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Oh, that...:D Yeah, takes a bit of planning and practice. Build some warp capable probes first - easier to launch, and you won't lose kerbonauts in case of failure. I advise against using any higher warp settings -0.10 c is already fast, but still leaves you some time to react. If you use MechJeb you can use Smart ASS function to aim directly at target - when your ship is pointed in right direction engage the warp drive. If you are going to inner planets try to overshoot your target a bit. Just drop out of warp before hitting the planet, make a course correction and warp again for a few moments. And pack plenty of fuel for your thermal engines/Vista - dV requirements are brutal when you are doing braking burn after slightly misaligned warp.

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Oh, that...:D Yeah, takes a bit of planning and practice. Build some warp capable probes first - easier to launch, and you won't lose kerbonauts in case of failure. I advise against using any higher warp settings -0.10 c is already fast, but still leaves you some time to react. If you use MechJeb you can use Smart ASS function to aim directly at target - when your ship is pointed in right direction engage the warp drive. If you are going to inner planets try to overshoot your target a bit. Just drop out of warp before hitting the planet, make a course correction and warp again for a few moments. And pack plenty of fuel for your thermal engines/Vista - dV requirements are brutal when you are doing braking burn after slightly misaligned warp.

but what else am I supposed to do with all the stupid kerbals? And I guess I'll have to look into figuring out how thermal rockets work...

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Then you will need antimatter. Using nuclear reactors, especially unupgraded ones is counterproductive. You will need both high Isp and thrust to capture into orbit with burns costing 5000 m/s dV, and lasting longer than some encounters. My Prometheus craft that is orbiting Moho now? I had to warp three times ahead of the planet so i could bleed some velocity each time when i got encounter lasting barely couple of minutes. It was very messy mission, and i wouldn't be able to finish it without an engine with 1000 thrust and Isp 2000+. Warp saves a lot of time, yes. But in no way it's cheating - dV cost can easily be higher than during conventional flight. And proper navigation is even harder, since you basically have to eyeball everything.

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