DaveStrider Posted October 3, 2013 Share Posted October 3, 2013 Could you post a screenshot of your plane? I would like to know how did you connected everything. Also, did you had any problems with multiple reactors? I'm trying to build heavy kethane miner, powered by two sets of 1.25 m AM tanks, reactors and thermal nozzles - and only one of reactors produces thermal power at first. When i pump thermal power from one to another manually, they both seem to start working properly.(apparently i was wrong about the fuel costs, although i remember the flight being very inefficient)Not a great screenie to show the connections (i took this a while ago), but basically i just had the reactors behind the fuel tanks on each wing, with the jet behind that. no generators were used since i didn't need them. Antimatter is stored in a single piglet tank hidden in the cargo bay and is more than enoughI haven't had any problems with the reactors except for the fact that the physical connection to the fuel tanks are a bit weak and need to be strutted in place.Also if you're doing kethane mining it might be a better idea to mine at gilly rather than hauling it up from eve. Link to comment Share on other sites More sharing options...
Makeone Posted October 3, 2013 Share Posted October 3, 2013 Lovely looking tug there Ashtoruin, what parts are those spherical tanks?And for the mod, i don't really understand the need of the MegaJoules as there's the electricCharge as well, i honestly i think they are the same thing, although i think that electricCharge is counted maybe in amps? Are you chosen to use that zzz's latest engine? It would look nice, if it could be scaled for both, 1.25 and 2.5 m scales, and i think it would look good also as thermal rocket nozzle, maybe with different skin, blueish for the i...plasma engine and maybe reddish for the thermal rocket?I have to admit, that i had an idea for a in-(solar)system 'warp' drive that i like to call capsuledrive that would work similar method than the Alcu-drive Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 3, 2013 Share Posted October 3, 2013 (edited) Spherical and Toroidal Tanks it also comes with extra tanks for quite a few addons including Kethane, EPL and another one, I would Highly Recommend deleting the tank types you don't use to save RAM space.And for the mod, i don't really understand the need of the MegaJoules as there's the electricCharge as well, i honestly i think they are the same thing, although i think that electricCharge is counted maybe in amps? one MJ is basically 1000 EC, and its to prevent having absurdly large EC Numbers, which I'd rather have tbh. but hey 6 to one, half a dozen the other. Edited October 3, 2013 by Ashtoruin Link to comment Share on other sites More sharing options...
Scotius Posted October 3, 2013 Share Posted October 3, 2013 Thanks Dave - that's a beautiful spaceplane. Unfortunately i use only couple of parts from Bac9 pack, so i will try building something similiar with stock parts. You ran AM from Piglet using fuel lines to both reactors, right? Link to comment Share on other sites More sharing options...
GabrielG.A.B.Fonseca Posted October 3, 2013 Share Posted October 3, 2013 Gabriel´s To-Do List:1 - Figure out FTL Astrogation - Half-done2 - Set-up for FTL test flights3 - Create a Interplanetary Infrastucture4 - Create Anti-Matter fuelled, FTL capable, Radiation Emitting machines of interplanetary war5 - Blow it all up... With Style! Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 3, 2013 Share Posted October 3, 2013 Gabriel´s To-Do List:1 - Figure out FTL Astrogation - Half-done2 - Set-up for FTL test flights3 - Create a Interplanetary Infrastucture4 - Create Anti-Matter fuelled, FTL capable, Radiation Emitting machines of interplanetary war5 - Blow it all up... With Style!Sounds about like my plan, except with more Explosions and presumably less duct tape... I like this. Link to comment Share on other sites More sharing options...
DaveStrider Posted October 3, 2013 Share Posted October 3, 2013 Thanks Dave - that's a beautiful spaceplane. Unfortunately i use only couple of parts from Bac9 pack, so i will try building something similiar with stock parts. You ran AM from Piglet using fuel lines to both reactors, right?Didn't need them, i'm not sure if that's because antimatter doesn't need fuel lines or if there's some other reason Link to comment Share on other sites More sharing options...
Jivaii Posted October 3, 2013 Share Posted October 3, 2013 Sounds about like my plan, except with more Explosions and presumably less duct tape... I like this.Duct tape? We were supposed to use that? ****, JEB! REPLACE THE GUM WITH DUCT TAPE! Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 3, 2013 Share Posted October 3, 2013 Hmm... This new Tug is heavy... Equivalent of 53 Orange fuel tanks to launch it dry or there abouts when I finally figure out how my staging is borked... Link to comment Share on other sites More sharing options...
DaveStrider Posted October 3, 2013 Share Posted October 3, 2013 Hey fractal, is there any difference between an upgraded jet in fuel burning mode and a thermal nozzle? Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 3, 2013 Author Share Posted October 3, 2013 Hey fractal, is there any difference between an upgraded jet in fuel burning mode and a thermal nozzle?No, there is absolutely no difference. The thermal rockets and thermal turbojets use the same code, the only reason they function differently is due to different propellants. Link to comment Share on other sites More sharing options...
Railgunner2160 Posted October 3, 2013 Share Posted October 3, 2013 Damn!!! With all of ZZZ's models this is turning into one fine mod!! Hope that we see the next release sooner rather than later...... Link to comment Share on other sites More sharing options...
DaveStrider Posted October 3, 2013 Share Posted October 3, 2013 No, there is absolutely no difference. The thermal rockets and thermal turbojets use the same code, the only reason they function differently is due to different propellants.Thanks, so basically for maximum versatility you want to use thermal turbojets instead of rockets (assuming you have 750 science per jet to spare) Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 3, 2013 Author Share Posted October 3, 2013 Damn!!! With all of ZZZ's models this is turning into one fine mod!! Hope that we see the next release sooner rather than later......Your wish is my command:Version 0.6 ReleasedChangelogVersion 0.6-Added WasteHeat and Radiators-Added lots of models created by ZZZ (Antimatter reactor, 2 generators, DT magnetometers, phased array transmitters/receivers etc)-Added deuterium centrifuge option to science lab-Electric charge now provided in needed amounts by generator, rather than arbitrary 1000 figure-Changed nuclear turbojet parameters such that, with some effort, it can be used to fly-Warp effects scale to proper size-Fixed Thermal engine NullReferenceException when not physics loaded but not selected ship-Microwave beamed receiver now must be pointed at the transmitter or losses will occur-Fixed Megajoule utilisation/plasma engine bugs-Fixed MechJeb prevent overheats locking the throttle at zeroDownload links on first page updated! Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 3, 2013 Share Posted October 3, 2013 Your wish is my command:Version 0.6 ReleasedChangelogVersion 0.6-Added WasteHeat and Radiators-Added lots of models created by ZZZ (Antimatter reactor, 2 generators, DT magnetometers, phased array transmitters/receivers etc)-Added deuterium centrifuge option to science lab-Electric charge now provided in needed amounts by generator, rather than arbitrary 1000 figure-Changed nuclear turbojet parameters such that, with some effort, it can be used to fly-Warp effects scale to proper size-Fixed Thermal engine NullReferenceException when not physics loaded but not selected ship-Microwave beamed receiver now must be pointed at the transmitter or losses will occur-Fixed Megajoule utilisation/plasma engine bugs-Fixed MechJeb prevent overheats locking the throttle at zeroDownload links on first page updated!Awesome Possum Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted October 3, 2013 Share Posted October 3, 2013 All thrusters at maximum, warp core is online and active. Warp drive at your command. Fractal_UK in epic voice "Make it so"Yep, this is pretty awesome! Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 4, 2013 Share Posted October 4, 2013 Your wish is my command:-Added lots of models created by ZZZ (Antimatter reactor, 2 generators, DT magnetometers, phased array transmitters/receivers etc)after installing the new update, my one and only problem with this is that now everything else looks like crap... Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 4, 2013 Author Share Posted October 4, 2013 Thanks, so basically for maximum versatility you want to use thermal turbojets instead of rockets (assuming you have 750 science per jet to spare)Indeed, there is no disadvantage to doing this other than the large science cost and, potentially, initial useage constraints. Link to comment Share on other sites More sharing options...
Railgunner2160 Posted October 4, 2013 Share Posted October 4, 2013 O...K... Didn't see that coming!!!!Time to get testing!!!!! Link to comment Share on other sites More sharing options...
forsaken1111 Posted October 4, 2013 Share Posted October 4, 2013 I don't seem to be able to change fuel modes on the plasma engine. Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 4, 2013 Author Share Posted October 4, 2013 I don't seem to be able to change fuel modes on the plasma engine.Do you have any of the other fuels (Argon, Xenon) available? If you don't have any, it will just swap you straight back to LiquidFuel. Link to comment Share on other sites More sharing options...
theSpeare Posted October 4, 2013 Share Posted October 4, 2013 So Fractal, what do you already have in mind for heatWaste issues for the future? Link to comment Share on other sites More sharing options...
Mzxs Posted October 4, 2013 Share Posted October 4, 2013 hey my microwave transmitter and receiver aren't working do the have a range? Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 4, 2013 Author Share Posted October 4, 2013 hey my microwave transmitter and receiver aren't working do the have a range?Nope, they don't have a range, power simply diminishes with distance but there could be many reasons why they aren't giving you power. You need to make sure your dish has unblocked line of sight to the transmitter and the transmitter has line of sight to the sun (because they presently only work to transmit solar power). Your receiver dish needs to be, very roughly, facing in the right direction too but you will generate some power so long as you aren't more than 90 degrees out of alignment.So Fractal, what do you already have in mind for heatWaste issues for the future?Not determined yet, it depends somewhat on the feedback I receive about the system so far and what I think is appropriate. Certainly you should expect heat generating components to start shutting down to avoid cooking the ship even more if you get overloaded with WasteHeat but there will likely be some more serious consequences if you leave the problem unresolved. Basically, I want to make sure players will have a chance to do something to prevent the problems getting out of hand without making the whole system danger-free. Link to comment Share on other sites More sharing options...
Mzxs Posted October 4, 2013 Share Posted October 4, 2013 (edited) oh ok i thought it just transmitted power from one ship to another thanks Edited October 4, 2013 by Mzxs Link to comment Share on other sites More sharing options...
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