forsaken1111 Posted October 7, 2013 Share Posted October 7, 2013 If you want a way to get lithium in the interim it wouldn't be hard to add it to the kethane converter, or put in a part that converts kethane into lithium. Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 7, 2013 Author Share Posted October 7, 2013 Actually the tug I made can lift itself, provided I move my ground team a safe distance away and remove about half its Liquid fuel, still leaving me with over 50K Delta at full thrust.DT's drink less then 0.9 Liquid Fuel/s at full thrust. My tug can hold over 30K fully fueled. The Reactors use about 0.08 AM/sInteresting, I guess that does work with antimatter. I haven't actually experimented much with the DT vistas using antimatter power, I prefer using an upgraded nuclear reactor and then ignoring that side of the fuel consumption.In other news, I've start integrating the heat mechanics with stock parts. Still, at this stage, only for the purpose of adding the actual WasteHeat generation to these parts. No negative side effects for failing to dissipate heat just yet...The advantage of adding custom modules to the stock solar panels is that I can add the better inverse-squareness the Microwave Power Transmitter does to all Solar Panels by default. That means identical Solar Panel performance at Kerbin, improved performance closer to the sun and decreased performance further from the sun.Here is a satellite I built for demonstration of this. You can see the perpendicular alignment of solar panels and heat radiators really nicely here. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 7, 2013 Share Posted October 7, 2013 is Antimatter collection based at all on what planet you're near? Link to comment Share on other sites More sharing options...
Xentoe Posted October 7, 2013 Share Posted October 7, 2013 due engenes are now done I wanted to remember my suggestion from earlier to do a "spaceplaneuseable" Warpdrivemodel. Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 7, 2013 Author Share Posted October 7, 2013 is Antimatter collection based at all on what planet you're near?Very much so, yes. The calculation is based mainly on planet mass and rotation period, the higher both of those are, the stronger the magnetic field and the more antimatter you will find trapped. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 7, 2013 Share Posted October 7, 2013 (edited) Very much so, yes. The calculation is based mainly on planet mass and rotation period, the higher both of those are, the stronger the magnetic field and the more antimatter you will find trapped.Does Kerbol count even though its a star not a planet?And is that the same way Science Lab Science per day is calculated? Edited October 7, 2013 by Ashtoruin Link to comment Share on other sites More sharing options...
Fractal_UK Posted October 7, 2013 Author Share Posted October 7, 2013 Does Kerbol count even though its a star not a planet?Yes but its rate is artificially reduced, though it's still actually one of the best places for collecting antimatter. I've actually never really heard anything about stars trapping much antimatter in their magnetic fields, I am guessing that this is because though they would be rather good at it in pure magnetic field strength terms, the star kicks out a great deal of solar wind that tends to annihilate these antiparticles. If anyone has better information than idle speculation, I'd be interested to know.And is that the same way Science Lab Science per day is calculated?No, Science per day is defined explicitly for each planet, scaled for altitude above the surface and the stupidity of the Kerbals you have manning it. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 7, 2013 Share Posted October 7, 2013 No, Science per day is defined explicitly for each planet, scaled for altitude above the surface and the stupidity of the Kerbals you have manning it.So that's going to be trial and Error to find the best planet for Science, and it Seems that Jool or Kerbol Would be the best places to get antimatter. Link to comment Share on other sites More sharing options...
CalculusWarrior Posted October 7, 2013 Share Posted October 7, 2013 Question about antimatter here. Wouldn't having antimatter particles just hanging out in a planet's magnetic field be hazardous to any spacecraft within said magnetic field? Antimatter collisions release quite a lot of energy, don't they?EDIT: So I plugged in some numbers into everybody's favourite formula, E=mc^2, and found that the total energy released from a collision with an antiproton is only about 0.2 fJ, or 0.2*10^-15 Joules. Collisions with paint flecks would probably release more energy than that. Guess I answered my own question... Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 7, 2013 Share Posted October 7, 2013 Hmmm... Jool has an Atmosphere, I guess this means I should try and remember how Aerobraking works. To Youtube! Link to comment Share on other sites More sharing options...
theSpeare Posted October 7, 2013 Share Posted October 7, 2013 Do please add in WasteHeat consequences soon. The incentive for actually having to manage it is pretty exciting. Maybe instead of destruction of parts and such, just lower the efficiency of everything the more WasteHeat you have. Or perhaps model it on how long you've had a given level of WasteHeat.e.g. solar panels produce only 10% power, warp drive shuts off with ANY WasteHeat, thermal rockets lose a ton of ISP or thrust or just fail to activate completely. Link to comment Share on other sites More sharing options...
Ashtoruin Posted October 7, 2013 Share Posted October 7, 2013 Wow... Sitting at 9700km on Jool with 15 Antimatter Collectors nets me 2k Antimatter every 6 hours, So much better than Kerbin. Now I need to get More stuff out here :/ Link to comment Share on other sites More sharing options...
s1l3nt_c0y0t3 Posted October 7, 2013 Share Posted October 7, 2013 I don't know if anyone else has experienced this. Whenever I try to dock a Science lab to my station or a solar panel array, it shakes itself so hard it tears the entire station apart. Link to comment Share on other sites More sharing options...
ChrisF0001 Posted October 7, 2013 Share Posted October 7, 2013 0.6 has a lot of new models and art added, so chances are in 0.5 you were sitting just below KSP's 32bit RAM limit and the 0.6 update has tipped you over causing crashes to desktop. You can fix this by deleting entire mods or, if you want to keep different bits of different mods, just delete the parts you don't really need or use.It is as you say, and as I feared. One complete install rebuild later, with no FAR, Orbital Construction chopped off at the knees and a couple of other part mods glossed over, plus all the de-bloaters applied, and things are much more stable now! It just took a while to set up... Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 7, 2013 Share Posted October 7, 2013 Interesting, I guess that does work with antimatter. I haven't actually experimented much with the DT vistas using antimatter power, I prefer using an upgraded nuclear reactor and then ignoring that side of the fuel consumption.That's 420 Science per Vista.... Takes less time to collect AM then science. Atleast until the actual campaign arrives. Link to comment Share on other sites More sharing options...
Tharios Posted October 7, 2013 Share Posted October 7, 2013 Maybe have two modes on a Lab, one that acts like the Microwave Transmitter, and one acts like the Microwave Receiver. So if you put a Lab in Transmit mode, it will Transmit to any lab set to Receive mode until all Receive mode labs are filled?Edit: Would probably want 3 modes, Transmit, Receive, IsolationAlso Some type of Thermal/Plasma RCS would be amazing... But I know you have a pretty full plate as it is :3It would probably be better to just reuse the solar power system he already developed, and set it so that labs can only contribute science to the pool if they've got LoS to a relay in a network that has LoS to the Space Center.There's no real point to isolating a lab. It won't generate science more quickly, and no lab would generate science quickly enough to outstrip the benefits of having access to the network for its upgrades.Otherwise, I think it's a great idea, and if he bases it off his solar network idea, it should save him considerable time and effort in implementation.-Also...I agree with some of the others, Fractal_UK, you should really try getting in touch with Squad. You've got a great sense of balance and have some great ideas that don't take anything away from the spirit of KSP. Excellent work. I hope their future updates don't negatively impact efforts so far, too much. Link to comment Share on other sites More sharing options...
willow Posted October 7, 2013 Share Posted October 7, 2013 No, Science per day is defined explicitly for each planet, scaled for altitude above the surface and the stupidity of the Kerbals you have manning it.We're talking kerbals, so more stupidity improves science output? Link to comment Share on other sites More sharing options...
forsaken1111 Posted October 7, 2013 Share Posted October 7, 2013 We're talking kerbals, so more stupidity improves science output? Other way round actually, lower stupidity = more science. Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 7, 2013 Share Posted October 7, 2013 I think if you put 2 really stupid kerbals in a lab and start making AM it should explode at a random time:) Link to comment Share on other sites More sharing options...
cy-one Posted October 7, 2013 Share Posted October 7, 2013 So, if it's scaled for altitude... Which one is better? Lower or higher altitude? Link to comment Share on other sites More sharing options...
forsaken1111 Posted October 7, 2013 Share Posted October 7, 2013 So, if it's scaled for altitude... Which one is better? Lower or higher altitude?Generally higher altitude = better for AM production while lower altitude = better for science production. Link to comment Share on other sites More sharing options...
sidfu Posted October 7, 2013 Share Posted October 7, 2013 Generally higher altitude = better for AM production while lower altitude = better for science production.am production has nothing to do with altitude is the planets magenet strenght thats why they have it differnt at differnt altitdues Link to comment Share on other sites More sharing options...
forsaken1111 Posted October 7, 2013 Share Posted October 7, 2013 am production has nothing to do with altitude is the planets magenet strenght thats why they have it differnt at differnt altitdues...yes I know, I was simplifying it because he asked a simple question. Generally you get more antimatter at higher altitudes. This is because the magnetic field gets stronger. You'll have to experiment to find the 'best' location but higher is generally better. There is going to be a sweet spot where the field strength and particle flux is the highest. I've found that putting your craft into a highly elliptical orbit is great for determining the sweetspot, just timewarp while watching your magnetometer or collectors.It would be fantastic if the magnetometer worked with the graphing plugin so I could let it collect data and make pretty graphs. Link to comment Share on other sites More sharing options...
K3-Chris Posted October 7, 2013 Share Posted October 7, 2013 (edited) You need some science in the lab when you click to transmit data, you also won't see the receive option appear on the lab when you transmit the data. You need to switch to a different lab, then you should have the option.If this is un-intuitive, I can change it so the option appears right away. The main reason I didn't bother as I didn't imagine people would want to send data and then receive it immediately back at the same place but I can see how the lack of the option might be confusing.As someone who just installed this mod (due to seeing scott's video) a lot of it isn't very intuitive, some exploration is fine before you know what to do but it should be somewhat directed, I had no idea how the science transfer worked and many of the parts were a complete mystery to me.And I have no idea where to go to get good science, nor why those locations are good for science, or what orbit height gives better science, as far as I can tell around moho bellow 250km you get best science, but it doesn't scale further down than that, meaning 200km+ is best for time-warping reasons except landing.There is a fine line between leaving players free to explore, and making players annoyed at having no idea how to do something.The guide in OP is just a description of the parts, doesn't seem to detail how you actually use the parts together to achieve something.Would help a lot I think if there was some GUI somewhere perhaps an addition to the stock map's information stuff showing some small hints to what you can find where, and recoding your data, if you run the magnetometer at different altitudes around a planet, make that information listed there so you can send something there again to replicate previous results etc. A bit like how kethane/ISA record your findings.Btw I got 2 smart guys in orbit of moho doing 2.8 S/D, is that normal? will take years to get even the entry level upgrades at that rate, should I send a cluster of several science labs there instead of just one?I'm guessing parts you upgrade using science doesn't get upgraded universally? only that one part? meaning to upgrade a newly launched ship you need a computer core to download science and upgrade it's parts? though that core could obviously be decoupled before launch Edited October 7, 2013 by K3|Chris Link to comment Share on other sites More sharing options...
Donziboy2 Posted October 7, 2013 Share Posted October 7, 2013 (edited) It is a very complex mod and takes a long time to understand, i have about 150 hours into it.I am actually considering making a Guide, but that would take away from my play time I will give one piece of info...The Plasma Thruster with Liquid Fuel requires 75MW/s of power per KN of thrust....... Edited October 7, 2013 by Donziboy2 Link to comment Share on other sites More sharing options...
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