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


Fractal_UK

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Lookz Awesome, zzz. How do you picture it deploying? In what situation? Perhaps a toggle switch? Automatic deploy when charged for the selected warp level?

~Steve

EDIT: Just a reminder / note for those looking to do science that missed Fractal_UK's post earlier. You now get DOUBLE the science on the surface of planets. ie... science CPUs on the surface of Moho now make 12 science per day. I'm already building a CPU super computer base to land on Moho!

Edited by NeoAcario
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How do you picture it deploying? In what situation?

Some guy asked for drive wich can to change shape for spacepalne landing\takeoff. This is was problematic with regular one(maybe some ridiculous construction with landing gear at very long "legs"). I made it not comletely by his (-I-) concept but for same goal(and because I like moving parts). "compact shape" is for atmospheric, "circular" for space/warp(implying kerbal warp drive need ring shape for the functioning). There no any actual rectrictions.

Edited by zzz
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Fractal_UK

What would I need to do to ensure that resources from another mod were compatible with yours? For example if I added a resource called Aluminum which could be (in theory) extracted from a resource deposit, could that be used in your aluminum/oxygen rocket so long as it had the same name as your Aluminum resource? Would any conflicts arise from this?

Sorry, I missed this amongst all the other messages.

If you know that my mod is going to be available, it's best not to make any resource definition at all. For example, some of the engines in my mod can use Kethane as a resource but I don't make a Kethane resource definition, that stuff will simply work if you have the Kethane pack or not if it doesn't.

If you don't know what for sure and need to define the resource in case it isn't, I don't foresee any problems provided that you make sure that the resource has the same name, the same fuel flow, the same fuel transfer settings and the same density. If the two mods define these things definitely, the results are probably based on which set of information the game loads first and obviously that isn't something that you want to happen.

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For anyone keeping records...

Optimal AM collection at 0.00 inclination:

Kerbol

392.5 Mm orbit

0.0306226 AM Per Collector

Jool

9Mm orbit

0.0061974 AM Per Collector

Added bonus 2.45 Science per CPU per day

The AM collection around Kerbol is nice... but the dV required to either set up a perfect orbit around Kerbol is around what, 10k? Jool has a very nice bonus of being able to Aerocapture and reduce dV for circularization to as low as around what, 2k or less? Jool also has the added bonus of being able to time warp for both a good amount of AM and Science. Any thoughts / opinions on this?

A question of how the backround AM and Science collection works. It's supposed to work in the backround... but it doesn't. Does it, but not during time warp or something? How exactly does it work? Maybe I'm doing something wrong... does it only work for ships in the same SOI or something?

~Steve

Edited by NeoAcario
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That guy with the additional Warpdrive was me.

And yes it is real a lovely work.

Ok it would need some left script teweaking (like, it can only make warpwrk when deploayed).

But ignoring this it works fine.

Oh and that the new models replace the old ones :-)

But due you think it will so or so not come in the real modpack...

(Could be a (In the R&D System later) an advanced version of the warpengene (compacter constructs are ever advancedter).

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Oh and that the new models replace the old ones :-)

Really? Oh, my bad, I put it in different foldier but forget to change Part name for 3.7 and 2.5 drives, just change name = WarpDrive* in configs(in begining, just after the PART{) in warp2 folder to something different and regular ones will come back.

the problem is, in the buildscreen it works fine, but when you go out to the runway or launchpad,

If you change part name it will fix it

Edited by zzz
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No the problem is, in the buildscreen it works fine, but when you go out to the runway or launchpad, it gets switched to the old warpdrive :-)

I know not real how the engene picks the "inside editor" and "runsway" model.

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The AM collection around Kerbol is nice... but the dV required to either set up a perfect orbit around Kerbol is around what, 10k?

warping from any body to its parent is going to be easy since you don't have to worry about relative velocities and all that, any body's orbital velocity will be slower than a lower orbit of it's parent, so all you need to do is warp towards the parent to establish an elliptical orbit (or a collision course if you're feeling adventurous), once you have the orbital velocity you need for a circular orbit of your desired altitude just warp to that altitude and you should (assuming i'm not crazy) have a fairly circular orbit (0.1c is way too fast for any precision adjustments. If you want a pretty orbit you'll need fuel.). This would mean Kerbol is pretty lucrative for AM farming.

Am i right about this fractal, or would using gravity like that just mean you've got a lot of "downward" momentum?

Edited by DaveStrider
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Sorry, I missed this amongst all the other messages.

If you know that my mod is going to be available, it's best not to make any resource definition at all. For example, some of the engines in my mod can use Kethane as a resource but I don't make a Kethane resource definition, that stuff will simply work if you have the Kethane pack or not if it doesn't.

If you don't know what for sure and need to define the resource in case it isn't, I don't foresee any problems provided that you make sure that the resource has the same name, the same fuel flow, the same fuel transfer settings and the same density. If the two mods define these things definitely, the results are probably based on which set of information the game loads first and obviously that isn't something that you want to happen.

I've got a question, Fractal - do you have separate files for every resource, or one file with all the resource definitions in it? If you made a resource .cfg for every resource, forsaken1111 could just copy your folder structure and "aluminium" resource file, and then if someone installs both mods (I assume that forsaken1111 is asking this question because he is making a mod), one of the files, which are identical anyway, gets overwritten, eliminating all chances of bugs.

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warping from any body to its parent is going to be easy since you don't have to worry about relative velocities and all that, any body's orbital velocity will be slower than a lower orbit of it's parent, so all you need to do is warp towards the parent to establish an elliptical orbit (or a collision course if you're feeling adventurous), once you have the orbital velocity you need for a circular orbit of your desired altitude just warp to that altitude and you should (assuming i'm not crazy) have a fairly circular orbit (0.1c is way too fast for any precision adjustments. If you want a pretty orbit you'll need fuel.). This would mean Kerbol is pretty lucrative for AM farming.

Am i right about this fractal, or would using gravity like that just mean you've got a lot of "downward" momentum?

I apparently haven't been using this mod long enough... can't believe I didn't think of that. Good idea.

EDIT: Warp half way between Moho and Kerbol off 270 degrees from prograde. Let the gravity well accelerate you to the approx relative speed. Warp to the approx altitude off 90 degrees from your current angle. Fine tune with thrusters. Brilliant.

But... does that work? Time to test!!

Fractal_UK - Might I suggest adding some wind resistance to the Dual Technique Magnetometer? I just did a 200g Aerocapture into Kerbin with mine deployed and it didn't even budge.

~Steve

EDIT: Worked like a charm. Warp directly into the sun.. but stop around 3500Mm. This will put your Periaps around 160Mm. Time accel a couple days until you get your speed to around 46,500 m/s and then warp to the appropriate angle and altitude of 392.5Mm. Odd that I've never really had to use my higher education in Math and Physics until this game came around. Only had to use around <1,000 m/s to fine tune my orbit for optimal AM collection.

Honestly though, if you're within 10Mm.. there's very little difference.

Edited by NeoAcario
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Thread moves fast...

So, come .22, science and research etc. presumably means we can pick and choose what parts and what upgrades we want to start with. This can of course lead to part bloat, but there may be an already-existing workaround for this. One of the mods that B9 depends on allows you to choose between various starting parameters; cabin lights on/off, cargo bay doors open/closed, etc. I'd need to check the license again, but you could work with this system to select the parameters of your ship before you launch; to choose Solid Core, Gas Core etc as they become researched. This still leaves open the option (and particulars) of retrofitting in-flight, whether or not that particular ship was the one that researched a particular upgrade.

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Is it possible to get one engine to feed off multiple reactors/generators? If so, are the improvements linear?

EDIT: Also, what is the maximum stock electric charge provided by the generators? Or is it just not an issue?

Edited by Morrigi
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On the subject of managing delta-v when warping:

I like to let the sun do all the work for me. Need to increase speed to 'North'? Warp to the South of Kerbol. Need to go more West? Warp to the East of Kerbol. The gravity will drag you in the direction you want.

Braking works the same, just in reverse.

If you want to match velocities with a planet on the opposite of Kerbol, just position yourself close enough to it so that it sucks your current velocity away, then once you've accumulated enough velocity to roughly match your target just warp to a within a reasonable distance.

If you pay attention you can complete all this maneouvering in a few days, but getting the angles right takes practice, and you still need a few k dv to 'tidy up' afterwards.

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Fractal_UK

I thought you said you fixed the small AM reactor consumption? Upgraded small AM reactors are still only using Am at the same rate as the un-upgraded models: 0.14 instead of 0.41

Just a head's up

~Steve

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I thought you said you fixed the small AM reactor consumption? Upgraded small AM reactors are still only using Am at the same rate as the un-upgraded models: 0.14 instead of 0.41

Can you check your copy of the antimatter125.cfg and maybe check that the upgrade has gone through properly as well? Is it producing the right about of power?

I definitely fixed the consumption rates:


AntimatterRate = 0.1385
upgradedAntimatterRate = 0.4155

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How does vacuum plasma work? noticed it after upgrading a plasma thruster as a test, can no longer use other fuels and it seems to replenish itself, it's not mentioned in the description text nor the wiki.

Is it infinite dv as long as you keep it supplied with power? Are there conditions to replenishing it?

Edited by K3|Chris
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How does vacuum plasma work? noticed it after upgrading a plasma thruster as a test, can no longer use other fuels and it seems to replenish itself, it's not mentioned in the description text nor the wiki.

Is it infinite dv as long as you keep it supplied with power? Are there conditions to replenishing it?

Yes, it's one of the more speculative propulsion technologies out there but something that is, in fact, being studied to a very preliminary level. It basically treats the quantum vacuum as a plasma, much like the plasma propellant the engine normally uses, and derives some thrust by these interactions with the quantum vacuum. That means you don't need to carry any propellants with you on the ship. This is modelled in the mod by making the VacuumPlasma continually recharge.

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Ah nice, noticed however it's recharging on the pad, and the thruster works there as well, I assume if it relies on quantum vacuum forces it shouldn't work in atmosphere?

One work-around would be to disable plasma recharge in atmosphere and set the ISP of the truster to something really low, runs out of plasma really fast and it doesn't get more.

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Ah nice, noticed however it's recharging on the pad, and the thruster works there as well, I assume if it relies on quantum vacuum forces it shouldn't work in atmosphere?

One work-around would be to disable plasma recharge in atmosphere and set the ISP of the truster to something really low, runs out of plasma really fast and it doesn't get more.

You're probably right there, I'll look into that, cheers for the suggestion.

I'll probably also re-enable the propellant choices as well and simply add the Vacuum Plasma to the list, then you can obtain thrust on the ground by using propellant as you could before the upgrade.

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