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


Fractal_UK

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Whenever you make small fixes like this... do you re-upload the Mod file? I would love to help you test to see if things are working. Well, especially when it's something bothering me.

Nope, I just log them, I wouldn't want to keep reuploading the mod file because if I get a fix wrong, it could make things worse. I need to check out my fixes before I upload them, so they tend to come out as a group of bugfixes and changes rather than just single little fixes.

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Nope, I just log them, I wouldn't want to keep reuploading the mod file because if I get a fix wrong, it could make things worse. I need to check out my fixes before I upload them, so they tend to come out as a group of bugfixes and changes rather than just single little fixes.

I haven't actually checked since 6.1 hit, did you fix the antimatter tank - Docking port bug?

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Does science decay overtime if not received almost immediately after transmission? Is that why my science disappears at some point, and the persistence file has no more "data packet" stuff in it but just that one top line?

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Fractal_UK, I found another interesting thing....

I up loaded some science from one of my ships, when to the VAB and put a ship on the pad, I grabbed the science and was just about to launch when I noticed I forgot something and reverted to the VAB to fix it. When I relaunched the science was no longer available...

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Fractal_UK, I found another interesting thing....

I up loaded some science from one of my ships, when to the VAB and put a ship on the pad, I grabbed the science and was just about to launch when I noticed I forgot something and reverted to the VAB to fix it. When I relaunched the science was no longer available...

Same issue I'm having.. well, probably the same root. I'm able to retrieve science from the future. I was experimenting with a massive science base. Before I terminated (reverted back 2 years to VAB), I uploaded around 10k of science. I haven't had to do any research since.

~Steve

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Fractal_UK, I found another interesting thing....

I up loaded some science from one of my ships, when to the VAB and put a ship on the pad, I grabbed the science and was just about to launch when I noticed I forgot something and reverted to the VAB to fix it. When I relaunched the science was no longer available...

Same issue I'm having.. well, probably the same root. I'm able to retrieve science from the future. I was experimenting with a massive science base. Before I terminated (reverted back 2 years to VAB), I uploaded around 10k of science. I haven't had to do any research since.

~Steve

This should all be fixed with 0.22's vanilla science, when upgrades are permanent and science is more refined.

EDIT: Since I'm having trouble starting out with science, does anyone have tips on how to advance in the scientific world?

Edited by ROFLCopter64bit
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Send massive space stations with multiple Science Labs to Mun and Minmus orbits :). Or alternatively pepper surfaces of these satellites with landers built around Science Labs (since you get twice the amount of science points if you land the lab). Then go to Moho/Eeloo for maximum SP gain. Vall/Laythe are good for science too - less points per day, but easier to reach.

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This should all be fixed with 0.22's vanilla science, when upgrades are permanent and science is more refined.

EDIT: Since I'm having trouble starting out with science, does anyone have tips on how to advance in the scientific world?

Build a big base of 1x 3.75m reactor and gen... stick about 100 labs on it.. cover it in launch clamps... fill it with Kermins.. stick it on the launchpad, start them all doing science... go afk for a couple years. Upload it all.. revert to vab. You now have science forever... FROM THE FUTURE!

~Steve

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I haven't actually checked since 6.1 hit, did you fix the antimatter tank - Docking port bug?

0.6.1 doesn't fix this bug but I have now figured out how to. It appears that the game doesn't like transfering STACK_PRIORITY_SEARCH resources through docking ports if they have 0 mass. I have given antimatter a very tiny mass and now the problem has gone away without having to change it to ALL_VESSEL flow, something I really didn't want to do for antimatter.


In other news I've finally found a way of sorting out those rocket nozzles and making the small ones lighter! So, this is how it's going to work. 1.25m nozzles have mass = 0.4, 2.5m nozzles have mass = 1.5 and 3.75m nozzles have mass = 3.

If you attach, for example, a 2.5m reactor to a 2.5m nozzle, nothing changes for you. Everything works the same as right now, except that now your nozzle, and consequently your ship, is lighter. Excellent, all good news here.

If you don't match the right size nozzle to the right size reactor, the thrust will be scaled down according to the ratio of areas of the two parts. So, if you attach a 1.25m nozzle to a 2.5m reactor, you will get 1/4 of the thrust. Equally, if the nozzle is bigger than the reactor and you attach a 2.5m nozzle to a 1.25m reactor, again your thrust will be scaled down to 1/4 of its normal value.

Basically, fit the right size engine to the right size reactor and reap the free rewards.

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In other news I've finally found a way of sorting out those rocket nozzles and making the small ones lighter! So, this is how it's going to work. 1.25m nozzles have mass = 0.4, 2.5m nozzles have mass = 1.5 and 3.75m nozzles have mass = 3.

If you don't match the right size nozzle to the right size reactor, the thrust will be scaled down according to the ratio of areas of the two parts. So, if you attach a 1.25m nozzle to a 2.5m reactor, you will get 1/4 of the thrust. Equally, if the nozzle is bigger than the reactor and you attach a 2.5m nozzle to a 1.25m reactor, again your thrust will be scaled down to 1/4 of its normal value.

Basically, fit the right size engine to the right size reactor and reap the free rewards.

Shouldn't nozzles attached to a larger reactor not be penalized? It's still getting the heat it needs and more.

Also.. why the hell are the AM collectors so damn heavy? ^^ Any chance for smaller ones?

~Steve

Edited by NeoAcario
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I have an Antimatter forge in LKO.. it's supposed to generate 120 AM per day... I'm on day 114 and it's generated only 95 AM. What's going on? Does it only operate when I'm in SOI or what's the deal?

Okay - testing complete and I can now confirm this bug will definitely be fixed in the next update.

Shouldn't nozzles attached to a larger reactor not be penalized? It's still getting the heat it needs and more.

No, that's the biggest problem. If it worked this way, everyone would just the smallest nozzle because it weighs the least. The idea is that if its too small, it isn't properly getting hooked up to the entire surface of the heat exchanger, it gets a fraction of the heat and makes thrust from it, the rest is wasted out into space.

Also.. why the hell are the AM collectors so damn heavy? ^^ Any chance for smaller ones?

Because they're huge things full of big superconding coils and stuff to stop the antimatter blowing a massive hole in your ship as well containing deadly gamma rays that might cook your Kerbals ;)

I could make a 62.5cm reactor at some point though, that might be quite nice.

Edited by Fractal_UK
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Fractal_UK

Quick bug for you to fix: When I try to radially mount the 1.25m AM Reactor it tries to stick itself INSIDE the target parent. I have to rotate it on the vertical axis 180 to stick it to the outside. Just some minor thing to fix in the config, I'm sure.

~Steve

EDIT: Another thing bothering me... why don't AM Collectors use power?

Edited by NeoAcario
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I got a question, I am researching science on the mun, left it on time warp for an hour about had about 1200 science, when I transmit the science I guess I need some kind of receiver somewhere? I think I transmitted the science without a receiver, is this what the microwave recievers are for, can someone please explain how I correctly transmit science.

Thanks for any help.

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I got a question, I am researching science on the mun, left it on time warp for an hour about had about 1200 science, when I transmit the science I guess I need some kind of receiver somewhere? I think I transmitted the science without a receiver, is this what the microwave recievers are for, can someone please explain how I correctly transmit science.

Thanks for any help.

You need another science lab or a computer core, when you switch to a different ship with one of these two parts, right click on the part and the option to "Receive Scientific Data" should appear.

Edit:

Quick bug for you to fix: When I try to radially mount the 1.25m AM Reactor it tries to stick itself INSIDE the target parent. I have to rotate it on the vertical axis 180 to stick it to the outside. Just some minor thing to fix in the config, I'm sure.

Fixed ready for next update.

Edited by Fractal_UK
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Thank you very much, awesome mod.

Thanks and no problem!

Do make sure you collect up all the science you transmitted straight away though, it only remains in the transmitted state for 30 minutes of in-game time so collect it all up now and save it in a lab or a computer core for later.

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Thank you very much, awesome mod.

I'll say... I'm going on 48 hours playing with the thing... and I still can't decide on final versions of any ships. Too many good options. Well, besides plasma... seems pointless to me in all situations.

Someone list me a good reason or two to use plasma? I got nothing.

~Steve

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Too many good options. Well, besides plasma... seems pointless to me in all situations.

Someone list me a good reason or two to use plasma? I got nothing.

There are different reasons to use it at different times. Before you get upgraded antimatter reactors/generators, it's a good method of having excellent specific impulse on an antimatter rocket for long range, low thrust travel. After the reactor/generator upgrades, it doesn't really compete on thrust or specific impulse but it does retain flexibility through the propellant options - fully upgraded you can toggle that propellant to move between a 4MN argon liftoff engine albeit with lower Isp and a 950kN respectable deep space engine with plenty of Isp.

When you upgrade the plasma engine itself, it gets even better.

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It only remains in the transmitted state for 30 minutes of in-game time so collect it all up now and save it in a lab or a computer core for later.

OHHHHHHH - THAT'S why! Thank you so much! Now I can stop losing my 5000 science magically. Cheers :)

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There are different reasons to use it at different times. Before you get upgraded antimatter reactors/generators, it's a good method of having excellent specific impulse on an antimatter rocket for long range, low thrust travel. After the reactor/generator upgrades, it doesn't really compete on thrust or specific impulse but it does retain flexibility through the propellant options - fully upgraded you can toggle that propellant to move between a 4MN argon liftoff engine albeit with lower Isp and a 950kN respectable deep space engine with plenty of Isp.

When you upgrade the plasma engine itself, it gets even better.

Apparently I just haven't properly tested it... I'm doing that now.

I sit corrected.. my apologies.

Seems like it doesn't matter how many plasma thrusters you have, it all draws from the same ship-wide power supply. So it only divides up the max thrust between them. Very interesting concept: ISP static to fuel and thrust that scales with available ship-wide power. Also, same ISP in atmo or space.. AWESOME!

Care to explain the upgraded plasma thruster and it's Quantum Vacuum fuel? Don't see anything about it in the wiki... although I recall you making a comment about it pages ago which I had no clue about.

~Steve

Ugh... looks like this is going to be another mandatory 6t I'm going to have to center stack on all of my ships from now on.

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Fractal_UK

Bug or Feature? In testing the plasma thruster I discovered that I can use a second generator on the same reactor. Doing this adds and increase of 38.65% over a single generator. Is this intended?

I can't believe I never tried two gens on the same reactor before... time for more testing of other ideas. When the hell am I going to build a ship that I can't keep making better?

~Steve

EDIT: That 38.65% is after all MJ resources are drained... up until resources are drained it is double.

EDIT2: Also.. do you have any future plans to limit the maximum thrust for a single plasma thruster?

Edited by NeoAcario
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Seems like it doesn't matter how many plasma thrusters you have, it all draws from the same ship-wide power supply. So it only divides up the max thrust between them. Very interesting concept: ISP static to fuel and thrust that scales with available ship-wide power. Also, same ISP in atmo or space.. AWESOME!

Yes, that's a key distinction I wanted to make between the thermal rockets and the plasma engines. The thermal rockets need to be connected to their heat source, you can't easily get access to the heat of your reactor core on a different part of your spaceship, so that's why I have those direct attachment rules there.

The plasma engines though, they're just powered by electricity. You can run some nice chunky wires over to your electric generator and it no longer matters where you put the engine. If you have multiple generators, why not plugin them all in to your plasma engines?

The plasma engines will constantly recalculate their supply too, so you could build a large spaceship with a set of forward and reverse engines if you wanted, turn off the engines at the back and the ones at the front would get all the power, etc etc. There are loads of neat things you could do with this, I'm sure. I quite enjoy messing about with the plasma engines, seeing what I can do with them.

Care to explain the upgraded plasma thruster and it's Quantum Vacuum fuel? Don't see anything about it in the wiki... although I recall you making a comment about it pages ago which I had no clue about.

To try and put it fairly simply, quantum mechanics says that a vacuum isn't really empty, it is actually full of particles that are continually being created and destroyed. The vacuum also has some energy associated with it and therefore some mass associated with that energy, so the quantum vacuum plasma thruster, instead of carrying a plasma propellant, it treats the quantum vacuum itself as a plasma and exerts forces against it in order to propel the spacecraft. A spacecraft with this type of engine doesn't need any internal propellant, all it needs is some fuel to power a large electric generator because the amount of thrust you get from doing this is really tiny.

It is a speculative concept and it remains to be seen how well it works in reality and whether it is practical as a propulsion system but it's definitely an interesting theoretical concept.

So any chance we'll see ZZZ's new collapsible warp ring in the next official release???

I haven't had chance to look at the model myself yet, I will try and do this sometime soon.

Bug or Feature? In testing the plasma thruster I discovered that I can use a second generator on the same reactor. Doing this adds and increase of 50% over a single generator. Is this intended?

I can't believe I never tried two gens on the same reactor before... time for more testing of other ideas. When the hell am I going to build a ship that I can't keep making better?

~Steve

EDIT: That +50% is after all MJ resources are drained... up until resources are drained it is double. After, it's ~50%

Attaching two generators to one reactor will definitely give you double resources until the reactor is drained - that's not a problem. Once the resources are drained though, you should see either both generators at 50% or one at 100% and the other at 0%. I'll check this out.

EDIT2: Also.. do you have any future plans to limit the maximum thrust for a single plasma thruster?

Yeah, I want to do this based on size again, so I can make the smaller plasma thruster less heavy than the bigger one rather than having the difference being purely cosmetic.

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