Fractal_UK Posted February 5, 2014 Author Share Posted February 5, 2014 Alright, how does one manage to produce antimatter with the science lab? I have a setup with 2 un upgraded 3m fission reactors, a generator for each, a science lab, and a bunch of antimatter bottles and heat radiators and I'm getting nothing. What am I doing wrong? D:It's a stack transfer transfer resource like LiquidFuel/Oxidiser, you need fuel lines. Link to comment Share on other sites More sharing options...
ModZero Posted February 5, 2014 Share Posted February 5, 2014 Gosh, if you need a realistic reason for instant power throttling: pretend you're the flight computer. You're not experiencing any light delay because you're right there on the ship, and you look like this: And throttling is immediate because your brothers and sisters in silicon were programmed with knowledge of your programming, and either got it all right at the right time, or you're going to be fried by 2.5TW beamed your way. Link to comment Share on other sites More sharing options...
Citizen Joe Posted February 5, 2014 Share Posted February 5, 2014 It's a stack transfer transfer resource like LiquidFuel/Oxidiser, you need fuel lines.AHA! Thank you oh wise one. But doesn't that mean it should transfer to bottles or containment devices attached directly to the lab? Kethane seems to do that with regular fuel tanks, even radial ones. Link to comment Share on other sites More sharing options...
merendel Posted February 5, 2014 Share Posted February 5, 2014 I do agree with you guys that it would be nice if we could limit the transmitted amount and maybe save some UF4 while we are at it but it adds alot of coding and work on to Fractal_UK's probably already overflowing plate.If your using multiple transmitters you could always turn off a few transmitters for your low power ships/projects and then turn them back on for the big boys.I'm not even really advocating he go all the way and really cause the transmiters to be reducing the transmission. UF4 is cheep for the power stations saveing itsnt worth it. I'd be just fine with fractal puting a throttle controll on the reciever end and just handwaveing it and just saying the the transmiters are actualy doing the throttleing for in universe explination. Link to comment Share on other sites More sharing options...
Damarai Posted February 5, 2014 Share Posted February 5, 2014 Curious question, something a little different to the ones over the last few pages. Do the microwave thermal receivers have an odd collision mesh/setup? Whenever one of my designs of late has one of them even slightly clipped, the ship warps on appearance before bursting at the seams and pockmarking about 300m of the runway with a couple of hours of design work... Most of these designs are meant to be VTOL (to get over some of the occasion landing gear slip ups, though I've applied the fix for B9) and to just look fun. But it means I'm stuck with standard turbojets as any using reactors make things far too heavy. Link to comment Share on other sites More sharing options...
VaporTrail Posted February 5, 2014 Share Posted February 5, 2014 Not sure if this issue has been reported or not... haven't seen it yet.Experimenting (early stages yet) with solar powered microwave powersats in sandbox, and I'm getting odd behavior from the small receiver (the one that looks like a foldable dish antenna, not the phased array x-ceiver). First issue is that I see these appear on-load as "open" and immediately close. This (I believe) caused one of my sats to tumble on-load in orbit. Second is that I get no reaction (opening animation expected) from activating that same receiver.Still trying to figure out if it's just me, or if there really is an issue here. Link to comment Share on other sites More sharing options...
Fractal_UK Posted February 5, 2014 Author Share Posted February 5, 2014 Not sure if this issue has been reported or not... haven't seen it yet.Experimenting (early stages yet) with solar powered microwave powersats in sandbox, and I'm getting odd behavior from the small receiver (the one that looks like a foldable dish antenna, not the phased array x-ceiver). First issue is that I see these appear on-load as "open" and immediately close. This (I believe) caused one of my sats to tumble on-load in orbit. Second is that I get no reaction (opening animation expected) from activating that same receiver.It only opens when it can "see" a transmitter, so you have to be facing in roughly the direction of at least one transmitter, when it has no connections it will close up. Link to comment Share on other sites More sharing options...
Fractal_UK Posted February 6, 2014 Author Share Posted February 6, 2014 By the way, the new impactor system that integrates with the stock science system is essentially done and seems to be working very nicely - I'll try and get this out to you all sometime tomorrow. Link to comment Share on other sites More sharing options...
AngelLestat Posted February 6, 2014 Share Posted February 6, 2014 (edited) Hi,- Can you use a telescope elsewhere than >550AU ? And how does exactly work the new cooling liquid ?That is a question that I would like to know too, maybe I can try that with a solar sail.I dont know how it is, but if we asume that is like in the real live, it will start to function from 550AU and beyond. In fact 700Au is the best place becouse you dont have all sun corona distorting the image. But more beyond that, it will start to be a little more hard to aim.I may be wrong but my current understanding is this:- In career mode you can unlock upgrades by researching new topics- Once you unlock an upgrade all new ships automatically use the new better variant of the part (exception computer core and auxxx-drive)- Parts already deployed are not automatically upgraded, but can be upgrade manually by paying additional science points- In sandbox mode you directly have all technologies, so you never unlock additional upgrades --> all parts should start upgraded (not sure how the items are handled where you need to upgrade on a part by part basis in career mode)Thanks Chlue!--------------------------------------I was testing the Solar Sail with reduced mass, from 1T to 0.1T, this is a little more close to a dielectric or carbon sail material base.In fact, if we have for the same 400x400 area, with 0,01g/m2 sail density (CNT mesh), the sail mass will be 2,5kg (instead 1T with kapton) plus 30% of that mass for inflatable booms and reirforcements (also can be deploy it using centrifugal force) it would have a total mass of 3,5 kg. So my 100kg value is still very humble.Images speak for themselves: 75000m/s in ksp is not bad.I would like to start to install other parts from interstellar Quest, but I have a lot of mods and I having already many bugs, like example, I can not start a mission more than 2 times becouse all graphics crash since I install IQ files.So there is a compatibility mod list? Or maybe I can give you the list of the mod that I have and you tell me if you had similar problems with some of those. Edited February 6, 2014 by AngelLestat Link to comment Share on other sites More sharing options...
Lightwarrior Posted February 6, 2014 Share Posted February 6, 2014 (edited) A lot of questions...So craft with impact sensors will need antennas to transfer data? Will it transmit at 100% rate? Can data be stored in sensor and retrieved by kerbal later or for whole craft to be recovered? Do size (mass), speed and other properties of vessel that is smashed in to surface matter? How much probes will i need to get may be not optimal but good enough science? Will 4-5 be enough? How they need to be distributed, do i have to place them somewhere near poles? Edited February 6, 2014 by Lightwarrior Link to comment Share on other sites More sharing options...
ctbram Posted February 6, 2014 Share Posted February 6, 2014 Here is an update to my kerbal loacl system deep impact experiments (see http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-%28Thermal-Helper-Solar-Sail-Impactors-Fusion%29-Version-0-10-2?p=950947&viewfull=1#post950947). I now have 4 impactors enroute (you can see two on the way to minmus and two on the way to mun). This should allow me to complete the 2nd to last level in the science tree leaving only ultra high energy physics remaining. If I could only program the remote tech flight computer and then switch ships. I could instruct each upon reaching SOI to turn to surface(0,270,0), throttle(100), exec and then go watch TV lol I was able to complete the entire tree up to this point with science from just kerbin and its two moons. I removed the SHDI mod and lost my entire space station so once I rebuild that I plan to start pressing on to ISRU and gathering materials for the next levels of fusion and antimatter tech and then out to the other planets.Thanks for the work on this mod I am really enjoying it. Link to comment Share on other sites More sharing options...
Fractal_UK Posted February 6, 2014 Author Share Posted February 6, 2014 (edited) A lot of questions...So craft with impact sensors will need antennas to transfer data? Will it transmit at 100% rate? Can data be stored in sensor and retrieved by kerbal later or for whole craft to be recovered? Do size (mass), speed and other properties of vessel that is smashed in to surface matter? How much probes will i need to get may be not optimal but good enough science? Will 4-5 be enough? How they need to be distributed, do i have to place them somewhere near poles?Yes, you will need antennas. Recovery and transmission will both be 100%.A Kerbal probably can do that but I think I'll avoid the option for now, until I'm absolutely sure that won't cause some problems.The vessel you impact doesn't matter, nor does speed, so long as the impact velocity is more than 40m/s.4-5 detectors is more than enough, distribution is up to you but the further apart they are from each other the better your results. Edited February 6, 2014 by Fractal_UK Link to comment Share on other sites More sharing options...
ABZB Posted February 6, 2014 Share Posted February 6, 2014 I notice that the thrust reported by right-clicking on an engine (in this case the 1.25 thermal rocket nozzle) is very different than the one reported by mechjeb (1.4 versus ~24). Which one is correct? Or is one adjusting the displayed value for factors the other is unaware of? Link to comment Share on other sites More sharing options...
Top8 Posted February 6, 2014 Share Posted February 6, 2014 (edited) I loaded according to the installation doc, on a fresh install - but I am not getting the message to swtich trees. The game loads just fine, but I don't have any new parts - nothing.Help would be greatly appreciated. Edited February 6, 2014 by Top8 Link to comment Share on other sites More sharing options...
Lightwarrior Posted February 6, 2014 Share Posted February 6, 2014 Thanks for the answers.Now i am almost sure that this plan will work: Link to comment Share on other sites More sharing options...
merendel Posted February 6, 2014 Share Posted February 6, 2014 Thanks for the answers.Now i am almost sure that this plan will work:http://i.imgur.com/RvEg7Pu.jpgOh good lord. You know I called my 5 landers straped togeather in a single launch the science shotgun mission but you've just taken the term to a far more literal level. Link to comment Share on other sites More sharing options...
Hedd Posted February 6, 2014 Share Posted February 6, 2014 So I've been using the plasmas as sort of VTOL thrusters for my space plane models. They worked pretty decently and didn't require direct attachment to the reactor. Then I found Interstellar was updated and did so to find out the plasmas just don't seem to want to work anymore. Example:They don't even show up on the stage planner once I'm on the runway, just....that. Link to comment Share on other sites More sharing options...
ABZB Posted February 6, 2014 Share Posted February 6, 2014 I notice that the thrust reported by right-clicking on an engine (in this case the 1.25 thermal rocket nozzle) is very different than the one reported by mechjeb (1.4 versus ~24). Which one is correct? Or is one adjusting the displayed value for factors the other is unaware of?Definitely issue with mechjeb. I took off when mechjeb insisted I had an acceleration of 100 mm/s^2 Link to comment Share on other sites More sharing options...
Lightwarrior Posted February 6, 2014 Share Posted February 6, 2014 (edited) Oh good lord. You know I called my 5 landers straped togeather in a single launch the science shotgun mission but you've just taken the term to a far more literal level.Yes, the original plan was to visit few distant planets at a time, probably eeloo, dres and jool with its moons, so when i understood that i need a lot of things which i can smash into all those planets i built this thing. Also engines with receivers are thrown away and 4 reusable lander probes with accelerometers are docked there. And all this, along with manned lander, is docked to big mothrship which is presumably capable of grand tour with this payload. Here is the picture:Also noticed one more interesting thing about AMI reactor. Single science lab can produce antimatter way faster then it is consumed, using only 5GW of ~10GW produced. Edited February 6, 2014 by Lightwarrior Link to comment Share on other sites More sharing options...
Seeker89 Posted February 6, 2014 Share Posted February 6, 2014 Fractal: I was wondering if you are thinking of using the toolbar plugin at some point? Link to comment Share on other sites More sharing options...
VaporTrail Posted February 6, 2014 Share Posted February 6, 2014 It only opens when it can "see" a transmitter, so you have to be facing in roughly the direction of at least one transmitter, when it has no connections it will close up.Thanks... I'm assuming the "open on load" is an unavoidable symptom of this behavior?At least I know now. Link to comment Share on other sites More sharing options...
not-a-cylon Posted February 6, 2014 Share Posted February 6, 2014 Fractal: I was wondering if you are thinking of using the toolbar plugin at some point?Motion seconded! The power charge icon still is there even though I hide the UI. Link to comment Share on other sites More sharing options...
RabidMonkey Posted February 6, 2014 Share Posted February 6, 2014 Is there anywhere one can find the lifetimes of the different reactor types? It seems like they're running out of fuel faster since 0.10, even when newly launched. Link to comment Share on other sites More sharing options...
Lightwarrior Posted February 6, 2014 Share Posted February 6, 2014 Is there anywhere one can find the lifetimes of the different reactor types? It seems like they're running out of fuel faster since 0.10, even when newly launched.Fuel consumption is in reactor description, knowing it you can easily calculate lifetime.I did not notice any change in regular fission reactors, but new pebble bed / dusty plasma reactors actually run out of fuel very fast. But they are easy to refuel... Link to comment Share on other sites More sharing options...
Darineth Posted February 6, 2014 Share Posted February 6, 2014 Hey Fractal, love Interstellar. Looking forward to see the updated version of the impactor experiment stuff. I noticed in the 10.X versions, the precooler was no longer necessary for superfast turbojetting. Noticed some exceptions being thrown into the log, and I spotted this in the Sabre heating module:if (rapier_engine2.isOperational && rapier_engine2.currentThrottle > 0 && rapier_engine.useVelocityCurve) {Looks like a simple typo, the useVelocityCurve check is against the wrong variable, and rapier_engine is Nothing, causing a null ref exception. Link to comment Share on other sites More sharing options...
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