Xentoe Posted August 28, 2013 Share Posted August 28, 2013 I made once some models for a Plasma Compression Fusion Engene (PCFE), but was more a designmodel, and I know not to be true to do mods or modelling for this game :-)This Engene creates a shortlift fusion by compressing a stream of ioniced, easy to fusion gas.This is done by compressing this gas to a very dence level and than initiat ethe fusion by very strong lasers in the "Ignitionchamber", than the resulting plasma is directed by another series of magnetfields to the exhaust exist. The Screenshot is a ingamemmodel outof a SL based Grid called Inworlz.I have to a real 3D Model.Uploaded with ImageShack.us Link to comment Share on other sites More sharing options...
Rampart Posted August 28, 2013 Share Posted August 28, 2013 In an effort to find the true best spots and altitudes for AM collection I tried to see if graphotron 2000 would pick up the magnetometer data. No luck. Next on the list to try is Telemachus. If that doesn't work maybe i'll dip my toes into modding and cobble something together Doesn't have to do much I imagine, if current flux levels are greater than last best then record the altitude, inclination, eccentricity. Maybe that computer in a computer mod, dcu16 I think it is, would work. Link to comment Share on other sites More sharing options...
Scotius Posted August 28, 2013 Share Posted August 28, 2013 Please do Magnetometric map of Kerbol system, with colourful graphs would be very 'science-y' thing to have. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 28, 2013 Author Share Posted August 28, 2013 In an effort to find the true best spots and altitudes for AM collection I tried to see if graphotron 2000 would pick up the magnetometer data. No luck. Next on the list to try is Telemachus. If that doesn't work maybe i'll dip my toes into modding and cobble something together Doesn't have to do much I imagine, if current flux levels are greater than last best then record the altitude, inclination, eccentricity. Maybe that computer in a computer mod, dcu16 I think it is, would work.I wonder if I can help with this: if nothing else, I could potentially make the magnetic field data more interesting by adding noise based on some different spherical harmonics. I could make that give some small variations depending on your coordinates. You've given me something to think about.Now, update on the animation stuff:I've used the new code to fix up the microwave beamed power with a more sensible dish animation system, so now the transmitter dish is deployed based on its active status:OnlineOfflineThe receiver doesn't have an online or offline button so I've based that one on whether it has any active satellites connected to it.No connected satellitesOne or more connected satellitesI've also removed the efficiency display when the receiver doesn't have any power and updated the microwave beamed power to use my new resource controller, which should make it handle its resources better. Link to comment Share on other sites More sharing options...
jfull Posted August 28, 2013 Share Posted August 28, 2013 Just an idea, but maybe you could partner up with the Kerbal attachment system people to create electrodynamic tethers?Wikipedia pagethey're funny little setups that allow for the conversion of motion to electricity or electricity to motion while in a magnetic field.You seem to already have stuff like planetary magnetic fields partially implemented, so this might make for an interesting use for them. Link to comment Share on other sites More sharing options...
Rampart Posted August 28, 2013 Share Posted August 28, 2013 Looks like both Graphotron 2k and Telemachus are both a bust. That said, and this is coming from someone who hasn't really looked at the KSP API, I've noticed the other sensor parts have a Sensor = TEMP or somesuch, so I wonder if you could add a Sensor = MagField and that would allow compatibility with Telemachus at the least, and possibly Graphotron. If I have some spare time tonight (ha!), I'll look into the API some more. I figured that mag fields were currently only altitude based, and not also inclination based. making inclination matter would make it a bit tougher to locate the sweet spots. I typically start on a Molniya orbit and watch the sensor while in warp, and step it down to normal once I see the particle flux density d/dx changes direction and circularize as near there as possible. If after you circularized you watched another orbit and changed inclination as above with the Molniya orbit, I think that would still be fun and not insane Complicated magnetic fields are cool, complicated magnetic fields that you can't get a good orbit for would be frustrating, especially when the brute force method of reactors and science labs is always there. Link to comment Share on other sites More sharing options...
wasmic Posted August 28, 2013 Share Posted August 28, 2013 I'm quite sure orbital inclination wouldn't matter - instead, how about using latitude/Longtitude (the one that goes North-South), and altitude to determine the particle flux? That way, you'd experience more particle flux while over the poles of a planet, and less around the equator - assuming that you're in a polar orbit, that is. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 28, 2013 Author Share Posted August 28, 2013 I'm quite sure orbital inclination wouldn't matter - instead, how about using latitude/Longtitude (the one that goes North-South), and altitude to determine the particle flux? That way, you'd experience more particle flux while over the poles of a planet, and less around the equator - assuming that you're in a polar orbit, that is.That's exactly right and that's how the model fuctions at the moment. If you try and collect antimatter over the poles of any body, you won't find any. Link to comment Share on other sites More sharing options...
Crimsonriv Posted August 28, 2013 Share Posted August 28, 2013 So then I'll assume the answer is no and docking will always be necessary for science? Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 So then I'll assume the answer is no and docking will always be necessary for science?Probably, I don't think it's possible to remove a resource from a non-active vessel, it's a limitation of the physics engine. I could definitely use the same trick as the microwave beamed power uses to add ongoing science to another location but more advanced trickery would be required to actually remove a resource from one location and add it elsewhere. There may be a solution but I don't have one yet so assume docking is needed, at least for the immediate future. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 Version 0.4 ReleasedThe update is here and with it, the Alpha phase ends and Beta arrives, bringing with it an actual name for the mod.Version 0.4-Rebranded to KSP Interstellar-Beta phase begins-Warp Drive, Antimatter Collector, Science lab Models added-Warp Animation and Sound-New parts (2 more warp drives, computer core)-Space solar parts now animate according to their function (Receivers deploy when they are receiving some power, Transmitters deploy when activated)-New resource handler - should result in much better performance all round, especially at high timewarp speeds-Resource prioritisation prevents you have to turn off generators to power engines-Plasma thruster now scales its thrust depending upon how many plasma thrusters are attached and active-Plasma thruster default propellant is now LiquidFuel, can also use Argon or Xenon (LiquidFuel is best for Isp, Xenon best for thrust, Argon in the middle)-Upgrades added for warp drive, antimatter reactors and thermal turbojet-Thermal turbojet can now use stock Air Intakes for propellant as well as my Atmospheric Intakes-Warp Drives now use ExoticMatter, generated by power, rather than by acting as a huge battery for Megajoules-Fixed Warp Vector persistence bug, should again be safe to activate the warp drive, leave the game and then deactivate the warp drive when you next return.-Prevented Thermal Rockets functioning with no ThermalPower sourceDownload links on first page updated! Link to comment Share on other sites More sharing options...
GabrielG.A.B.Fonseca Posted August 29, 2013 Share Posted August 29, 2013 I wish I could put my hands at this wright now!That's simply fantastic. This mod has pretty much limitless potential! Keep up the good work, Fractal! (And ZZZ!) Link to comment Share on other sites More sharing options...
DaveStrider Posted August 29, 2013 Share Posted August 29, 2013 Glad to see the mod's out of alpha! I really look forward to seeing what comes next! Link to comment Share on other sites More sharing options...
Crimsonriv Posted August 29, 2013 Share Posted August 29, 2013 Probably, I don't think it's possible to remove a resource from a non-active vessel, it's a limitation of the physics engine. I could definitely use the same trick as the microwave beamed power uses to add ongoing science to another location but more advanced trickery would be required to actually remove a resource from one location and add it elsewhere. There may be a solution but I don't have one yet so assume docking is needed, at least for the immediate future.Then maybe it (data transfer) could have a use in deployable rovers that have no innate science capacity. Similar to how the curiosity rover acquires data but does little processing on its own, small range communication between rovers with science instruments and orbiting science-lab laden craft could get around the energy requirements necessary for a science-lab lander. Not having to load a lander with a science lab, a brayton cycle turbine, and a large nuclear reactor would make gathering data off of the surface of a body much simpler and more survivable (recoverable) in cases such as Eve. Link to comment Share on other sites More sharing options...
Joel Dryden Posted August 29, 2013 Share Posted August 29, 2013 I don't know too much about this mod, but does the warp drive remove the need for timewarping from place to place? If so, you should totally try talking to the guy who created this http://forum.kerbalspaceprogram.com/showthread.php/47861-Multiplayer-Proof-of-Concpet-with-video to see if you can remove all "physics and time warp" from the game, use these engines for interplanetary things, etc as well as allow multiple people to play in the same world together, with none of the time warp problems, even if it some how ended up in a P2P multiplayer or something, just a few people or one on one (Then using a launch pad mod, to launch from other sides of the world in some space race, with some collaboration or something) would be awesome. Especially with energy beaming and all the science parts this brings. Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 Then maybe it (data transfer) could have a use in deployable rovers that have no innate science capacity. Similar to how the curiosity rover acquires data but does little processing on its own, small range communication between rovers with science instruments and orbiting science-lab laden craft could get around the energy requirements necessary for a science-lab lander. Not having to load a lander with a science lab, a brayton cycle turbine, and a large nuclear reactor would make gathering data off of the surface of a body much simpler and more survivable (recoverable) in cases such as Eve.That's quite a good approach, it has given me some ideas for expansion too, I will experiment with this idea and see what I can come up with.I don't know too much about this mod, but does the warp drive remove the need for timewarping from place to place? If so, you should totally try talking to the guy who created this http://forum.kerbalspaceprogram.com/showthread.php/47861-Multiplayer-Proof-of-Concpet-with-video to see if you can remove all "physics and time warp" from the game, use these engines for interplanetary things, etc as well as allow multiple people to play in the same world together, with none of the time warp problems, even if it some how ended up in a P2P multiplayer or something, just a few people or one on one (Then using a launch pad mod, to launch from other sides of the world in some space race, with some collaboration or something) would be awesome. Especially with energy beaming and all the science parts this brings.I've responded to this here http://forum.kerbalspaceprogram.com/showthread.php/47861-Multiplayer-Proof-of-Concpet-with-video?p=621896&viewfull=1#post621896 Link to comment Share on other sites More sharing options...
DaveStrider Posted August 29, 2013 Share Posted August 29, 2013 The computer cores don't seem to upgrade properly, the name changes, but no science is deducted and it doesn't generate it's own science.Also, is it possible to change where the scientific hotspots are based on how interesting the planet is, rather than how difficult it is to get to? Because at the moment the two top planets for science are both boring (apologies to all xenogeologists present) lumps of rock. Link to comment Share on other sites More sharing options...
Ryugi Posted August 29, 2013 Share Posted August 29, 2013 So... I was able to get my personal mods to work just fine with yours before this latest update. Now, however, I have no idea what I'm doing wrong. What energy source needs to be applied to the Warp Drive for it to work now? Before, I simply made my reactors generate Megajoules to power the drive. But, since you've changed the requirements, and none of the parts or cfgs I've looked at seem to indicate what kind of energy the Warp Drives use to generate "ExoticMatter" for use, I'm absolutely lost. I've tried making my generators create every type of energy I could think of, VacuumPlasma, ThermalPower, Megajoules, even ExoticMatter, but none of them seem to work.Could you please enlighten me as to what I'd need to have my reactors generate, or what I need to add to their CFGs, in order to power and run the Warp Drives? Link to comment Share on other sites More sharing options...
Rampart Posted August 29, 2013 Share Posted August 29, 2013 Liking the new release so far, just a few bugs As above, it seems like the tier 1 computer cores aren't quite 100% working. they store science but don't appear to generate any (I think this is intended), but do appear to consume MJ at 1MJ/s, and the retrofit button doesn't consume science and doesn't appear to change anything but the name. The upgraded core does not produce science at ground level and doesn't appear to consume more MJ either.As far as parts bugs, the large electrical gen (3.75) has the same mass as the next smaller size (2.5), the small and normal thermal exhaust nozzles have identical mass. The thrust and ISP of the 1.25 nuke reactor + nozzle feels too low compared to the stock nuclear engine which I imagine would be similar. Testing continues! Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 The computer cores don't seem to upgrade properly, the name changes, but no science is deducted and it doesn't generate it's own science.Also, is it possible to change where the scientific hotspots are based on how interesting the planet is, rather than how difficult it is to get to? Because at the moment the two top planets for science are both boring (apologies to all xenogeologists present) lumps of rock.Damn, I'll look into why that upgrade isn't working.I will have another look at the numbers but I don't think Moho and Eeloo are devoid of scientific value, they are probably both relatively poorly understood in terms of their internal makeup as well as offering a location to study various aspects of Kerbol and its properties from the two extremes of the solar system.So... I was able to get my personal mods to work just fine with yours before this latest update. Now, however, I have no idea what I'm doing wrong. What energy source needs to be applied to the Warp Drive for it to work now? Before, I simply made my reactors generate Megajoules to power the drive. But, since you've changed the requirements, and none of the parts or cfgs I've looked at seem to indicate what kind of energy the Warp Drives use to generate "ExoticMatter" for use, I'm absolutely lost. I've tried making my generators create every type of energy I could think of, VacuumPlasma, ThermalPower, Megajoules, even ExoticMatter, but none of them seem to work.Could you please enlighten me as to what I'd need to have my reactors generate, or what I need to add to their CFGs, in order to power and run the Warp Drives?They still use Megajoules to generate the ExoticNatter, problem is the new resource system I added actively manages resources in a rather complicated way. The problem I've found with the stock resource system is that if you have different parts adding and taking away different quantities of resources - especially non-specific quantities e.g. in the case of the warp drive using spare Megajoules to generate ExoticMatter. My new resource system uses a resource manager to control these problems, it means that a single part does all the adding and taking away of resources rather than allowing race conditions to develop. It's extremely efficient but less than ideal for compatibility.You therefore have three options:1) Easiest - Make whatever part you are using just generate ExoticMatter to fill up the Warp Drive directly.2) (Might not work) Add an electric generator or microwave power receiver to your ship, you don't need to attach a reactor or power it, its presence will create the resource manager. Since the warp drive is supposed to be careful about not drawing too much power, this may not work, since the resource manager won't know about your supply.3) Hardest but most effective: You can make your parts use the resource manager code and integrate it fully into the mod. This is relatively easy to do, you only need to add a few lines of code, but obviously requires some level of C# programming knowledge. If you're interested in doing this, PM me. Link to comment Share on other sites More sharing options...
Xentoe Posted August 29, 2013 Share Posted August 29, 2013 I guess someone should write a detailed Readme for this Mod.It is real now a bit confusing.What nedds what? What works with what?*runs confused around*Hmm Bye the way can it be (seems for me (tested a bit) that the warpdrive does not care if you have this big energythingis, it charges if you have enrgy or if not.this is a bit "easy2 I would say.It should ONLY work when you use the Antimatter Reactors (and have antimatter) otherway it is a bit overpowered (and easy to get to work)Only my opinion Link to comment Share on other sites More sharing options...
DaveStrider Posted August 29, 2013 Share Posted August 29, 2013 I agree with Xentoe that the mod is becoming complex very quickly that it could well be confusing for people new to the mod, perhaps a wiki would help? Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 29, 2013 Share Posted August 29, 2013 (edited) It is getting very confusing, especially the engines. Before the latest update I played with the 2.5m Gen/Nuc/engine running LF and found the thing only produced 67KN with less ISP then a NERVA, which for something that weighs so much is just hmm.. proper word... SAD? All that mass would be better suited as fuel feeding standard NERVA.And after I upgraded the reactor... which took forever in Jools orbit. what did i get? 66KN.....The energy transfer system has me screaming also, I launched a probe to orbit the sun, i set it up and was generating almost enough energy to run a Science lab, so I transmitted it to a Sat I had in Geo Orbit of Kerbin and got 1%......... Solar death ray? more like small flash-lite.Dont get me wrong I am enjoying it so far but I see some painful short comings. Like having to upgrade every part individually instead of researching it just once per part.Not sure if the new version is the same but the old version it seemed that only the focused craft had AM scoop working, or in the case of science only the active craft got any science points. Edited August 29, 2013 by Donziboy2 Link to comment Share on other sites More sharing options...
Rampart Posted August 29, 2013 Share Posted August 29, 2013 More bugs:upgraded plasma thruster doesn't appear to be working properly, it's drawing MJ but flames out due to lack of resources.I'll download your source and see if I can find something to compile it on, extra eyes never hurts Link to comment Share on other sites More sharing options...
Fractal_UK Posted August 29, 2013 Author Share Posted August 29, 2013 As above, it seems like the tier 1 computer cores aren't quite 100% working. they store science but don't appear to generate any (I think this is intended), but do appear to consume MJ at 1MJ/s, and the retrofit button doesn't consume science and doesn't appear to change anything but the name. The upgraded core does not produce science at ground level and doesn't appear to consume more MJ either.Right, this bug has been found and fixed now.As far as parts bugs, the large electrical gen (3.75) has the same mass as the next smaller size (2.5)Fixed. the small and normal thermal exhaust nozzles have identical mass.This is intentional. They both have exactly the same function so have the same mass, they only differ visually. If the smaller one was lighter, there would be no point in using the larger one. They may be distinguished later or I may get rid of the smaller engine and look at some kind of procedural generation approach. The thrust and ISP of the 1.25 nuke reactor + nozzle feels too low compared to the stock nuclear engine which I imagine would be similar.There's not a lot I can do about that, unfortunately. The stock nuclear engine is seriously OP for its size, if I make the 1.25m reactor better it means scaling up the 2.5m and 3.75m versions have to be scaled up too, then all the antimatter reactors have to be scaled up to maintain their superior performance in terms of energy density. I'd rather have 1 underpowered engine at the lower end than 4 or 5 overpowered engines at the top end.I've tried to be reasonably true to life in terms of power/mass ratios of nuclear reactors but have already scaled things up by a small factor for playability purposes.Hmm Bye the way can it be (seems for me (tested a bit) that the warpdrive does not care if you have this big energythingis, it charges if you have enrgy or if not.this is a bit "easy2 I would say.It should ONLY work when you use the Antimatter Reactors (and have antimatter) otherway it is a bit overpowered (and easy to get to work)Can you show me some screenshots or something of what kind of ship you've built? I've just looked at the code and tested this and I don't see how its possible to get ExoticMatter without any energy. In my test, if I look at the ship, the status reads "Charging" but it never actually produces any ExoticMatter - i've tested this for a hundred or so days of high timewarp.Nuclear reactors and microwave beamed power receivers (assuming they're producing > 1MW) will also charge the warpdrive, they will just do it very very slowly.It is getting very confusing, especially the engines. Before the latest update I played with the 2.5m Gen/Nuc/engine running LF and found the thing only produced 67KN with less ISP then a NERVA, which for something that weighs so much is just hmm.. proper word... SAD? All that mass would be better suited as fuel feeding standard NERVA.And after I upgraded the reactor... which took forever in Jools orbit. what did i get? 66KN.....You can now get more thrust with the 2.5m nuclear ractor and engine running LiquidFuel and Oxidiser (double pure LiquidFuel) at the expense of lowered specific impulse. The upgrade is mainly about upgrading specific impulse though I had to triple the output of the reactors just to keep the thrust the same after that upgrade (for a fixed power output, if Isp goes up, thrust must come down).The energy transfer system has me screaming also, I launched a probe to orbit the sun, i set it up and was generating almost enough energy to run a Science lab, so I transmitted it to a Sat I had in Geo Orbit of Kerbin and got 1%......... Solar death ray? more like small flash-lite.The energy output at the sun scales up much much faster than the losses you receive for transmitting the energy so even though you only get a tiny fraction of the total power back at Kerbin, you're still much much better off putting satellites in Kerbol orbit and sending the power back than you are putting solar satellites in Kerbin orbit. If you want to make use of the sun for very high power energy uses without huge energy losses, you need to be in the Moho area.Dont get me wrong I am enjoying it so far but I see some painful short comings. Like having to upgrade every part individually instead of researching it just once per partI don't like that mechanic either, to be honest. I'm going to look at ways of changing it so that the first time you research a particular upgrade, it has a high cost but later upgrades can be performed for some small fraction of that initial cost.It is getting very confusing, especially the engines. Would it be helpful if I tabulated all of the energy outputs of each reactor in its base and upgraded state and the Isp and Thrust of an attached thermal rocket using each propellant? I'm guessing that would be useful reference material. Link to comment Share on other sites More sharing options...
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