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


Fractal_UK

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Hey Fractal

I've got this idea and it think it will blend in perfectly with your awsome scifi space KSP mod of awsome (sorry, i just really like it)

i have been thinking of electromagnetic hoverpads, i imagine them to be high tier roverwheels which allow you to go very fast on land and even over water. They must consume more power the stronger magnetic field of the body it is hovering above is (this is basic physics, i think you should be able to figure out why, if not. feel free to ask.)

if you need more info, pm me.

let me know what you think of it.

Also, hereby i would like to ask for written permission to integrate the resources featured in your mod into a mod a friend of mine and I are working on. It will involve a nuclear engine which can fly using ANY fuel in the game (at different ISP, Electricity usage and thrust). *

Thanks in advance and let me know what you think :)

WastedRhino and Djens58

*ps: if you stated that one can use your content without written permission, i am sorry for asking but it has been a while since ive read the post. ive been too busy playing with the mod ;)

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ps: if you stated that one can use your content without written permission, i am sorry for asking but it has been a while since ive read the post. ive been too busy playing with the mod ;)

The relevant bit is the license he provided this mod under (also linked from the first post). It says you can use the stuff in your own work, so long as you

(a) include the same license file

(B) give credit for it being based on KSP Interstellar, including a URL for where you originally got the files

© include the source code for your rework

So, give attribution, keep the license, and keep it open source, but otherwise feel free to use it however you like.

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The 'nice' new tech tree updater has just completely rewened my RPL tech progression. It's no longer vertical and all the research values are about 1/10th what they were before. Please tell me there's someway I can restore 40+ hours of gameplay and revert my tech tree back to RPL,..

Edited by pingopete
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The 'nice' new tech tree updater has just completely rewened my RPL tech progression. It's no longer vertical and all the research values are about 1/10th what they were before. Please tell me there's someway I can restore 40+ hours of gameplay and revert my tech tree back to RPL,..

Never mind I managed to fix it

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Here's an update to the plasma RCS model I'm working on:

screenshot9.png

I've got the model built and the texturing is in progress, and I'm researching how to create the transforms for the RCS thrust module. I'm also going to build a custom module that will automatically switch between monopropellant in an atmosphere to quantum vacuum plasma in, well, the vacuum. I already know I can specify Megajoules for propellant, so finishing the model (which I hope is similar to zzz's artwork but of course much smaller) is the last step.

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Hi, does the isru refinery have to be directly attached to the alumina hybrid rocket to work? I placed it between the mplg lab and rocket, and it doesn't produce the aluminium and oxidizer. It is working, mining aluminum and reprocessing it, but the rocket isn't fuelling itself.

Put a fuel line going from isru to the hybrid rocket. Be aware. .. It is slow.

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[modedit: OP quote snipped]

I can't seem to get my pre cooler to work. I just over heat and explode. And when I click on my precooler it gives me two statuses. Is it supposed to be that way? Either way. I can't make a space plane anymore because I explode at 25000m. Please help

Edited by technicalfool
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Is there an equation to tell one what the thrust and ISP of the DT-Fusion engine is for a given value of throttle?

Will this do or do you actually want the equation? :P

dH9XKd8.jpg

Someday I might get the energy to update the excel sheet I made back in the 9.1/9.2 days with the new stuff and adjusted values.... Then again its far more fun to fly KSPI stuff then it is to sit around making spreadsheets :)

Edited by Donziboy2
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Here's an update to the plasma RCS model I'm working on:

http://www.spellflight.com/WIPS/screenshot9.png

I've got the model built and the texturing is in progress, and I'm researching how to create the transforms for the RCS thrust module. I'm also going to build a custom module that will automatically switch between monopropellant in an atmosphere to quantum vacuum plasma in, well, the vacuum. I already know I can specify Megajoules for propellant, so finishing the model (which I hope is similar to zzz's artwork but of course much smaller) is the last step.

My experience with using vacuum plasma RCS is that is really OP. I used it or a while, but at some point you have to give yourself limitations in order for there to be any challenge/fun.

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My experience with using vacuum plasma RCS is that is really OP. I used it or a while, but at some point you have to give yourself limitations in order for there to be any challenge/fun.

I can respect your point of view, though I haven't gotten to that point yet. I just achieved warp for the first time, and find the plasma thrusters a refreshing change from hauling fuel everywhere. Since I'm at the endgame, there isn't much left for me to do except a grand tour mission, and QV plasma is part of my ship design. Given where I'm at, the plasma thrusters are fine, especially considering that after my grand tour, my current play-through is done. Regardless, I'm having fun learning how to make parts for KSP. :)

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Will this do or do you actually want the equation? :P

http://i.imgur.com/dH9XKd8.jpg

Someday I might get the energy to update the excel sheet I made back in the 9.1/9.2 days with the new stuff and adjusted values.... Then again its far more fun to fly KSPI stuff then it is to sit around making spreadsheets :)

An equation would have been preferable but I think I should be able to make due with the table and simply do a regression to approximate an equation. Thanks!

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Refineries have an ability to mine uranium… but what form is that uranium in? Am I right to assume it's UF4?

Yes to UF4.

An equation would have been preferable but I think I should be able to make due with the table and simply do a regression to approximate an equation. Thanks!

I can give you the equation off the spreadsheet once I get home ;)

Believe it or not I actually got the equation from running the engine with Mechjeb and setting the engine throttle % then recording the fuel usage and thrust.

Edit...

So for ISP = 15500 / Thrust % as a decimal (IE 50% is 0.5)

And kN = 1100 * Thrust % as a decimal

Edited by Donziboy2
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I don't know what i am doing wrong, but my fusion reactors aren't working properly. I attached a 3,75m fission reactor, to a 3,75 Fusion Reactor. The reactors had their stock amount of fuel, no additional fuel tanks were used. I started fission reactor, then fusion reactor, and i've got a miniscule amount of power from it[Reactors said it's active at 10%]. I have enough radiators to dissipate heat, i have 3,75m generator with solid state technology. What is going wrong?

I tried with beamed power, without the nuclear reactor, still the same result. Maybe i need more tritium, because reactors comes only with 5 units of tritium, out of 100.

Edit: For a little while it gives me a full power, then the charged particle rise to max and the reactor shutdown?

Edited by DeepOdyssey
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I don't know what i am doing wrong, but my fusion reactors aren't working properly. I attached a 3,75m fission reactor, to a 3,75 Fusion Reactor. The reactors had their stock amount of fuel, no additional fuel tanks were used. I started fission reactor, then fusion reactor, and i've got a miniscule amount of power from it[Reactors said it's active at 10%]. I have enough radiators to dissipate heat, i have 3,75m generator with solid state technology. What is going wrong?

I tried with beamed power, without the nuclear reactor, still the same result. Maybe i need more tritium, because reactors comes only with 5 units of tritium, out of 100.

Edit: For a little while it gives me a full power, then the charged particle rise to max and the reactor shutdown?

Fusion Reactors will run at 10% power when there are not under any heavy demand. If you want to see it at full power. Attach a microwave power tranceiver to it set to transmit. Also make sure if you only have one electrical generator attached to your fusion reactor, that it is a Solid State Generator, and not a Direct Conversion generator.

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I don't know what i am doing wrong, but my fusion reactors aren't working properly. I attached a 3,75m fission reactor, to a 3,75 Fusion Reactor. The reactors had their stock amount of fuel, no additional fuel tanks were used. I started fission reactor, then fusion reactor, and i've got a miniscule amount of power from it[Reactors said it's active at 10%]. I have enough radiators to dissipate heat, i have 3,75m generator with solid state technology. What is going wrong?

I tried with beamed power, without the nuclear reactor, still the same result. Maybe i need more tritium, because reactors comes only with 5 units of tritium, out of 100.

Edit: For a little while it gives me a full power, then the charged particle rise to max and the reactor shutdown?

If there's just one generator, it's only drawing from one reactor. Sandwiching it between the two reactors means one's completely ignored. I don't know offhand which one it picks, but I suspect it's the one closer to the root part.

Edited by Hremsfeld
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Hremsfeld i use one generator, and two reactors on its sides.

I tried firing DT Vista engine, coupled with fusion reactors, and it's still on "active 10%"

Edit: Ok it works :D Yay. I haven't expect such realism, that the reactor will undergo to an idle state when under no power draw.

Can't wait for budget and career, this mod will be hard![in a good way]

Edited by DeepOdyssey
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Hremsfeld i use one generator, and two reactors on its sides.

I tried firing DT Vista engine, coupled with fusion reactors, and it's still on "active 10%"

Edit: Ok it works :D Yay. I haven't expect such realism, that the reactor will undergo to an idle state when under no power draw.

Can't wait for budget and career, this mod will be hard![in a good way]

A DT Vista only requires 2.5 GW of power, which I believe is less that 10% of what an upgraded Fusion reactor and fission reactor would produce. I too am very excited to see what Fractal does with budgets.

@Fractal: Do you have any comments about .24 is going into experimentals, budgets, or the .64bit version coming with .24? Are you going to make certain fuel types like Tritium realistically super expensive? You have done a lot of work on various form of In-situ resource utilization, I hope budgets will make that more enticing.

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If there's just one generator, it's only drawing from one reactor. Sandwiching it between the two reactors means one's completely ignored. I don't know offhand which one it picks, but I suspect it's the one closer to the root part.

Generators must be attached to a thermal source to function. That however doesn't mean that a generator must be attached to every source to function. Thermal power and charged particles are all vessel resources, so generators can use those resources from anywhere on the ship.

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WaveFunction, yeah that's true, but generators have two functions:

1. You attach them directly to reactor[in fact you MUST attach them to reactor] and produce power

2. You can produce power from changing thermal energy. But thermal energy can be generated in two ways, one which implies reactors as said above, or use microwave thermal converter. Given that you can directly transmit energy through transmitters, why would you want to use thermal converter and then generator, introducing efficiency losses that way.

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WaveFunction, yeah that's true, but generators have two functions:

1. You attach them directly to reactor[in fact you MUST attach them to reactor] and produce power

2. You can produce power from changing thermal energy. But thermal energy can be generated in two ways, one which implies reactors as said above, or use microwave thermal converter. Given that you can directly transmit energy through transmitters, why would you want to use thermal converter and then generator, introducing efficiency losses that way.

The point is that A generator must be attached to a thermal source in order for the generator to function, not that each generator must be attached a reactor (the inline thermals work) or that each reactor must be attached to a generator to produce power from said reactor. As for why you'd use a inline receiver, well it's it inline, so that allows more options for ship design. It may not be the most efficient, but it does work.

What this means is if you need 3 reactors, you only need one generator, not one generator for each reactor, but the generator must be attached to one of the reactors or a thermal receiver.

See my videos in my sig if anyone is unclear about how power generation works. It can be confusing.

edit: Sorry for any confusion, I've been busy working on other games and I've gotten rusty. :P

Edited by WaveFunctionP
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