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


Fractal_UK

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It does take a long time to generate antimatter but you don't need to keep the ship active for that time, you can go back to the space centre, do something else with some other ships for a while and then come back to a full load of antimatter. Feel free to stack lots of collectors on top of each other, many people use space stations with several arms of collectors to generate antimatter more quickly.

Check out the tables I made of plasma engine and thermal rocket thrusts and Isps, that will give you correct values for the different combinations of parts.

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By seeing this, i have a question: Why did you intruduce a new unit "Megajoules" into the game instead simply using the existing "ElectricCharge" in a balanced way?

Originally it was to avoid having extremely large ElectricCharge values that were impossible to read. Now, the reason it works that way is because of the power management system that shapes power output to demand. Megajoules are a managed resource that use non stock functions to enumerate resource rates and control the power supply. I can't feasibly takeover ElectricCharge in this way, so I need my own power resource.

If you want a canonical interpretation of the different power resources, you could consider ElectricCharge as DC power produced by photovoltaic cells and rtgs while the large turbines in this mod are likely to generate AC power.

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Fractal_UK can you maybe reduce the weight of the AM collectors and just make them take up more space?

Reason being ive had the Kraken eat 2 large stations Ive made now, they were both over 400T and pretty long, they would start to wobble and poof.

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Shielding, high-power capacitors and ultra-strong magnetic coils :) You can't contain antimatter in a gizmo made out of tinfoil and cardboard - can't you? Anyway. People, please chill out? It is not a "cheaty" mod with which you can slap couple of parts together and fly off to Jool in half of an hour. You have to learn how to handle equipment, how to power it up, how to gather fuel and get enough science points to do upgrades. If you can't be bothered to invest time and effort, maybe you should install another mod with engines giving you 5000 thrust and 10000 Isp out of 10 units of fuel? :rolleyes: /end of rant.

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Shielding, high-power capacitors and ultra-strong magnetic coils :) You can't contain antimatter in a gizmo made out of tinfoil and cardboard - can't you? Anyway. People, please chill out? It is not a "cheaty" mod with which you can slap couple of parts together and fly off to Jool in half of an hour. You have to learn how to handle equipment, how to power it up, how to gather fuel and get enough science points to do upgrades. If you can't be bothered to invest time and effort, maybe you should install another mod with engines giving you 5000 thrust and 10000 Isp out of 10 units of fuel? :rolleyes: /end of rant.

Your rant was a bit disproportionate to the request that a single part be made slightly lighter. Nobody is asking for cheats...

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By seeing this, i have a question: Why did you intruduce a new unit "Megajoules" into the game instead simply using the existing "ElectricCharge" in a balanced way?

Clearly because charge is measured in Coulombs while energy is measured in Joules... and power is measured in Watts.

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Your rant was a bit disproportionate to the request that a single part be made slightly lighter. Nobody is asking for cheats...

hat

I'm sorry if i blew too much steam :) And, no - my rant was not aimed at your request. Heavens knows AM collector made me grind my teeth many times. It's a very nice looking part, but it's also big and clumsy - stacking many of them to get any useful rate of collection can be hard. No, my rant was aimed at people expecting walk in the park after installing this mod, and voicing their disappointment when their ships refuse to fly on day one. Or their electric engines powered by simple nuclear reactors have very wimpy thrust. I'm not an expert - there is still many applications of this mod that elude me. I have yet to send enough AM collectors to Jool to get useful amounts of antimatter. Set up floating base on Laythe to electrolyse fuel. Or build kethane miner using hybrid engines i could use on the Mun. But i know it is worth to learn 'know-how' and experiment to get some results.

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well this is definately going in with my High-tech mods...

the only problem is the name - interstellar is kind of a misnomer as it leads one to believe that it adds other star systems.

While it doesn't add other stars, such isn't possible right now. It does add a drive that can REACH other stars, once they are in the game.

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While it doesn't add other stars, such isn't possible right now. It does add a drive that can REACH other stars, once they are in the game.

Which - and i can't believe i'm writing this - makes me dread the day we will have extrasolar targets to reach. Just think about it - sometimes our big and strong ships powered by antimatter reactors can't brake into orbit of Moho or Eeloo. On interstellar distances differences in relative velocity will be brutal. I just know my first interstellar warpship will enter new star system, and just zip through it at many km/s despite my frantic efforts to slow down :confused:

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Which - and i can't believe i'm writing this - makes me dread the day we will have extrasolar targets to reach. Just think about it - sometimes our big and strong ships powered by antimatter reactors can't brake into orbit of Moho or Eeloo. On interstellar distances differences in relative velocity will be brutal. I just know my first interstellar warpship will enter new star system, and just zip through it at many km/s despite my frantic efforts to slow down :confused:
Well clearly you'd drop out of warp well outside the target system to begin altering your real-world velocity, or do multiple warp hops around the target star to use gravity to slow you down. Alternatively if you know the velocity of the target star prior to warp you could match velocities before beginning the journey.
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Ok, here is an old ship I have that I hyperedited in before the update. I came back to it and noticed there was no AM or ExM on it, but look at the power output i can get on that small amount of AM i am collecting, I ran it for a short amount of time since im trying to get the max height for collecting in Kerbin orbit.

So if you launch a small tug with some baby AM reactors and a few collectors it can pick up enough fuel to run, just dont expect to run a warp drive with it. You can put around the planet easy enough thou:)

EDIT...

Looks like 900Km gives the most AM in Kerbin orbit. (4.612306 e-5)

7goU2dN.png

Edited by Donziboy2
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Thanks donziboy2, in your screenshot mechjeb suggests you've only got 0.01 twr, is that accurate? Because if it is it's just a fuel depot. :)
To move around in space you just need a TWR greater than 0. ION probes also have tiny tiny TWR.
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Thanks donziboy2, in your screenshot mechjeb suggests you've only got 0.01 twr, is that accurate? Because if it is it's just a fuel depot. :)

Considering that ship weights 300T thats pretty good since it only has 1 AM collector.

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