Jump to content

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


Fractal_UK

Recommended Posts

Moho Research Station in low orbit :) 8 Science Labs, 18 Kerbals onboard, 2.5 meter nuclear power core and mainframe core built from 10 Science Probe cores. Warp tug Marduk Interplanetary Transport Carrier is still attached, waiting for upgrades to its propulsion systems. Hopefully it will be done before second part of the station arrives. Soon another ITC class ship will deliver a lander and a rover with skycrane. Guys onboard MRS will have plenty to do :)

mc25d5V.png

Link to comment
Share on other sites

How about a "Lithium Enrichment" toggle button which when toggled on drops the reactor's efficiency but starts the conversion process?

The interesting thing about Lithium neutron capture is it is actually exothermic, so by producing Tritium from Lithium, you actually produce energy rather than waste it. It's another of the nice features of fusion reactors, which basically have to breed their own tritium supply. I'm not sure if I want to try and code in such small details though, because it would be a small contribution to power supply and I don't think it would really add anything to the mod, other than making it more confusing.

Also with you making these changes soon should I hold off using any vesta drives? How soon do you think these will be ready? I had planned to use a vesta drive as my primary drive unit on the vessel I am assembling in orbit.

You can actually carry on using them without needing to worry. I tested some of the existing vista engines I have and once the changes are in effect, the vista engines you already have will continue to have a supply of Lithium (which now won't do anything, it will just sit there idly) but they will gain an entirely new (and fully stocked) supply of Tritium for you to use instead.

Link to comment
Share on other sites

Moho Research Station in low orbit :) 8 Science Labs, 18 Kerbals onboard, 2.5 meter nuclear power core and mainframe core built from 10 Science Probe cores. Warp tug Marduk Interplanetary Transport Carrier is still attached, waiting for upgrades to its propulsion systems. Hopefully it will be done before second part of the station arrives. Soon another ITC class ship will deliver a lander and a rover with skycrane. Guys onboard MRS will have plenty to do :)

mc25d5V.png

How fast does that use Antimatter?

Link to comment
Share on other sites

The interesting thing about Lithium neutron capture is it is actually exothermic, so by producing Tritium from Lithium, you actually produce energy rather than waste it. It's another of the nice features of fusion reactors, which basically have to breed their own tritium supply. I'm not sure if I want to try and code in such small details though, because it would be a small contribution to power supply and I don't think it would really add anything to the mod, other than making it more confusing.

You can actually carry on using them without needing to worry. I tested some of the existing vista engines I have and once the changes are in effect, the vista engines you already have will continue to have a supply of Lithium (which now won't do anything, it will just sit there idly) but they will gain an entirely new (and fully stocked) supply of Tritium for you to use instead.

Interesting, and good to know. Still it seems like the conversion would require a science lab to oversee/perform/control. Is that possible?

And good to hear I can carry on using the engine!

Link to comment
Share on other sites

Is there a guide somewhere that explains how to effectively use the warp drives? From my testing I've only managed to go to the mun and need more DV to enter orbit than I'd need to go there in the first place and enter orbit as normal.

Link to comment
Share on other sites

Is there a guide somewhere that explains how to effectively use the warp drives? From my testing I've only managed to go to the mun and need more DV to enter orbit than I'd need to go there in the first place and enter orbit as normal.

And better get used to that :) Warp drive saves time, but your ship still needs a lot of dV to maneuver in normal space. There are workarounds - like warping while distance between planets is minimal, or jumping repeatedly to use planet's gravitation to slow your ship down without burning fuel.

Link to comment
Share on other sites

Is there a guide somewhere that explains how to effectively use the warp drives? From my testing I've only managed to go to the mun and need more DV to enter orbit than I'd need to go there in the first place and enter orbit as normal.

Hmmm, because the Mun is orbiting Kerbin, I'm not sure it's possible to make a warp jump there that costs less than a standard Hohmann transfer because whatever direction you happen to be facing when you warp, you'll always have an LKO velocity when you reach the Mun.

If you go to another planet, it's not so difficult. You simply warp when the two planets are at their minimal seperation from each other. If you can afford to make a couple of warp jumps, you should warp while on the opposite side of Kerbin to the destination - just hop off perpendicular to the target so that Kerbin is out of the way, then make a second warp jump directly there. You should then arrive with a close velocity match to the destination planet.

Personally, I've not spent a long time minimising my trajectories but I have managed to visit both Duna and Eve for less than the typical transfer delta-vs.

would something as audacious as warping almost into atmosphere work? rely on a really low aerocapture?

Provided you turn off the warp drive before actually hitting the atmosphere, you should be fine. If you actually hit the atmosphere at warp speed, your ship is very likely be destroyed.

Link to comment
Share on other sites

Moho Research Station in low orbit :) 8 Science Labs, 18 Kerbals onboard, 2.5 meter nuclear power core and mainframe core built from 10 Science Probe cores. Warp tug Marduk Interplanetary Transport Carrier is still attached, waiting for upgrades to its propulsion systems. Hopefully it will be done before second part of the station arrives. Soon another ITC class ship will deliver a lander and a rover with skycrane. Guys onboard MRS will have plenty to do :)

mc25d5V.png

That looks cool! I've got to get a relay network up and running outside of Kerbin before I can start doing fun things like this.

Link to comment
Share on other sites

I'm up and running a modified version of this mod. Now that I'm about ready to upgrade equipment, question - do science points get used to upgrade a single part, or do they upgrade all like parts from that point onward?

Thx,

-Seyv

Link to comment
Share on other sites

The other changes that I wanted to make turned out to be relatively simple and Lithium is a better compromise fuel than I perhaps first imagined. It offers about 58% of the Isp of LiquidFuel with plasma engines but consequently grants 172% of the thrust. I can see it being a useful choice.

I see more spreadsheets in my future :confused:

Link to comment
Share on other sites

I'm up and running a modified version of this mod. Now that I'm about ready to upgrade equipment, question - do science points get used to upgrade a single part, or do they upgrade all like parts from that point onward?

Thx,

-Seyv

Each individual parts, I had to upgrade all 3 reactors on my Tug :/

Link to comment
Share on other sites

Each individual parts, I had to upgrade all 3 reactors on my Tug :/

Ugh. Given the 'Science Price' associated with parts being so high, i was hoping it was the other answer. Don't think thats something I can mod either, since pretty sure that bit lives in the .dll

Link to comment
Share on other sites

Ugh. Given the 'Science Price' associated with parts being so high, i was hoping it was the other answer. Don't think thats something I can mod either, since pretty sure that bit lives in the .dll

I'm upping the rates of science generation for science modules that are landed or splashed down in the next update, that should make it a bit easier to get some labs that generate plenty of science.

Link to comment
Share on other sites

I'm upping the rates of science generation for science modules that are landed or splashed down in the next update, that should make it a bit easier to get some labs that generate plenty of science.

Thats cool, but I would suggest the opposite. It makes no sense to upgrade parts individually - do I forget how to make a gas core reactor every time I build one, and have to start from scratch? Leave the science rates alone, or possibly even up them. Then add in some sort of persistence file that records which parts are unlocked. Or perhaps, if you can figure out how to implement it, make two variants of the various parts, but the only ones that show up in the VAB are the ones that have unlocked in the persistence file?

Link to comment
Share on other sites

Thats cool, but I would suggest the opposite. It makes no sense to upgrade parts individually - do I forget how to make a gas core reactor every time I build one, and have to start from scratch? Leave the science rates alone, or possibly even up them. Then add in some sort of persistence file that records which parts are unlocked. Or perhaps, if you can figure out how to implement it, make two variants of the various parts, but the only ones that show up in the VAB are the ones that have unlocked in the persistence file?

This was originally the plan but I don't want to write this now when 0.22 is on the way. I'd rather wait for that to come out and then work on properly integrating this with the tech tree, otherwise I'm doing a lot of work that SQUAD is already doing and I'll immediately have to change the moment the update is released.

Link to comment
Share on other sites

This was originally the plan but I don't want to write this now when 0.22 is on the way. I'd rather wait for that to come out and then work on properly integrating this with the tech tree, otherwise I'm doing a lot of work that SQUAD is already doing and I'll immediately have to change the moment the update is released.

Gotcha, makes sense.

Link to comment
Share on other sites

I really want to try this mod out...and it would be my first...but, I think I should keep working on getting the other aspects of the vanilla game down first. I only just completed my first keostationary orbit, and still haven't successfully docked two ships yet. Nor have I been anywhere but Mun, and haven't landed there yet. Though I have managed to build a quite successful SSTO, also.

Keep up the good work, Fractal_UK. This one's going to be at the top of my list of things to try.

Anyone have any recommendations for mods that compliment this one well, just in case?

Link to comment
Share on other sites

There is apparently no research benefit to getting perilously close to the sun. This makes me sad.

Correct, this is a planned feature at the moment I believe, but If I remember what Fractal said, the sun will produce antimatter for antimatter collectors.

Also, This only took a few hours to get up and assembled, Jool Tug 2 Ready to Head to Jool with a payload of Science Labs and Antimatter Collectors, Jool Tug 1 Just returned to Kerbin after a 1 Year 11 Day Antimatter Collection Voyage.

KSP Orbital Refueling Station (With Jool Tugs 1 & 2)

Edited by Ashtoruin
Link to comment
Share on other sites

Correct, this is a planned feature at the moment I believe, but If I remember what Fractal said, the sun will produce antimatter for antimatter collectors.

Also, This only took a few hours to get up and assembled, Jool Tug 2 Ready to Head to Jool with a payload of Science Labs and Antimatter Collectors, Jool Tug 1 Just returned to Kerbin after a 1 Year 11 Day Antimatter Collection Voyage.

KSP Orbital Refueling Station (With Jool Tugs 1 & 2)

The sun does provide the best source of antimatter generation at the moment: an orbit of 392 000 km will give you this magical number (I believe it's something like 10^-2 flux).

Link to comment
Share on other sites

The sun does provide the best source of antimatter generation at the moment: an orbit of 392 000 km will give you this magical number (I believe it's something like 10^-2 flux).

Hmm, Interesting... I still think Im going to keep my base at Jool. Gives me a reason to build a Kethane Refinery.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...