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Post by Rocket Witch on Feb 25, 2017 14:43:40 GMT
I thought the KSP subreddit and forum only allow quality of life mods not new parts. I don't know about reddit but on the forums about half the challenges have a modded parts category.
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Post by Rocket Witch on Feb 25, 2017 19:44:31 GMT
Here's the godawful mess I made so far. They have to turn the targetting computer off to power a coilgun.
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Post by theholyinquisition on Feb 25, 2017 21:21:53 GMT
This would be easier if we could make some kind of RTG engine.
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Post by qswitched on Feb 25, 2017 21:27:28 GMT
It will power each rail at the rate of fire permitted by the user's selected rate of fire. If it has sufficient to power multiple rails simultaneously then it will. (Which is fine). Where the problem arises is where there is only sufficient power to run one rail, and the game permits the all the detuned rails to be fired in sequence using the full rail power during the reload cycle of any one of the rails powered by the single power source. Which is thermodynamically less plausible. This is a limitation of how we can tune the power draw only by reducing the rate of fire, but the game is unaware of this need or the reason for it. Reloader and rail power draw can be stacked within a single game frame if fast enough. For instance, you can fire and reload 10 different 13 MW railguns simultaneously with only 13 MW of power if the fire rate/power draw is less than one tenth of the game frame time. So if the frame takes 30 ms and the guns fire in 3 ms, all ten can fire at the same time. If the fire and reload time times 6 ms, only 5 can fire per frame, etc. Technically they are all being fired in sequence, but because they're so fast, they appear to be firing at the same time.
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Post by lieste on Feb 26, 2017 0:35:42 GMT
Ok, but the presence of the other 9 guns seems to make no reduction in the rate of fire of the first. Only that the interval between shots be sufficient. In reality, the rate of fire of 10 *power* limited weapons would be the same as a single power limited weapon fired from the same supply.
The use of low loader power and long firing intervals to bring rail kinetic power below the 50% input electrical power (which represents the upper theoretical limit for capacitor driven rails) doesn't prevent the 'too cheap' rails from firing together as it would do if the *maximum* efficiency was 50% or lower.
There are apparently problems with the integrator and how it produces very high kinetic energy from very low rail power values, with some designs giving velocities higher than those predicted from infinite rail equations (I had a similar result from attempting to implement the lorenz/back emf integration on the similar geometries to those that failed in game, but that might have been because of an error in how I implemented the equations, or perhaps geometries that fall outside of the valid range of variables).
I get more consistent approximations with simpler forms of the equations.
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Post by qswitched on Feb 26, 2017 0:54:39 GMT
The railgun and coilgun equations are being revamped for the next patch to conserve KE.
Regardless, you can fire any number of guns requiring X power using only X power as long as the number of guns multiplied by the fire+reload time is less than the frame time.
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Post by David367th on Feb 26, 2017 3:43:11 GMT
The railgun and coilgun equations are being revamped for the next patch to conserve KE. Regardless, you can fire any number of guns requiring X power using only X power as long as the number of guns multiplied by the fire+reload time is less than the frame time. So that means no more 1 MW kinetic weapons throwing 1 GW of output?
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Post by The Astronomer on Feb 26, 2017 4:47:26 GMT
The railgun and coilgun equations are being revamped for the next patch to conserve KE. Regardless, you can fire any number of guns requiring X power using only X power as long as the number of guns multiplied by the fire+reload time is less than the frame time. YESSS
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Post by vegemeister on Feb 26, 2017 22:54:27 GMT
The railgun and coilgun equations are being revamped for the next patch to conserve KE. Yay! Resistojets too, maybe?
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Post by newageofpower on Feb 26, 2017 23:47:05 GMT
The railgun and coilgun equations are being revamped for the next patch to conserve KE. Yay! Resistojets too, maybe? Has anyone actually done calculations on the release of chemical energy in Resistojets?
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Post by David367th on Feb 27, 2017 0:05:10 GMT
Yay! Resistojets too, maybe? Has anyone actually done calculations on the release of chemical energy in Resistojets? Weight of fuel per second with it's velocity?
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Post by lieste on Feb 27, 2017 0:12:34 GMT
But the chemicals used also have energy, which adds to the total energy of the exhaust - and ultimately might increase the kinetic energy & momentum.
It isn't merely accelerating a mass of inert material, though I suspect the differences shouldn't be very significant in most cases.
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Post by argonbalt on Feb 27, 2017 5:32:11 GMT
Why doctor you have a wonderfully attractive idea there
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Post by vegemeister on Feb 27, 2017 6:24:45 GMT
Yay! Resistojets too, maybe? Has anyone actually done calculations on the release of chemical energy in Resistojets? Indeed, someone has. IANA chemist, though.
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Post by newageofpower on Mar 12, 2017 18:23:41 GMT
I'm considering taking part in this. What are the best RTGs people have managed to come up with?
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