Brian Riley i use the reactors for Planet bases and stations They are self sustaining since i can make everything that my kerbals need (i have kerbalism since my Tac lifesupport couldnt get updated causeing a mono.dll error)
"Surely some of you guys out there will get probably a lot more use out of them because you're probably a bit better at this game than I am." Or you're working on a sublight interstellar mission!
The caps are really useful for probes. You can run your batteries nearly empty, put the probe to sleep until it reaches its destination, then use the caps to give a burst of power to unfold the solar panels or the beamed energy dish!
a few people have said this now, and makes sense. I had just never thought of it before as I just always went high power on the reactors. but I can certainly see that use now.
20% with radiators works well on reactors. It keeps the engines on (not much spare room for other things, but it doesn’t flame out), while staying within the max temp.
NFTE is compatible with KSPIE. Interstellar nerfs the power output of its own reactors to be more inline with what NFTE's reactors produce. This grants wireless power transmission to the NFTE reactors too. Just an extra tidbit for those few curious souls.
Plus if you balance the amount of heat generated in the core with the correct size (and type of radiator if you use the recommended mod "heat control") then you really can activate and forget. You just got to remember that the radiator has to be in direct contact with the reactor not the structure scaffolding when using the top node function. Awesome mod set and great reviews, keep it up.
the capacitors are very great for powering the super power hungry engines from the mod, so you could power them without a massive reactor or just a small one .... works great for making pretty darn fast vessels that way :P
And the NF propulsion thrusters are a super power hungry systems. Yes, the capacitors pump electricity in your ship faster than the NF thrusters bleed out it. Otherwise your thrusters will run intermittently, and the sound is annoying.
It might have been worth mentioning the unique mechanic with Enriched Uranium and Depleted Fuel: They can't be transferred. You need to transfer them (from appropriate storage containers) on EVA. (I believe - I haven't worked directly with NF's version, as I usually work with USI's, which has a similar but not identical mechanic for those fuels.)
The capacitors might be a good way to avoid warp bubble colapse due to lack of power. Coupled with Nuclear reactors or Fusion reactors to fill them in.
I think you forgot that as the reactors overheat, they start taking damage, which lowers Ec/sec outputs Also, my reactors are all stuck at top node, there's no option to change them
The Capacitors really come into their own when they're used in tandem with Near Furure Propulsion's ion thrusters. The ion thrusters use a shit-ton of electricity, and probes reeeeally shouldn't have giant nuclear reactors strapped on, should they?
For some reason whenever I right click on any of the reactors the menu that shows up only shows the depleted fuel amount, the ERU amount and the battery charge. But theres no start option meaning I have no way of turning it on.
Considering you'd only use those reactors when you fire electric engines (from Near Future Propulsion), they will be turned off most of the time, lasting you virtually forever.
I have a big problem regarding the heat. I can't get rid of it. I have the second smallest reactor, four of the biggest radiators and the generator is going at 1%. The Temperature still rises.
Might just be a bug for me... but those nuclear reactors only use enriched uranium when ACTIVE, right? I built a ship with a few reactors on it. I did my burn and then made sure to switch them OFF. Then I time-warped 3 years. When the game went back to 1x speed, and I turned my reactors back on to make another burn, ALL of my enriched uranium was used up during transit and are just sitting on a bunch of depleted fuel. Anybody else experiencing this? I'm 100% certain that I turned my reactors OFF before time warping
Just made a ship to test this out on the launch pad. Made sure both reactors were OFF and then enriched uranium was full. Time warped about 2-3 years, and when I turned my reactors on the enriched uranium just slowly depletes to 0 and becomes depleted. I have no idea if this is working as intended.... but it just seems that if the reactors aren't on, then they shouldn't be using any enriched uranium =(
OK guys problem solved!!! The issue I was experiencing came from using the Real Solar Systems mod. Apparently the maximum time-warp value in RSS messes up the core life calculations for the nuclear reactors. I found this link here: github.com/ChrisAdderley/NearFutureElectrical/issues/18 SkyKaptn figured this out so kudos to him. All you need to do is navigate to the RSS cfg like he mentioned and change the final value of rate7 to 5000000 instead of 6000000. I tested it out right now and everything is working just fine. Hopefully this is helpful to anyone coming across this issue =)
My KSPI molten salt reactor will produce 100x more power than excalibur... (And I'm not even talking about 40m size antimatter reactor or 120m size quantum singularity reactor...)
@@numbersstationsarchive194 Definitely, I'd imagine the accent would stick out like a sore thumb to anyone native to Britain It's unfortunate how rare it is to find an American who speaks English thoughtfully though :(
of course, they'll help you delay the inevitable. but eventually even with those the heat will build up over time to dangerous levels if you always run it on max.
that, and it'll let you run it on higher power without heat gain. Haven't tried it, but theoretically, you could dial the output down enough that you could balance out output and heat gain, to zero out heat gain, and radiators attached would let you keep that output level higher while still keeping heat gain low.
Kottabos well if you put enough radiators on the reactor it would balance out the heat generation and cooling. Would have been nice if you showed us the meltdown mechanic because the animation for meltdowns looks really nice.
I don't mind watching a long video as long as it is giving data and not rambling on. I thing KottabosGames is very good at this and I like his productions. Very well done.
Plus if you balance the amount of heat generated in the core with the correct size (and type of radiator if you use the recommended mod "heat control") then you really can activate and forget. You just got to remember that the radiator has to be in direct contact with the reactor not the structure scaffolding when using the top node function. Awesome mod set and great reviews, keep it up.
Only time I ever used capacitors was using the high power draw engines on the Near Future Propulsion during a burn.
I love the Near Future set. I use that little reactor with Ion engines on long range probes :)
I concur. And the tiny reactor combined with electric propellers (from Firespitter i think) results in 5 years of uninterrupted plane flight :).
Brian Riley i use the reactors for Planet bases and stations
They are self sustaining since i can make everything that my kerbals need (i have kerbalism since my Tac lifesupport couldnt get updated causeing a mono.dll error)
"Surely some of you guys out there will get probably a lot more use out of them because you're probably a bit better at this game than I am." Or you're working on a sublight interstellar mission!
...sooooo you're better than we are.
@@qui-gontimtherandomraptor1072 After 4 years, that project never got off the ground.
So no, I'm not saying I'm better than everyone else.
@@Linventor truly a government funding moment.
The caps are really useful for probes. You can run your batteries nearly empty, put the probe to sleep until it reaches its destination, then use the caps to give a burst of power to unfold the solar panels or the beamed energy dish!
I used the Capacitors a lot, before I got the reactors, to power the bigger thrusters. Giving me short windows to thrust without needing a reactor.
a few people have said this now, and makes sense. I had just never thought of it before as I just always went high power on the reactors. but I can certainly see that use now.
20% with radiators works well on reactors. It keeps the engines on (not much spare room for other things, but it doesn’t flame out), while staying within the max temp.
NFTE is compatible with KSPIE. Interstellar nerfs the power output of its own reactors to be more inline with what NFTE's reactors produce. This grants wireless power transmission to the NFTE reactors too.
Just an extra tidbit for those few curious souls.
Plus if you balance the amount of heat generated in the core with the correct size (and type of radiator if you use the recommended mod "heat control") then you really can activate and forget. You just got to remember that the radiator has to be in direct contact with the reactor not the structure scaffolding when using the top node function. Awesome mod set and great reviews, keep it up.
the capacitors are very great for powering the super power hungry engines from the mod, so you could power them without a massive reactor or just a small one .... works great for making pretty darn fast vessels that way :P
Hmm a fair point
And the NF propulsion thrusters are a super power hungry systems.
Yes, the capacitors pump electricity in your ship faster than the NF thrusters bleed out it. Otherwise your thrusters will run intermittently, and the sound is annoying.
They're also nice for the stock antennae at long range
Solar is awesome with the massive solar panels.
It might have been worth mentioning the unique mechanic with Enriched Uranium and Depleted Fuel: They can't be transferred. You need to transfer them (from appropriate storage containers) on EVA. (I believe - I haven't worked directly with NF's version, as I usually work with USI's, which has a similar but not identical mechanic for those fuels.)
The capacitors might be a good way to avoid warp bubble colapse due to lack of power. Coupled with Nuclear reactors or Fusion reactors to fill them in.
The capacitors are great if you need a large burst of energy to, say, transmit a large packet of science
Or use the rover arm in breaking ground
@@max_mussi holy necro post. Rise! Rise from thy slumber from beyond the grave!
@@depholade its not even that old, one day the majority of internet content will be from dead people.
@@max_mussi “not that old” Replies to a post from 4 years ago.
I think you forgot that as the reactors overheat, they start taking damage, which lowers Ec/sec outputs
Also, my reactors are all stuck at top node, there's no option to change them
try turning on the advanced tweakables option in the settings menu.
The Capacitors really come into their own when they're used in tandem with Near Furure Propulsion's ion thrusters. The ion thrusters use a shit-ton of electricity, and probes reeeeally shouldn't have giant nuclear reactors strapped on, should they?
2021 here (happy new year) but wait there’s more. Pretty sure there’s a 23 ton reactor now that produces 6k/s
I use capacitors for missiles and backup power for engines. They’re not even close to useless.
9:23 those kinda look like car batterys to me
I guess I'm finally going to have to finish the update to NF Spacecraft before you get there :).
I like this much more than near future solar
Same, but you have to admit, solar panels look freaking awesome.
So basically, just get breaking ground and use a Kal 1000 controller on loop to constantly make the capacitor discharge
The capacitor still has to charge, so doing that would just result in your power generation fluctuating up and down.
The smallest reactor is great for ion drives
For some reason whenever I right click on any of the reactors the menu that shows up only shows the depleted fuel amount, the ERU amount and the battery charge. But theres no start option meaning I have no way of turning it on.
Considering you'd only use those reactors when you fire electric engines (from Near Future Propulsion), they will be turned off most of the time, lasting you virtually forever.
I have a big problem regarding the heat. I can't get rid of it. I have the second smallest reactor, four of the biggest radiators and the generator is going at 1%. The Temperature still rises.
Cant you use radiators to cool the reactors?
Might just be a bug for me... but those nuclear reactors only use enriched uranium when ACTIVE, right? I built a ship with a few reactors on it. I did my burn and then made sure to switch them OFF. Then I time-warped 3 years. When the game went back to 1x speed, and I turned my reactors back on to make another burn, ALL of my enriched uranium was used up during transit and are just sitting on a bunch of depleted fuel. Anybody else experiencing this? I'm 100% certain that I turned my reactors OFF before time warping
Just made a ship to test this out on the launch pad. Made sure both reactors were OFF and then enriched uranium was full. Time warped about 2-3 years, and when I turned my reactors on the enriched uranium just slowly depletes to 0 and becomes depleted. I have no idea if this is working as intended.... but it just seems that if the reactors aren't on, then they shouldn't be using any enriched uranium =(
OK guys problem solved!!! The issue I was experiencing came from using the Real Solar Systems mod. Apparently the maximum time-warp value in RSS messes up the core life calculations for the nuclear reactors. I found this link here:
github.com/ChrisAdderley/NearFutureElectrical/issues/18
SkyKaptn figured this out so kudos to him. All you need to do is navigate to the RSS cfg like he mentioned and change the final value of rate7 to 5000000 instead of 6000000. I tested it out right now and everything is working just fine. Hopefully this is helpful to anyone coming across this issue =)
you forgot the reactor heat fins that go on the reactors....
My KSPI molten salt reactor will produce 100x more power than excalibur...
(And I'm not even talking about 40m size antimatter reactor or 120m size quantum singularity reactor...)
It's hard to keep in mind that this man is in fact, not British, even though he is so eloquently spoken.
Not really, as a British person, it is clear to me he has a distinct American accent.
@@numbersstationsarchive194 Definitely, I'd imagine the accent would stick out like a sore thumb to anyone native to Britain
It's unfortunate how rare it is to find an American who speaks English thoughtfully though :(
How do you transfer depleted uranium to the processor?
all of that are freaking expensive. probably wont use that in career.
Ibnal CZ that's why you play communist mode!
Solar or Spacecraft next?
solar
Do radiators help control reactor temperature?
Yes. Make sure you have enough of them, in the right places. The best ones are from Near Future. ;)
Good good. 👽
Next will be near future solar? I tried to install those with ckan but it crashes when trying 😁
64 hundred instead of 6 thousand 4 hundred huh, interesting choice of words
It's still correct technically:P
Damminh Khoi that's quite normal, I've listened it a lot in American TV shows
It's super common here in america.
@@TheCanterlonian it’s common everywhere, I don’t know anyone who says 64 thousand
Can someone tell me what that mod is with the massive 11 kerbal pods? And the other small pods?
Rocket Factory.
Couldn't you throw on some radiators and keep it going
Absolutely. Will make the reactor heating to slow down.
of course, they'll help you delay the inevitable. but eventually even with those the heat will build up over time to dangerous levels if you always run it on max.
KottabosGames I knew it wouldn't keep it going forever but at least that can give you that little extra bit of power you may need
that, and it'll let you run it on higher power without heat gain. Haven't tried it, but theoretically, you could dial the output down enough that you could balance out output and heat gain, to zero out heat gain, and radiators attached would let you keep that output level higher while still keeping heat gain low.
Kottabos well if you put enough radiators on the reactor it would balance out the heat generation and cooling. Would have been nice if you showed us the meltdown mechanic because the animation for meltdowns looks really nice.
Hello everyone
Pigeon Chicken I saw you saying this same thing in other vids
New Mod :D
5yrs core life hmm not long enough got a 30yr mission? your done
You can load more uranium with nuclear fuel drums.
here is another yearly reminder, you could also run it at 10% power and propably extend the life to 50 years
i
Does mod work in ksp 1.2.2
I wonder is there is a mod with more powerful radiators
0 DISLIKES!!!!!!!
Ali_Army107 good for kotaboss
Now 8
notice on anything that comes from this mod is just reskinned from stock parts....
Sorry not to be rude just my opinion, maybe the video is too long? i guess? i dunno about the others feels on the video
Lucky Witjaksono no, check the last episode
I don't mind watching a long video as long as it is giving data and not rambling on. I thing KottabosGames is very good at this and I like his productions. Very well done.
Thats why i love this video pal!
Plus if you balance the amount of heat generated in the core with the correct size (and type of radiator if you use the recommended mod "heat control") then you really can activate and forget. You just got to remember that the radiator has to be in direct contact with the reactor not the structure scaffolding when using the top node function. Awesome mod set and great reviews, keep it up.