Jump to content

Search the Community

Showing results for tags 'ftl'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 11 results

  1. (Version: 0.2.3) - This mod is still a big work-in-progress Please post any balancing changes or bugs you find. It would help me a lot to improve this mod. About: This mod adds a unique FTL drive, called the Nexus Realm Explorer (NRE) Drive, which features two distinct modes. The drive is inspired by the Frame Shift Drive from Elite: Dangerous (yes, this is also a reference to NullReferenceException, these occured quite a lot during development) To use your NRE, you must first charge up the drive. The Charge Status is indicated by the progress bar on the top of your screen, which is shown when you start charging it. After that, you have two options: "Supercruise": Functions similar to an Alcubierre drive. Operates in speeds between 30 km/s and 2 c, only works in space and is affected by planet's gravity. Additionally, you can rendezvous with other vessels when in Supercruise (if you are within 300km of them). "Leaping": Allows you to jump to a celestial body (if it is massive enough), while expending a large amount of fuel. Media: Coming Soon™ Download/Source: Github Spacedock Now on CKAN Disclaimer: This is a continuation of a similar mod I stopped working on ~2 years ago. I finally got enough motivation to reboot it, and this new "Attempt" is much more polished, debugged and feature complete. That being said, the Mod is still not complete and still requires some balancing, it's own parts, FX and sounds. These will come in the near future. Credits: @Cyne for annoying motivating me to pick up this project again Changelog: License: All Rights Reserved
  2. Kerwis Team Presents (work in progress) I'm always interested in futuristic battles in science fiction, which could be really fantastic. Giant warships jump into a battle straight from lightyears away in a glimpse of eye, laser beams and shells fill the screen with death and destruction, and pilots firing all missiles at enemy flagship... That's always romantic. But there's much more behind it. Cargo ships carrying goods and materials across vast space and colonies, through high speed stargate networks; civilian FTL spacecrafts travel into the furthest unknown where nobody has ever set foot on; civilizations spread into universe and build megacities on planets they just discovered a few years ago... We are speaking here to announce a brand new project, by which we are trying to set a standard for future KSP FTL crafts. Modular starship parts (which would be compatible to well-known mods like B9 HX and USI MKS Kontainers), multiple FTL methods, futuristic power sources, and so many more in our plan that I can't cover them all here. We would do it step by step, it may take a bit of time to realize and polish, and we hope you guys would like it when things become true and solid. TO-DO LIST (DEC. 24/2018) Basic FTL (faster than light) method and parts - Wideband Anomaly Redirect Propulsion (W.A.R.P.) Core (Warp Drive Core) (done) - Emergency Vessel Anti-Defunctionalization Engine (E.V.A.D.E) (Emergency Jump Engine) (done) - General Arriving Terminal Equipments (G.A.T.E.) (Star Gate Parts) Modular ship parts (at least in 2 styles Type-A done) - Command pods and control parts (SAS/RCS) (done) - Structural parts (done) - Switchable resource containers (done) - Armor panels and shield generator (done) Weapons (based on BDArmory Continued) - Kinetic Weapons -- Electromagnetic Guns (AP) -- Plasma Guns (HE) -- Point Defense Guns (CIWS) - Energy Weapons -- Laser Main Guns -- Laser Point Defense (CIWS) - Missiles and Torpedoes -- Small/Medium Tactical Missiles -- Large Strategic Missiles -- Space Torpedoes There might be more added to this list, I would provide information about our progress now and then. You're also welcomed to provide suggestions and new part concepts here. Looking forward to more ideas to make this project great.
  3. INTRODUCTION I'm been always an HUGE fan of the NASA concept design of the IXS-Enterprise since its conception. Now, after a long hiatus from the KSP scene, I started back to play and sorting out all the mods that I could like to use, I found myself very involved adopting a lot of @Angel-125 mods for my personal install, and it was a bit of let down to find that the "IXS Warpship" mod, that brought the NASA's concept ship inside Kerbal Space Program, was not adapted also to "Blueshift", Angel-125's warping mod. So, I'm right here to bridge finally this gap! MOD DESCRIPTION As the "IXS Warpship" mod is currently mantained by @linuxgurugamer and @Denko666, this is NOT another release of the mod itself, but just a series of Module Manager patches that update it to work properly with Angel-125's "Blueshift", "Kerbal Flying Saucers" and related functions. It fully uses the assets provided by the "IXS Warpship" mod, but, in a lot of case, VASTLY modifing their function (and in some cases tweaking them to be more in line with the latest KSP releases and two functionally parent mods) to fully use all the game mechanics provided by Angel-125. WARNIGS AND DISCLAIMERS!!! I HIGHLY RECCOMEND TO USE THESE PATCHES ONLY IN A NEW SAVE, OR AFTER RECOVERING ALL THE CRAFTS USING PARTS FROM THE ORIGINAL "IXS WARSHIP" MOD!!! None of the craft eventually deployed should break, but upon istallation of these patches, a lot of parts could behave differently from what originally they could do! (No guarantees are provided for stranded Ships and Kerbals, not caring of this advice) Additionally, it is HIGHLY possible that other warp mods, beside "Blueshift" installed, aiming eventually to patch themselves the "IXS Warpships", would create conflicts and unwanted result, so the BEST results could only be achieved if "Blueshift" is THE ONLY warp mod in your game, as my patches for "IXS Warship" are envisioned for an install with ONLY IT AS FTL PROPULSION!!! DEPENDENCIES My patches will not work correctly if the following mods are not installed: IXS Warpship: "IXS Warpship" Forum Thread (obviously, as needed for the parts and related assets) - download ONLY the mod itself, not OTHER suggested warp mods, to avoid problems as stated in the above "WARNINGS AND DISCLAIMERS"!!! Blueshift: "Blushift" Forum Thread Kerbal Flying Saucers: "Kerbal Flying Saucers" Forum Thread (both needed to have the fully functional mechanics included in my patches) Waterfall: "Waterfall" Forum Thread (not "functionally needed", but HIGHLY recommended to have all the warping FXs) Community Resource Pack: "Community Resource Pack" Forum Thread (for the resources' definitions used) Module Manager: "Module Manager" Forum Thread (to obviously apply the patches: without it nothing is working) SUPPORTS: My patches support (but are not needed for correct work of the main functionalities): Space Dust: "Space Dust" Forum Thread (for atmospheric and exospheric resource prospecting and harvesting, very useful for some of the -rare- resources needed for warp propulsion) Community Tech Tree: "Community Tech Tree" Forum Thread (for a more balanced tech tree for career and science gameplay) Far Future Technologies: "Far Future Technologies" Forum Thread (for additional and challenging game mechanics) Outer Planet Mod: "Outer Planets Mod" Forum Thread (if you like, like me, to explore past Jool, with stock-alike similar planets of Saturn, Uranus, Neptune and Pluto, and using "Spacedust", I added the needed Graviolium resources) Download: WHAT ARE YOU WAITING FOR??? Get your copy of "IXS Warpship for Blueshift" subscribing it from CKAN Or manual download it just right down here: Spacedock: "IXS Warship for Blueshift" on Spacedock HERE!!! Github: "IXS Warship for Blueshift" Github release page HERE!!! (latest actually: v.1.0.7.1 - 04/09/2021) Manual Installation Guide: follow the above link select the needed version click on related "Assets" menu click on "Source code.zip" link download the .zip file once promped to do so go to your "GameData" folder inside your KSP installation delete (if present) older "IXSWarshipsBlueshift" folder, to avoid old file eventually not needed to be persistent AND/OR possible errors add, in the same KSP's "GameData" folder (where you should be already) the new "IXSWarshipsBlueshift" folder present inside the .zip file downloaded (inside its own "GameData" folder) OR go back to your KSP installation folder and merge the .zip file's "GameData" folder to KSP's "GameData" folder Changelog: (Sources and Licensing; here ) Some good pictures as eyecandy:
  4. As multiplayer will be a thing, a large number of people will be setting up roleplay and PVP-enabled servers, so, that presents them with a very interesting set of challanges. The most important one is transportation. The best option i see is a mod that facilitates FTL travel, or some kind of kraken drive ( to reach ~C ). What do you think the community will prefer? As for weapons, the stock parts can provide good (but limited) weapon capabilities. Some that come to mind are : Mini-missiles Engine plume accelerators Reaction wheel cutters Deorbit claw Colony irradiator Kraken drive interstellar missile Weaponizable Kraken glitch creator Kessler syndrome generator, mass debris cloud deployment Concentrated directional debris cloud driven mission launch disruptor satellite station. For ground defense, i think most efficient approach would be a missile with a fairing containing thousands of small struts, or cubes, that would be deployed in a cloud to destroy any incoming object, kind of like the distuptor satellite, but with a much higher debris density(this could also be deployed by a ship to protect itself). This only works if the part-breaking system remains similar to KSP-1. Some cool mods that not only PVP, but all modded servers would benefit from: Energy shields (for ships and colonies) Missile Shields Detection satellites Just disabling the ability for people to break other people's ships or Safezones. So, what do you think combat will look like? Those weapon ideas are made on the spot. What can you come up with? What about defending against them? How will large interstellar Warships work? Physics exploits? Mods that add in FTL drives?
  5. Here is a youtube video where i attempt to reach the speed of light. At first i thought it may be easy to get near it but i was very wrong. Final speed (with cheats) 3,742,053 m/s Link
  6. Well, sometimes you just want to cheat. And, I know there's a cheat menu hiding in the Alt F12 menus, but, it's just not as satisfying as a truly ludicrous set of science fantasy drives. So, I'm working on a collection of parts to make truly absurd craft. These won't be exotic ideas from physicists. There's already mods for salt water reactors and project Orion drives and Alcubierre drives. I'm talking Star trek grade technobabble stuff. Engines that run of Handwavium and electricity from Eludium reactors. I've got some other mods to work on, so I'd like to know how much interest there is in this sort of thing. I'll be honest and say I first created a very early version of this ages back to test other mods on other planets when I didn't want to just hyperedit myself there. So, I'm unclear how many people might find a use. So far I'm working on three grades of engine. Planetary (a few G, deep throttling, short and fat to help with landing leg placement), interplanetary (maybe ten to twenty times the thrust, long and a bit cooler looking), and interstellar (doesn't work yet, but will hopefully be some sort of warp thing). The planetary and interplanetary engines will work from Handwavium, which can just be a stored amount, or converted in a reactor from Taurusfecallium. Everything uses a lot of electricity, so there's a reactor that used Eludium and Phlebotium. The warp drives I'm hoping to make work using Energized Di-Francium-Tri-Absurdium Crystal. Apart from the word Francium (it's under lithium on the periodic table, a fairly long way under) those are all as meaningful as the others. I couldn't really fit a crystal structure name in to take the liquid out of "di-"lithium as a crystal. No, I'm not serious. Yes, I am serious about releasing this for download. In fact, here it is: http://spacedock.info/mod/1137/Space Opera (Licensed as CC BY-SA 4.0, aka, steal it but don't pretend it's yours) And some pics of the parts (engines, and warp core not textured yet, and there's also some RCS that works on Handwavium, but it's VERY early days and may change dramatically); Inter-planetary Engine Planetary Engine Reactor and Eludium Containment and Warp Core (WIP) Handwavium Tank Handwavium Generator and Phlebotium Tanks And and Taurusfecalium Kontainment Unit Warp Drive Polarity Field Generator Quantum Entangler
  7. Why is there a "speed limit" in the universe? According to special relativity, nothing can move faster than light, but Newton's first law states that unless an external force affects it, an object's speed will always stay the same. So, if we find a large space of perfect vacuum, with no force affecting any part of it, and if we had enough fuel and thrust, we could technically go at the speed of light and faster since there would be no external force affecting us, there would be nothing to slow us down.
  8. Before starting this discussion, I'd like to make a couple things clear. Please read and comprehend these points prior to participation, as they're important to the purpose of the discussion. 1. This is a science fiction discussion. A certain "softness" of the science is expected. 2. "Plausible" is here used to mean "close enough to reality that someone who payed attention in high school physics wouldn't scoff at it." 3. FTL implies either matter transport or information transport. Some forms of plausible FTL allow both, others are exclusive to one. Both inclusive and exclusive are encouraged. 4. Don't bring the "pick two" here. We'll assume a simplified approach without the interrelations between relativity and causality. Basically, take the "don't look too close" approach. 5. If you really have to bring the "pick two" around, realize that we're positing that FTL is possible, so you'll have to drop R or C. 6. Actual explanation is far more interesting than vomits of technobabble. Try to throw something together that accurately describes the concept before resorting to nonsense. 7. Internal consistency is valued above consistency with real physics, but don't stray too far. With that out of the way, here's the topic of discussion: Create a plausible method of faster-than-light travel and/or communication. You may create your own, or build upon someone else's, but don't rip people's drives apart. I'll begin. Spacefolder FTL drives are the familiar "wormhole" drive. They fold space in an inaccessible "fourth spatial dimension" such that origin and destination approximate the same position, then puncture a tunnel through the intervening space. Spacefolders require advanced knowledge of gravity and fourth-dimensional geometry, and may require species of matter with interesting effects on space, such as exotic matter. This FTL paradigm may allow coherent matter to transit, but it may also restrict passage to bare mass or information. This depends upon the math and the size of wormhole possible.
  9. Hello, this time I thought a idea for a mod of advanced hypothetical methodes of propulsion, but I can not make this. This is the clasification and short description of each one: Esencial for the mod: - Diametric drive: a type of propulsion that would make use of regulated non-conservative gravitational field with non-zero curl, ie, a similar thing like "gravitational field with two poles", obtaining a zero energy acceleration. - Disjunction drive: similar to diametric drive, but would make use of permanent non-conservative gravitational field with non-zero curl, controlling the acceleration by de distance of "gravitational poles". - Pitch and bias: unlike diametric and disyunction drive, this method would not make use of regulated non-conservative gravitational field with non-zero curl, but would change the gravitational constant back and forth. - Differential sail: a engine that would generating negative pressure/energy (casimir effect) forth of this, and positive pressure back. - Warp/Alcubierre drive: a type of propulsion that would move the space arround the starship instead the starship. Other, not needed and very difficult to make: - Worm hole: two distant points of space interconected, ie, a thing like portal with spheric shape. Note: the non-conservative gravitational field with non-zero curl is hypothetically possible with negative masses (and hypothetical particles) together normal masses, this is, a negative mass would repelled by positive mass (and positive also), but would have negative inertia, and this mean atraction instead repulse, originating a lineal move of possitive and negative masses. New materials: - Negative energy/pressure: a density of vacuum required to make work the warp drive, differential sail, worm hole, etc. New parts: - Negative energy generator: a part that produces electricity to generate negative energy deinsity (only work when there is a receptor, ie, a exotic engine with negative energy storage space). - Diametric drive reactor: a part that works like engine, requires store negative energy to accelerate, more negative energy, more acceleration, until 10m/s^2 (variable per total mass of ship); and destroy negative energy to not accelerate (when destroy negative energy, consume electricity); is slow to change these actions. - Disjunction drive reactor: a part that works like engine, not requires store negative energy, only consume electricity to separate or bring near the two reaction masses; when separate the reaction masses, not accelerate; when bring near the reaction masses, accelerate until 20m/s (variable per total mass of ship); is very fast to change these actions. - Gravity constant reactor (Pitch and Bias): a part that works like engine, not requires store negative energy, but consumes a lots of electricity when change the acceleration, accelerate until 50m/s^2. - Warp drive reactor: a part that works like engine, consume and destroy negative energy when is active, but consumes more electricty than the produced for the generation of negative energy; her work althrought change directly the velocity instead the acceleration, and when not work brake to original velocity. The acceleration by previous methods cancel the G forces. - Differential sail engine: a engine that only consume negative energy, accelerating like another normal engine, with G forces and low power. Idea based in: http://ntrs.nasa.gov/?N=0&Ntk=All&Ntt=breakthrough%20propulsion%20physics&Ntx=mode%20matchallpartial&Nm=123|Collection|NASA%20STI||17|Collection|NACA||125|Collection|NIX
  10. This is the Tenebris Unum, aka, The Dark One. Officially coded as DA-SR2, it is a military stealth frigate built for stealth recon. It contains a cloaking device, radar jammers, and an electronic warfare suite, which unfortunately shorts out every few seconds. In need of forward fixed lasers. Infinite fuel, infinite electricity, and infinite RCS required for operation. http://imgur.com/a/9uhI4 https://drive.google.com/file/d/0BznEolcLuLIlaXVPcldwSGZEcTg/view?usp=sharing Mods required: http://forum.kerbalspaceprogram.com/threads/137092-1-0-5-Cloaking-Device-%28v0-05-11-22-2015%29?highlight=cloaking+device https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&cad=rja&uact=8&ved=0ahUKEwiUvpeXgcbJAhWo44MKHdRwAZgQFggjMAE&url=http%3A%2F%2Fforum.kerbalspaceprogram.com%2Fthreads%2F85209-1-0-4-BDArmory-v0-9-8-2-(-fixes-AI-Pilot-improvements-FAR-compatible)-Dev-Thread-Aug-18&usg=AFQjCNEitSNKBVnjP_O_jn00XXCTpngiRA&sig2=YwYe3ngtIedjxd7QMvnQ7A
×
×
  • Create New...