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  1. This is the development thread of KSP Interstellar Extended where new development can be discussed or request can be made. For any question on existing functionality, ask and discus them in the new Release Thread of KSP Interstellar Extended KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. For KSP 1.0.5 Download version: 1.7.6 from Here For KSP 1.1.3 Download version 1.9.11 from Here For KSP 1.2.2 Download latest version 1.12.16 from Here source: Github If you appreciate what I create, please consider donating me a beer you can make a donation by PayPal or support me by Patreon Download & Installation Instructions step 1: remove any existing KSPI installation (GameData\WarpPlugin folder) step 2: download KSPI-E and put the GameData in your KSP Folder (allow overwrite) step 3: re-install latest version of TweakScale step 4: (optionally) install KSP Filter Extensions. Recommended Star System/ Galaxy mods: ExtraSolar: Planets Beyond Kerbol extend an existing stock capaign ( with optional planet pack) into an Interstellar campaign Galactic Neighbourhood where your can visit your neighbour star systems with integrated planet packs To Boldly Go to create a unique procedural generated interstellar experience Real Solar System + RSS Constellations for the most realistic interstellar experience Kerbal StarSystems for a complete miniature galaxy experience Interstellar Adventure the name sais it all Other Worlds for an alternative interstellar experience Recommended Tool mods: Persistant Rotation for Timewarp propulsion PreciseNode for navigation More KSPI-E integration mods can be found in here Documentation & Tutotials KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources: KSPI-E for Dummies KSPI-E Guide by Nansuchao KSPI-E Technical Guide KSPI-E Wiki KSPI-E Youtube Videos: Main Features KSPI Extended includes new improvements and fixes from which the following are the key features: Improved realism of diversity Nuclear Engines Electric Engines Reactors Thermal and Electric Propellant Fuel Modes for Fission, Fusion Beamed power transmission Support KSPI-E add support for the following mods Basics KSPI-E Construction There are 6 basic components needed to create a working KSPI-E propulsion module are as follow Reactor - A reactor is needed to produce heat energy or charged particles which is used by other KSPI components to convert it into useful energy. Pebble Bed is recommended for high thrust/atmospheric launches and Molten Salt is recommended for long term usage for upper stage/satellites. Your choices will change as you unlock more components Generator - A generator is required to produce Electric Charge and MegaJoules, both resources are needed on almost any KSPI vessel. Megajoules are needed for KSPI engines which have ‘Electric Power Needed’ = Yes or Partial Radiators - Radiators are required to expel WasteHeat from the reactor, generator or engines. Without a radiator you will not be able to generate any power! Engine - Without an engine this wouldn’t be much of a propulsion module. Most engines operate most effectively when directly connected to the reactor. The reactor heat transfer performance values will indicate how much of the original energy is available if an engine is not directly connected to the reactor. The Atilla and Arcjet RCS thrusters do not require any direct connection to function at 100%. I recommend starting with either the Thermal Turbojet or Thermal Rocket nozzle. Propellant/Fuel - All Reactors and most Engines require propellant/fuel to operate. The Interstellar Fuel tanks are the standard containers that will be used to store the propellants. Hydrazine or LqdAmmonia are performance fuels and are be strongly recommended for Launch stages. Control - A probe core or crewed command module is also needed to operate the vessel. Common Issues All engines (except vacuum plasma thruster) must overcome the static pressure in the atmosphere and is better suited for vacuum usage and may not show any thrust in the atmosphere. Smaller thrusters will help overcome static pressure Research KSPI Is a High tech, hard science mod which gradualy unlocks sophisiticed technologies with advanced research . When researching KSPI techs, your are not forced into following a single path. Instead there are mutliple paths you can focus on. Nuclear Propulsion is a stock tech but it unlocks the first Nuclear Engine, the Solid NCore Nuclear Engine a.k.a. NERVA. It intitialy can only use LiquidFuel or on Hydrogen as a propellant, but as more Nuclear Propulsion Technology is reseached it is capable of using a divere variation of propellants Nuclear Power unlocks the first reacor which is specificly ment for fission power production in space, the Molten Salt Reactor which contains a build in thermal electric generator Advanced Nuclear Power unlocks the the modular Thermal Electric Generator, which when connected to a reactor can produce electric power Advanceded Nuclear Propulsion allows the NERVA to function in LATERN mode, meaning adding exygin in the nozzle to increase thrust, and unlocks the Thermal Launch Nozzle which can be put under modular reactor High Energy Nuclear Power unlocks the Particle Bed Reactor, which is capable of generating high amount of thermal heat at a low reactor mass. THe High Trust to Weight ratio makes it suitable of beinged used as a heavy single stage to otbit, which is it's main intended purpose. Efficient Nuclear Propulsion introduces the Closed Cycle Gas Core Reactor which can achieve significantly higher Isp than the NERVA Experimental Nuclear Propulsion unlocks the Open Cycle Gas Core Reacor, which offers even higher ISP than the close cycle gas gore reactor but at the expanse of versatility as it is only capable of orating while in space. Exotic Nuclear Propulsion unlockes the Fission Fragment reactor, which thanks to its ncredible high Isp allow allow to the travel to anywhere in the solar system and behind. The reactor can also be used for High efficiency electric power production Fusion Power unlucks the First Reactors intended for power production, the Magnetic Confinement Fusion Reactor which used super powererfull magnetcs to contain a plasma at high temperatures. Although thesereactors are bulky, they have ability to contain charged particles which can directly converted into energy at high efficiencies or redirected to a magnetic nozzle for Insterstellar HIgh Isp. For smaller vessels, The Magnetic Target Fusion Reactor is a highly efficient heat engine, converting fusion fuel and lithium into thermal power. Fusion Propusion unlock the first fusion engine which are inteded for propusion. Advanced Fusion unlocks the second tier of fusion fuels and introduces 2 advanced fusion enginess, the Tokamak Fusion engine and the VISTA Inertial Fusion Engine. The Tokamak Fusion engine has an integrated magnetic nozzle which can use any single atom propellant at high Isp and the Vista offers High Isp with High thrust levels Nuclear Engine/Reactors The Core of KSPI are its engine/reactor, they make the magic happen. There are now 5 Fission engines and 5 Fission Reactors, 5 types of fusion reactor, and 2 eotic reactor each with the own characteristic behavior, excelling in a particular way (and therefore most fit for certain applications) Part Model Unlocking Technology Power Output (2.5m) Reactor/Engine Main Properties Description Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion Solid Core Nuclear Reactor is one of the first nuclear engine available capable of using nuclear energy for propulsion, allowing Isp roughly twice the Isp of Chemical rockets. It's thrust to weight using Liquid Hydrogen is initially too low for any launch except in the upper stages. With Advanced Nuclear Propulsion technology is becomes possible to operate in Liquid Oxygen augmented mode effectively tripping the thrust at the cost of 36% lower Isp. With the advent of higher Nuclear propulsion technologies, other propellant then Hydrogen become available as a possible propellant, which is more or less adventurous depending on the circumstances. Solid Core Reactor can also be used for High power production, but due to it's inability to replenish its fuel, has only limited endurance. Traveling Wave Reactor a.k.a. Candle reactor is a small reactor specificly targeted for small probes. The reactor function in many ways like a candle, where is slowly converts it fisionable material into energy. Nuclear power Improved Nuclear Power Nuclear Fuel Systems High Nuclear Power Systems 0.444 GW 0.666 GW 1.0 GW 1.5 GW Min Diameter: 0.625m Dry Mass (2.5m): 8 t Fuel Mass (2.5): 6 t Cost: 18k Molten Salt reactor is the first high thermal power nuclear reactor available KSPI-E, they excel in reliable long lifetime thermal power generation using Uranium. At the expanse of 50% power output it can burnup 99% of all uranium fuel. Besides Uranium it is also capable of using Thorium which generated more power but it durability is significantly lower. On the upside thorium is cheaper than Uranium and can be mined much more abundantly. Because its nuclear fuel is mixed constantly, gases like Xenon gas are not trapped but are extracted and can be used for other purposes. This reactor is also very suitable for Tritium breeding where lithium is converted into valuable Tritium. Another advantage is that the heat from the reactor can be transported effectively to other modules thanks to Molten Salt transport medium. Improved Nuclear Power High Nuclear Power Systems Pebble Bed reactors become available a bit later than Molter Salt reactor but thanks to their significantly lower mass they are the first nuclear reactor with can provide a Trust to Weight ratio higher as 1, meaning it can be used as first stage or second stage rocket engine. Although Pebble bed reactors are ideal for providing high thrust, when used for power generation, they suffer from heat throttling, meaning the reactor will automatically produce less heat output when heat is building up. Although reactor uses a transferable fuel source, due to is inefficient fuel usage, (most of the mass is not uranium), it is not efficient for long term power production Particle Bed Reactor aka TIMBERWIND is the continued development of the Pebblebed targeted for propulsion Efficient Nuclear Propulsion Experimental Nuclear Propulsion Exotic Nuclear Propulsion Closed Cycle Gas Core reactors excel in generating average amounts thrust combined with with significantly Higher Isp compared to it Nuclear counterparts. This makes them ideal for short range planetary missions to like Duna and Eve. The Closed Cycle Gas Core reactor is one of the few High Isp engine reactors which is capable of operating in an atmosphere. With the help of some boosters, it can be used to launch into orbit from Kerbin. Experimental Nuclear Propulsion Exotic Nuclear Propulsion Open Cycle Gas Core reactor excel a generating high amount of thermal power at double the core temperatures the Closed Cycle predecessor with less mass. This is achieved my removing the walls that separate the propellant and the nuclear fuel. Although this allows much higher core temperatures, the disadvantage is the reactor cannot operate while under the influence of acceleration, which happens when it is either on he surface or when accelerating at high speed. Exotic Nuclear Propulsion 3 GW Min Diameter: 3.75m Dry mass: 16 ton Cost: 400k Fission Fragment Reactor (a.k.a. Dusty Plasma) improves over Particle Bed Reactor. When they first become available, they are less powerful as particle bed reactor, but it's the first reactor capable of generating charged particles. The generated charged particles are efficiently transported on your vessel using magnetic confinements and can be used for either Very High Isp propulsion in magnetic nozzle or directly converted into energy with Direct Conversion Power Generator. Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory 3 GW 4.5 GW 6.75 GW 10.125 GW Min Diameter: 5m Dry mass: 16 ton Cost: 600k Magnetic Confinement Fusion Reactor (a.k.a Tokamak) is one of the first Fusion Power reactor and comes available with Fusion Power. This reactor is Big and Bulky and require a fixed amount of power to operate but it can be used wide variety of operations. The amount of power required depends on the type of fusion and the number of researched fusion technology. MCF is most suitable for fuel efficient, thermal efficient power production. One of the big advantage of Fusion is that it's fuel can be very cheap, relatively easy to store and has only low radioactive waste product. The Fusions product themselves can be directly converted into electric power, which allows it to be very energy efficient. Advanced Fusion Exotic Fusion Unified Field Theory 5 GW 7.5 GW 11.25 GW 16.875 GW Min Diameter: 3.75 Dry mass: 32 ton Cost: 800k The Stellerator Fusion Reactor is in essence a magnetic confinement Fusion Reactor with a significant higher efficiency at the cost of higher mass. This makes it most suitable power salilites in fixed orbit that need to maximize power output. Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory Diameter: 2.5m Dry Mass: 8 ton Cost: 180k Magnetized Target Fusion Reactor can be smaller than the MCF reactor, but it is limited to providing thermal power. This makes it ideal for build SSTO vessels which require large amount of thermal heat to generate thrust when connected with any thermal nozzle. It can also be used for Electric Power production, but it requires a large amount of radiator to be effective. Fusion Rocketry Advanced Fusion Exotic Fusion Magneto Inertial Confinement Reactor is the first fusion engine specifically meant for Direct High efficient propulsion. It cannot be used for power and It's not as efficient as electric propulsion but it produces minimal amount of wasteheat, which will reduce the overall mass of the vessel. Note that the propellant is limited to Lithium , which is required both for achieving fusion as converting the fusion power in effective propulsion. Advanced Fusion Exotic Fusion Unified Field Theory 1.0 GW 1.5 GW 2.25 GW Colliding Beam Fusion Reactor is the first reactor capable and specialized if the generation of Electric power from Aneutronic fusion reactions.The reactor has an integrated charged particle direct energy converter, which allows up to 85% of aneutronic fusion energy to be converted into Electric power. Since the direct energy converter efficiency don't depend on temperature, you can run the radiators a lot hotter, meaning you need a lot less radiators then other reactor which depend on thermal electric power conversion. This means it will be ideal when used with Electric propulsion engines and does not require any heavy thermal electric generators. The downside is the Engine cannot be used with either thermal or magnetic nozzles. Antimatter Initiated Microfusion (AIM) reactor can deliver more power in a smaller package but only runs on exotic antimatter, helium3 and enriched uranium. The engine can be connected to either thermal nozzles or magnetic nozzles. Antimatter reactors versatile , expensive, and incredible powerful, the only real problem is collecting significant amount of Antimatter. They produce up to 80% Charged Particles which can be used by magnetic nozzle to create a large amount thrust an high Isp Quantum Singularity Reactor is the ultimate Mass to Power converter technology. It uses a microscopically sized black hole to accelerate light atoms into charged particles and heat. The charged particles fuse resulting in heavier atoms, which can be used for other purposes. The black hole event horizon also creates small amount of antimatter which can be used by antimatter reactors. The amount of produced power is variable, but the amount of required power to sustain black hole is constant and it has a minimum power level at which the black hole can be kept alive. Reactor/Engine Technical details: Ractor Name Reactor Cost / Minimum Size (default 2.5m) Unlock Technology / Tech Ugrades Core Temp. (Kelvin) ISP (s) Max Power (GW) thrust thermal (kN) Empty Mass (t) Max Fuel mass (t) Build In Nozzle Base Power Req (MW) Thermal Propulsion Efficiency Thermal Power Efficiency Charged Power Efficiency Heat Trans Effic Min Utilisation Fuel transfer and Efficency Magnetic Nozzle Efficiency / ISP (s) Special Electric Power (KW) Tritium Breeding Nuclear Candle 5,000 0.625m Nuclear Propulsion Nuclear Power Improved Nuclear Propulsion 1730 2076 2491 873.66 0.0100 0.0150 0.0225 2.33 0.15 t 0.05 thermal 100% 0% 10% 100% no n.a. limited to 0.625m, No throtling, cannot be deactivated 50 no Microwave Thermal Reciever 10000 1.25m Advanced Solar 2268 1000s 20 4413 3 t n.a. none Requires Microwave beamed power 100% n.a. n.a. n.a. 0% efficiency depends on distance to tranmitter, and atmosphere density n.a. Requires connection with microwave tranmitter no no Nuclear Turbojet 15,000 1.25m Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion 1764 / 2000 / 2267 882 / 900s 1000s 0.400 0.600 0.900 102 / 136 / 171 6 t 0.03 thermal 100% n.a n.a 0.1% no no 50+50 no Nuclear Ramjet 30,000 1.25m Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion 1764 / 2000 / 2267 882 / 900s 1000s 0.600 0.900 1.350 102 / 136 / 171 8 t 0.03 thermal 100% 75% 80% 0.1% no no Build In Air intake 50 no Molten Salt 60,000 0.625m Nuclear power Improved Nuclear Power Nuclear Fuel Systems High Nuclear Power Systems 800K / 1008K / 1270K / 1600.0K 593s / 748s / 840s 0.444 0.666 1.000 1.500 147 / 174 / 206 8 t 6t UF6 none 100% 100% n.a. 95% 20.25% / 13.5% / 9% / 6% no no Fuel Recycling with Lab Integrated thermla generator yes Nuclear Sollid Core Engine 90,000 1.25m Nuclear Propulsion Improved Nuclear Propulsion Efficient Nuclear Propulsion 2000 / 2500 / 3000 939s 1050s 1150s 1.33 / 2.00 / 3.00 / 267.64 / 369.37 / 509.79 12 t 0.1 thermal 100% 75% 80% 0.1% no no requires 10 sec for full Throtle 80+80 no Pebble Bed 120,000 1.25m Nuclear Fuel Systems Improved Nuclear Power High Nuclear Power Systems 2000K / 2500K / 3000K 939s 1050s 1150s 1.33 / 2.00 / 3.00 267.64 / 369.37 / 509.79 8t Particle Bed 150,000 1.25m High Energy Nuclear Power Experimental Nuclear Propulsion Exotic Nuclear Propulsion 2500K / 2750K / 3000K 800s / 939s / 1111s 4.00 / 6.00 1020 / 1302 / 1823 12 t 1t pebbles none 100% 100% 75% n.a. 80% 4% pumped no Heat Throttling 50 no Magnetized Target Fusion OMEGA 180,000 1.25m Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory 2500K 1050 1.20 / 1.75 / 2.45 / 3.43 6 t Q20 / Q40 / Q60 / Q80 / 100% none 80% pumped Magneto Inertial Confinement Rocket 210,000 1.25m Fusion Rocketry Advanced Fusion Exotic Fusion Unified Field Theory 180.000 K 3770s / 5200s / 6500s 1.33 / 2.00 / 3.00 / 6 t thermal Q150 / Q200 / Q266 / 100% lithium only none none 0% 0% pumped 30% / 40% /53% 20% propellant limited to Lithium or Aluminum none 50% Colliding Beam Fusion Reactor 250,000 1.25m Advanced Fusion Exotic Fusion Unified Field Theory 1.33 / 2.0 / 3.00 6 t Q40 / Q80 / Q120 none 100% build in direct converter pumped no Aneutronic fusion only, +1 Fusion Tech level Nuclear Lightbulb 300,000 2.5m Efficient Nuclear Propulsion Experimental Nuclear Propulsion Exotic Nuclear Propulsion 7890 / 12562 / 20000 / 1865s / 2354s / 2970s 2.00 / 3.00 / 4.50 368.00 427.83 496.03 16 t 0.1t U235 thermal n.a. 100% 50% n.a. n.a. 2% pumped no Limited to non oxidizing propellants 50 + 50 no Open Cycle Gas Core 350,000 2.5m Experimental Nuclear Propulsion Exotic Nuclear Propulsion 25124 / 50247 3328s / 4707s 4.00 / 6.00 154.62 / 247.39 12 t 0.04 U none 100% 50% 90% 20% 1-100% depending on gravity no Buoyancy effects no Dusty Plasma Bed 400,000 3.75m Exotic Nuclear Propulsion 3700 1260s 3.00 16 t 0,065 none 60% 60% (2) 100% 80% 40% pumped 46% 52700 - 527000 none yes Nuclear Salt Water Rocket (*) 500,000 3.75m Exotic Nuclear Propulsion 5000s - 10000s 70.00 4200 - 2100 21 t thermal 100% none n.a. n.a 0% Water + UraniumTetraBromide no Cannot be used in Low or Hyperbolic orbit of Kerbin none yes Sperical Tokamak 600,000 5m Fusion Power Advanced Fusion Exotic Fusion Unified Field Theory 32000K Li: 6800s H2: 11800s -118000s 3.00 / 4.50 / 6.75 / 10.125 20 t 3t Li none Q10 / Q20 / Q40 / Q80 / n.a. 100% 2500K 100% 80% 0% pumped 100% 60% 15.000 - 1.500.000 Fuel recycling yes Antimatter Initiated Microfusion 800,000 2.5m Antimatter Power Antimatter Power Unified Field Theory n.a. n.a 8.00 / 12.00 / 18.00 6 t none n.a. n.a. 100% n.a 0% pumped 13.500s - 61.000 80% Charged Particles no AntiMatter 1,000,000 0.625 Antimatter Power Ultra High Energy Physics Unified Field Theory 100000K 150000K 220000K 6641s / 8133s / 9850s 20.00 / 30.00 / 45.00 16 t none 100% 100% 100% 80% 0% pumped yes Total fuel Annihilation no VISTA Fusion Engine 1.500,000 5m Advanced Fusion Exotic Fusion Unified Field Theory n.a. 15500s - 27000 46.0 / 92.0 / 184.0 600 / 1200 / 2400 24 t magnetic Q45.6 / Q91.2 / Q182.4 n.a. none none n.a 0% pumped 15.500 - 27.200 Kills Nearby Kerbals no DAEDALUS IC Fusion Engine 3.000.000 5m Exotic Fusion Exotic Fusion n.a. 1.000.000s 1500.00 / 3000.00 300 / 600 72 t magnetic Quantum Singularity 6,000,000 5m Unified Field Theory Ultra High Energy Physics 320000K none 160.00 / 320.00 64 t none Q50 / Q100 none 100% 100% but for power onlyi n.a. 10% pumped Need zero environment to startup intergrated thermal and charge particle generator (1) requires Improved Nuclear Power (2) requires Fusion Power (3) requires Fusion Rocketry (*) Not implemented Explanation table: Fusion Reactor Fuel Modes Fuel Mode Reactors Types Tech Requirement Reactor Power Reaction Energy Reaction Rate Power Requirement Multiplier Fuel Products Charged Particles Brems-strahlung Neutron Energy Ratio D-T Fusion MCF / MIF Fusion Power 1 1 1 1x LqdDeteurium + LqdTritium Helium4 19.3% 0.7% 80% Cold D-D Fusion MCF Fusion Power 0.3537 0.7074 0.5 0.9x LqdDeteurium Helium4 + Helium3 66.5% D-He3 Fusion MCF Advanced Fusion 0,884 1.04 0.85 2x LqdDeteurium + LqdHe3 Helium4 + LqdHydrogen 79.13% 15.87% 5% T-T Fusion MCF / MIF Advanced Fusion 0.5457 0.642 0.85 2x LqdTritium Helium4 17% 3% 80% Full D-D Fusion MCF / MIF Advanced Fusion 0.6135 1.227 0.5 2x LqdDeteurium Helium4 31.1% 10.7% 58.2% Hot D-D Fusion MCF Exotic Fusion 0.3635 0.727 0.5 6x LqdDeteurium Helium4 + LqdTritium 10% D-Li6 Fusion MCF / MIF Exotic Fusion 0.889 1.27 0.7 6x LqdDeteurium + Lithium6 Helium4 18.2% 81.8% 2.5% p-B11 Fusion CBF Exotic Fusion 0.3458 0.494 0.7 6x LqdHydrogen + Boron Helium4 + LqdHydrogen 36,3% 63.6% 0.01% He3-He3 Fusion MCF / CBF Unified Field Theory 0.551 0.73 0.7 8x LqdHe3 Helium4 + LqdHydrogen 41.9% 58.1% 0% He3-Li6 Fusion MCF / CBF Unified Field Theory 0.672 0.96 0.7 8x LqdHe3 + Lithium6 Helium4 + LqdHydrogen 41.9% 58.1% 0.1% Li6 Fusion Cycle CBF Unified Field Theory 0.5344 1.1875 0.45 8x Lithium6 Helium4 41.9% 58.1% 0.1% p-Li7 Fusion MCF / CBF Ultra High Energy Physics 0.6839 0.977 0.7 10x LqdHydrogen + Lithium Helium4 75% 24.9% 0.5% p-Li6 Fusion MCF Ultra High Energy Physics 0.159 0.227 0.7 10x LqdHydrogen + Lithium6 Helium4 + Helium3 75% 24.9% 0.1% p-N15 Fusion CBF Ultra High Energy Physics 0.1704 0.284 0.6 10x LqdHydrogen + Nitrogen15 Helium4 + Carbon 60% 24.9% 0.1% * MCF = magnetic confinement Fusion, MIF = Magnetic Inertial Fusion CBF = Coliding beam Fusion reactor ** = not implemented yet. This is an overview off all fuel modes and there effects on performance Non Fusion Reactor Fuel Modes This is an overview off all fuel modes and there effects on performance Reactor Fuel Modes Fuel Mode Type Reactors Tech Requirement Core Temp Modifier Reaction Energy Fuel Efficiency Fuel Products Charged Particles Brems-strahlung Neutron Energy Ratio Uranium Oxide Fission NERVA / JUMBO Nuclear Propulsion 100% 1 85% EnrichedUranium DepletedUranium ** 0 n.a 2% Uranium Hexafloride Fission Molten Salt / Gas Core Nuclear Power 100% 1 15% UF6 94% DepletedFuel + 6% Xenon 0 n.a 2% Uranium Fuel Cycle ** Fission Molten Salt Nuclear Fuel Systems 80% 0.8 80% UF6 80%DepletedFuel + 10%Plutonium 10%DepletedUranium 0 n.a 2% MOX Plutonium Burnup ** Fission Molten Salt Nuclear Fuel Systems 115% 0.9% 30% 7%Plutonium+ 93%Anticides DepletedFuel 0 n.a 1% Thorium Fission Molten Salt Nuclear Power 138% 1.38 15% ThoriumTetraflouride Anticides 0 n.a 2% Thorium Fuel Cycle ** Fission Molten Salt Nuclear Fuel Systems 69% 0.69 99% ThoriumTetraflouride + Anticides 96%DepletedFuel + 2%Anticides + 2%Plutonium 0 n.a 2% Uranium Nitride Pellet Fission Pebble Bed Nuclear Fuel Systems 100% n.a. 5% UraniumNitride DepletedFuel 0 n.a 2% Uranium Nitride Nanoparticle Fission Dusty Plasma High Energy Nuclear Power 100% n.a. 97% UraniumNitride DepletedFuel 83.5% * 0.46 n.a 2% Microfusion Fussion-Fision Hybid AIM Exotic Fusion Reactions 100% 1 94% LqdDeteurium + LqdHe3 & UraniumNitride + AntiMatter Helium4 + Hydrogen + DepletedFuel 95% n.a. 5% AntiMatter AntiMatter Antimatter Antimatter Power 100% 1 22% AntiMatter none 80% 20% n.a * MCF = magnetic confinement Fusion, MIF = Magnetic Inertial Fusion CBF = Coliding beam Fusion reactor ** = not implemented yet. Power Generators Generators are electricity production parts in the KSPI mod. Generators come in 2 different types and function differently. Generators in KSPI generate both electric charge and MegaJoules. Generators must be directly connected to a reactor to generate electricity and can only use power from one reactorGenerator at a time. Radiators are required by the Generator to expel WasteHeat and will not function without them. Thermal Generators - These generators convert thermal power from a reactor into electrical power and waste heat. Their efficiency determines what percentage of that thermal power is converted into electricity. The rest becomes waste heat. Typical thermal generators in space use closed cycleBrayton gas turbines. For traditional molten salt-based fission reactors, this type of generator gives a maximum theoretical efficiency of 31%. Upgrading the electric generators changes them from Brayton Cycle Turbines to a KTEC Solid State Generator heat engine with no moving parts - this ups the theoretical efficiency to 60%! Charged Particle Generators - This type of generator produces power directly from the use of charged particles which are created in great quantities by fusion reactors. Charged particle generators have much higher efficiencies than their thermal counterparts. These generators will produce varying amounts of power depending on the reactor and fuel modes used The Thermal Generator and Charged Particle generators can both be used at the same time on reactors that produce both charged particles and thermal power. This maximizes power potential and lower your utilization and therefore minimise WasteHeat production and reactor fuel consumption. Radiators Radiators are used in KSPI to expel excess WasteHeat from a vessel. WasteHeat is produced by reactors, generators, microwave receivers and will build up over time. Once WasteHeat builds up in a vessel to 95% capacity than reactors and microwave receivers will automatically power down. If WasteHeat is allowed to reach 100% then the parts may start being destroyed from too much heat. Non retractable solar panels are exempt from the WasteHeat mechanic. The Thermal Helper addon included with the KSPI installation can be used to estimate a reactor’s WasteHeat output. The values in the addon will dynamically update depending on the connected components. The Thermal helper is only accessible from the VAB/SPH. Radiators Name Unlocking Technology Foldable Mass Resize Scaling Factor Radiator Area Temperature Special Inline Radiator 3 Build in Reaction Reaction Wheel Small Flat Radiator Heat Management Systems no 2 1600 / 3500 Physics-less Foldable Heat Radiator Heat Management Systems yes 0.8 2.25 400 / 680 1600 / 3500 Contains Folding automation technology Large Flat Radiator Specialized Heat Management no 2 1600 / 3500 Can be used for landing stability Note the radiator performance depend for a large part on unlocked tech nodes:. Radiator Technologies Technology Science cost Effect Graphite Radiator Only Start Max temp 1850K no Heat Management Systems 160 Max temp 2200K no Advanced Headmanagment 550 Max temp 2616K no Specialised Radiators 1500 Max temp 3111K yes High Energy Science 2250 Max temp 3700K yes Nanoloathing 1000 60% improvement Emmisive constant yes Availability KSPI parts and upgrades with CTT technodes: Nuclear Power: small Molten Salt reactor Large Scale Nuclear Power: High Energy Nuclear Power: Advanced Nuclear Propulsion Meta Materials: All Radiators: Mo Li Heat Pipe ----> Graphene Radiaton Exotic Reactions: Tokama Fusion Reactor -> Upgraded Tokama Fusion Reactor Improved Nuclear Propulsion: Thermal Rocket Nozzles (all sizes) Thermal TurboJets (all sizes) Gas Core reactor and Dusty Plasma reactors and Molten Salt and Particle reactors----> Mk2 Molten Salt / Particle reactors Magnetic nozzles Thermal TurboJets ----> hybrid thermal rockets Experimental Electrics Electric Generator: Brayton Turbine → KTEC Thermoelectric/Direct Conversion (better efficiency) Heat Radiator: Mo Li Heat Pipe → Graphene Radiator (better efficiency Fusion Power Nuclear Reactor: Solid Core Reactor → Gas Core Reactor (3x power output) Thermal Turbojet: Atmospheric Thermal Jet → Hybrid Thermal Rocket (Basic version can only work in atmosphere, Upgraded version can toggle over to internal fuel) D-T Inertial Fusion Reactor → High-Q Inertial Fusion Reactor Ultra-High Energy Physics Antimatter Reactor: Solid/Liquid Core Reactor → Liquid/Plasma Core Reactor (3x power output) Plasma Thruster: Magnetoplasdynamic → Quantum Vacuum Plasma Thruster (uses no fuel) Antimatter Power Propellant Resouese Name Unlock Technology Chemical Thermal ISP multiplier EngineThrust Multiplier Thermal Decomposition Full Decomposition Energy Oxidising / Reducing / Inert Soot Effect Thermal / Electric Propellant Average Density ISRU Hydrogen LqdHydrogen Nuclear Propulsion H2 1 1 R -0.01 Both 0.07085 kg/l ++ Diborane Diborane Experimental Nuclear Propulsion B2H6 0.763 1 R -0.01 Gas core / Electric 0.421 kg/l -- Methane LqdMethane Efficient Nuclear Propulsion CH4 0.3503 - 0.78 1 - 1.6 1000K - 3200K 19.895 R 0.25 Both + +/- Hydrazine Hydrazine Exotic Nuclear Propulsion N2H4 0.744 1.4 R -0.01 Both ++ - Helium LqdHelium n.v.t He 0.7 1 I 0 Electric - + LiquidFuel LiquidFuel Nuclear Propulsion ? 0.65 1 R 0 * Both ++ -- Lithium Hydrate LithiumHydrate Experimental Nuclear Propulsion LiH2 0.65 1 R -0.01 Both 0.78 kg/l Ammonia LqdAmmonia Experimental Nuclear Propulsion NH3 0.63 1.4 R -0.01 Both 0.86 kg/l - Beryllium Hydride * BH 2 0.6 ? R Hydogen + Fluorine * LqdHydrogen + LqdFlorine Exotic Nuclear Propulsion H2 + F2 0.7 2.2 R 0 Thermal afterburner +/- - Hydrolox (Hydrogen + Oxygen) LqdHydrogen + LqdOxygen Improved Nuclear Propulsion H2 + 02 0.63 2 R -0.01 Thermal afterburner -- +/- Methalox (Methane + Oxygen) Efficient Nuclear Propulsion CH4 + 02 0.25 - 0.55 ? 1 - 2 1000K - 3200K ? 19.895 ? R 0.1 Thermal afterburner + + LOX (Liquid Fuel + Oxidizer) Improved Nuclear Propulsion 0.417 1 R 0 Thermal afterburner ++ ++ Water Exotic Nuclear Propulsion H2O 0.3333 - 0.4714 1.2071 2000K - 4200K 2.574 O -2.5 Both ++ + Kerosine Efficient Nuclear Propulsion 0.21888 - 0.42477 1.459 1000K - 3200K 12.305 R 0.4 Both + ++ Liquid Carbondioxide Experimental Nuclear Propulsion CO2 0.2132 - 0.4085 1.459 3200K - 7000K 12.305 O -2.5 - 0.33 Both +/- +/- Liquid CarbonMonoxide Efficient Nuclear Propulsion CO 0.3273 - ? ? 4000K - 10000K 6.1525 O 0.5 Both +/- - Liquid Nitrogen Efficient Nuclear Propulsion N2 0.3273 I -0.01 Both ++ +/- * Not implemented ISRU atmospheric scoop KSPI offers the ability to scoop gas directly from the atmosphere (or just above it) into resources which can be used for propulsion or ISRU refinery processes. The rate at which you can collect depends on the density and abundance of a gas. Note that you can also collect resource just above the atmosphere and that light gasses as Hydrogen and Helium gradually become more abundant the higher you get Planet/Mun Atmospheric composition: ISRU Refinery: The ISRU Refinery allows you to process resources into other resources ISRU Refinery Process Required Resources Resource Products Type Aluminum Electrolysis Aluminia LqdOxygen + Aluminum Deconstruction Ammonia Electrolysis LqdAmmonia LqdHydrogen + LqdNitrogen Deconstruction Water electrolysis Water LqdHydrogen + LqdOxygen Deconstruction CO2 Electrolysis LqdCO LqdCO + LqdOxygen Deconstruction Methane Pyrolysis (*) Methane LqdHydrogen + Carbon Deconstruction Water Gas Shift Water + LqdCO LqdHydrogen + LqdCO2 Contructor Reverse Water Gas Shift LqdHydrogen + LqdCO2 Water + LqdCO Contructor Sabatier Process LqdHydrogen + LqdCO2 Methane + LqdOxygen Contructor Antraquinonene Process LqdHydroden + LqdOxygen HTP (Hydrogen Peroxide) Contructor Haber Proces LqdHydrogen + LqdNitrogen LqdAmmonia Contructor Peroxide Process LqdAmmonia + HTP Hydrazine + LqdOxygen Contructor Interstellar Fuel Tanks Title Technology Volume (Liter) Bonus Mass (mT) Boiloff Exposure Power Req (kW) Breaking Force Special IFT X48 High Performance Fuel Systems 48000 15% 6 28000 70 250 IFT X24 High Performance Fuel Systems 24000 12% 3 16000 45 250 IFT X16 Advanced Fuel Systems 16000 8% 2 14000 35 200 IFT X12 High Performance Fuel Systems 12000 1.5 10000 25 200 NoseCone IFT X8 Advanced Fuel Systems 8000 5% 1 8000 20 200 IFT X10 Large Volume Containment 11000 0.8 8000 20 50 Radial IFT X2 High Performance Fuel Systems 2000 0.25 2000 5 190 Interstellar RCS systems: From left to right: Corner ResistoJet RCS, 5 way ResistoJet RCS , Retractable 5 way Resitojet RCS , Retractable 5 way Resitojet RCS (Curved), Linear Arjcet RCS, Arcjet RCS Tank Engines: Interstellar offers 11 different type of engines, each with their own advantages and disadvantages. Thermal Nozzle is the first engine available. They directly use the thermal heat generated by the reactor to heat-up propellant. The Advantage is that this is very efficient, as minimum amount of power is lost, and many propellants can be used. The disadvantage is that Isp, which is lower than other form of propulsion, it dependent and the core temperature of the reactor and used propellant. On the plus side many propellants can be used and thermal nozzles benefits for the energy released by decomposition when propellant are subjected to high temperature. This means propellant like Ammonia and Hydrazine give a significant bonus to thrust and Isp. Although it offers you you to use many resources as an propellant, it might be wise to avoid propellant that contain carbon, as they tend to to produce clog the heat eachanges with soot, which lowers your maximum thrust and causing overheating. For optimal efficiency, connect a thermal nozzle directly to an reactor, but if desired you can put other parts between the thermal nozzle and reactor at the cost of lower efficiency. Thermal Turbojet becomes available at the same time as thermal nozzle. Their advantage is that they allow high amount of propulsion, without any propellant, that is they use the air as an propellant. This means you can save a lot of mass on propellant. The downside is that it only function inside an atmosphere, on the plus side, this includes any atmosphere, even those without any oxygen. Do note that in order to travel fast though the atmosphere, you need precoolers to cool the compressed air to a temperature that prevent the turbojet from overheating. Arcjet are the first electric engines offered by Interstellar. Instead of thermal heat, they use electric power to heat a propellant to high temperature. The advantage is that you can use any non oxidizing propellants and enjoy the same decomposition propulsion bonus. One of the big disadvantage is that electric propulsion is less efficient as a lot of power is lost by converting the power into electric power and then convert into heat again. This is compensated by its ability control it's trust at the cost of Isp and the ability to use multiple reactors to power the same set of engines. Arjcets can be connected any where on you vessel, just make sure it is fed with desired propellant, and the reactor has access to radiator to lose its waste heat. [TABLE=class: grid, width: 1600] Engines Type Technology Method ISP (LqdHydrogen) Efficiency Variable ISP Gimbal manouverability Functions in Atmosphere Functions in Vacuum Propellant Electric Power Need Jet Engine Special Thermal Thrust Bonus Wasteheat effect Operating Cost Nuclear Turbojet Nuclear Propulsion Thermal 203s 2000s 125% no very high full no Atmospheric Air none Turbojet build in precooler & build in reactor no Consumes very low Nuclear Ramjet Nuclear Propulsion Thermal 203s 2000s 125% no high full no Atmospheric Air none Ramjet build in precooler and air intake no Consumes very low Thermal Launch Nozzle Improved Nuclear Propulsion Thermal up to 3000s 100% no high yes yes any NTR propellant + Oxygen as afterburner none Can overheat when clogged full Consumes low Thermal Ramjet Nozzle Improved Nuclear Propulsion Thermal up to 3000s 100% no average yes in atmospheric mode yes Atmospheric Air or any NTR propellant none Ramjet Can overheat when clogged full Consumes low Thermal Turbojet Improved Nuclear Propulsion Thermal up to 3000s 100% no high partial with propellant thermal, full in jet mode yes Atmospheric Air or NTR propellant none Turbojet Can overheat when clogged full Consumes very low Nuclear Light Bulb Efficient Nuclear Propulsion Thermal 1850s - 2970s 100% no high partial any NTR propellant none full low Plasma Nozzle Plasma Propulsion Thermal 3000s - 12000s 100% yes (*) low partial mono atomic propellants yes (*) Low low 5 way Resistojet RCS Ion Propulsion Thermal 272s (cold) / 544s (heated) 80% partial RCS yes yes Any propellant partial Cannot use oxidizing propellants full High low VTOL Resistojet (*) Ion Propulsion Thermal 1000s 80% no high yes yes Any propellant yes Cannot use oxidizing propellants full Low average Linear Arcjet RCS Advanced Ion Propulsion Thermal 272s (cold) / 2000s (heated) 52% no RCS partial yes Any propellant partial Cannot use oxidizing propellants full High average ATILLA Advanced Ion Propulsion Magnetic/ Thermal 2854s - 5704s (*) 50-80% yes average partial yes Any propellant yes Cannot use oxidizing propellants partial Average average MPD Plasma Propulsion Magnetic 11213s ionisation efficency no average partial yes Any propellant yes Efficency depend on propellant no Average average VASMIR Advanced Electromagnetic Systems Magnetic / Thermal 2956s - 29,969s 30-60% yes low no yes mono atomic propellants yes Efficency depend on Isp and Atmospheric Density no High average EM drive Specialized Plasma Generation Quantum Vacuum > 10.0000.000 10% no low yes yes vacuum plasma from nothing yes reactionless propulsion no Very High low Magnetic Nozzle Advanced Plasma Propulsion Charged Particles/ Magnetic 12.000 - 1.200.000 100% yes none no yes LqdHydrogen + Charged Particles low, 1% charged power Requires charged particles no Consumes average VISTA Fusion Rocketry Fusion 15.500 - 27.200 > 10000% limited low no yes LqdHydrogen + LqdDeuterium + LqdTritium up to 2.5 GW Deadly radiation and Safety Features n.a. Extreme very high DEADALUS Advanced Fusion Fusion 1.000.000 > 10000% none none no yes LqdDeuterium + LqdHelium3 up to 5 GW Aneutronic n.a. high extreme (*) not yet implemented Type - This field describes the technology behind the engine. The technologies used in KSPI are based closely on real life engines or scientific theories. Note the distinction between Thermal and Magnetic. Thermal engines have limited Isp but benefit from thermal decomposition, giving it extra thrust and improved Isp. Magnetic engines first need to Ionize the propellant. Some engines like the Vasimr and Atilla engine use a combination of the 2 techniques. Method- This describes the engine's power input used to generate thrust. Engines can use Thermal (GW) power from a reactor, magnetic types use charged particles, quantum vacuum uses the vacuum of space to produce thrust and Fusion uses an internal fusion reaction to produce thrust. ISP (LqdHydrogen)- This section shows the ISP (fuel efficiency) an engine produces when using LqdHydrogen as the propellant. Different types of propellants can provide different thrust values in an engine which is covered in more detail the Propellants section. Efficiency - The efficiency of an engine is how much of the thermal power (GW) is used to produce thrust and the remainder is expunged as Waste Heat. A low efficiency engine may require additional radiators to radiate the heat into the surrounding environment. The efficiency of electric engines is highly dependant on the efficiency of the propellant used. Variable ISP - In KSPI some engines can have a variable ISP when operating. The ISP of an engine decreases as it produces more thrust. Higher thrust values also decrease the energy conversion efficiency. Gimbal - This describes if the engine has gimbal capability. Gimbaled engines can use thrust vectoring to control the attitude of a vessel. Note that RCS engines do not gimbal but are linked with KSP RCS system. Functions in Atmosphere - This is another self-describing value which explains if the engine can produce thrust when in an Atmosphere. Some engines rely on the vacuum of space or other methods to produce thrust and cannot be used in an Atmospheric environment. Many of the thrusters in KSPI are affected by static pressure. Which means the engine has to overcome the pressure of the atmosphere before producing usable thrust. Static pressure can be overcome by using a higher thrust propellant or by using a smaller nozzle. Propellant- The propellant section explains which propellants are compatible with a given engine. Note that some engines can be upgraded to allow for additional propellants than is initially unlocked. Electric Power Need - This section explains if Electrical Power (measured in MegaJoules) is required for the engine to operate. Engines can require partial or full electric power, as well as mixed types that also use charged particles. Some engines like the RistoJet RCS, will switch to unpowered mode when insufficient power is available. These engines can therefore be used without KSPI reactors. Special- The special column covers any extra information about an engine that does not fit into a specific category on the chart. Thermal Thrust Bonus - This describes an engines ability to produce extra thrust depending on the propellant used. The temperature of the thermal engine also plays a factor on the thermal thrust bonus when factoring in thermal decomposition of a fuel. (More below in the Propellants section) WasteHeat effect- This explains how much Waste Heat is generated when firing a particular engine. Engines can both consume WasteHeat as well as produce WasteHeat depending on the engine technology used. Operating cost - This gives a general overview of the operating cost of running a engine. Electric engines are more expensive than thermal engines, since thermal engines have require less radiators. Vista Engines are very expensive to operate due to their high rate of consumption of Tritium. Beamed Power Image Name Technology Cost Mass Receive / Transmit Diameter can receive thermal can receive electric can receive data Receive Wavelength Transmit Power @ 2.5m Can Transmit Science Can Link Up Can Relay Transmit wavelength Transmit Efficiency Receive Efficiency Role / Special Special Microwave Transducer Large Electrics 2000 4 t 10m no no no n.a. 4 GW yes n.a. no 8.56 mm maximum n.a. Integrated Microwave Generator Inline Thermal Receiver Mk1 Large Electrics 2000 n.a. maximum Can power thermal engine or generator Multi Bandwidth Dish Transceiver (Shielded) Advanced Solar Technology 5000 6 t 5m 10 nm - 1m yes yes yes yes n.a. high universal transceiver In flight bandwidth switching Phased Array Transiever Advanced Solar Technology 1 t 5 m 2 GW 1 - 10 mm 1 GW no 8.56 mm n.a. 100% Deployable Phased Array Transiever Advanced Photovoltaic Materials 2.5 t 25m 5 GW 1 - 10 mm 2.5 GW yes 8.56 mm 90% 90% Radial Phased Array 2 35 Ghz , 94 Ghz, Inline Thermal Electro Phased Array 2 35 Ghz , 94 Ghz, 90% Sphere Thermal Electro Phased Array 2 35 Ghz , 94 Ghz, 90% Radial Microwave Rectenna 5m Diode Infrared Laser Turret 1 0.5 m n.a. 750 nm - 1mm no 85% n.a. Early IR trasnmitter with Build in Beam generator Integrated IR Beam generator Radial Thermal Voltalic Receiver 2 5 m 750 nm - 1mm no n.a. 60% Radial Photvaltalic Receiver 2 5m 10 nm -700 nm 60% Radial Rectenna 2 5m 1 mm - 1 m 750 nm - 1mm 10nm - 750 no no Oversized Thermal Dish Receiver Aluminum 3 100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes Performs better in UV visible light wavelengths can receive in electric at 1/3 thermal power Oversized Thermal Dish Receiver Gold 3 100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes ss Microwave Infrared Rectenna 3 10m no yes 750 nm - 1m no no no 75% Infrared Mirror 3 10m 700 nm - 1mm no no yes 95% Can directly relay beamed power can only relay UV Light Mirror 3 10m 10 nm -700 nm no no yes 90% Can directly relay beamed power can only relay Multi Bandwidth Dish Transceiver (Medium) Advanced Photovoltaic Materials 10000 8 t 10m yes yes with 0.005% Configurable 10nm - 1m yes RELAY yes yes Depends on connected beam generator Depends on wavelength universal transceiver In flight bandwidth switching Multi Bandwidth Dish Transceiver (Large) Microwave Power Transmission 40000 32 t 20m yes 1 mm - 1 m 750 nm - 1mm 10nm - 750 yes RELAY yes yes Depends on connected beam generator Depends on wavelength universal transceiver In flight bandwidth switching Data Transmission Besides beamed power transmission, some of the parts used for beamed power are also suitable for data transmission. For comparison the stock transmitter are included Name Type Interval PacketSize Transmit Cost Standby Cost Dish Angle Transmit Distance Combinable Communotron 16 DIRECT 0.6 2 12 EC 5.0e+5 True HG-5 High Gain Antenna RELAY 0.35 2 18 EC 1.15 EC / s 90 5.0e+6 True RA-2 Relay Antenna RELAY 0.35 1 24 EC 2.0e+9 True RA-15 Relay Antenna RELAY 0.35 2 24 EC 1.5e+10 True RA-100 Relay Antenna RELAY 0.35 4 24 EC 1.1 EC / s 0.025 1.0e+11 True Communotron DTSM1 DIRECT 0.35 2 12 EC 2.0e+9 True Communotron HG-55 DIRECT 0.15 3 20 EC 1.5e+10 True Communotron 88-88 DIRECT 0.1 2 20 EC 1.0e+11 True Microwave Phased Array Transceiver RELAY 0.1 1 25 EC 2.5 EC /s 160 1.0e+7 True Deployable Microwave Phased Array Relay Reciever RELAY 0.1 1 100 EC 10 EC /s 160 5.0e+7 True Radial Thermal Dish Receiver DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True Folding Thermal Dish Receiver Gold DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True Multi Bandwidth Rectenna Dish Transceiver (10m) RELAY 0.1 1 100 EC 10 EC /s 0.005 1.0e+13 True Multi Bandwidth Rectenna Dish Transceiver (20m) RELAY 0.1 1 400 EC 40 EC /s 0.005 5.0e+13 True Oversized Microwave Infrared Thermal Receiver DIRECT 0.1 1 800 EC 80 EC /s 0.005 1.0e+14 False Warpdrive (Faster Than warp drive) Fast than light speed is only possible by folding space itself. Space in front of the vessel needs to be shrunken while space behind it the vessel is extracted. To shrink and expand space, you need to generate negative mass which can be achieved by exciting exotic matter. KSPI warp drive can generate exotic matter and use it to create a warp field. The amount of power required to create a stable warp fields depends on the speed and power of the warp coils. The speed of light itself requires the least amount energy. Traveling faster or slower requires more power. However speed is influenced by a large degree by the curvature of space, in other words, gravity. It means that the higher the gravity pull of any heavily body, the lower the maximum speed possible for a finite amount of power requirement. This effectively means that when a vessel is in a low Kerbin orbit, where the pull of gravity is significant, the maximum warp speed is very low. And since traveling slower than the speed of light requires more power, it means that it will be hard or impossible to generate enough power. To get around it, you need to bring your vessel further away from the gravity source or install more warp drive power. Warp Power is achieved by any of the 3 warpdrives in KSP, The Light Warp Engine, the Foldable Warp Engine and the Heavy Warp Engine. The amount of warp power is directly dependent on the mass of the warp drive. Warp drives also stack linear, which means it will not matter if you use 24 ton of light warp drives or a single large warp drive. Work In Progress Note that do not consider myself the person that have to determine the future of KSPI, it's just that nobody else seems to want to do it. I would be more than happy to share that responsibility. Anyone that actively want to develop KSPI is free to do it. It would appreciate it as it would allow me to focus more on advanced features I have ideas about. Also notice I haven't had the time yet to play a serious KSP 1.0 campaign yet. But now my hands are full just making KSPI-E functional again. I think KSPI could develop into something much better. The simply truth is, KSPI is too big for a single developer. I don't have the time nor the skills to implement everything that it deserves. I'm especially frustrated about the lack of artist support. Many of KSPI models and effects look dated and ugly compared to more resent mods. There have been some artist and programmers offering their help but they often go AWOL after a short time. I'm not sure If I can keep it up myself indefinably. I would prefer to create a team of developers that works on KSPI together. I guess that's the only way to ensure KSPI Future
  2. Current Version v0.5.4 Solaris Hypernautics is proud to bring you the very latest in virtual particle tech! This a parts pack that takes the all parts of the venerable Ion Hybrid Electric Pack, http://forum.kerbalspaceprogram.com/threads/31286-0-22-Ion-Hybrid-Electric-Pack-30-08-13-Soon-FKSP!!!-See-Development-Monitor, and reimagines them in the next generation propulsion devices that use virtual particles! Now we've expanded our line of technology and engines to include adaptations of Nazari1382's Aurora Atomic Thruster part, nil2work's Retro Future Planes parts, dtobi's Asteroid Cities parts, and various of Zzz's parts. This shows all the parts the mod used to only have, it currently has a full set of comprehensive components. Long ranged designed for high speed aerocaptures, the Fafner Descent Vessel. CRAFT FILE DOWNLOAD LINK: http://kerbalx.com/Carbonjvd/Fafner-Descent-Vessel Massive IPV meant to transport small vessels and modules within its cargo bays to any destination. Can even function as a mobile operations station and refueler, the Armetis IPV. CRAFT FILE DOWNLOAD LINK: http://kerbalx.com/Carbonjvd/Armetis-IPV So what do these tiny particles have to offer when I already have nuclear engines and warp drives? Well, for one these babies don't require the power budget of a small country, though plenty of power is still advised. These drives don't use exhaust so you'll never have to worry about accidently blasting away those fragile solar panels! Electricity is the only thing you need to keep the whole system running, so no more running out of fuel or need for mining! How do I use this crazy new technology?! Easy as one-two-three! One: Generate them via a Virtugenic (and a lot of power). Two: Store it in a Stasis Tank. Three: Propel your ship with it! Told you it's as easy as one-two-three! I heard that you've expanded beyond virtual particles, what else is there?! Glady you asked! We now also have a wide range of parts that utilize the exotic reaches of magnetic fields and dust, yes dust! Our scientists and witch doctors have devised ways to make dust useful like getting xenon out of it or compressing it into ore, which is actually useful. For our line of magnetic fields research, mostly from our bored co-workers playing with the fridge magnets in the break room, we've figured out how harness their power as an ablative to keep systems cool! How cool is that?! Thanks to some serious work with an unmentioned scientist, we've devised even more ways to get power from various resources, nuclear power here we come! I'm sold, so what parts does this pack actually have? Passive Intakes for collecting compressed atmosphere. Huge Docking Port for connecting really big ships. Nuclear Fuel Tanks for holding blutonium. Industrial Nuclear Facilities for refining ore into blutonium. Advanced Grabbers for more options to attach to asteroids. Stasis Tanks for storing virtual particles. Virtugenics for generating virtual particles using lots of power. Kannae Drives for moving vessels and probes using only virtual particles and some serious power. Side Adaptor for attaching things on the side. Virtual Ore Reactors for powering things from ore and virtual particles, the bigger one even has a backup reactor that uses xenon instead of ore. Catalytic Engines for higher thrust rocket propulsion and the ability to draw dust from any atmosphere. Magnetic Drag Array for atmospheric entry with huge vessels, uses its magnetic charge as an ablative, has a built-in SAS system and cooling system. Nuclear Jet Engines for travel through an atmosphere without having to worry about needing oxygen. Retro-Propulsive Unit for a heat shield and an engine all in one part, uses it magnetic charge as an ablative. Nuclear Plasma Engine for when need the absolute biggest space borne propulsion using liquid fuel and electricity. Ionic Plasma Thruster for when don't need a monster engine, but a modest propulsion using liquid fuel and electricity. Magnetic Cooling Unit for dropping the temperature at the cost of power, perfect for fighting overheating. Virtual Dust Containment Tanks for storing dust and virtual particles, though the compression requires constant power or it'll leak virtual particles. Spherical Dust Tanks for storing dust and only dust. Dust Accumulator for gathering dust in any environment over time, but requires constant power to keep the magnetic trapping field up. Dust Processing Unit for extracting xenon from dust or compressing dust into ore, both using a lot of power at the risk of slight overheating. Nuclear Reactors for using ore and a bit of electricity to produce a ton of power, but it tends to overheat so make sure to use the built-in cooling system that also takes power. Nuclear Forge for producing power like a reactor but can also transynthesize virtual particles directly into dust, also has a cooling system built-in. Thermal RCS for maneuvering massive ships without then need for an army of normal RCS thrusters. Spectrometer for getting an area's composition to get some juicy science. Virtugenic Refinery for processing dust into more ore and converting dust into virtual particles. Dust Ring for higher speed drawing in of dust. Solar Wind Panel for truely passive dust collection from the Sun. Micropulsed Magnetic Drive for high efficiency burst of acceleration at the cost of endurance. Zurbin Nuclear Drive for massive propulsion on par with the Indominus in and out of the atmosphere. Gallery of Parts and Usage Details http://imgur.com/a/TFdao#0 PRIMARY DOWNLOAD: http://spacedock.info/mod/187/Solaris%20Hypernautics CURSE DOWNLOAD: https://kerbal.curseforge.com/projects/solaris-hypernautics CKAN AVAILABLE: YES Development Thread Licensing The contents of this pack are licensed as GPLv3. Zzz parts are licensed as Public Domain. Recommended Mods Module Manager 2.6.2 or more Integratable Mods Engineering Tech Tree by Probus Community Tech Tree by Nertea THE ION-HYBRID PACK FOR CURRENT KSP IS OUT NOW GO CHECK IT OUT:
  3. The Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoid surprising our users by stomping over resources. When mods both define the same resource, bad things can happen for the player. So the CRP pincludes a bunch of resources that modders have agreed to consolidate on. Including ones from Karbonite and MKS/OKS (of course), Universal Storage, KSPI-E, RealFuels, Near Future Technologies, and others. Additional mods are supported where we've decided not to break their stuff, even though they are not (yet) active participants in CRP (kinda like santa claus handing out gifts). Examples include EL (for RocketParts), and TAC-LS (for life support stuff). If this goal is achieved, even for the few dozen resources we already have listed, I'm be thrilled, since being nice is a lot more beneficial than randomly stomping on things. So if you're sold, head on down to the bottom of this post for links and goodness. If you are not sold, read on. "I am sad! you're trying to control my stuff!" Not really. I just don't want to break your stuff, and I hope you don't want to break mine. All of this is totally optional, if you don't wish to participate, then peace out and rock on. "There's no way this will ever work, people can't agree!" I dunno, I have enough already agreeing that I am pretty darn happy. Given the current level of adoption and cooperation, I think we've landed in an excellent place. "But I don't want you mixing space cows in my ultra-realistic electrolysis sim!" Then don't use space cows. But maybe someone wants to have a nuclear-powered space cow RTG or something. In which case, you probably don't want them breaking your electrolysis sim. "But... you can't mix space cows and Plutonium-239!" Sure you can. Maybe you don't want to in your mod, or in the mods you select for your own save game, but people are going to do all kinds of crazy stuff. And I expect you'd prefer it if your Plutonium-239 to not suddenly triple in mass mid-flight because SuPaKerBaL9000 modified the AAA_SpaceCows mod you downloaded for your kid's save to triple the mass of Plutonium-239. "What about disparities in resource density and atmospheric pressure, or gas compression?!" Here's reality. Most of us just want to play a game. Hence, CRP has no opinion on units, compression, cost, densities, etc. - that's up to the mod creators. And if something is good enough to be adopted by a couple of mods, then it's good enough to join the club. In the end, this is curated. But the only considerations on the table are ensuring stuff plays well in our space lego game together, not in nitpicking physics or chemistry, and most certainly not in dictating how stuff should be measured. "But what if I want my own resources?!" Go for it. CRP does not dictate what resources your mod has or how you use them, just that you don't create ones that conflict with ones already there in CRP. "But this is more work for me! I am sad!" Actually less. Just include a dependency like you would Firespitter or any other similar mod. Shop for resources. Done. But hey, if you'd rather have SuPaKerBal9000 wreck your mod, rock on. "I'm still sad! I won't use this!" Ok that's fine too - peace out "Ok I'm sold.. how do I use this thing in my mod?" Since CRP is based on the stock resource system, it's super lightweight! Include the CommunityResourcePack folder with your mod, and you're done. And please don't modify any of the configs you download either, as that kinda defeats the entire purpose, and is downright mean Lastly, don't supersede CRP resources with your own definitions for any of the included resources - that's almost as bad as modifying them. The whole point of the club is that we all play nice. If you want in the club, awesome! But please don't join the club just to trash the clubhouse Mods that bundle CRP MKS/OKS Near Future Technologies Karbonite Asteroid Recycling Technologies Freight Transportation Technologies NearFuels RealFuels KSPI-E DangIt! Mods that are CRP Compliant (Mods that are known to play well in the sandbox together) Universal Storage TAC Life Support Download Links Use any of the links below to download this mod, or pick it up via CKAN. Source Code and Change Log Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Umbra Space Industries, USI, CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
  4. Configurable Containers Requirements ModuleManager AT_Utils (already included) Download from SpaceDock For Players This mod converts fuel tanks and resource containers so that you can change the resource(s) they hold in Editor and in Flight. Supported Mods Configurable Containers support many part packs and mods: TweakScale ProceduralParts Parts with stock resources converted: Stock KW Rocketry Mk2 Expansion Mk3 Expansion SpaceY-Lifters SpaceY-Expanded Fuel Tanks Plus Modular Rocket Systems Standard Propulsion Systems Near Future Propulsion Spherical and Toroidal Tank Pack OPT Spaceplane Parts (made by octarine-noise) …more will come. Supported resources: Stock TAC Life Support Extrapalentary Launchapads Near Future Propulsion All USI All KSPIE …more will come. Types of the Containers Tank Type is a set of resources that, gamewise, have something in common. For example gases, or liquid chemicals, or metals. There are also two kinds of configurable containers. Simple containers belong to a single Tank Type (which can be changed in Editor) and can hold only a single resource. In flight this resource may be changed only if the container is empty, and only within its Tank Type. Compound containers are in fact collections of simple containers inside of a single part. In Editor you can partition the inside space of such part, creating as many simple containers as you need. The only restriction imposed by KSP is that a part cannot have two identical resources stored. So if you have two containers for liquid chemicals in a part, only one of them can hold Liquid Fuel. Compound containers have a dedicated user interface so as not to clutter part menu: For Modders Source Code CC is a part of the AT_Utils framework. It provides the SwitchableTank module that allows for creation of container parts for predefined sets of resources switchable in-flight. Sets are configured in a separate .cfg file and are intended to contain similar things like gases (one set), liquid chemicals (another) and so on. Another module Configurable Containers provide is the TankManager which enables in-editor partitioning of a container, effectively converting it into a set of independent SwitchableTanks. The third, utility module named SimpleTextureSwitcher allows you to cycle through a predefined set of textures for the model or a part of the model, so a container may be easily identified. It is now part of the main AT_Utils.dll, not the CC itself. Acknowledgments My patrons on Patreon. Thank you for your support! eL.Dude Bart Blommaerts Layne Benofsky Issarlk SCESW Kevin Casey Bob Palmer Ryan Rasmussen Matthew Zaleski Patrice Hédé Steve Victory
  5. The Resources in a Can or RIAC for short is a mobile, small and compact mining IRSU for small purposes. Able to be stored in very small cargo bays and land on small distant moons (Engines released pending completion.) Even tho it is of small size and stature it will be well suited to supplying roving probes with required fuel for much less then a full mining rig. It will have center core, that is just a simple attachment point or maybe include a probe core. Then there will be many stack parts, such as on top, a four way small connector for 4 independent solar panels, a stack 4 way solar panel that is static, probe core, small rcs and LF/OX tanks, Sas, reactor, a mini docking port/ decoupler, and a parachute (Probably multiple depending where you plan to go). For the bottom it would be landing legs, and assorted engines each with their own strength to be used for different gravitates. The main goal of the mod is to have a small stow-able miner that could be pushed by just a ion drive to the planet and then use its own thruster, and be used as a back up and since it will be quite low rate of production. Or as a far off miner to land and start a mining colony well you setup the bigger stuff or to refuel future missions so they can save weight on return feul. Each part is contained in a quarter shell with doors that open allowing for safe travel and re-entry through atmo, but I plan to have the doors also act like radiators for the refiner and drill. The refinery will have a bit of storage for fuel in it but the pop up will have a lot more fuel available in it (To be determined at a later date).
  6. I've encountered what seems an odd phenomenon, that has helped strand a Kerbal in Munar orbit, without a ship. Here's a craft file: Selene 1 Mod 2 I launch this ship with RCS turned off, using main engine gimballing for control until staging. Once I stage away the booster, fairing, and nose cone (above 70 km only due to a spectacular demonstration of the drag still present at 40+ km and 1000+ m/s), I turn on RCS so I can maneuver before igniting the second stage engine to circularize (the second stage also performs transMunar insertion and Munar orbit capture before being deorbited on the Mun). This is where the odd thing happens. It takes a lot of RCS authority to turn the remaining stack at this stage (initially, with full tanks in all modules), and the center of mass is far enough forward that the Lf/O thrusters on the second stage tank get a lot of help from the four sets of RCS quads on the lander and pusher stages. However, the RCS on the lander and pusher stages don't consume fuel evenly from the command pods and RCS tanks, despite crossfeed being enabled on every decoupler and stack separator. Rather, the lander's RCS fuel is depleted first, with the command pod being emptied before the stack RCS tank is used, and both of those being burned dry before any fuel is drawn from the pusher (top module at launch). This doesn't seem to be a case of the game drawing propellant from the lowest tank first, which would make some sense for the usual staging order; rather, the command pod fuel is being depleted first. The only solution I see is to remember to manually disable the command pod and stack tank feeds before launch, and then manually re-enable them before I'm ready to decouple the pusher and turn it around to dock with the lander (a la Apollo, which is the configuration I adopt before Munar orbit insertion so the pusher is ready to maneuver itself and the lander as soon as the second stage is jettisoned). Am I missing something relative to propellant consumption order? I think this is the first time it's really matter which tank empties first -- but this time, it led to a Kerbal launching from Mun without enough RCS propellant left to assist when the main engine's tanks ran dry before establishing orbit. The pusher pilot, meanwhile, was sitting in a safe orbit, with a nearly full RCS tank, and no way to help...
  7. Currently several lifesupport mods exist which is great. The user can choose by himself/herself whatever lifesupport mod most coïncides with his/her wishes. What is not so great is that every LS mod uses it's own resources. Take Food. In another mod it's called KolonySupplies, in a third N.O.M.S. My request to all LFS developers is to standardise resource names so parts of different mods can become interchangable.
  8. I have begun very basic work on a series of engines that combine mass driver, plasma creation, and the ultimate in recycling. Engines will have two grades, O.R.C. and E.L.F. Otherwise Really Cool Engines will heat its "fuel" mass to high gaseous state, ionize and expel for force. High cost of energy to the matter's density and boiling point, a bit more for ionization andd magnetic expulsion. So far a 1.25 I call Pele and a 2.5 I call Vulcan. Only fuel at this moment is the junkiest, but would be universal otherwise in being Rock. Performance curves in atmo like LN-V. So no mining rock on kerbal to get to orbit, well not reasonably. I am not making a cheat, but basing this on real scientific principles. I said basing, accuracy will of course deviate and that can be debated, but will not be this threads sole purpose. Stage two is in concept only ATM, everything is the same but more so, to get Electrodeless Lorentz Forces from a plasma you make from whatever. Thinking once I get how to flow and channel the thermal models in KSPI-E, I will use that as a power core. Next steps is an enigine module that will use a fuel data dictionary for settings about boiling points and specific heats, as well as density. Then the fuel determines the engines force, as all else will be as a level zone. This will make an interesting alternative for Depleted Fuel and similar things. It will be high density, so you would get 2-3 times the effect from rock in an ELF, but boiling points are much higher I believe, so an ORC maybe only 1.5 to 2, with higherr electric charge per second. These engines will take nearly impractical amounts of power. Nearly because the nuclear option is literally on the table, and will tend to pay off, or at least get close. I am looking to Coordinate with USI and KSPI-E, at least. ~Rough Draft~
  9. I am making some science parts and I want to make them use resources to operate. For example: Rodent Research, uses five rodents. How can I do that?
  10. Idiot Lights r0.0.1 Released 6/30/16 Downloads to date: Donations will be credited toward the Maritime Pack, my other mod. Donations to Date: List of Donors. THANK YOU! Ok, let's think about this for just a moment. Kerbals have exactly two stats: courage and stupidity. Now, when your crew's performance is based on their level of ignorance and lack of self-preservation, can you really afford to overload them with information? Introducing the first piece of Gednuk from Fengist's Shipyard and Gedunk Shoppe: Idiot Lights. We've made this so simple that even the most incapable Kerbal can't get it wrong. Simply stick this little gem anywhere on your vessel and watch the pretty lights flicker. Green = good. Yellow = ummmm mebbe good Red = we're gonna crash. Now, for the human translation: Idiot Lights are the solution to keeping track of your fuel status without having to watch a bunch of numbers. Let's face it, flying a rocket isn't easy. And sometimes, you can get just too much information. One quick look at Idiot Lights and you know your fuel status. Green = You have more than 50% of a resource. Yellow = You have between 25% and 50% of a resource Red = You have less than 25% of a resource. Resources monitored: Battery Liquid Fuel Oxidizer Monopropellant Features: Lights only go on when a resource is present! That's some serious technology! Surface mounts to just about anything. It is scalable but you'll need to do that in the .cfg for now till I get it tested with Tweakscale. It's original size is 10 time larger than what you see. In the .cfg the line:[ rescaleFactor = 0.1 ] sets that size. Change that until you have the size you want. The reason for this resizing was to get the text beside the lights to look decent. Known Issues Ok, so I got the surface connection pointed the wrong way... but you can turn it around till I get that fixed.
  11. DOH!!! I'm a dummy! I forgot I had switched to my development computer and hadn't updated Module Manager. So my mod Thermal Nuclear Turbines relies on the resource IntakeATM. I was just testing my engines for 1.1.2 when I discovered the intakes won't generate the resource anymore. The MM patch for intakes. Oh well... Here is a pic of some cute confused Kerbals... Sorry guys. They think something got jammed into the intake... poor Kerbals.
  12. I have a question and maybe a mod idea. What is the point of stock narrow band scanner (the hexagonal thing) if it does not work on a planet without prior sweep by the big M700 scanner? 1) What sense does it make mechanics-wise? It's a scanner or it isn't? 2) What's the point of bringing one at all, if you already have the data from M700, and can see ore-rich areas? If you oh so wish to win few hours over few days of mining by moving to especially rich vein - there's surface detector for that. Won't it be a better idea to have two scanners different in mass and size, with different capabilities? Trading smaller size for data limited to area directly below your ship, compared to instant whole-planet scan by the big bulky polar scanner?
  13. So I have been working on this mod for a little bit but I kind of stopped for a bit. currently it has a converter and small tank. I am currently curious on what would be required to allow it to function with ore but have the ability to recognize that MKS has been installed and switch to that as the processed resource instead of ore? The current module attached to it in the Cfg is: MODULE { name = ModuleResourceConverter ConverterName = Xenonfuel StartActionName = Start Xenonfuel StopActionName = Stop Xenonfuel INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 100 } INPUT_RESOURCE { ResourceName = Karbonite Ratio = 0.0225 } OUTPUT_RESOURCE { ResourceName = XenonGas Ratio = 0.001 DumpExcess = false } } Any help would be appreciated.
  14. Greetings, So I am working on resource implentation for all the BIOMES, Planets, Moons, in KSP, OPM, maybe one or 2 extra planets/moons for OPM. We are using STOCK resource generation now, and only basic resource implementation is provided. This game is going places, but players such as myself and modders especially make it go further. A premise or 2 for resources in this game is to add realism or extra challenges; survival, building things in space, like more spacecraft ! So I was thinking..."ORE??" Scan and drill for ore and convert it to rocketparts; there are mods that get into this, some of which are either pretty basic and others which involve a level of logistical thinking that boggles the mind ! Well since we are going down this wabbit hole, why 'ORE' now? Let us drop ORE and define the basic metals needed to build spaceships and provide survival needs (the survival needs are provided by chemicals to grow hydroponically for example and are pretty straight forward; however even here...); in drilling for basic metals, we also get rock which contains limited amounts of various chemicals; carbon for one. We could even have silicon. In some of my processes I use 'chemicals' as a broad term for needed extras to complete water purification for example. There may be some chemicals, like liquid chlorine, I use to clean water; we could get this and remove the chemicals if we wanted; we could be more specific in our processes. ORE is not very specific. There are many kinds of ORE (and some drillable materials that are not ORE): iron, bauxite, gold, etc. Rocketparts would then be replaced by iron, aluminum, gold...yes there is a rabbit hole here; why not start diggin ! There probly isnt much ore out there to build spaceships with; maybe some planets/moons have alot of a specific material though. We could use iron altho it is very heavy; we can make steel or alloys in processes to make the materials less dense. I am going to drop ORE completely from the resources list !! Where ever it is used I am going to simply replace the process with an alloy ! I havnt a clue what the best space ship material is; so I am going for an alloy; I note that a material called karborundum is out there; I dont like how it is probly implemented; it sounds like one of the hardest materials out there (and less dense too I think) called carborundum; this could be an endgame material. Metals could have a shelf life; after a certain amount of time it succombs to raditiation leakage; the parts have to be salvaged. The only problem is the resources dont deplete as far as I know. I opt for dropping ORE as a resource material for building anything, but maybe leaving it for the primary source game resource. The new resource system now shows percentages of any resource so why have ORE (from a 'vet game player's' point of view). An easy option would be to drill for ORE and have processes extract the materials based on the presence of the resource on the planet/moon (!); well I just had this thought now! Say we scan for ORE and other materials; say bauxite is at 5%; this would mean we have a 5% extraction rate of Bauxite from ORE; or we drill specifically from Bauxite present on the planet/moon. Do we keep the ORE and extract material presence in it (more processes code), or do we mine for specific materials? Looks like mining for specific materials is better as it drops out one process. So I am dropping ORE as a drilled resource...what do you think !? Commander Zeta
  15. My first contribution to this fine Community -- and I can assure you it won't be my last. Hopefully this points anyone who needs the information in the right direction. I've been monkeying (Chaka!) around with adding CO2 Scrubbers and whatnot to Pods and Station Modules. Following the brilliant examples in TACLifeSupport http://forum.kerbalspaceprogram.com/index.php?/topic/37449-102-tac-life-support-v011120-5apr/ by TaranisElsu, I attempted to add the relevant modules from that pack into Pods and Station Modules that I was directly using, but it didn't quite work out the way I wanted. I was calling the parts instead of the functions; that's where I was going wrong. Turns out we can simply add these things directly into each .cfg file, and not have them be static (because one Pod for two Kerbals should not have the same Scrubber as a Pod meant for six!). We can tweak how "efficient" these parts are, as well as how "converty" they are, according to the Pod or Module. All credit for the code you're about to see below goes to TaranisElsu and TacLifeSupport. I'm just a bit of a hack who tweaked the numbers for simplification, and I'm sure TaranisElsu will yell at me for it. In each part file you want a Convertor/Scrubber/Recycler in, you can add this to the config, and you may have more than one convertor! Simply make a new MODULE {} entry for it. // Watch this ... don't need separate config files, do it right here in the .cfg file! Needs TacLifeSupport. MODULE { name = TacGenericConverter converterName = CO2 Scrubber // A scaling factor by which the resource amounts are multiplied -- change the last number for however many Kerbals the part is rated for (this one is for 4 Kerbals) conversionRate = 0.04 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 0.1, ElectricCharge, 0.4 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.025, false, Waste, 0.075, true } As you can see in the code, the above unit is rated for 4 Kerbals, and has an efficiency rating of ~25%. Every 0.1 units of CO2, plus 0.4 ElectricCharge will output 0.025 units of Oxygen and the remaining 0.075 units (in this setup) is Waste. The inputResources and outputResources can be anything we need; but it's good to keep things realistic. No reason to have this thing generating MonoPropellant, ElectricCharge and LiquidFuel/Oxidizer, although it could. And remember that anything outputResource generated is stored automatically if that resource storage is specified on-board. For example, if we're storing Waste on board, the excess ("Waste") will go into the Waste resource pool, because that resource was specified as being on board. "Waste" literally can mean anything. Anything. Treat WasteWater the same way. Outputs are likely CarbonDioxide and Methane (you'll need tanks to store both separately), then use the CO2 Scrubber to get Oxygen from it. If we really wanted to get creative, we can use a Sabatier Process to turn Carbon and Methane into nearly anything. Hope this is helpful. Again, all credits go to TaranisElsu and TacLifeSupport for the code.