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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. Orbital Survey Plus Update 2.3 Notes Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclination requirements and instant full-body witchcraft resource reveals! The M700 will now only reveal resource data for terrain it has passed over and scanned. How It Works After deploying the M700 Survey Scanner and pressing the "start survey" button, survey of the current body will begin. As long as altitude conditions are met (which are the same as stock behavior) the scan will progress, gathering resource information for the terrain under the vessel and draining electric charge. There are no other specific orbit requirements besides current altitude. As the scan progresses, survey data is accumulated, which can be transmitted back to the KSC. As soon as you transmit your first batch of survey data the stock resource overlay becomes unlocked. When you toggle the resource overlay, you will notice that regions that haven't been scanned and transmitted will be shrouded. As your vessel gathers more data as it passes over terrain, the resource overlay will become revealed for those regions after that data is transmitted. [Science] Not only does transmitting survey data back to the KSC reveal planetary overlays, it also yields science! [Biome Overlay] This mod adds a biome overlay toolbar button to go along with the stock resource overlay. The biome overlay will be shrouded in the same way for regions that haven't been scanned and transmitted by the survey scanner. [Background Scanning] Once you get your scanner going, feel free to leave it and launch more ships! Scans will progress in the background, so there's no need to stick around and time warp. [Settings] Many of the features of OSP can be tweaked or toggled through the KSP game settings menu. For example, if you're just here for the biome overlay, the advanced surveying feature can be disabled. Download Current Version - 2.3.2 for KSP 1.2 (source included) Spacedock | Curse *ModuleManager included and required Pictures! Video! (Thanks KottabosGames!) Changelog License Known Bugs - At the highest time warp speed scan lines can start to zig-zag - Entering the map view can swap the biome overlay with the resource overlay sometimes - Having the biome overlay active on some planets can cause significant slowdown I primarily built this mod for me, so I don't expect anything. But if you like it and you're the tipping type, feel free.
  3. SEP v2.1.4 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonderful Outer Planets Mod. This mod has custom science definitions for KillAshley's New Horizons Pack. @Nils277 has made a Central Station wedge for use with his Kerbal Planetary Base Systems mod. Run a SEP off your ground base! RemoteTech compatible (requires Module Manager) AntennaRange compatible (requires Module Manager) Dependencies: KospY + IgorZ's wonderful Kerbal Inventory System/Kerbal Attachment System. Credits: AlbertKermin, for creating the original MSEP mod, helping create the original SEP mod, and contributing sciencedefs for the current iteration. CobaltWolf, for creating the new models and parts used in the mod. DMagic for creating the new plugin on which the science system runs. KospY, for the Kerbal Attachment System mod without which my mod could not exist. Vaga, who created the RemoteTech compatibility patch. Kerbas_ad_astra, who created the AntennaRange patch. Beale, whose solar panel texture we used (with permission). Enceos, for his amazing help with converting the original mod to use KIS. JefferyCor, for advice on repairing one of this mod's more troublesome bugs. Dunrana for helping write the Science definitions, testing, and generally getting me back to work on the mod. Shameless plug: Need a lander to carry your SEP down to the surface? Like a fine wine, SEP pairs excellently with Bluedog Design Bureau - which includes a stockalike version of the LEM lander! License: This work is presented under a Simplified BSD license. Art assets used in Surface Experiment Pack were made by Matthew (CobaltWolf) Mlodzienski and are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. All credit for the wonderful new textures/models/artwork goes to CobaltWolf, who retains the copyright to his work. All source files for the mod, including uncompiled textures and models, are available upon request. We back boys!
  4. Hi, I wondered if anyone knew of a mod that works as science alert did. It would popup in a small window any experiment that had science points available. It was the best for easy science part activation. Especially in orbit when zooming over biomes. If there hasn't been a decent remake would anyone consider reviving the mod if the license allows? I loved that mod so much . Thanks!
  5. Hello folks. I would like to suggest a new structure to Kerbal Space Center: A ground telescope. It could be used to make some space observations and generate some extra science points. It could work similarly to the tracking station observing celestial bodies and help planning future missions. Best regards.
  6. Hey, For me, at least career mode isn't for most fitting, because i cant build whatever i want. So Science mode is mainly what i play, But i think there should be more career stuff in science. Example: You can upgrade Facilities by science points instead of fully upgraded ones. And another main thing is that contracts in science mode, because sometimes it gets boring. I am glad that kerbal experience can be turned on at science mode, but it still needs more career options. Of course this can be achieve by playing career and max out money and then remove science points when upgrading facilities and reconfig contracts, but it does not feel same. i am really glad if these thing get added to KSP. Cheers.
  7. Ok, so I’m updating a mod called Syncrio, it is a multiplayer extension that syncs scenario data from client to client. I’m almost done with the update, but I need help figuring out how to add a science subject to the RnD archives. I've been using the game event "OnScienceRecieved" to get the data on client A and "ResearchAndDevelopment.Instance.SubmitScienceData(float dataAmount, scienceSubject subject)" to add it on client B’s side. But, all I get on client B’s side is "[Research & Development]: +5 data on Crew Report from LaunchPad. Subject value is 0.00" in KSP's debug log and it does not register the data in the RnD archives. Meaning the same data can be gathered on client A and then gathered again on client B. Oddly enough, client A data gets this message "[Research & Development]: +5 data on Crew Report from LaunchPad. 2 Science added. Subject value is 0.00" when they gather the data, the difference between the two messages being the "2 Science added." part. I have also tried creating a custom part/part module to gather and transmit the science data, but all I got was a message saying that I had completed the progress node for science recovery on kerbin. This is the last thing I need done for Syncrio's science game mode to be released and I have been at this for over a week now and have made no progress. So any help anyone can give will be greatly appreciated. ========Edit======== A workaround has been found. Using the config nodes from the science subjects, it is possible to input the config nodes into the RnD config node. Here is a code example: I hope this helps anyone trying to do this, or something like this.
  8. So I had always known how to find how much delta-v a spacecraft had but what about efficiency. The efficiency is the ratio of mass wet to delta-v relative to mass dry you can graph the relationship with v=isp*ln(1+w/d) Final I took calculus and I've written an equation so you can find the best amount of fuel based on of payload(anything that is not fuel tanks) and the added weight of the fuel tank shells and isp also you can change the efficiency the payload isp, isp is p, and efficiency is e first, divide e by 10000 side note the value is just representative how close you are the curve the farther from 100 the less efficient however it is necessary to do so often second multiple I by 9.81 (from the game given amount) use the formula below and that is the amount of fuel you should use i/(3√((3/4)^2-p/2))
  9. Hi! after some 120 h of play, I'm still just a beginner in ksp. Nevertheless, I believe this improvement would be : - not difficult to implement - really representative of a current space question. the way I would see it: * at game start: - 2 or 3 levels of life presence : rare, common, thriving - a checkbox : "or maybe not" a procedural determination of life presence: - for each planet (excepted obviously kerbin), and for each biome, test randomly for the presence of life, with probability variable depending on the planet (and maybe the biome), lets say for instance probability for life in any Duna biome is 1%, 5% and 10% depending on the option selected. Same for Laythe, 0.1/0.5/1% for Eve, even less for other planets. - if "or maybe not" is selected, stop after one iteration - if "or maybe not" is not ticked, retest all planets until at least one biome harbors life (more than one planet and biome may harbor it) - when a life presence is detected, roll for type : - 60% surface trace gaz emiter (TG) - 30% surface, non trace gaz emitter (NTG) - underground life (UL) * during play: - new science components: - orbital trace gaz scanner : detects TG, in the same way than ore scanner (with a overlay map) TG must be confirmed by ground measurement. - surface sample tests lab : detects NTG and confirms TG. - underground life drill : detects UG it would be high science revenue, except of course for Kerbin (some science provided but not a lot for confirming life on Kerbin) Sorry if already proposed (I haven't seen it in the list of already proposed) any comments?
  10. I've recompiled and fixed up (so that it runs; not necessarily as designed) @N3h3mia's excellent collection of Science Mods for KSP 1.x as he is currently not able to update his mods. THIS IS AN UNOFFICIAL AND EXPERIMENTAL BUILD Do NOT raise bug reports for this build directly to @N3h3mia, nor to his official threads! NB: This release is (probably) NOT backwards-compatible with existing saves! However, please DO test this out, and post any bugs and balance suggestions in this thread. I will collate (and possibly attempt to fix/implement any suggestions in this build) so that @N3h3mia can have a starting point for the official release of his mods for KSP 1.x. The build is available via Github (please do NOT request to have this added to CKAN or hosted elsewhere; remember, this is an unofficial build). Link to Latest Version (KSP1.2) Link to last KSP1.1.x Version Resources @N3h3mia's Original Thread - contains original mod information, video tutorials, and more. Unofficial Release Thread - contains current release information (duplicated here) Source Code on GitHub Version History
  11. Does anybody have a table or something with a list of hohmann transfer angles for our actual solar system? If not could I have a more user friendly explanation of the math? I didn't know where else to ask about something like this but I thought you guys may be of some help.
  12. Hi, I have a mobile procession lab orbiting duna with a barometer, thermometer and gravimax attached and have collected the data from these for research by the two scientists stationed there. This worked fine, the data was added to the lab and they are making science. I then docked a craft that had spent a lot of time (67 experiments worth) collecting science from duna, put a kerbal eva, collected the science from this craft and added it to the mobile lab. I expected the data count to go up but instead it just added the experiments. Could someone tell me how I add the data I have collected from Duna to that in the science lab? I'm completely stuck. Thanks in advance.
  13. this mod solves problem of cheat-unlimited science from lab(s) (each stock lab(accompanied with 2 scientist and rover with instruments) gives you 3000 science from minmus each 3 years, which in turn makes even Duna visit meaningless) this goal is accomplished by 1. removing data concept from lab. 2. all bonus science from lab goes to corresponding research, so many labs can't give unlimited science on same subject (science bonus currently 100% of original science and limited by lab location and scientists levels and stupidity, 110% for kspie, needs testing) Features: 1. lab can send science(both collected, and bonus) without losses, but only if scientific subject already studied at lab at least up to 5% (bonus) by scientist on same celestial body, where it was obtained(last part required only if you want send research bonus itself). You can resend it as many times as you want (using button "Fair Transmit Science"), in case link was lost, or send updates if you collected(combined)/researched more. 2. lab bonus science can be viewed inside science archives ("from Lab" entries), after it was transmitted from lab. 3. lab can combine several experiments made by same equipment type in same conditions into one experiment, similar way of how its done in ksp, to use that feature you need to dock science lab and experiments with scientific data (at least two made in same location, and same type, but launched in different launches), and press button "FairCollectScience", it will copy data from experiments inside lab and combine them (if possible), you can do docking in sequence(same time not needed), and you could use instruments in same vessel as lab(as one source, you still need other(s)), but if you move data from experiment equipment, you would lose ability to combine it later(you still could study it inside lab but without ability to combine later with other experiment). this complex way is necessary to prevent cheating (multiple data scan by same equipment), and also because ksp don't mark scientific data with launch id, when created, so it can only identified from equipment it was created (while data still there). Science bonus depends both on current lab position (you would get 50% of max bonus if you within soi of celestial body, where scientific data is acquired, and up to 100% if situation and biome also matched) and (mutliplied by) cumulative level and smartness (1-stupidity) of scientists (formula is pow(level13*(1-stupidity1)+level23*(1-stupidity2),1/3) )/5 ), i.e. one level five scientist with stupidity 0, could give 100% science bonus, science processing speed also depends on lab location, and scientists levels. binary https://drive.google.com/open?id=0B0rgcOJPK_8XZ1JJMldFXzhXd0E (just extract inside ksp data folder, and resolve conflict ModuleManager if exist (leave only latest ) ) source https://drive.google.com/open?id=0B0rgcOJPK_8XZHJTT2ljNF9qUWM on screenshot in processed queue first percentage is how much science did you collected (combined) on subject, second percentage is how much researched, second maximum (bonus) depends on first one, as soon as it reaches 5% you could send both to ksc. Fair toggle prepare(send) only allows study only up to 5.1% just to be able to send original experiment data to ksc without losses (using Fair Transmit Science). updated, initial compatibility with ksp interstellar extended added. in archives FairLab science can be seen such way (for example) P.S. i hope SQUAD would include that mod inside ksp. normal gui planned... don't forget lab in offline state while you leaving your vessel (i.e. you would think lab is working, but it is not) lab do auto shutdowns on resources absent, usually if you have a lot of research you could leave lab without supervision even longer than original one (as there is no data limit), but you should consider to move it from one biome to another, just to get maximum bonus. debug logging (enable) option is not saved, so each time you switch to vessel if you expect to see some bug you should enable it (and send logs (after bug occurs) here) science container functionality inside lab is fully enabled, but it is not linked to Fair lab code, so it will NOT allow combine scientific data, use FairCollectScience for that.
  14. Situation: New Science game. First Command Pod sitting on launch pad with a custom ModuleScienceContainer. This Event is active: [KSPEvent(active = true, guiActive = true, guiName = "Review Custom ScienceData")] public void ShowCustomDataEvent() { print("[SensibleScience] ModuleSensibleScienceContainer :: ShowCustomDataEvent"); var data = new ScienceData(30f, 1f, 0f, "surfaceSample@KerbinSrfLandedLaunchPad", "Random Data"); var page = new ExperimentResultDialogPage(part, data, data.baseTransmitValue, data.transmitBonus, false, "", true, new ScienceLabSearch(vessel, data), new Callback<ScienceData>(onDiscardData), new Callback<ScienceData>(onKeepData), new Callback<ScienceData>(onTransmitData), new Callback<ScienceData>(onSendToLab)); ExperimentsResultDialog.DisplayResult(page); } If I click on the event with no other interaction, I get an ExperimentsResultDialog with the specified 30 Mits but no science value. However, if I EVA my kerbal, grab a surface sample and dump/reset it, then re-board my pod and click on the event the ExperimentsResultDialog now shows the expected science (and FULL xmit value, as defined). Does KSP track activated experiments/situations? If so, what calls do I need to make to activate specific experiment or subject IDs?
  15. Heavy Science Mod Heavy Science is a mod that adds mass to any Surface Samples experiments that Kerbals take from the various planets and moons in the Kerbol System. This mod also adds mass to Kerbals in capsules and ensured mass changes were consistent in both the editor and flight scenes whenever a Kerbal performed an EVA. [Pics of the Surface Sample Contain coming - below is just what I have on the crew mass changes] imgur Album of examples Background: This mod is my attempt to bring together a jumble of ideas liked having in my gameplay, while also learning a bit of OO Programming. My original idea was built by cobbling together various other mods to get the gameplay result I was after. (I posted that idea in this forum thread) I found it odd that surface samples didn't mass anything and could be 'transmitted' for 25% science for doing so. I sought out a mod that makes players lean more heavily to returning surface samples than just transmitting them, but didn't find one. Taking that idea, I figured I'd have a go and coding (I've only done VB before and Object Orientated stuff gets me quite lost at times) Heavy Science (Core idea) Surface samples... cannot be stored in command pods (By default. Config option will allow specified # and mass still added to part) require storage in a specific container part which can be added to your craft when building it (1 sample per container - again configurable is wanting a different number) have mass and thus affects your available Delta-V to return Kerbals home Kerbals have same mass inside and outside of capsules (ie capsule mass is changed depending on # of Kerbals) The mass of a Kerbal on EVA will not change while carrying samples (the little buggers move slow enough as it is thank you!) Adds 1 part to the game - Surface Sample Container with empty mass of 0.025t Surface Sample Container can be decoupled from ship in case player wants to lose ballast / leave collected samples somewhere. Surface samples at time of draft have mass of 110kg [3-Aug-2016] Players are now able to bring back as many samples from the same biome as they like... provided they have included a container on their ship for it. This allows players to return home with a full quota of samples from a biome rather than have multiple command capsules. However, it makes biome hopping to grab all samples in one trip a 'little' harder due to the extra mass that gets added for each sample. Possible Expansion for Heavy Science (Doodle God game inspired) The idea here is to promote return visits for more surface samples A surface samples experiment now becomes a 'resource' for separate experiments using a modded SC-9001 Materials Jr. All Surface Samples would have a maximum of 1 Science point on any given biome and a transmission of 100% (stay with me here...) The stock SC-9001 Materials Jr would not be use in a game with this mod. A modded SC-9001 Materials Jr will have an experiment that requires 2 different surface samples to operate the Materials Experiment Surface samples only last in the material bays experiment for 5min before they are used up by the sifter / internal doodads. The values of science produced from the Materials Experiment is proportional to the distance between biomes. (Exact numbers / calculations to be worked out, but to keep things balanced, the total available science from this experiment would equal the total science of all stock surface samples, plus all Materials bay experiments) - i.e. it wouldn't generate more science points than already in the game. Examples: KSC biome + Shores = not much science KSC Poles + Mun Craters = not much more than the first example as those planets are relatively close together Eeloo highlands + Moho lowlands = mucho science! Science Labs allowed to accept Surface Samples. Science Labs would act as Surface Sample storage / bulk processing of materials experiments. GUI would show a sorted view of the highest value combinations of surface samples available on the station. Hopefully promotes return visits and prompts building ships that would return more samples than the standard 2-3 samples per biome that would normally be done to max out each biomes available Science through sample collection. Also hoping it would promote having space stations to conduct these surface sample experiments. I figure there isn't any point in recovering a surface sample other than as a 'tick – yep, I've been there and done that' action. What works in Heavy Science (core) at the moment: (Code) PartModule only accepts Surface Samples via EVA (Code) Only accepts the first sample a Kerbal tries to store. All other experiments / samples remain in EVAed Kerbals science storage. (Code) Samples can be stored and loaded into container (Code) Samples add mass to container part when stored and subtracted after removal (Code) Kerbals have mass inside crew capsules. Capsule changes weight depending on number of Kerbals present (Code) Container part decouples from ship (accessible from EVA or as part of active ship) (Code) Decoupled container debris is renamed to contents on container. eg "Mun Highlands Surface Sample" or "Empty Container" (Code) 11-Aug-2016 Added rough proof of concept level of texture control based on body surface sample was from (Code) 15-Aug-2016 Upon a Kerbal boarding, plugin will only allow XX Surface Samples to be stored. XX=Tweakable figure per crew capsule. Default XX = 0 as per a cfg file for the mod What I'm working on now (core): (Code) When boarding a capsule with surface samples on hand function auto-places samples into existing Sample Containers (need test to ensure an empty capsule exist on craft) Includes warning of dumping any samples not "auto-stored" with option of not boarding the ship with that Kerbal This auto store function is just to save time/effort of having to manually store each sample in a container. Manually storing each collected samples is still an output - particularly if want to add weight to your ship in a specific location to keep it balanced To-Dos (core): (3d Model) Creation for the sample return model asset (oh boy - I need to learn a lot for this) Step 1 - Generate basic box model to replace placeholder Step 2 - Give it a look so it's no so out of place next to stock parts (something link this, but square) (GUI/Config File) Make some of the features optional Kerbal Mass Management On/Off/User Entered Mass Surface Sample Mass On/Off/User Entered Mass Crew Capsule sample storage limit (default = 0) - I figure it'll be easier to do this per game, but will try to do be part if possible Surface Sample container storage limit (default = 1) - ditto to the above regarding per game vs per part SC-9001 Science Jr modification Stock/Mod version Auto Sample storage upon boarding on/off Investigate if possible: (3DModel) Step 4 - See if I set it up so the model uses multiple mesh/textures and can be set via the plugin. Ideally, when a surface sample is stored, the Mod makes the appropriate colored mesh visible to show contents into the container - i.e. it will change from empty, to looking full of the Minmus green dessert substance (with an ice-cream scoop!) (Code) Change transmission cap for (only) surface samples from 25% to 10% No download link yet, the project is still in trials phase at the moment Note: This mod wont be available until I make/get a part model/asset. sorry! Credits: Happy to hear anyone's feedback, suggestions and/or discussion about the mod
  16. So.. I'm one of the 4k+ hour players like many on here... and I've decided to start a new campaign and challenge myself a little / give myself something to do. The goal: Have a single science lab process each and every piece of science in the Kerbol System. On top of that.. it would be fun to see just how high I can get that science number. So.. I read that the value you get from the report when turned into data is dependent on the location of the science lab at the moment when you convert it. It wasn't perfectly clear.. but it did mention a distinction between orbit and landed.. and that landed on Kerbin was worthless compared to being in orbit. My question: Is the modifier when converting science reports into data in a science lab a direct result of the modifier for that location? Example 1: Landed on Kerbin is a 0.3x modifier, while being in high orbit is 1.5x Eample 2: High orbit of Kerbol is 2x, low orbit is 11x. If I'm understanding this correctly... No matter where you get the science reports from on/around each body... the best place to convert the science reports into Data is: Kerbol - Low Orbit Kerbin - High Orbit Jool - Low Atmosphere (good god!) All other planets - Landed. Is this correct? Am I missing anything? Trying to design my campaign / vessels / missions and these little details will matter greatly. Currently contemplating a mobile land base with refineries to act as a refueling station for a ship to bring in science from around planets.. before the whole thing takes off to go to the next world. THANKS!! EDIT: I should really do something about my insanely outdated sig
  17. This plugin will give you funds and reputation for each science report you transmit or bring back to the KSC, thus enabling you to play career without having to deal with the contracts. Download from SpaceDock or Github. The source code is available on Github in the public domain. The v1.3.0 update is all johnqevil's work: a big thank you for updating the mod in my absence! Customize the amount of funds / rep by editing the settings.cfg file right next to the dll (they are proportional to the science points). No pics, no clicks? No care.
  18. After playing KSP for a while, I noticed something. After playing career mode for a while, Science mode can feel too easy. After all, you start with all building upgrades, so you can gather much more science faster, and build bigger vehicles, right at the start. Without the limitations placed on you by building upgrades, Science feels like there's not enough progression. I propose a mode that is similar to Science, where there aren't funds, contracts, strategies, or reputation to manage. However, the buildings would start at Level 1, and would be upgraded through Science. They could either be unlocked in the tech tree at certain tiers, or be purchased like they are in Career, with early-game science yields perhaps boosted slightly to account for building-upgrade purchasing. I think that this would be a good mode to have, as it places some restrictions on Science mode while not having any other stuff to manage such as in Career mode.
  19. "Everyone Explores™" Consiglio Exploration Long ago in another Universe stood a mighty company that destroyed everything. Their name? Consiglio Devastations. They scoured entire Universes clear of life, either by smashing sand grains at FTL speeds. Or by tampering into the code of those Universes to cause stable higgs fields to form, expanding at the speed of light, deleting everything and everyone and rewriting physics... However, like all parallel Universes, there was a 100% chance everything will happen, and happen an infinite times over. This story will take place in a parallel Universe where Consiglio Devastations formed on Gael, a pristine world of water and super-continents located in a weird and unique system, and exist as Kerbals. They are different, less violent than their Universe munching counterparts, however they still have the... Well... full of Consiglioness if you will, inside of them, never flinching from explosions, always cheering when dangerous stunts are preformed. You get the idea.. This is the tale of Consiglio Explorations, and their rise to the stars.. Game Configs MODLIST Chapter 1 - First Flight
  20. ExperimentTracker Made by Derrey This mod lists all experiments and helps to deploy them fast and easy. How do I use the ExperimentTracker? This mod adds a button to the flight scene. When active, a GUI is shown which lists all science experiments that can be deployed. You can deploy an experiment by simply clicking on it. Finished experiments can also be reviewed (left click) and resetted (right click). When inactive, the GUI is not shown and the button indicates whether there are experiments (yellow) or not (red). A click on "Info" toggles a GUI which shows some informations about the current biome, etc. Mod compatibility This mod should be compatible with every science mod that uses the standard ModuleScienceExperiment interface or DMModuleScienceAnimate from DMagic. Tested compatibility: Universal Storage Orbital Science Where can I download the mod? You can download the mod here and follow the 'How to install' guide or let CKAN install it. The source code is available on GitHub. The mod is made available under the Apache License - 2.0. For KSP 1.1.3 download the mod here. How to install: Download the .zip file. Unpack the .zip file. Copy the /ExperimentTracker/ folder to your KSP installations GameData/ folder. Changelog:
  21. 1st automated science rover v0.3, not fully prepared for landing on mun as i haven't researched the appropriate technology yet ,max speed achieved 60m/sec . send your rovers
  22. I think I mentioned this back in 2013, but there wasn't much science behind the concept. Basically I propose an inline rocket engine (nozzle). It's an upside-down inline aerospike (only noticed that after functionally modeling it) that let's you stack tanks or other engines directly behind it. Back in the day IIRC we didn't have radial thrusters yet, so I realize that three years later the utility is a little lost, BUT, I still think it's interesting that it may actually work, and may potentially be used to reduce surface drag. In any case, it would have helped with regular staging in lieu of the abominable asparagus staging that is so common nowadays. This idea was motivated by the concept of aerodynamic skin effects (IDK what they're actually called, I'm just a pretend engineer) Well anyways, let me share with you my findings, and you can let me know what y'all think: the nozzle: now to validate this thing a little I ran a couple sims. here's a 2d prototype: and here's the thing in 3d. although I think the 2d cross section is more useful. The boundry conditions here are all the walls at 1atm pressure, and the spigots in the engine shovel 1kg/s of air through the engine. Color is temperature. Now in the 2d pic we almost see an airstream that stays under sqrt(x). that would mean that the efficiency on these things (given the right geometry) could be really good! What I really didn't expect to find was this low pressure area/hourglass air density around the nozzle. that surprised me, but it's possible that I set up the boundaries wrong. (not a real scientist). So I was wondering if y'all had any opinions on the concept, or if someone was willing to independently verify this. you think this type of engine would be a nice addon for ksp? PS: a name for this thing would also be nice, if it doesn't already exist.
  23. Science checklist with all biomes and situations Why another one? There have been many such lists made before, but I didn't really like any of them. Either they were too detailed (separate checkboxes for every single experiment, when you usually perform many if not all of them at once), or not detailed enough (no provision for all the biome-specific science in every possible vessel situation). How is this one better? It provides checkboxes for all combinations of biome and situation, for all biomes of all stock planets and moons, so you won't forget to do your "Flying Low" science over Eve's Peaks. It includes the "splashed down" situation where possible, and also all of KSC's special biomes. All this in merely 4 pages (plus the title page). It even shows the altitude to achieve each situation of "space high", "space low", "flying high" and "flying low" (where applicable), and which of the stock experiments are biome-specific in each situation. I also added some coordinates for some hard-to-find combinations of biomes, such as getting "splashed down" on Kerbin's mountains or Eve's peaks. Downloads Without further ado, here are the downloads: PDF document for printing LibreOffice/OpenOffice document if you want to edit something Or some images to look at if you prefer: Hope it helps! Go max out your science! Suggestions for improvement welcome! [edit] Fixed images. Note that since the 1.2 biome changes, the landing locations indicated are not nearly as complete anymore biome-wise.
  24. I'm cross-posting this here to give this mod a bit more visibility again. The main thread to discuss this unofficial build remains the "Unofficial Development Thread" linked below. I've recompiled and fixed up @N3h3mia's excellent collection of Science Mods for KSP 1.x as he is currently not able to update his mods. THIS IS AN UNOFFICIAL AND EXPERIMENTAL BUILD Do NOT raise bug reports for this build directly to @N3h3mia, nor to his official threads! NB: This release is (probably) NOT backwards-compatible with existing OMS saves! Official Thread (out-of-date)- overview and tutorial videos Unofficial Development Thread- unofficial revision history, source code, bug reports, feature requests, help and support, ... The Mod is available via Github (please do NOT request to have this added to CKAN or hosted elsewhere; remember, this is an unofficial build). Link to Latest Version (KSP1.2) Link to last KSP1.1.x Version Overview This set of mods consists of 4 main components: Kemini - early-game orbital science experiments in the Mk1 pod requires ModuleManager KEES - later early-game orbital science experiments for basic orbital stations. requires KIS recommends K2 / Corvus or similar 2-Kerbal pods OMS/KLS - full-station experiments, requiring heavy lifters and significant station infrastructure. The basic premise is that experiments are run in "Labs". Labs, Lab Equipment, and Experiments are launched separately. Equipment must be installed into the correct lab, and Experiments can only be run on certain Equipment. KEES and Kemini are simpler variants with some/all of the equipment/labs pre-integrated. Once an Experiment has been installed, it can be "Run", which will take some time. The idea is not to time-warp to completion, but to run other missions in the meantime. When done, an Experiment can be "Finalized" and must then be returned to Kerbin. Quick Tutorials Kemini KEES OMS / KLS
  25. Hi everyone, For my first post on this forum, I would like to, first of all, thank all the community for what you make. I play KSP since march 2016 and I think I would still be around Kerbin without this forum and all those threads Here comes my question: I restarted a career mode since 1.2 released, in order to do stuff in a more properly and efficient way than my first career play (and sometimes in a more Kerbal way...). Things going on and on, I ultimately unlock custom action group. So I put all my science experiment to group 4, the "Collect All" option of the science box to group 5 and the reset of all experiences to group 6 (even if I don't even know if this is necessarry). It seems that the action group 4 works once, and then is not re-runnable. I checked several times, and as soon as I collect all the science, the right-click on any science module offers me the possibility to log again, but the action group won't work anymore. Any idea of what is going on? Thanks! ps: I put this on the "modded install" part of the forum because I have KER, KAS and KIS installed, but this thread may interest unmodded install players. What do you think?