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  1. as there are no known theories or concepts as to how much power it would take to generate gravity, i'm running on he assumption it will still be several times less than required to warp space. I've been aiming for 50-75GW for the ship. I'm mostly treating gravity as a unidirectional thing here.
  2. Eh, my gripe about the IXS concept was mostly poor usage of space inside the warp bubble. It's taken me down a rabbit-hole from which i cannot return. Although it seems making a ring-ship of anything is awfully hard to make it look 'cool'. I experimented very briefly in Space Engineer with trying to make a gravity ship with some form of sphere gravity, and while i could probably just get away with a sphere, the lander bays would very much disrupt that. I'm operating on the assumption that if we could generate gravity then presumably, we would be able to manipulate it on a mostly flat plane. probably with another ring or two inside the warp ring. As such, the gravity thrust would be on all the time, and the rear thruster would function mostly as a backup. I did also briefly consider something like splitting it between up and down and blocking it somehow in the middle, but i instead went with one field for standard gravity and (forward/upward) movement, and 4 other gravity contained spheres for omnidirectional control. Perhaps I've been going about this the wrong way. If your capable of omnidirectional 1G travel your also capable of landing on most planets with little need for a lander or two. I've been fiddling with this design for years now, never really satisfied with the current revision. I currently dislike this one least. I should probably move back to the torch-ship. there's nothing complex about that design.
  3. So, i'm resurrecting my dead thread since the project still moved along in a zombie-like state. I've come to the realization i have issues with creativity. i have a better time recreating things where i can just mindlessly follow 3 views and don't have to think creatively much. I also got a 3D printer which didn't do my completing of blender projects any favors. Anyway, pictures. I've basically thrown away the whole model for the 3rd or 4th time, and started over. I've watched a number of video's on theoretical warp drives and even KSPi seems o concur gravitational control is probably a prerequesite to be even able to warp space. So, the main fusion engine is now secondary, and it's equipped with omni-directional gravity control spheres just to the front and rear of the warp ring. I've also redesigned it for a antimatter collector just below the reactor assembly, I have one remaining question for people. How best to orient the decks? i was going to go with a conventional flat sci-fi layout. but even with omni-directional control, i feel like it should be oriented vertically in line with the now secondary thruster. That would also mean that my lander bays should really change direction... and I'm really not sure where I'd put them. I'd still appreciate any opinions at all, even negative and particularly artistic ones. I like this one better but the lines still bug me.
  4. I want a game that only runs on a Potato. A actual potato. It would probably run on GladOS.
  5. Surely i'm about the 100th person to post this but:
  6. Hey, Spacemouse. I see you are still working on the Bussard Engine which is a good thing

    If you want to chat about KSP Interstellar development you can do it at our KSP Interstellar Discord Server

  7. Unless there's some interest in this I'm probably gonna low priority this after i get the collector and the plume exported for FreeThinker. I have a number of non-KSP things I'm working on and a few older meshes I'd like to update for KSPI. I've been loosing motivation for this anyway. I'm not even sure anyone would notice.
  8. Still not dead. Gave the bridge more greeble shapes and moved it up top. Did some work on the RCS cluster. Also added 'transmitters' to the antenna to give a better sense of scale. Also created a radiator grid at the rear although it appears to have vanished from my blender save. Annoying. I'd still really like opinions.
  9. Ships in KSP are wierd. Most add on parts are fairly modular, but even with ship mods, unless your doing a replica, you can't really just stick stuff on top of it. Even with tops of free space. I mention this, because there aren't really any i like. I was blasting along in my little makeshift catamaran with a huge KSPi reactor bushing a huge ship to massive speeds. I feel like it needs a better modular parts set. I was considering doing (a very simple) one myself in kinda a generic Kerbal scalable look, something that works as a small yacht and is scalable to a ship large enough to land on. Dosen't really feel like it would fit KSP though. Thoughts? Opinions?
  10. Haven't posted in a while, saw this and thought I should drop it here. https://www.sciencedaily.com/releases/2019/05/190506163646.htm
  11. Alright, made a new imgur. Business end of the torch drive. For the first time ever, i made a thruster plume for a thing. except i haven't gotten it to work in KSP yet though. Buisness end of the collector. Current WIP is the habitat. I did cutouts for windows on he side, and a cut a cylinder in the middle as another observation area. I'd really like to hear any opinions or criticisms.
  12. So, this actually isn't dead. I can't get into my imgur account right now but, I've got the torch done, as well as most of the collector. I'm working on texturing the habitat now.
  13. Hmm, welcome to the forum! Unfortunately I don't have much experience with UE4, most of mine is in Unity, what KSP runs on. There's got to be someone here that might know though.
  14. I tried to get a custom mu into the game recently and didn't have much luck either. I've made lots of parts but this is the first thruster i've done. Did you do any specific configuration for the plume mesh?
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