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Carbonjvd

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Everything posted by Carbonjvd

  1. Launching a separate mission with fuel to aid the challenge ship when its left low Kerbin orbit isn’t allowed, but drop tanks are. Drop tanks are pretty much expendable tanks that you jettison after they’re empty to save weight, kind of like staging a launch vehicle but in space. ISRU is allowed, but will put an asterisk so to speak on the mission. This to the best of my knowledge, but its @JacobJHC who is the arbitor of it. Best of luck!
  2. If you set again ISRU, using drop tanks with extra fuel can really extend your delta v budget, along with dropping unneeded landers after they’ve been used. Just my 2 cents :)
  3. My submission for Level 2? of the Challenge, the IPV Excelsior an all-in-one SSTO and IPV hybrid vessel. Jool-5 Challenge with IPV Excelsior Back after a few years off of Kerbal for this challenge The mission was flown and designed in v1.9.1, all stock with no mods. Crew: 3 (Room for 5) Number of Launches: 1 Number of Stages: 1 Launch Cost: $332,122 Launch Mass: 380.78 tons (Partially fueled) Max Mass: 415.78 tons (Fully fueled) Engines: 5 Vectors for high impulse and 4 Nukes for high endurance ISRU: 4 Large Drills and 1 Refinery for refueling at every landing The IPV Excelsior started out as an overengineered Mining Tanker hybrid for the Jool system, but performed way better than anticipated so I figured why not. Kitted it out with the additional components for Kerbals to access the surface, along with more heat resistant components to survive atmospheric captures. Mission Profile: Kerbin to Minmus (Refuel) Minmus to Jool Jool to Bop (EVA and Refuel) Bop to Pol (EVA and Refuel) Pol to Tylo (EVA and Refuel) Tylo to Bop (Refuel) Bop to Vall (EVA and Refuel) Vall to Bop (Refuel) Bop to Laythe (EVA and Refuel) Laythe to Bop (Refuel) Bop to Minmus (Refuel) Minmus to Kerbin (Completed)
  4. I’m still here guys, I’ll be releasing an update here in a couple weeks. Thanks for hanging around haha
  5. I'll fiddle with it and get a more polished zip file updated. Along with github source coding for it too. No solid timetables, but I'll get it out when I can. -Carbonjvd
  6. Ands its up, have fun! https://spacedock.info/mod/1509/RLA Recontinued
  7. Here is the new thread for RLA Recontinued, be warmed though that the link to Spacedock isn't there yet as the site went down just as I was about to publish it, will update ASAP. So feel free to let me know if you beat me to noticing that its back up!
  8. This is continuation of @hoojiwana RLA Stockalike mod, which is now being continued by yours truly. As such I deem no official ownership, just the maintenance thereof. What is RLA_Stockalike? "Parts to fill stock niches, including 0.625m LFO engines and tanks, a full suite of monopropellant engines ranging from 2.5m to sub-0.625m, brand new 0.625m SRBs, 0.625m high efficiency engines using LiquidFuel, Monopropellant or Xenon, a number of new probe cores with varied specialisations and shapes, more ways to produce electricity, a range of RCS blocks both large and small, and structural parts to glue it all together with." What is RLA Recontinued? This is an all-in-one package that keeps RLA Continued mod updated into the future, much like how it kept the original RLA Stockalike updated itself. Previous Version Thread: Other Things: Should @hoojiwana return at some point, much like @Deimos Rast before me, I will gladly step aside and hand over control to him to use as he sees fit. I am fully aware that this is his mod, not mine. License/Legal: CC-BY-SA-4.0 @hoojiwana as far as is known, has no knowledge of this continuation; as per license requirement, I cannot and do not claim that he has endorsed these changes. Credits: @hoojiwana is the original creator of RLA_Stockalike. @Deimos Rast is the former maintainer of RLA_Continued. @Carbonjvd is the current maintainer of RLA Recontinued. Installation Instruction: - Please uninstall all previous versions prior to updating RLA to the latest version. - Place RLA_Stockalike folder into GameData directory. - Has no dependencies (Module Manager is optional) Download: Spacedock: https://spacedock.info/mod/1509/RLA Recontinued CKAN (Soon..)
  9. I'm finishing up the work as we speak, so it should be out in here tonight or earlier tomorrow morning. Hope to see every at the new thread, which I should really make already.. -Carbonjvd
  10. Looks like the interest is there so I'll start working on the new RLA Stockalike for 1.3, hopefully in a week or so it should be out. I'll post a new thread for it here shortly. Thanks again the support everyone! -Carbonjvd
  11. Being a bit of a cfg wizard myself, I could keep the mod updated and functional if people want it still. Just say so, and I'll get the up and running in no time! -Carbonjvd
  12. Solaris Hypernautics is back! Its been a good long while coming, but its here. The mod is now official updated for KSP v1.3.0, but let me know if their problems still. Two main points of the update include an overhaul of the nuclear jets to use both liquid fuel and blutonium as fuel sources. Included in the overhaul is new particle effects and far greater ISP's. The other major new feature is a heavy addition of the fairly hidden stock upgrade mechanic, now being fully utilized for parts. Upgrades for utility type parts were the major focus of this update, though engine type parts will be the focus of a future update if the demand is there. Besides those two features, a variety of little bug fixes and tweaks were implemented to help polish out the mod. Thanks again for everybodies support, and have fun flying! - Carbonjvd
  13. @lBoBl Glad to see there is still interest in my mod haha. Well to address the concerns, the nuclear jet and scramjet were originally meant to have dual fuel modes, but I later dropped the idea. The descriptions are left overs from back then. To be fair though, since you brought it up I may just reintroduce that feature in again. Thanks! Now the other matter involving the catalyst engines and their dust modes producing no thrust. That is actually how they're meant to work, drawing in atmosphere to filter out the dust and store it. Its meant as an easy and quick way to collect large amounts of dust for processing without collecting it from the solar wind. And as a result of the drawing in, the thrust will show as a negative. Thanks again for the second looks! PS, I'm fiddling with a couple last features before updating the mod, to everyone.
  14. @eldemarco It works just fine in 1.3 as is, but I'll be uploading an updated one here within the next week or so. For whom it may concern, its mostly just tweaks here and there. I'm still trying to get the damn background processing for the resource system.
  15. @C4TV4D0R Woops, guess I'm missed that one. I'll have it corrected in the next update here quickly. Thanks for bringing it to my attention!
  16. Hello everybody, its update feedback time again! Since its been a good few days since the latest update was released, what are the questions, comments, and or concerns for the next one? - Carbonjvd @Kerbinidiel The two mods are derivatives of the original Ion Hybrids Mods mod. The Revived version maintains the parts original functionality while keeping it up to date with the newer KSP versions. The Solaris Hypernautics version reimagines the parts and adds new parts to the mod into something bigger and better. @Wolves_Hero Yeah the different tech tree mods will move around the parts as determined by their new trees along with my own balancing it within the stock tech tree. Less cheaty, but still very fun!
  17. To all those whom it may concern, your requests have been answered. The mod has been updated to be compatible with KSP v1.2.2 with this latest release of Solaris Hypernautics v0.5.4!!! Alright, that's enough grandstanding. Onto what got changed around for this update beyond actually working in the latest version of KSP. Existing parts have all been moved to their corresponding categories that were introduced in KSP v1.2, so Electrical, Thermal, etc. Similarly the added comms functions, like hibernation and Kerbnet, have been added to all the corresponding parts. The Nuclear Fuel Pod and the Dust Refinery have both had one attachment point ever so slightly moved for better alignment and connectivity. A very big thank you to user Putnam for providing the coding required for CTT integration, or Community Tech Tree. With this file, the mod is fully compatible with the two largest tech tree mods, the other being ETT or Engineering Tech Tree. Thanks again Putnam for your big contribution! One final major fix in this update was the Specialist Bonus that was causing major issues with a resource conversion efficiencies. It has now been remedied so all parts will return to their previous efficiencies but have a minor bonus when the craft is crewed with an engineer. This extra bonus is small, but it can still help when trying to maximize the efficiency of ship-wide systems. Well there you have it, the wait is over. If there are any issues, just reply here or in the Dev Thread at Have fun! - Carbonjvd
  18. Who's ready for an updated?! Just checking in if people are still interested in the mod. Hopefully yes. If you are still hanging in there, yes I'm still around. Now that my college semester has finally ended, I'll be updating it within the next couple days to week. Happy holidays and be on the look out your present! -Carbonjvd
  19. Just so everybody knows, Solaris Hypernautics is a parts pack, as in not plug-in dependent. So everything in it is already compatible with whatever new updates come out, as the parts all use built-in functions and modules to work. So the current version will work just fine in 1.2 despite being rated for up to 1.1.3, the only problem would be the lack of updated features that came with 1.2 which focuses mostly on communications and command parts. TL;DR Feel free to use the current one for now until the official update comes out for 1.2 -Carbonjvd
  20. @Marrv "The tales of my mod's death have been greatly exaggerated." The correct answer to that one is "quietly being worked on", I'm still here. 4-5 months would be closer to the mod being on break. Since it has been full month since my last check-in, here's what has been going on in development. Tweaking to fix some existing problems, working KSP v1.2 compatibility. Also have been working on CTT integration as of this week, but without CTT updated to KSP v1.2, its not of much use. Took a look at the forums for more issues, the Indominus Plasma Engine now has sound and reworked particles (still being worked on). The total rebuild of the Attero and Acturus engines seems a bit overboard, but I'm willing to make them more practical within their current functionality. Magnetic charge stays the same cause I like some semblence of accuracy. With the KSP v1.2 update came some new mechanics I'm working on adding in too, so be looking forward to upgradeable engines! Tried to get it to work with non-engine modules with no luck so far. If I do get it before launch, it'll be included in this next release. I'll be releasing the update sometime between a couple days and perhaps a week, cause class and all. Hope this is a satisfying response to everyone, so have fun everyone! -Carbonjvd
  21. Well this one was a fun one to do... the hopefully revitalizing update to fix Blutonium! Woah!! The two biggest changes of this update is the addition of three radial Blutonium fuel tanks and the roll-back of most of the Blutonium using parts. The radial Blutonium tanks are fairly large, so they can greatly extend the life of the reactors and other Blutonium parts. Nuclear jets now only use Compressed Atmosphere and Liquid Fuel, so its much simpler and doesn't use Blutonium anymore. Reactors, Zubrin engines, and Nuke RCS are the only three parts still using Blutonium, and the Nuke RCS still doesn't hold local Blutonium. In addition to the Blutonium roll-back, the reactors are now much more efficient, last far longer at high capacity. Besides a handful of parts tweaks, two new parts were also included: Passive Intakes that function to provide large amounts of compressed atmosphere for nuclear jets, and a Huge Docking Port that fills the 3.75 meter niche. Really hoping this updates has fixed and properly balanced the mistakes of the previous updates. Let me know if I missed something, and have fun! -Carbonjvd P.S. The next update after this will include the CTT integration, thanks @Putnam!
  22. @Gatrnerd I'm sorry to hear that the Blutonium update made the parts too impractical to use. I'm considering a bit of a rollback on some of the parts that added in Blutonium into their functionality, though the larger reactors going to stay. The flat reactors be returned to use Ore as a fuel source, though I'm still messing with the idea. Rebalancing the parts is big priority. @DarkGod Yeah, the Blutonium update was meant as balancing / realism update, but the balancing part still seems to be all over the place. Very cool Spaceport and Warpships BTW! The Dual Maneuver Unit was originally going to use virtual particles, but I went with nuclear in the end to stick with the nuclear theme of the Blutonium update. Might change it in a future update. And for everyone: With the Blutonium update being out for a little while and a couple updates since then, its feedback time! I'm looking for everyone opinions on the parts balancing and issues with the application of Blutonium along with possible solutions. Currently one possible future implementation is the rollback of the inline flat reactors to Ore instead of Blutonium. Other parts may be also get the rollback treatment, but the inline reactors and zubrin drives are pretty much off-limits. Btw, please be specific with the balancing issues so I know what to actually fix instead of broadstroke measures. So with that, tell me thoughts to properly balance Solaris Hypernautics. And thank you to everyone for downloading! -Carbonjvd
  23. Moderate sized update this time to v0.5.2, mainly for cleaning up some parts and rebuilding the nuclear jets. In the direction of cleaning up, I removed the local Blutonium storage on the Nuke RCS since even I was getting annoyed with finding every last one of those... Grrr. The Magnetic Drag Array was moved from Utility to Aerodynamics because its a supped up heatshield anyways. The biggest portion was the nuclear jets being rebuilt. Since realistic nuclear jets don't actually use liquid fuel work, but instead work on compressing and superheating air through the nuclear core. To that end I added yet another resource, Compressed Atmosphere aka "CompressedAtm" for use in the rebuilt nuclear jets. The two nuclear jets now have built-in Compressed Atmosphere intakes and use that as propellant instead. The nuclear scramjet however has had even more features added to it. Not only does it use the Compressed Atmosphere for propellant, but can switch to using Oxidizer for ultra-high altitude propulsion. To add to the increased functionality, it also has a built-in PreCooler that uses electricity to compress the atmosphere even further by a factor of 10, so you can fly in open cycle even higher without switching to Oxidizer in closed cycle. A secondary function of the PreCooler is that it also extracts a miniscule amount of Oxidizer from Compressed Atmosphere to slowly refill the oxidizer tanks, though does require electricity to run. Looking into new ways to clean up the mod, and add more parts like the even more super engines everyone likes. Only time will tell what comes next. Hope everyone enjoys the rebuilt nuclear jets and have fun!! -Carbonjvd
  24. Hát ez elég úgy! Hány Mod van a weboldalon? -Carbonjvd
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