UbuntuLinuxKing

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Everything posted by UbuntuLinuxKing

  1. Hey all, I got bored and decided to ask the forum what terrible, terrible mistakes you've made in playing this game. To get the ball rolling, I'll tell one of my stupid mistakes. After about 50 hours of playing, I had just managed to successfully build an interplanetary science ship and land on Duna. After I sucked Duna dry of science, I launched and realized I had ludicrous delta-v still left, even after all the hopping around Duna I did. To be fair, I was using modded engines, but I still had the delta-v. At the time, I was still pretty clueless on how to transfer between planets, so when I decided I wanted to go to Moho, I created a maneuver node that dropped me from Duna's orbital height down to Moho's orbital height and into an encounter. Unfortunately, I didn't realize that to complete the maneuver, I would have to reduce my orbital velocity to zero, and essentially fall towards the sun until Moho got in the way. The issue was, with my 100kn total thrust, coupled with the fact that the solar gravity would accelerate me to a few hundred km/s, I couldn't slow down and ended up dunking my team of six 5-star Scientists into the sun. Woo.
  2. UbuntuLinuxKing

    Kerman Drive Technologies [v1.3]

    Kerman Drive Technologies proudly presents... version 1.3 of the Kerman Drive Technologies mod! CHANGELOG -Basic Drives and Limited Drives have been removed. -Kerman Drives now have two modes, LowG and HighG. LowG has a maximum thrust of 5000kn, and HighG has a maximum thrust of 20000kn. ISP has also been increased to 500000 for both modes. README Kerman Drive Technologies v1.3 By Wheatley13/UbuntuLinuxKing Reactor models from KSP Interstellar, liscensed under the KSP Interstellar Liscense Drive models from the Space Opera mod, licensed under CC-BY-SA 4.0 Fuel Processor and Fuel Tank models + CFGS by Squad RCS jet models from KSP Interstellar as well Kerman Drive Technologies flag/logo made on the Epstein Drive Technologies logo from The Expanse This mod is licensed under CC-BY-SA 4.0, but to be honest I don't really care what you do so long as you give me credit PARTS INCLUDED Kerman Drives (All form factors, two modes) Fuel Processor (All form factors) Fusion Fuel Tank (All form factors) Kerman RCS Jets (Radial, high efficiency/thrust) Reactor (All form factors) ALL PARTS USE FUSION FUEL - TANK INCLUDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Fusion Reactors make lots of power with a little bit of FusionFuel. The fuel processor creates FusionFuel from ore DOWNLOAD Click here
  3. UbuntuLinuxKing

    Kerman Drive Technologies [v1.3]

    Could you tell me where the .dds file is for the tank model? I found the correct one, but I can't find its matching textures.
  4. UbuntuLinuxKing

    Kerman Drive Technologies [v1.3]

    Mechjeb does work - I tested the drive with several autopilot modes and it worked great, even when landing. I've actually looked into a brachistochrone autopilot, but the amount of time I'd need to put into it is far beyond what I can do. This is a little side project, not a massive one like KSP Interstellar. Maybe we could petition the MechJeb authors to add it. What do you mean, you made your copy work with Community Tech Tree? Also, could you point me to the tank model you mentioned? I do agree the stock one I'm using right now is pretty awful.
  5. UbuntuLinuxKing

    Kerman Drive Technologies [v1.3]

    That's... interesting. I don't think there is anything in the CFG files that would cause that - they are all hacked together with modified code from stock parts. I'm not familiar with Kerbal Engineer - if you happen to know what could cause that, then by all means check the code on GitHub or in your download of the mod and tell me if you find anything. I'm working on cleaning up the code for the next version, and I'll gladly incorporate any suggestions. In the meantime, look up "KSP Delta V calculator" or something along those lines if you need those numbers.
  6. UbuntuLinuxKing

    Kerman Drive Technologies [v1.3]

    *facepalms* It's up now, I forgot like the world's biggest idiot.
  7. So, I'm attempting to combine two engines in my mod into one with a mode for each engine, like the Afterburning Turbofan. However, I'm confused at what I have to do, even after looking into stock CFGs with multiple modes. Can anyone help me with this? Thanks!
  8. Hi all, I am wondering if it would be possible to create a Mechjeb-like interface that can control the ship with three parameters: 1: A target planet or ship. 2: A selected amount of acceleration force measured in gravities. 3: Whether or not the ship has the delta-v to complete the brachistochrone trajectory. Once all three of these are fulfilled, the ship should (hopefully) burn at the target, flip 180 degrees at the exact midpoint, and burn to arrive at a safe speed. These rules do assume a torchdrive, but that's easy - just set the thrust value and ISP of your torch to some ridiculous value in the CFG. So, does anyone know what it would take to make something like this? Thanks!
  9. UbuntuLinuxKing

    Create an autopilot for Brachistochrone Trajectories?

    Thrusting during an SOI change is safe, I've tested it. What summons the Kraken while using torch drives is entering an atmosphere at a shallow angle with the drive firing.
  10. UbuntuLinuxKing

    Create an autopilot for Brachistochrone Trajectories?

    Thanks! That's probably easier than screaming at Unity to give me an exact flip point. One word: BetterTimeWarp. You can do 20x Phys Warp without much issue. Alternatively, I could make an option to spend some time coasting, during which you could TimeWarp.
  11. UbuntuLinuxKing

    What are the worst mistakes you've made in KSP?

    I had a ring station at about 500km, with about 250 parts. It actually worked pretty well, although without struts it always got eaten by the Gyro Kraken. However, when my 50-part shuttle entered physics range, the entire station just soundlessly came apart. Literally, nothing exploded - all the joints between parts just vanished, and my station turned into a debris cloud slowly floating apart. I wish I had a screenshot of it.
  12. UbuntuLinuxKing

    What are the worst mistakes you've made in KSP?

    So basically... you fall so fast that you avoid burning up?
  13. UbuntuLinuxKing

    What are the worst mistakes you've made in KSP?

    Yeah, that's the mod. That mod is like touch powder explosive. Just look at it wrong and things will die, break, explode or all three of those things simultaneously. The Real Solary System mod was cool... for the five seconds it took me to realize that the distances were also realistic. Your nuclear rockets cannot save you now. Please enlighten me on this. Please.
  14. UbuntuLinuxKing

    How to make multi-mode engine? [1.3]

    Alright, that worked. Thanks! However, in the primary mode, the engine effects don't show up. It still works, but can you explain to me why the plume and smoke aren't showing up? Thanks!
  15. UbuntuLinuxKing

    How to make multi-mode engine? [1.3]

    Yes. It's a Kerman Drive, which is essentially a torch drive for KSP. Or an Epstein drive if you've seen The Expanse. The first mode is a Low-G mode for ensuring your Kerbals aren't reduced to a fine paste by the acceleration. The High-g mode is for when you just feel like getting somewhere fast with a probe and/or crushing some kerbals.
  16. UbuntuLinuxKing

    How to make multi-mode engine? [1.3]

    Here you go: PART { name = lkermanDrive2 module = Part author = TD (Modified by Wheatley13) // --- asset parameters --- mesh = NewModel rescaleFactor = 0.5 scale = 1.0 node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = Thrust emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.125 emission = 1.0 0.625 speed = 0.0 0.3 speed = 1.0 0.8 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = Thrust oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } TechRequired = nuclearPropulsion entryCost = 500 cost = 50000 category = Engine subcategory = 0 title = Kerman Drive (2.5m) manufacturer = Kerman Drive Technologies description = The Kerman Drive is a fusion drive with incredible power AND efficiency. Scientists say it works by fusing Keuterium and Kritium to create plasma, which is then accelerated out of the craft. We personally think it's just witchcraft, but either way it's great for jetting around the solar system. It has two modes: Low-G and High-G. Low-G is limited to 5000kn, while High-G unlocks the drive and allows for up to 20000kn of thrust. KDT is not liable for any damages sustained from crushing g-forces. attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 6.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 1000 breakingForce = 120 breakingTorque = 120 maxTemp = 1000000000 stagingIcon = LIQUID_ENGINE stageOffset = 1 childStageOffset = 1 bulkheadProfiles = size2 MODULE { name = MultiModeEngine primaryEngineID = AirBreathing primaryEngineModeDisplayName = LowG secondaryEngineID = ClosedCycle secondaryEngineModeDisplayName = HighG } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = AirBreathing runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 5000 heatProduction = 250 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 PROPELLANT { name = FusionFuel ratio = 0.5 DrawGauge = True } atmosphereCurve { key = 0 500000 key = 1 500000 key = 5 500000 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 37 falloff = 0.5 thrustTransformName = Thrust } MODULE { name = ModuleGimbal gimbalTransformName = Thrust gimbalRange = 2 } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = Thrust engineID = ClosedCycle runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20000 heatProduction = 250 fxOffset = 0, 0, 1.5 EngineType = LiquidFuel exhaustDamageDistanceOffset = 0.98 PROPELLANT { name = FusionFuel ratio = 0.5 DrawGauge = True } atmosphereCurve { key = 0 500000 key = 1 500000 key = 5 500000 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.7 maxDistance = 37 falloff = 0.5 thrustTransformName = Thrust } MODULE { name = ModuleGimbal gimbalTransformName = Thrust gimbalRange = 2 } }
  17. UbuntuLinuxKing

    What are the worst mistakes you've made in KSP?

    It's fine.
  18. UbuntuLinuxKing

    How to make multi-mode engine? [1.3]

    I can't do that, though - I've already set up all the animations for my engine in my original CFG. I tried copy-pasting some of the stuff in the Turbofan CFG, but the only thing that changed was that a "switch mode" button appeared on the rightclick menu. It doesn't do anything, unfortunately.
  19. UbuntuLinuxKing

    What are the worst mistakes you've made in KSP?

    Don't feel bad. I rammed into my ~2000000 funds Jool station at 15 km/s when the drive on my torchship failed, courtesy of that mod that randomly breaks stuff. Don't remember the name.
  20. UbuntuLinuxKing

    KSP Fusion Tech v1.1

    Changed my liscense to CC-BY-SA 4.0 in the new version, which was the most similar at a quick glance . If worst comes to worst, I'll just remove the Interstellar assets and use Space Opera and my crap modeling skills.
  21. UbuntuLinuxKing

    KSP Fusion Tech v1.1

    This is the 1.1 Release of my Fusion Tech mod, which now includes three types of fusion drives, reactors, a retractable 10m heat shield, a high-power RCS block, and balanced some numbers. --NOTICE: NEW VERSION WITH PRETTY MODELS N STUFF WILL PROBABLY LAUNCH BY THE WEEKEND-- Changelog: Reduced thrust of both 3.75m Drives to 50,000 KN. Reduced thrust of both 0.625m to 10,000 KN. Removed gimballing on all drives - ship will flail erratically at high throttle due to the game trying to compensate for thrusts it wasn't really designed for by gimballing the drive. Added Infinity Heat Shield. Added "Spike" Kerman Drive designed for landing. Added Kerman RCS Drive for high-power maneuvering (WARNING - NOT TESTED WITH DOCKING) Enjoy! PARTS INCLUDED 0.625m Kerman I-Drive (100,000 ISP, 10,000kn) 1.25m Kerman Drive (100,000 ISP, 25,000kn) 1.25 Spike Kerman Drive (Varied ISP, 2000kn) 2.50m Kerman Drive (100,000 ISP, 50,000kn) 3.75m Kerman Drive (100,000 ISP, 50,000kn) 0.625m Basic I-Drive (500 ISP, 10,000kn) 1.25m Basic Drive (1,000 ISP, 25,000kn) 2.50m Basic Drive (1,500 ISP, 50,000kn) 3.75m Basic Drive (1,500 ISP, 50,000kn) Fusion Reactors (0.625m, 1.25m, 2.5m) Reusable 10m Inflatable "Infinity Shield" Heat Shield High thrust & efficiency 4-way RCS block ALL PARTS USE REGULAR LIQUID FUEL - NO SPECIAL TANKS NEEDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Basic Drives have the same thrust as there same-sized counterpart, but they are very inefficient. (Good for missions with lots of actual orbit maneuvers) Fusion Reactors make lots of power with a little bit of LiquidFuel. All rights reserved. DOWNLOAD
  22. UbuntuLinuxKing

    KSP Fusion Tech v1.1

    Didn't use them in the end. New update - I use models from the Space Opera mod and Interstellar.
  23. UbuntuLinuxKing

    KSP Fusion Tech v1.1

    Hey @JamesL86, the new version is out under the name Kerman Drive Technologies. Just though you might be interested.
  24. So, I made a modded engine based off of the Mainsail. It works great! However, when I change the model to anything other than the Mainsail, the engine proceeds to: Turn on Make noise Consume fuel Produce no movement or drive plume of any kind No matter what I do, after changing the model, the engine refuses to show any sign of thrust or a drive plume. Right clicking shows that it is producing the correct amount of thrust, but it isn't moving the craft. It can't be a thrust-weight issue, because the drive produces 50,000 kn of thrust against a 3.75m fuel tank and a 1-2 Command Pod, both of which are stock. The debug console throws exception: nullreferenceexception object reference not set to an instance of an object over and over. Does that have anything to do with it? Anyone know how to fix this?