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UbuntuLinuxKing

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Posts posted by UbuntuLinuxKing

  1. On 2/22/2018 at 6:39 PM, Whovian41110 said:

    Ven stock revamp is the model i am using. Ven's Stock Revamp

    And this patch, when in the data directory will move the parts to more advanced nodes when Community Tech Tree mod is installed. (Fusion Power, Fusion Rockets, Advanced Off World Mining)

    
    @PART[fusionfuel0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[fusionfuel1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[fusionfuel2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[fusionfuel3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = exoticFuelStorage
    }
    
    @PART[reactor0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[reactor1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[reactor2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[reactor3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionPower
    }
    
    @PART[kermanDrive0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[kermanDrive1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[kermanDrive2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[kermanDrive3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[hyperRCS]:NEEDS[CommunityTechTree]
    {
        @TechRequired = fusionRockets
    }
    
    @PART[FusionMaker0]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    
    @PART[FusionMaker1]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    
    @PART[FusionMaker2]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    
    @PART[FusionMaker3]:NEEDS[CommunityTechTree]
    {
        @TechRequired = advOffworldMining
    }
    

     

    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.

  2. 5 minutes ago, Whovian41110 said:

    Well thats the funny thing, mechjeb works. Also do you have a brachistochrone trajectory autopilot? I've also customized my copy to work with CTT and use the VSR tank model instead of the (somewhat garbage) stock model

    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.

  3. 10 minutes ago, Whovian41110 said:

    Hey, FYI I noticed that Kerbal engineer fails to calculate the DV of a Kerman drive engine

    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.

  4. ivJFukj.jpg

     

    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

  5. 5 minutes ago, Pand5461 said:

    @UbuntuLinuxKing oh, you think of doing it yourself?

    OK, but you've been warned about longer-than-usual burns. I also have absolutely no idea what happens if ship is thrusting during a SOI transition. That may or may not be one of the ways to summon Kraken.

    A trip to Jool will take about 4 hours at 100g, ten times so at 1g. I prefer more traditional methods without über-drives and with ability to timewarp at ridiculous rates.

    For high-thrust drives: If the thrust arc is negligible in comparison with the planet's SMA, then you'll need a Lambert solver to calculate intercept. Otherwise, keeping relative speed directly to the target will probably be sufficient. Still, some steering is needed beyond the flipping in the middle.

    For low-thrust drives (ions, electrical propulsion): the trajectory optimization is very challenging. I don't even know what maths the space agencies use to plan missions like Dawn.

    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.

  6. 6 hours ago, HebaruSan said:

    If acceleration is a constant 'a', then velocity is linear (v = a * t), and distance is quadratic (d = a * t^2 / 2). Take your distance to target, solve the quadratic equation to figure out how long it would take to travel that distance from a stationary start, then plug that time into the velocity equation; if the resulting velocity is greater than your actual target-relative velocity, point towards the target, else point target-retrograde.

    EDIT: One step further, flip if this is true:   v > sqrt(2 * a * d)

    For example, for 1g and 100 Mm, you should flip if you're going 44294 m/s or more.

    Thanks! That's probably easier than screaming at Unity to give me an exact flip point.

    7 hours ago, Pand5461 said:

    It would be possible of course. Needs math and programming skills beyond mine though.

    Just a question: are you ready for day-long trips to outer planets without time warp ability?

    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.

  7. 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!

     

     

  8. 43 minutes ago, Haruspex said:

    Spent several days constructing a massive station in LKO with about 400 parts, kazillion struts and a wheel-like habitat with pretty lights in the middle. One of my expeditions to Duna was  leaving at the moment, so I thought that making a rendezvous and taking screenshots of the Duna mothership against the station and Kerbin is a good idea.

    When those two 400 and 250 part abominations came into the physics zone of each other, the game decided that enough is enough and everything krakened, both ships wobbling and exploding in an apocalyptic spray of parts.

    Naturally, I forgot to backup the save. Derp.

     

    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.

  9. 1 hour ago, DaMaster_Architect said:

    Isn't that "DangIt!"? Had similar experiences with that one. Engines failing just as you're trying to dock. I flew around with simple chemical propulsion vessels, but the impact was still sufficient to blow up the space station I was trying to dock to. 

    Another big mistake I made was when going to Moho with a woefully underpowered ship. It didn't have enough dV, nor powerful enough engines to inject into a Moho orbit. To make matters worse, I was playing with TAC-LS, and the hastily assembled fuel tanker arrived barely in time at Moho to refuel the stranded ship and send the Kerbals home before they would starve. Then DangIt! came in and broke some of the engines that were powering my ship. I ended up sending a Kerbal on EVA and disassembling the broken engines with KIS just to drop some deadweight... but the remaining engines were not even powerfull enough to get out of Moho's gravity well. I think I did more than 10 half-hour burns before the ship was finally in an orbit out of Moho's SoI.

    Yeah, that's the mod.

    5 minutes ago, NSEP said:

    Doing ANYTHING wrong in Realism Overhaul.

    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. 

    20 minutes ago, Mrcarrot said:

    unprofessionally aggressive reentry technique

    Please enlighten me on this.

     

    Please.

  10. 1 hour ago, UbuntuLinuxKing said:

    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.

     

    2 hours ago, Judicator81 said:

    You have double closing bracket in your config after first "ModuleGimbal", here:

    
    	MODULE
    	{
    		name = ModuleGimbal
    		gimbalTransformName = Thrust
    		gimbalRange = 2
    	}
    
    }

    Actually, you don't need two gimbal modules and two SurfaceFX.

     

    Here is config with corrections, it should work:

    
    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 = 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
    	}
    
    }

     

    Also, I have noticed that second engine mode has 4x more thrust, and no other changes comparing to first engine mode. Is this intented?

    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!

  11. 30 minutes ago, Judicator81 said:

    You have double closing bracket in your config after first "ModuleGimbal", here:

    
    	MODULE
    	{
    		name = ModuleGimbal
    		gimbalTransformName = Thrust
    		gimbalRange = 2
    	}
    
    }

    Actually, you don't need two gimbal modules and two SurfaceFX.

     

    Here is config with corrections, it should work:

    
    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 = 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
    	}
    
    }

     

    Also, I have noticed that second engine mode has 4x more thrust, and no other changes comparing to first engine mode. Is this intented?

    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.

  12.  

    7 hours ago, Judicator81 said:

    Post config file for your engine here.

    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
    	}
    
    }

     

  13. On 10/20/2017 at 4:55 PM, linuxgurugamer said:

    Start with a full copy of the config for one of the working engines in game, then slowly add in your changes and customizations Until you have what you want.

    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.

  14. 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.

     

  15. 11 hours ago, DStaal said:

    Not sure if that's kosher either, actually.  :wink: Both of them have share-alike licenses.

    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.

  16. 2 hours ago, DStaal said:

    I'm not sure that's a good idea - those models are All Rights Reserved and CC-BY-SA-NC, respectively, from what I see.  Neither will mix with your license.  (Of course if you release as patches, with those mods as requirements, you're probably fine.  But then of course the player will have multiple identical parts, with very different uses.)

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

  17. ivJFukj.png
    This mod was previously released under the name KSP Fusion Tech.
    Welcome to Kerman Drive Technologies, or KDT for short. Our extensive Space Exploration and Exploitation product catalog has a multitude of useful drives, thrusters, and tools for all your spacefaring needs! Please note we are not liable for damages sustained from crushing g forces.
    Kerman Drive Technologies v1.2
    By Wheatley13/UbuntuLinuxKing
    Reactor models from KSP Interstellar, liscensed under the KSP Interstellar Liscense
    Drive models from Space Opera, liscensed 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 liscensed 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, 25000 kn 500000 ISP)
    Limited Kerman Drives (All form factors, 1000kn 500000 ISP)
    Basic Drives (All form factors, 25000kn 5000 ISP)
    Limited Basic Drives (All form factors, 1000kn 5000 ISP)
    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)
    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 FusionFuel. 
    Limited Drives are limited to prevent crushing gforces.
    The fuel processor creates Fusion Fuel from ore.
    

    DOWNLOAD

    I hope you enjoy! Suggestions, bug reports and stuff like that are welcome, but please make them to the github issues page.

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