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  1. This is the development thread of KSP Interstellar Extended where new development can be discussed and new feature request can be made. If you want to help or discus ideas about KSP Interstellar development, you can do it at our KSP Interstellar Discord Server For technical question or Mod support , please ask them in the KPIE Support thread For release and related news, discuss them at KSPIE Release thread Download any versions from Here source code and media files: GitHub If you appreciate what I create, please consider donating me a beer you can make a
  2. I didn't even see a topic about it so I created one. As much as antimatter sounds magical due to movies, realistic antimatter engines can be a good option for travel beyond Jool in ksp 2. But I would say that they would be a final technology in the game due to its big difficulty being produced on a large scale. Before I want to clarify something I'm talking about realistic engines not Star Trek . Useful Links http://www.projectrho.com/public_html/rocket/enginelist3.php / http://www.projectrho.com/public_html/rocket/enginelist2.php#id--Nuclear_Thermal--Fission_Fragment_Typ
  3. Deep Sky presents Thor Tech! A suite of electrical propulsion systems and complementary parts, both old-school and sci-fi, for your early-game and late-game airplane/spaceplane needs. A great addition to your part inventory if you love to mix spaceplanes and planet packs. Forget LiquidFuel and solar panels (while flying). Thor Tech brings: Propfan and turbofan engines that work in all atmosphere. Inline windmill turbines (early-game) that enable planes to charge as long as they are moving fast enough. Nuclear reactors and a radiator fit for long-term
  4. Hi everyone , I've got a little story to tell you that will end with a couple of questions on how the configuration of engines with multiple nozzles works. But before I start, here is a... TLDR: How can I configure an engine with multiple nozzles in KSP? And is it possible to tamper with the multi-nozzle configurations of stock engines by modifying their config file? If yes, how does it work? Okay, so I have been a little dissatisfied with the stock Launch Escape System for quite some time. It does its job when aborting mid-flight, even although in many such occasions it would
  5. So in kerbal space program i want some "stockalike" engines. like an re-l10 single version. like and re-l10B engine and things like that. something like realism overhaul engines but using stock fuels and are appropriate size with stockalike nicknames like the vector and twin boar, y'know?
  6. Forgotten Real Engines (FRE) DOWNLOAD on Spacedock OR install through CKAN (I recommend using CKAN, you won't have to manage dependencies) You could also check the Github page Requirements: Realism Overhaul and its dependencies. Recommended: Texture Replacer Installation Instruction: Extract "GameData/ForgottenRealEngines" inside "KSPDirectory/GameData" This pack is intented to fill the engine gap within RO. Tired of unrealistic models? Want moar engines? Or just a specific engine forgotten by the modding community? FRE got you deserved! FRE adds
  7. What is/are the best engines for transfer burns?
  8. Hi , Today , I want to build a ring to my station . I have the ring and it is stable , so that's right . I've put nuclear engines because I heard they are super efficient . Then , to see , I replaced them by spark engines . Here is the result : With nuclear engines . With spark engines . ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Big difference , isn't it ? So , what is better ?
  9. I just started making custom parts, I would love to have a detailed guide on making parts like solar panels and engines from start to finish. I have basic experience with blender, But I am lacking in texture skills (I know how to do it, I need more info). I would need a in depth Guide to making detailed textures. My focus will mainly be engines, I need to know how to make animations for engine gimbal and solar panels, and how to make engine shrouds. I would also like a guide to making part variants, They are so cool but so hard to understand in Blender/Config files As for config e
  10. :: ALBUM :: DOWNLOAD :: The age of RAPIER Clustering is near its end. SABRE Sterling brings power, functionality, efficiency and style that has not yet been seen in KSP concerning SSTOs, and brings your part count under control if you want visually accurate yet "stockalike" SABRE/RAPIER assemblies. This part pack when released will provide two families of parts for building out a SABRE: The "Advent" series (in 2.5m, based on the official thing which is marked for production, with testing expected to begin in 2020). The "Precedent" series (in 3.75m, the early concept, supe
  11. Hi, I love the idea of realism with plane building in KSP, challenge and functionality as well as a realistic look and testing process over performance when building aircraft. Hi have played around with building my own turbofan engines in KSP and fitting them on planes trying to get the best performances without killing my test pilots. I've successful built a handful using propeller parts to build a fan, smaller propellers part clipped to make a low pressure compressor stage and small jets engines to act as a high pressure compressor stage (and deliver most the thrust). I then use st
  12. I was thinking that it would be good if there were more stock engines like the R.A.P.I.E.R or even and engine that could use Liquid Fuel and Air Intake or just Liquid Fuel or maybe an Atmospheric Nuclear Engine, Oxidizer only Engine for using up excess Oxidizer. If you have more engine ideas please put them below and maybe a Modder will reach out to us.
  13. STAR HORIZONS INDUSTRIES DEVELOPMENT THREAD Current: Sci-Fi Engines Engines from "relatively" realistic films and shows. All stats and performance are not final. Previews/Pictures (Imgur) Parts list: To-do List Smaller 2.5m "Eilanda" Engine Pre-"Eilanda" Fusion Engines Plasma Chemical Rocket Engines (From Interstellar) more engines i guess HEAVY WIP/PREVIEW: Star Horizons Industries: Sci-fi Spacecrafts (Imgur)
  14. I assembled a large and relatively modular ship in orbit recently for the purpose of interplanetary travel. I wanted to attach a nuclear engine to the bottom of the ship for more efficient long-range thrust however it seems that It isn't drawing fuel properly. It is attached using a few sets of decouplers and a few service bays and a few hitchhiker cans lie between the engine and the tanks. I make this configuration on the ground and it works just fine but no matter what I try in space it won't fire or even recognizes the fuel being attached to the engine. The only real difference between the
  15. Currently in-game there are examples of over-expanded nozzles when throttled down/up. Yet this doesn't include engines with under-expanded nozzles or overal change at higher altitudes/different planetary bodies. Examples of over-expanded and under-expanded nozzles: (Credibility: Huzel, D. K. & Huang, D. H. (1971). NASA SP-125, Design of Liquid Propellant Rocket Engines)
  16. 1. It would be nice to have an option to start the game in a way where the missions and tech tree is reworked in a way that you start off with probes before putting Kerbals into rockets. I know there are mods and everything but would be nice to see in stock game as a more "realistic" start. And again i know there are mods out there for these things but they are getting outdated and some are being left behind. Making the plumes act as they do in real life or like in the mod RealPlumes where the gasses expand the higher you get into the atmosphere making it look more realistic and pleasing/
  17. Where can I find Ion engines and how do I put them to use? They don't make much sense to me.
  18. Hello, I have a problem with engines. I don't know which mod does that, but it is quite unpleasant. Problem is that if my throttle is on 0, they are still running (with lower power). I discovered in parameters of the engines that they have something called "min. thrust". Only way how to shutdown them is by clicking on them and press "shut down". This is not how I want it. Does anyone know, which mod does that and why? How do I get rid of that. Thanks for answers. Used mods: [x] Science! (xScience vV5.17) AT Utils (AT-Utils v1.6.1) CapCom - Mission Control On The Go
  19. Apr 08, 2018 - Now on CKAN. Based on what I've seen, I will not be supporting CKAN problems. it's supposed to be a 'one click and done' on Spacedock, according to the Spacedock FAQs. So please address any questions/problems with CKAN installations to the CKAN team. Thanks for your understanding. Apr 01, 2018 - Correcting the fuel/oxidizer mix in the K1 second stage. I hate to see really great mods languish, so I'm going to try to bring NovaPunch up to date. The original mod thread can be found here. I know, "No pics, No clicks". So here's one Launch Vehicle:
  20. It's a busy day at the Space Center as the new T.R.A.P Engines arrive from General Universal and Kerbal-Tech. These engines were predicted to have a much better performance at a higher altitude than previous engines. Jeb's test flight was scheduled for the next day. This gave the engineers only half a day to mount the three new engines on three identical planes. The next day Jeb goes on his test flight, testing the "Mouse T.R.A.P" engine. Jeb reports that the engine is performing as expected at high altitude. Jeb tests the other two engines successfully. This is a mod which adds thr
  21. Title. The mainsail has almost the same thrust at sea level as the mastodon but the mainsail also has far better max isp in vacuum so the mastodon is redundant both as a launch engine and as an orbital engine. The mastodon should really have a higher thrust ( thrust in the middle of the min and maxthrust for the mainsail (around 1400?) would be better then it's got a niche as a more powerful launch engine than the mainsail but with less efficiency) , it's supposed to be a launch engine, at the moment there is no point using it at all except for aesthetic purposes. Also I should
  22. Hi everyone! So.. I installed ksp 1.3.1 like 4 days prior to release of 1.4 I built myself a jetairplane and fired up the engines. When doing that I got a red glow on the engine. It looked really hot. Pretty cool thing and it changed the amount of redness deoending on throttle and hight. However. Since 1.4 I don't get this red glow anymore? Did something happen to that? Could it have been a mod? When I first installed I used HotTips ckan compilation wich I didn't this time. I have alot of the mods from that list except visual enhanchm
  23. I want to create custom configs for solid rocket motors to simulate fictional and alternate historical rockets, yet I can't locate anything that gives the propellant quantity in either mass or volume. Is it in a different file or what? Here's an example config file for the Castor 1 in case you want to take a look: // ================================================== // Castor 1 solid rocket motor global engine configuration. // Throttle Range: N/A // Burn Time: 28 s // O/F Ratio: 2.12 // Sources: // Thrust Misalignments of Fixed Solid Rocket Motors: http://rsandt.com/me
  24. "As we know the liquid engines in KSP can ignite for infinite times at any moment as you want, which seems a bit making life too easy." This words has been said ages ago by HoneyFox and i completely agree with him. But his mod has not been updated for ages, also behaviors has been broken by KSP version changes and i have decided to rewrite. All inner logic has been changed but functionality is about the same, according to my vision. Well. What this mod can? 1. Each engine have limited number of available ignitions. 2. Engines requires resources (hypergolic fluid) an
  25. Will there ever be an update or new version of this famous mod? I fell in love with this but I cant seem to find anything like it anywhere. Im wondering if there are any others like this or if someone has considered updating this beauty.
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