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Found 13 results

  1. buenas noches ... mi nombre es mateo... ando jugando al KSP hace aproximadamente unos 3 meses, pero nunca me había sucedido hago así... tal vez por lo noob que sea ; igual voy al grano... he tratado de realizar el diseño de un cohete en varias secciones para explorar mucho mejor Duna la primera sección consta de un impulsador re utilizable al estilo falcon IX,..... aca comparto la imagen https://drive.google.com/file/d/1eYIwpzDG0BnBi5iCm8CnUdQ_ESGrvD44/view?usp=sharing https://drive.google.com/file/d/1IKqqENLQnyEkE_L-nVPFoyij5bkkm_Em/view?usp=sharing y d
  2. So I've been fiddling with this design for a while, mostly because @FreeThinker requested a new Bussard Fusion torch-drive for KSPI. Well, now Everyone gets a whole massive ship. lol It's very WIP. I've changed some details from the original concept blueprint for practicality sake. Primary changes include radiators at the front and back, a pair of docking ports, and a 'command tower' at the bottom. I haven't quite figured out the scale yet but, it's probably gonna easily be 900m. I'd like any input or opinions.
  3. This mod aims to give players an immersive, semi-realistic experience in building near-term interplanetary and interstellar colony ships. The end goal is to provide parts that can be launched and assembled into kilometer-scale colony vessels, using rockets of a 10m or smaller scale. All textures, excepting emissives, are PBR materials, using Textures Unlimited shaders. I'm looking for co-conspirators--I have ideas of too large a scale to handle on my own. I'm confident I could make a nice mod by myself, but with some skilled partners, I believe we could make something really awesome a
  4. Hello! I'm working with @FreeThinker of the Interstellar Extended mod to try and get his antimatter engine spacecrafts to be more accurate. Primarily, we want to make sure we have the correct exhaust ISP and reactor output for an antimatter reactor. We're looking at beam-core specifically, but while we are at it, looking ant anti-matter catalyzed fusion or being open to even more efficient alternatives would be great. Here is the mod forum link (you can find the mod itself on CKAN) Now, there are a few designs out there in existence which we can reference as-is. However, many of t
  5. 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 Pr
  6. Sorry if this is the wrong subforum. I'm trying to build a fusion-engine-powered ship with Interstellar tech, and I'm running into something that I think is weird, but maybe somebody has some tips? Or maybe it's supposed to work this way and I'm needing to design around it better. I have the ship in the screenshot below. The problem is when I throttle up the engine. The reactor and generators will gradually come up to the power level needed to run the engine at the selected speed, but this dips into my MJ reserves. Now that would be fine, except when the reactor/generators catch up,
  7. 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 Hea
  8. Hi, This is the 1.0 release of my KSP Fusion Tech mod! Parts included: Two types of fusion drive: Kerman Drive (High thrust, High ISP) Basic Drive (High thrust, Low ISP) Both use standard Liquid Fuel Fusion Reactors, they make power from Liquid Fuel. Simple. -------------------------------------------------------------------------------------------------------------------- THINGS TO NOTE: The models and CFG files were made by and are the property of SQUAD. I simply modified them, mainly because A) I can't model and B) I'm too lazy to make a config
  9. Hello everyone, my name is Brandon and I am a pathetic loser that can't make any of the reactor-powered nuclear engines work. Vista, Tokamak, VASMIR, Plasma, Warp Drive. I have the latest versions of KSP and KSPI-E. The problem I am having is that both the Pebble Bed and Dusty Plasma both show outputs of several MW not GW, and I can't get a fusion reactor to actually start even after experimenting for several hours. I won't even mention antimatter... Look, I fully expect to be torn a new one for my ineptitude. My experience with internet forums is not a good one. But with any luck th
  10. I'm trying to put together my first fusion-powered ship, and I just can't get the darned thing to work. Does anyone have any tips on how to make these things work? Perhaps some sort of checklist or diagram?
  11. http://www.skyandtelescope.com/astronomy-resources/astronomy-questions-answers/science-faq-answers/galactic-gold-mine-explains-the-origin-of-natures-heaviest-elements/
  12. If a star somehow survived the iron fusion stage, than what would happen next? What stage would kill the star? Would anti-matter form in its core? What would a cutaway model look like? How much radiation would it emit? (you get the point, just whats the answer to ALL the questions that come with overcoming iron in a star be?) My theory about what the death of such a star be, would be when it fused so many atoms together, that the density of the atoms is that of a black hole, obveusly then eating itself.
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