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  1. This post cam way before KSP2. But. So we can prepare a challenge at first day KSP2 releases. This challenge will be to land on every planet and moon in KSP2. That means you have to visit every celestial body in one mission. This means you will need a ship capable of going to every celestial body in one mission. Rules: You can use multiple ships attached to a mothership. You can refuel. All of the ships or ship has to made at once. No multiple launches from the KERBOL SYSTEM. You have to place a flag on each planet or moon. (Expect Gas Giants) No mods. Try
  2. This is the most recent post on ToughSF: http://toughsf.blogspot.com/2020/11/nuclear-photon-rockets-flashlights-to.html Nuclear Photon Rockets: Flashlights to the Stars In this post, we will have a look at the concept of using a nuclear photon rocket for interstellar travel. They are an old concept that should theoretically be the ultimate form of relativistic propulsion. However, today they are unknown or unpopular. Why might that be the case? The image above is by David A. Hardy. The interstellar challenge
  3. So I was thinking about how the devs were going to approach the problem of new solar systems. As we all know by now, new solar systems are a major part of KSP2. It is the main reason behind the new parts and even the game. So how are the devs going to handle new solar systems? I came up with two ideas (feel free to suggest more): 1. Hand crafted planets If you are like me, then this is the first idea you had when you heard the words "interstellar travel". But this would be insanely limiting. First the devs would have to make a sun, planet, any moons and all the other planets and ext
  4. HI! In the forum we ask and try to answer questions about KSP2? What planets will there be? Is Minmus gonna have ice craem? Will Jeb return? Who knows! Will Jeb, Bill, and Bob return to KSP2???
  5. THE REACH: INTERSTELLAR Creative Commons Attribution 4.0 International License The Reach Interstellar is an interstellar based planet pack for more advanced players. The system sits at about two kerbal light years distance. The mod is meant to be compatible with several system replacer mods, and with any mod in the Interstellar Consortium. The system in question features 16 landable objects, and a red dwarf binary in the centre. Original mod: https://forum.kerbalspaceprogram.com/index.php?/topic/193279-181-the-reach-planet-pack/&tab=comments#comment-3773652
  6. Hey all, How do you set up engines such as the ELF Plasma Thruster in KSP InterstellarFuelSwitch in 1.8.1? I've tried attaching it directly to the Molten Salt Reactor and then also the Open Cycle Gas Core Fission Reactor, but it can never go above 0.00001 kN of thrust. I'm obviously doing something wrong, but all the tutorials are so out of date. What makes it even more confusing is that when I deploy the Gigantor XL Solar Panels, the engine can suddenly produce up to 0.00800 kN out of nowhere. Basically, could someone please explain to me how to set up plasma, fusion, and therm
  7. KSP: 1.8 Windows 64bit Problem: I am having repeated index errors after installing GPP secondary to my save. Seems to be a comnet problem, perhaps only associated with particular parts. I haven't been able to figure out what exactly triggers it but sometimes on the launchpad I will lose all comnet access and will be getting constant errors index errors until I fully quit and restart. Mods installed: Koperncius GPP Secondary OPP Interstellar Extended REstock Log: Log
  8. I have several vessels with the Orbital assembly docking ports from KSP interstellar extended. Recently, however, these docking ports have lost the ability to undock from other vessels/payloads. I hit undock in the context menu, the undock button disappears and nothing undocks. I've tried looking into the save file data, but I don't know what I'm doing or what I'm looking for. Can anyone help?
  9. The Challenge: Plant a flag on this planet, Proxima Centauri! Its the nearest real possibly habitable planet located near Alpha Centauri, about 4 lightyears distance which is made accessible by Alternatively use Centauri Dreams Updated to: https://www.dropbox.com/s/spyd3qnc6ppnocn/CentauriDreams.zip?dl=0 Although Alpha Centauri is our closest neirbour, traveling 4 light years though the interstellar medium might father than you think The main constraint would be that FTL drives are not allowed, but you are allowed to use any slower than light (STL)
  10. The Bahamuto Science Drill certainly is a very handy Part for Probes. Unfortunately that Thing is MASSIVE and doesn't really fit onto most Probe Cores; not to mention the RoveMate Rover Body (I like Rovers). It can't be scaled down by TweakScale either, what would make Sense in my Opinion since a lot of Probes carry Experiments like that-just reasonably sized. I know that the Interstellar Mod includes this Drill in a tweakable and rerunnable Version but I am a bit reluctant to install Interstellar now because it wrecks the Dawn Engine which I am using in some Probes that would the become usele
  11. Hello, UranianBlue here from Delta Sigma Mods!! I have been starting a new project that will create extra star systems. Because of the extreme distances, I recommend using the Interstellar Extended mod. Also, if you have not seen my Heidon Mod, try it out! Pics will come soon. Release will be in May or June. Post your suggestions down here; this is your chance to alter the mod to your preferences.
  12. 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
  13. So, I love planet packs. I love exploring new worlds, establishing communications, and setting up colonies. I love habitable worlds. I love strange and interesting new worlds. I appreciate some fine little dust balls, and I enjoy gazing at the majesty of real purdy gas giants. But my problem has always been that new planet packs might add a half dozen (or more) new planets, and I only really want a couple of them. Some huge packs only add a handful I REALLY love, and many packs put new planets so far away from Kerbin that It would take ten thousand Kerbal lifetimes to get there, or leave
  14. From my own experience, I know that Interstellar Extended can be quite complicated to figure out, so I made this post to minimise the fuss. In the KSP @FreeThinker's Interstellar Extended mod, there is a number of very cool futuristic parts, and sometimes it can get quite hard to find out how to best use those parts. One of the best examples of such a feature is the Acullbierre drive (a.k.a the Warp Drive) As most parts in IE and in KSP in general, the Acullbierre drive requires a few more parts to function. To fully understand how a warp drive functions, we are going to use an
  15. MODS: KSPIE, KJR, Space Y, B9+legacy packs, SVE, scatterer, navhud, kerbal engineer, procedural parts, procedural wing, nebula decals, kerbal foundries continued, simple construction, TAC fuel ballancer, TAC life support, hangar extender, distant object enhancer, DiRT (for changing the skybox get it!)
  16. I have been studying concepts for missions, and I think I might have one. It is basically an expansion upon the idea of a Saturn atmospheric probe whose relay will escape the Solar System. As of yet, it is nameless, but I have some ideas for what it will be. The carrier-relay probe will have a wide-angle camera with color capabilities, and a narrow-angle camera with only B&W. This is similar to the Ralph-Lorri dichotomy on New Horizons. It may also have some other instruments from the Voyager probes, such as a magnetometer, radio receiver, UV spectrometer, etc. Finally, it will carry
  17. According to this video posted a few hours ago (complete with unnecessarily dramatic music ) by the Jet Propulsion Laboratory, Voyager 2 has crossed the heliopause and entered interstellar space, following Voyager 1 which passed this milestone in 2012. So, we now have two spacecraft beyond our solar system!
  18. 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
  19. Hi! as the title says, this is a thread to post your kspi-e warpships to other star systems (that use no other mods), but there is also a contest: who can make the best warpship. About the contest: your goal is to create the best warpship for the advancement of kerbals to the nova kirbani (kerbani?) system, where they have found a good candidate for colonization. however: the kerbals went competitive. now is the race to make the best warpship! scoring system is as follows: - +1 point for every m/s of delta v when you are about to use the drive - +15 points if it is in siz
  20. For some time now, I have been working on a project with three PartModules, countless physics bugs, and fourteen builds of the same plugin. It has no custom models/textures for the parts, but they are localized(in English only for now, sorry) and they work(more or less) as intended. So, I present: the Jump Drive! The parts right now: BMS-01 "Somewhere Else" Hyperdrive This is currently a clone of the J-33 Wheesley jet engine, now with 100% less regular engine functionality! However, it is currently experiencing bugs that prevent it from loading. "A small engine, useful for
  21. Welcome to Raptor Aerospace Industries. My name is Raptor22, President and CEO of Raptor Industries. Please, enjoy your stay. Here at Raptor Industries, we are dedicated to bringing you reliable aircraft, spacecraft, and other aerospace systems that will serve you throughout multiple missions. From cargo planes to faster-than-light starships, we will ensure that our systems are versatile and affordable. We are not to be confused with Raptor Aerospace Concepts and Solutions. If you mistakenly came here, go here: View our products on KerbalX: Visit
  22. Fly 999999999999999 meters far from Kerbol Rules: No cheats, mods, plugins, Max 50 stages (with engines) Must be new uncrewed vessel Hard mode: Max size 2 allowed Impossible mode: Max size 1 allowed You can do anything mode: Max size 0 allowed Post photo of launch vehicle, mode you played, photo of you are 999999999999999 from Kerbol
  23. 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,
  24. I may be entirely daft here - it's likely, but I have my space station set up, with its fuel tanks. I have 3 tanks for monopropellant, and 3 tanks for Liquid fuel and oxidizer. I filled them all up at launch with monopropellant. Now 3 are empty - i want to convert these empty tanks to hold Lq and Ox. How do I make it do this as it won't let me transfer LQ and OX into them Below is a picture hopefully explaining what i mean... P.S. I have interstellar fuel switch installed.
  25. I've been working on a new project for a while. The mod, which currently adds in 3 exoplanets, 4 moons, and another star, is currently in progress; I probably won't release it for another month. Currently, I have not made any biome maps and there is only one star system (Delta Cyclonus). The completion of the Delta Cyclonus system is expected sometime in early October, but again, the mod will only be released once I have completed the second star system. Another feature of this mod will be some new parts that will improve your robotic exploration of space: a camera, an ultraviolet spectro
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