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  1. Description After years of service, the Hercules served as the superior fighter of the great Kerbal Defense Force but there were improvements that were needed and speed and power profile was the goal for the new update. The Hercules II was born. Just like its predecessor the craft is capable of traveling from most planetary surfaces in and around the Kerbol System. Unlike the previous Hercules, this seats 1 and can also be flown unmanned with the new Megara A.I. Used to fly support with Dreadnoughts, dropships, and carriers as well as carry out clandestine Missions in times of peace, keeping unseen with its cloaking technology. Craft Notes This craft is fully stocked and needs no mods. This craft does have 1 flag for the cockpit which I will link either in the comments section or at the bottom of the page. Please read below for detailed flight instructions and craft info. Weapons Systems 3 Weapon Hard Points 2 Small dock points, top, and nose equipped with the Minerva Cannon 1 Medium dock point on the belly Kraken Drive Thrust Indicators are located in the cockpit in FPV or on the back of the Craft for easy recognition. Propulsion Systems 1 main Forward Propulsion Kraken Drive 1 Anti-Gravity Kraken Drive 1 Emergency nose down Kraken Drive. Flight Instructions - Based on Kerbin but will work pretty much everywhere ATMOSPHERIC FLIGHT The main throttle controls the Forward Propulsion Kraken Drive. This is a very powerful drive recommended to do incremental increase by pressing the shift key. At half throttle, this will be placed in a sustained flight mode. When a tick over half throttle at lower sea level your nominal flight speed will be around. 140 - 145 m/s The higher you go the faster you fly. Full throttle your speed will steadily increase based on your height. For instance, at around 12k you will be at supersonic speeds. Drop to half throttle to maintain whatever speed you want to be at._____________________________________________________________________________________ NOTE if for some reason you stall and cant raise the nose use the anti-gravity drive as well and it will auto-correct you for normal flight again. These are my fail safes for absolute 0 issues flying. SPACE MODE Once you are past the 12k range this is where you will start increasing speed exponentially this will send you flying into orbit in a short time. Make sure to practice normal flight procedures that you would do with any SSTO except you have no fuel so you can play around and not be scared. Once in space make sure to only use RCS when getting ready to either dock or not using anti-gravity drive. Remember you can turn that drive off by pressing ACTION Group 3 RCS is used to docking or high-speed maneuvering in space combat. Press the Trim keys I and K for the anti-gravity drive,. It is recommended that you hit Action Group 2 and then press Radial out and trim slowly. Since trim keys do not have a visible UI I created one with a KALl1000 and lights. This will be visible on the back as well. Anti Gravity lights UI - Cockpit - Left Light- Back - Top Light Forward Propulsion Kraken Drive - Cockpit - Right Light- Back - Bottom Light Blue lights - OFF Yellow light - Half Power Green Light - Full Power ACTION GROUP 1 will set flight controls from the cockpit for normal flight procedures. ACTION GROUP 2 will set flight controls from the AI operator. This is great if you want to radial out to hover better in anti-gravity mode. this is set by default. ACTION GROUP 3 will turn off the Forward Propulsion Kraken Drive ACTION GROUP 4 Will turn off the Anti Gravity Drive ACTION GROUP 5 Will Open Cockpit Canopy ACTION GROUP 6 Emergency nose down Kraken Drive ACTION GROUP 7 Turn on and off Fuel Cell Charger on by default ABORT will turn off all KAL1000s when docked at a station or other craft SPACE BAR will fire the Minerva Cannon In conclusion, this craft can pretty much fly anywhere you want it, save for the sun, and will serve as your main battle force for air and space superiority. A stock aircraft called KDF Hercules II. Built with 837 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.5. Details Type: SPH Class: spaceplane Part Count: 837 Pure Stock KSP: 1.12.5 CRAFT DOWNLOAD https://kerbalx.com/InterstellarKev/KDF-Hercules-II https://steamcommunity.com/sharedfiles/filedetails/?id=3012435900 FLAG DOWNLOAD https://drive.google.com/file/d/1uABZtM2AFGTBiIr-ql92xhERC49ZZW88/view?usp=drive_link https://www.dropbox.com/s/qcr3ttwgrul5jun/canopy.png?dl=0
  2. I want KSP2 to allow me to relive the feeling I had when I first saw: - the Prometheus landing - Ad-Astra moon rover ride (before the pirates) - LV-426 derelict discovery (everything feels so dark, cold, stormy, the star so far away..) - Falcon Heavy twin booster landing - any IVA rocket take-off during which I just hope it doesn't blow up / IVA landing during which I look at the sensors and hear the proximity alarms and hope i don't crash: like this What space exploration feeling are you chasing (from real-life, movies, games, cinematics etc.)?
  3. Hello folks, so I'd like to show my worldbuilding project + a planetary system I'd like to eventually incorporate into it. It takes place in the 27th century and is reasonably hard SF, but not "diamond hard". It's a work in progress and the general technological level is advanced fusion/early antimatter drives, strong but not transsapient AI, extensive human genetic tweaking for different conditions is used etc. I'd like to hear some feedback, ask me questions etc. For the reasons of lenght I present it as Dropbox links, keep in mind you don't need to be a Dropbox user or have it installed at all to take a look on it (.rtf is the WordPad format btw). https://www.dropbox.com/s/si6vhxzbn7yw40g/Mnemosyne-WIP.rtf?dl=0 https://www.dropbox.com/s/tx6l95els5bf5j6/ShipdesignsREDONE-WIP.rtf?dl=0 https://www.dropbox.com/s/b8ozmydqdibb9a9/Satis.rtf?dl=0 Some pictures of the Ra/Satis planetary system: https://imgur.com/a/mUf47Un EDIT - I'm not sure this is the right subforum for this but I don't know where else to put it. I'd like to ask admins to please move it to the approperiate section if this isn't the right one.
  4. Description The Blue Comet has its history debuting back in early 3480 A.E in the war against The Zxatan Imperium. One of the many heroes of the war, Zack Fireball Kerman and his trusty T-9 Specter. While this craft was feared for being a stealthy infiltration, he was known to show off with his flashy blue with reflective polished steel and signature Fireball. Flight Controls Action Groups Throttle - ascending kraken drive Full throttle - take-off (keep on to reach space) Half throttle - descending hover mode AG1 forward thrust kraken drive AG2 control from the command chair AG3 control from the probe unit AG4 open canopy Every time before the flight it will be controlled by default from the Probe unit tied to (action group 3) Press Radial Out and then throttle up to ascend with the vertical lifting Kraken drive. After you have achieved your desired altitude you can lower to half throttle to have a slow hover descend. When you are floating mid-air engage the forward thrust Kraken drive (action group 1) to achieve forward flight. Press (action group 2) to Control from your command chair and deselect Radial Out. Remain in half throttle and fly around in the atmosphere or fly off-planet. Adjust throttle for hovering on other planetary bodies. STOCK REQUIRES DLC DOWNLOADS Steam https://steamcommunity.com/sharedfiles/filedetails/?id=2734498805&searchtext= Kerbal X https://kerbalx.com/InterstellarKev/Blue-Comet Downloads for flags that are needed https://www.dropbox.com/s/23w6n1w8zvstdhl/bluecomet.zip?dl=0 https://drive.google.com/file/d/1BliF2g_CnBmm3v4vicypfMlvxJoM-kfi/view?usp=sharing
  5. Story The Legendary Unit 203. In 3480 A.E in the war against The Zxatan Imperium. Unit 203 and their Griffin were instrumental in bringing down a key relay that was used as a fuel station for the Imperium’s war fleets. Armed with next-gen stealth technology and deep space Kraken drive can slip in and out undetected. Though in this case, the story took a turn for the worst before only a single crew mate was able to escape heavy damage after setting off the nova core bomb. He died not too long after sub combing to injuries from the blast their ship found derelict some years later after the war ended. Their efforts would still be remembered. Flight controls. Full Throttle - Vertical anti-gravity flight AG 1 Froward thrust Kraken Drive AG2 Control from Up AG3 Control from forwarding AG4 Extend Cargobay and open hact AG5 Toggle Ladder AG9 Open front Canopy AG0 Turn Command Chair. Forward and Back RCS keys (raise lower gun) 100% Stock with DLC no part mods. Needs Flags to complete the look https://drive.google.com/file/d/1OUnvzDi7vSJKgpG3CYQZiouIvdm6GaUc/view?usp=sharing https://www.dropbox.com/s/hzvsqb4ui37ih9h/griffin.zip?dl=0 Downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2745092991 https://kerbalx.com/InterstellarKev/KDF-Griffin
  6. Details Type: SPH Class: rover Part Count: 259 Pure Stock KSP: 1.12.2 Description Tardigrades known colloquially as water bears or moss piglets are a phylum of eight-legged segmented micro-animals. They are known to be very resilient to survive in the most extreme places. This is why it’s a perfect analog and name to the KDF’s off-world explorations and mission-specialized vehicle. The Tardigrade takes its build and shape from the micro animal itself. Comes with enough cargo storage room for medium-sized missions off-planet and even on-planet. Different features include - Grab unit on piston arm in front (mapped to j,k keys, and grabber unit AG6) Full Gold Coating Hexa-glass windows (for extra protection from heat) Separate cargo bay separated by activated tinted glass door panels (AG4 to open/close) Full electric fan engine system for atmospheric worlds like Kerbal (mapped to the Main throttle for fine-tune control) RCS clusters for low gravity control. Separate Reaction wheels in case of vehicle flip (mapped to AG1) Action Group - AG1 Toggle on/off 6 advanced reaction wheels (turn off when normal driving) AG2 Toggle lights (separate from U key due to complications with Kerbal helmet lights) AG3 Toggle Cockpit Doors AG4 Toggle Cockpit Tinted Cargo Door AG5 Toggle Back Cargo Door AG6 Toggle Arm of Grabber Unit Note Clamp-o-Tron jr dock port is on the back and is the root part. Use this to easily dock in a cargo unit to take off the world. (can barely fit in an MK3 cargo unit not recommended but can work but you won’t be able to drive in or out of it) A stock aircraft called Tardigrade. Built with 259 of the finest parts, its root part is strutCube. Built in the SPH in KSP version 1.12.2. Download Links: KERBAL X: https://kerbalx.com/InterstellarKev/Tardigrade FLAGS This does require 2 flags to complete the look. https://www.dropbox.com/s/p7jsbiefhk6l31i/Tardigrade.zip?dl=0 or https://drive.google.com/file/d/1KVBVABdAnSL-mp9nS59qTfHryipjdtTD/view?usp=sharing
  7. When Kerbals started to expand to the stars using the now found Kraken technology, murmurs started to spread that an ancient cosmic entity spoke to the scientist and gave them one name Cthulhu. impacted by visions of this unimaginable creature that is said to be a god, Bob Kerman stated that he was enamored to create a craft in the form of the creature he saw. He stated its name... Cthulhu This Craft is Stock with DLC. USES NO MODS using the latest in Kraken Technology from my Pantheon series Comes with vertical and horizontal Kraken Drives for Single Stage to Anywhere operations around the Kerbal System. Each Kraken drive comes equipped with 32 LY-05 and G11 hinges for thrust (x2 for both vertical and horizontal flight). Flight Instructions and Action Groups Set Unlimited Energy and Propellant (for weapons) Stage Fire Front Weapons Throttle Vertical Lifting Thrust AG1 Horizontal (Forward thrust) AG2 Up Flight Control AG3 Forward Flight Control AG4 Kraken Energy Vent (Visual) Flight Instructions (SAS) ON, tap Radial Out, Press AG 2 then Full Throttle to start to rise. after around 200-300m you will start to rise at a fast rate. Be patient as the Kraken kicks in. After around the 40k - 50k m. you start to turn automatically as the Radial out will flip. (DON'T PANIC). At this point, Press AG3, Drop throttle to zero, and you will start to follow the Radial out point. Keep this up until your Apoapsis reaches around your desired height (I recommend at least around 130k m.) At this point turn off Radial out and keep accelerating and correct until your circularise. ( I recommend turning off acceleration until you reach near Apoapsis) From here you are free to go anywhere you choose. Will be able to get on and off every planet that is viable. Does require Flags for some Visual (NO MODS) Flag Downloads: Drop Box: https://www.dropbox.com/s/1cg4u2qgwwu4qaj/Cthulhu Flags.zip?dl=0 Google Drive: https://drive.google.com/file/d/1nMp2ztLV0py3NMwu1_UDs-Z98dvKj4dO/view?usp=sharing Downloads Kerbal X: https://kerbalx.com/InterstellarKev/Cthulhu-Kraken-Corvette
  8. Hyper Propulsion "CYREX" Sci-Fi parts pack (Current ver. 0.0.3) Say hello to the lineup of the "CYREX" thermonuclear engines! Utilizing super efficient Thermonuclear reactors, these engines are capable of many useful things! Why don't u give them a try yourself? A bit about the mod This pack includes many Sci-Fi inspired parts for KSP! Take on a journey to explore other planets with ease using the "CYREX" engines! Based on fictional resources, HyperProp utilizes the use of ThermoNuclear reactors in the name of space propulsion systems and many more interesting parts! This pack will be updated from time to time, so be sure to stick around for some cool updates in the future! Main CYREX album https://imgur.com/a/oSxBB7u Parts in this modpack Well know Issues CYREX-S slightly offset from center node. (doesn't affect use) VRTX-1 Jet engine has a problem of not jumping to low thrust mode upon flame-out of the atmospheric jet Tech Tree not yet configured for the parts Required Mods Smart Actuators Module Manager Kerbal Joint Reinforcement (recommended) B9 part switch Installation Place the folders from the downloaded folder into your game's "GameData" folder. If asked to replace files, do so. Get it here: GitHub: https://github.com/KerboNerd/KNI-HP-CYREX/releases SpaceDock: https://spacedock.info/mod/2137/Hyper Propulsion Sci-Fi engine pack Thanks Kottabos for reviewing the mod! Be sure let me know about the bugs you run into! That really helps the further development of the mod! Post any issues/bugs/errors here: https://github.com/KerboNerd/KNI-HP-CYREX/issues
  9. The future of Kerbin is in your hands... "The Time Machine" Get it here before time runs out. Created in Kerbal Space Program 1.8.1 with 136 parts. Breaking Ground DLC : Surface Mounted Lights : TweakScale : Textures Unlimited : Textures Unlimited Recolor Depot
  10. A faithful yet somewhat psychopathic sentient robot, Maximilian was the servant and enforcer for Dr. Hans Reinhardt on board the doomed deep space science vessel "Cygnus." Maximilian is capable of deploying fully functional spinning blades and comes with three pairs of fully articulated arms on rotating shoulder joints. Eight tons and 268 parts requires Breaking Ground DLC, and TweakScale, with Textures Unlimited and Textures Unlimited Recolor Depot for custom coloring. Availabe on KerbalX
  11. The Matrix, Sentinel (an HvP sci-fi replica) At only ten tons and 1630 parts, this "Sentinel" drone is the perfect search-and-destroy machine. If you have certain subversive biological elements that fail to integrate into your virtual reality matrix these intelligent and highly efficient living machines will ruthlessly carry out infiltration and elimination missions in the "real world."* *the real world is assumed to be the planet Kerbin, its stellar system, and associated planetary bodies. Not liable for failure to operate in a higher order reality if Kerbin is found to itself be code in a computer generated virtual reality. In addition to the Making History DLC, and (excessive) use of Tweakscale, coloring and textures are provided by Textures Unlimited and Textures Unlimited Recolor Depot. Recommend deploying only in ½ Kerbin gravity. Moderate use of autostruts secure the tentacle ends to root of craft. It stands on its own, but is still very unstable - be patient. Craft is in a fixed state and cannot be moved without Vessel Mover or like mod.
  12. When you wish upon a star Makes no difference who you are Anything your heart desires Will come to you... -------------------------------------------- 58 tons and 1176 parts, almost half of them could be lights but I wouldn't hazard a guess on the number. Mods used are heavy use of Tweakscale, Aviation Lights, Surface Mounted Lights, and for camera effects Scatterer, and KS3P with the camera bloom effect turned up. Direct screen captures from in game, no photoshop used.
  13. This report/analysis seeks to answer the question: What would the future of the Kerbals look like? Specifically in the time frame of say, 100-300 years, a future firmly ingrained in realism and hard Sci-Fi.. I’ve had the idea of creating a story set in that approximate era, but being an extraordinarily extravagant idea, this series is dedicated to finding out the specifics. I also hope that this series will help future writers help flesh out their futuristic universes as well. Things to Note: -There’s a fair amount of mods used in this series—but i’ll try to keep it at minimum -Nothing too implausible will be used (no warp drives, but certainly nuclear fusion) -If you’ve got an idea for a chapter, let me know! -Want to contribute directly to the project? Come to the ToughSciFi discord, where this series has a channel for itself. -It helps to read the comments, since some bring up some good points -When writing these chapters, I do tend to assume that kerbals have a similar physiology to humans... But greener and smaller? -The goal of this series? Consider all the essentials for world building a futuristic Kerbol System -For engines I try to mix info from the game and real life, but the pros and cons, as well as the uses sections generally reflect the in-game depiction of the engine -Since I have both near Near Future Electric and KSP-I installed, a modifier lowers the output of KSP-I stuff* *I later chose to just work with the power output in KSP-Interstellar, so I amended most of the chapters to reflect this Table of Contents PROPULSION Chapter I—Atmospheric Propulsion Chapter II—Electric Propulsion Chapter III—Nuclear Propulsion Chapter IV—Fusion Propulsion Chapter V—Mixing Propulsion Systems Chapter VI—Beamed Power THE PROCESS OF COLONIZATION Chapter VII—Colonizing Moho Chapter VIII—Colonizing Eve a. Colonizing Gilly Chapter IX—Colonizing Kerbin Orbit Chapter X—Colonizing the Mun Chapter XI—Colonizing Minmus Chapter XII—Colonizing the Duna System Chapter XIII—Other Propulsion Systems Chapter XIV—Colonizing Dres Chapter XV—Colonizing Jool Chapter XVI—Colonizing Laythe Chapter XVII—Colonizing Vall Chapter XVIII—Colonizing Tylo Chapter XIX—Colonizing Bop and Pol Chapter XX—Colonizing Eeloo ———————————————————————————————————— Chapter XXI: Non-Rocket Spacelaunch—Part One Chapter XXII: Non-Rocket Spacelaunch—Part Two Chapter XXIII: The Ship Design Process I Chapter XXIV: The Ship Design Process II Chapter XXV: Depicting the Future In KSP ———————————————————————————————————— PLANETS OF A COLONIZED KERBOL SYSTEM Chapter XXVI: Who and Why Would Kerbals Colonize Space? Chapter XXVII: Moho in a Colonized Kerbol System Chapter XXVIII: Moho in a Colonized Kerbol System, Part Two Chapter XXIX: Eve in a Colonized Kerbol System Chapter XXX: Eve in a Colonized Kerbol System, Part Two Chapter XXXI: The Kerbin System in a Colonized Kerbol System, Part One Chapter XXXII: The Kerbin System in a Colonized Kerbol System, Part Two Chapter XXXIII: The Kerbin System in a Colonized Kerbol System, Part Three Chapter XXXIV: The Duna System in a Colonized Kerbol System, Part One Chapter XXXV: The Duna System in a Colonized Kerbol System, Part Two Chapter XXXVI: Dres in a Colonized Kerbol System Chapter XXXVII: The Joolian System in a Colonized Kerbol System, Part One Chapter XXXVIII: The Joolian System in a Colonized Kerbol System, Part Two Chapter XXXIX: Eeloo in a Colonized Kerbol System ———————————————————————————————————— SPACE WARFARE IN KSP Chapter XL: Overview of In-Game Space Warfare Chapter XLI: Approaches to Depicting Space Warfare Chapter XLII: Space Warfare, In-Game Chapter XLIII: Combined Approach Space Warfare & Epilogue Craft Files: The Uncatchable Swift Mod List (Incomplete): Further Info (I mainly cover topics when applied specifically to KSP, these cover a broader range of topics) Without further ado, let's get started! Chapter I: Atmospheric Propulsion "It’s a bird! It’s a plane! No, it’s a nuclear-powered hypersonic ramjet airliner!"-Linus Kerman A hypersonic, heavily-modified concept version of the Stearwing A300 that utilizes nuclear ramjets Perhaps we should start with something that is readily available to kerbals—flight. With jet fueled engines it is possible to reach speeds of over Mach 5. While that is excellent, major problems arise from its use—large portions of the plane are reserved for fuel, not passenger space, and a large amount of funds are used on fuel. Preferably there should be a way to reach those speeds without fuel... A conventional 16-passenger hypersonic aircraft, almost half of its takeoff mass was dedicated to fuel. The main focus of this chapter is thus about finding new ways of (supersonic) aviation. The way in question (with the mods available) is the powerful nuclear jet, generally produced in two varieties; turbojet and ramjet. On Kerbin they achieve speeds similar to that of the liquid fuel jet planes, with higher thrust. They perform exceptionally well on all atmospheric bodies, with tests on Duna achieving orbital velocity. Without the need to load fuel, planes could be lighter and take less time to be able to fly. A basic fighter design that can reach hypersonic speeds and reach space on Eve. Such designs could easily outmaneuver jet fuel enemies, but you probably don't want a nuclear jet flying over your own territory... Duna, where nuclear ramjets achieved an apoapsis of ~5000 km Disadvantages Sadly, this is where we must look at the disadvantages. There’s one obvious one—the radiation hazards. Shielding (though we must take in the "future tech" factor) would be very heavy, and of course nobody would want to sit next to a nuclear reactor (10% flight ticket discount for sitting next to it?).That said, they could still be used on special SSTO launches in certain areas. Second, they would be expensive (likely initially and maybe for maintenance), which would make their flights high-priced but also keeps them from being used for missiles (Well, except for the fact that the TORY ramjet part is based off a supersonic nuclear bomb delivery method called Project Pluto...). A 64-Passenger concept aircraft that would use nuclear jets, with a conventional rocket thruster to reach orbit, at which point it can safely return with a powered landing. Provided enough shielding is given, they could be practically everywhere in locations with poor infrastructures and no alternatives, a fate likely for the planet Eve. How Would I Use This In a Story? As a method of getting around on planets, and the best part is that you can actually make the plane in game, so you don't have to resort to pure prose or drawings. As for part of the story, I'm not exactly sure what they might be used in, but perhaps a radioactive crash involving such a plane could have be a plot point... End of Chapter One: Atmospheric Propulsion Next Time: Spacecraft Propulsion (Electric) Thanks for reading!
  14. Picture is dark but the UDL Cheyenne is almost ready for pre delivery, includes a stowed and recoverable M577 app. Yet to be completed is the Sulaco https://imgur.com/gallery/HqmOeUb
  15. Welcome to The Grid, program... ...end of line.
  16. Hello, everyone! You all probably don't know, but I am usually bad at writing stories. I can think of lots of ideas, only for them to end up bad on paper. However, this story is an original that I am proud with., since it is rather unique, and the first one that has more than 3000 words per chapter. ————————————————————————————————————————————————————————————————————————————————————— Read it here: https://www.fictionpress.com/s/3321888/1/The-Milkomeda-Odyssey Planned number of chapters: 20-30 Current amount: 1
  17. Guest

    Best Sci-Fi books

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  18. I may potentially create another version of this craft with a more functional cargo bay (or passenger cabin as it's referred to in the video) that can contain an SRV or probe. Suggestions are always welcome, thanks!
  19. Here's some images of my last hurrah with the Flying Tiger port of KSP, figured it was fitting to share those here, and the night before the new release... It's a lot of images, but I thought the ship was just a really cool way to end off some good... and bad memories... (not to brag, but the game only froze 3 times during creation)
  20. THE UNCATCHABLE SWIFT "Like the NTR did for Duna Exploration, the Uncatchable Swift does for Interplanetary Transportation" Powered by an Inertial Confinement Fusion rocket, the Uncatchable Swift can reach Duna in 10 days, and Jool in as little as 55. Packed with 175 km/s of delta-V, no longer are you restricted by Hohmann transfer windows—just point towards the target and burn! As a holiday gift to all kerbals, now available for download! This ship was created as part of the Imagining a Kerbal Future series, in the two chapters where I designed a futuristic spacecraft. The first part can be found here, the second here. Purpose While mass drivers have taken over the role of launching unkerballed cargo, a much more comfortable ride is needed for a Kerbal. Therefore, this vessel is intended to give kerbals the comfortable trip they deserve. Not only is this an incredibly quick ship, it can operate inside planetary systems without the use of tugs, a fate that befell many low-thrust fusion drives before this one. Though in-game you can't load a thousand kerbals on board, I derived numbers from the Kerbalism mod to create a space and mass required for that number of kerbals, so you probably could load a thousand kerbals onboard. Features The Uncatchable Swift is equipped with two large centrifugal arms that if spun up (if Infernal Robotics parts are added to the ship) should create artificial gravity for the occupants. I tried to make this a realistic design, so I added tapered radiators and fuel tanks to fit inside a "radiation shadow" created by a shield, and that is also why a huge truss segment was built, so the arms could fit inside the cone. The powerful engine is built so that the Isp can be sacrificed for thrust, and vice-versa. Warnings As the ship is based in a futuristic setting, it assumes that the whole ship was not lifted from Kerbin, and was instead built with parts built in space. Therefore, you will need to place the ship into orbit with the cheat menu or Hyperedit. I personally pick Kerbostationary, since I would assume many space stations would be located there, since space elevators could be built there. A bug I noticed with this ship also means that an amount of Deuterium, Tritium, and Hydrogen much higher than there is supposed to be sometimes gets loaded onto the ship. To fix that, either do so in the VAB or with Hyperedit menu where the level of resources can be edited. Once complete, this ship should be ready for operation. Mods Civilian Population Interstellar Fuel Switch KSP Interstellar Extended Near Future Construction Near Future Spacecraft Planetary Domes TweakScale DOWNLOAD Gallery The Uncatchable Swift flying near full-scale O'Neill Cylinders, 27.5 kilometers away. The Uncatchable Swift as it enters Duna Orbit. Though older ships could never enter Tylo orbit as they entered the Joolian system, the Uncatchable Swift can. Thanks for Reading!
  21. I recently saw a post by @goduranus showcasing their way of replicating the (admittedly overpowered) fictional fusion rocket engine from the sci-fi series The Expanse, the "Epstein Drive". This propulsion system, invented in the series' backstory by a Martian drive engineer named Solomon Epstein is a unique way to tackle the "torch ship" concept- a very high TWR fusion rocket engine with near-fantastical levels of delta-V and fuel efficiency allowing for long 1G or higher thrust burns, created as a stroke of dumb (and ultimately fatal) luck by a man tinkering with his personal spacecraft. Now, with the capability to make Epstein Drive-propelled craft in KSP, I figured I'd tackle a replica of Mr. Epstein's infamous ship, his personal space yacht. As the Sun rises over Duna, Solomon Kerman preps his ship for launch on the first test of his newly modified drive system... ...Little does he know that he's about to make history. The ship utilizes a unique propulsion system, which features a group of spider engines (altered in the .craft file's values to have negative thrust % and thus mimic the high fuel efficiency and dV aspect of the Epstein Drive) and a single Vector (which mimics the high TWR and blue engine exhaust plume of the drive). This means that while you can indeed load it up in a vanilla, pure-stock game with no troubles, it is indeed "modded" in the context of having a tweaked craft file. However, this is only to accomplish the feat of replicating the insanely powerful features of the drive system without being forced to download or develop a custom part or part pack in order to do this. ^the speck in the background is Duna falling away! Internally, there's space for up to 4 Kerbals, which can be transferred to other vessels via a docking port on the underside of the bow- docking is possible thanks to multiple RCS blocks across the ship's structure. For reference, here is an image of this very same ship in the TV show, from Season 2: Controls: The ship stages to activate the engine, and you can press 4 to extend the radial antenna array (the larger one on the front section is manually raised). Light on/off toggling will not shut off the blue glow in the drive cone area. DOWNLOAD HERE! Hopefully other fans of the show and books will enjoy this ship as much as I have while making and testing it. If I can find the time and motivation, perhaps I'll use the same setup to make a Rocinante replica fitted with BDArmory vulcan turrets as PDCs...
  22. We've all seen and read them, so why not share them! I'm sure that you have some copies of sci-fi comics lying around somewhere, or have been inspired by them at some point, and you're not alone (I was five after reading a Star Wars comic, and put myself in a cardboard box, trying to be a Star Destroyer). Besides, it's fun to see what they imagined what we'd have in the 21st century (hovercars, rayguns), and what we actually have (rising tensions between countries, threats of nuclear war, etc). So if you've seen some old sci-fi comics around, then why not tell me about them!
  23. Coming Soon to A Kerbin Near You... Now Here! The Skyranger from XCOM: Enemy Unknown is the first installment of the XKOM Ships Pack, a pack to bring XCOM into KSP. COMING SOON: The Firestorm Interceptor and Weapons! SCREENSHOTS (From Early Closed Beta and Interceptors Update Beta) Mods Featured: XKOM (Us), LackLusterLabs (Airlock), BD Armory FPS (Guns) Interceptors Update screenshots: http://imgur.com/a/mn6ms THE XKOM TEAM CENTRAL OFFICER Njmksr (Lead Programmer/Modeler/Texturer) CHIEF ENGINEER SpannerMonkey(smce) TEST PILOT Dafni TEST PILOT Neutrinovore TEST PILOT Deimos Rast TEST PILOT Spartan_MiniMe SPECIAL THANKS TO: The development teams at Firaxis & 2K Games, and to Julian Gollop, the creator of XCOM. A NOTE ABOUT TEST PILOTS: Since space is limited*, submissions for test pilots are now closed. Thanks for your enthusiasm, and I may need more recruits for XKOM down the line.
  24. =TKOL= The King of Laythe Challenge (BDArmory 3 vs 3 AI Duels) This is 3 vs 3 sci-fi aircraft duels, taking off from Laythe's ocean and firing future weapons. YOUTUBE PLAYLIST Current King of the Laythe: @jrodriguez - Z-Type Mang Class Rev1 Number of Wins: 2 DoctorDavinci - Kajiu-P2 - DEFEATED SuicidalInsanity - Sea Kestrel - DEFEATED ------------------------------------------ Registered belligerents: KenjiKrafts - Lehi-XVIII Mods allowed: B9AnimationModules B9PartSwitch B9 Aerospace B9 Procedural Wings BDArmory Firespitter FutureWeapons JSI KerbalJointReinforcement OPT ProceduralParts TweakScale BDMk22 Submit Rules: Your craft should be added to the TKOL hangar https://kerbalx.com/hangars/18442 Your plane should be able to take off from water! The max part limit is 70. Only weapons from Future Weapons part pack is allowed - Don't forget to add power to your future weapons otherwise it will not shoot!. Turrets should have angles fixed with 0 º. Test your craft against the current King of Laythe before posting! Recommend weapons: x10 laser cannon and old fixed laser. Recommend fuel for a minimum of 5 mins at full throttle. Challenge Rules: - Challenges to the King of the Hill will be processed on a first-come first-served basis. - The first winning 3 rounds wins. - This challenge will end when all contestants registered have been defeated. - To win a round or claim title to King of Laythe, one of your surviving craft must: Still under AI control and flying without issues (It is not about to crash...) Still appear on the VS list in the BDA GUI (your weapons module hasn't been shot off) if there are no survivors with all the above, the round will be considered a draw, and a new round required. - In case of a draw or bugged round, a round will be added to the match. - Only AI and Weapons Manager changes are permitted to the TKOL champion between matches to fine-tune their AI response to upcoming challengers. No other part changes are permitted to the TKOL champion. - All challengers are permitted to make any changes they wish to their craft up to and just before their match vs the current TKOL champion.
  25. The Chase (that I cut to because all my original progress for this thread was wiped due to a forums derp): The mod would revolve around the addition of a new, universal atmosphere that extends beyond the planets into space. Let's call this new atmosphere "Ether" for the purposes of this post. Ether has two unique properties; only parts with a specific tag can interact with it aerodynamically, meaning that your mega space station's orbit remains untouched, and that it exists everywhere, including planet surfaces. Now with the proper parts, you can use Ether to literally soar through the stars and to planets that previously needed a working knowledge of orbital mechanics to reach! Said parts could include a BD Armory-esque tag that makes the whole craft susceptible to the influence of The Dark Sid- *cough* *cough* I mean, er, Ether, or specialized wing pieces specifically engineered to use Ether in order to generate lift and drag. Of course, other locomotive options would exist in order to truly emulate your favorite Star Trek episode. Warp Drives, Ether-powered VTOL engines/RCS, even main engines would be available for easier maneuvering around the stars. Quantum Anchors for sci fi stations/outposts could lock the vessel's position relative to the sphere of influence they happen to be in. Constructive criticism is welcome (including people stating that this mod is impossible due to various game engine constraints)
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