Jump to content

Search the Community

Showing results for tags 'warp'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • Kerbal Space Program 2
    • KSP 2 Discussion
    • KSP 2 Dev Diaries
    • KSP 2 Suggestions & Development Discussion
    • Show and Tell
  • Kerbal Space Program
    • KSP Discussion
    • KSP Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • Breaking Ground Expansion
    • Breaking Ground Discussion
    • Breaking Ground Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

Found 24 results

  1. Introducing... (Source code is included in the download) License: Code and Configs are licensed under the GPL v3 license. Author: TheShaddow1138 Tester(s): @Puggonaut Here's a spacedock by @StinkyAce that @Puggonaut has been featuring in his videos: https://spacedock.info/mod/1815/USS Nimitz and Drydock A scaleFactor of 0.6 makes the best fit for the NX. A compatibility config is included that creates a copy of the drydock and modifies the included resources to include the resources needed by the NX. StinkyAce's mod must be installed for this config to work. Dependencies: (bundled with the Spacedock download) ModuleManager 4.1.4 B9PartSwitch Community Resource Pack Waterfall Small Trailer for TrekDrive made by Puggonaut This fantastic video was made by @Puggonaut, and you should definitely give it a watch. Change Log: v1.0 - Initial Full Release * Includes: * Phoenix Warpship * Phoenix Warpship launcher * Enterprise-era Shuttlepod (can be docked in the aft bays of the NX) * NX-class starship (has two aft shuttle bays for the shuttlepod) * Added A User's Manual * Added NX-class Bridge IVA and Props * Updated warp stars configs so that they are visible in the Bridge IVA * Updated the plugin to add an ambient rumble sound for the warp core. The sound is customizable by simply editing the CFGs with SW_ModuleWarpCore to give the path to your desired sound. * Added ENT-era Shuttlepod IVA (Stock and MAS versions) * Updated Shuttlepod Impulse engines to have a hover altitude of 1000m * Added ModuleLiftingBody to the Shuttlepod fuselage improving flight characteristics * Balanced the RCS and COM of the Shuttlepod removing most if not all unwanted movement during docking or other maneuvers. * Updated SW_ModuleImpulseEngine to apply Takeoff/Landing forces to every part to provide even acceleration to the entire vessel almost entirely removing the need for RCS or SAS to keep the vessel level during takeoff/landing in atmosphere. Below are the previous WIP Change Logs: v0.99.1w - Spacedock * Added a ModuleManager patch for StinkyAce's Spacedock, available at this link: https://spacedock.info/mod/1815/USS Nimitz and Drydock The patch scales the dock down to 0.6, a near perfect fit for the NX-class, and instead of modifying the drydock that comes with StinkyAce's mod, it creates a new part with the aforementioned scale, an impulse engine (no part, just the module), and produces the resources used by TrekDrive ships. This will be a good refueling station for the NX. * Updated the plugin * Fixed an NRE spam in the impulse engine code while in the editor * Added the ability to select a "forward" or "reverse" mode for the impulse engines. Toggleable in the PAW, and can be set as an action group. * Cleaned up the Waterfall patch by splitting the warp effects into their own patch. * Tweaked the texture tiling on the NX warp effects (both the Warp 5 and Warp 7 versions). v0.99w - NX-class Release * B9PartSwitch is now a hard dependency. (Included in download) * Updated the TrekDrive.dll * Warp speed formula changed to allow faster interstellar travel * OnLoad function updated to not automatically set the warp drive to "Not Ready" if it was in a "Ready" state at the last save. This allows the player to immediately engage the drive after the vessel loads, if the drive is in a Ready state upon loading. * Added NX-class Starship Parts * Bridge module (Crew capacity of 6) * Saucer section (Crew capacity of 20) * Engineering section * Nacelle Pylons (B9PartSwitch variants) * Upper variant (2 upper pylons) * Lower variant (2 lower pylons) * Four variant (2 upper & 2 lower pylons) * Warp Nacelles (Port & Stbd) * Main Impulse Engines (Port & Stbd) * Secondary Impulse Engines (Port & Stbd) * Navigational Deflector (2 variants) - Serves as a transmitter * NX-01 Oval "Mark I" Deflector * NX-02 Rectangular "Mark II" Deflector * Added NX-class Refit Starship Parts * Engineering Section Refit (Includes warp 7 warp core and warp drive, Crew capacity of 10) * Refit Warp Nacelles (Port & Stbd) * Added Custom Waterfall FX model and texture for streaking stars at warp effect. * Updated the warp stars effect on the Phoenix * Added six (6) craft files for the NX-class and NX-class Refit * NXClass_A: Standard NX-class starship (as seen in Star Trek: Enterprise) * NXClass_B: NX-class starship with two (2) ventrally (lower) mounted nacelles * NXClass_C: NX-class with four (4) nacelles * NXClass_Refit_A: Standard NX-class starship Refit * NXClass_Refit_B: NX-class Refit with two (2) ventrally (lower) mounted nacelles * NXClass_Refit_C: NX-class Refit with four (4) nacelles v0.9w - Shuttlepod & Impulse Engine Release * Updated the TrekDrive.dll * All TrekDrive buttons/toggles can now be set as Action Groups * SW_ModuleImpulseEngine Added - automatic takeoff and landing modes when sub-orbital, it will not automatically land from orbit. * SW_ModuleBussardCollector Added - When the collector is activated it will collect at a random rate for a random period of time before choosing another random rate and period of time. Collects LqdDeuterium and Antimatter with LqdDeuterium collecting at a higher rate. Collection will only occur at sub-light velocities. * Updated Waterfall version. * Updated Waterfall effect on the Phoenix Launcher Main Engine to correct a position issue. * Added a Waterfall effect to the Phoenix - visible when traveling at warp; the effect is based on the streaking stars warp effect from TNG - VOY and ENT. * Added Enterprise-era Shuttlepod * Shuttlepod main body - holds 5 kerbals with airlocks on both sides (No IVA) * Shuttlepod Impulse Engine v0.7.5w - OnLoad Hotfix: * Corrected an issue that prevented engaging the warp drive after switching to another vessel, after reloading the game, or any other loading action. Upon switching back to the warp ship, or loading the save, the warp drive will be automatically disengaged and set to "Not Ready" status. Simply clicking "Check Ready Status" and then engaging the warp drive will get you ready to go. Thanks to @Tanner Rawlings for finding this issue and bringing it to my attention. v0.7w - Phoenix IVA release: * Added Phoenix IVA (Stock and MOARdV's Avionics System) * The MAS version replaces some of the central props with MAS props, and replaces the Main Display with a functional MFD * MAS version of the IVA will only be available with MAS is installed. v0.6w - Phoenix Initial release: -------------------------------- * Updated Code: * Added nacelle glow animation capability, giving a visual indicator of coil charge. * Fixed coil charge logic to allow charging a partially discharged coil * Fixed a logic issue with the Warp Field Generator code. Now the "not enough charge" warning will only occur if the warp drive is active. * Moved to LqdDeuterium and Antimatter from Community Resource Pack * Added Phoenix Parts: * Phoenix Crew Cabin (no IVA currently, built-in RCS, no effects yet) * Phoenix SAS (contains Monopropellant and Electric Charge) * Phoenix Fuselage (contains LqdDeuterium and Antimatter) * Phoenix Nacelle (deployable warp nacelle) * Phoenix Warp Core/Warp Field Generator * Phoenix Main Thruster (matter-antimatter rocket engine) * Phoenix Vernier Thruster (matter-antimatter rocket engine) * Phoenix Fairing (to conceal the warp nacelles during launch) * Phoenix Interstage Decoupler * Phoenix Launcher First Stage * Phoenix Launcher Main Engine (Liquid Fuel Oxidizer engine) * Added Phoenix Warp Ship Test craft. * Added Community Resource Pack and Waterfall as hard dependencies (bundled) Inspired by RoverDude's Standalone Alcubierre Warp Drive, this warp drive aspires to operate in a Star Trek-like manner requiring at least two types of parts to operate: warp coils/nacelles and the heart of the drive, the warp core and warp field generator. I have seen in other threads here where people were trying to figure out how to require the use of warp nacelles to get that Star Trek feel to their KSP warp drives, and that's what I set out to do with this, my first plugin mod. Maybe a bit ambitious, but I think it turned out well. Now, on to the details. Technical Aspects: The plugin includes three Part Modules: SW_ModuleWarpCoil, SW_ModuleWarpCore, and SW_ModuleWarpGenerator. SW_ModuleWarpCoil: This module would typically be attached to a warp nacelle part, but could be added to any part for a design that perhaps doesn't use a nacelle, or similar structure. Requires: Warp plasma, which is generated by a warp core part using SW_ModuleWarpCore. Restrictions: Cannot be added to the same part as the SW_ModuleWarpGenerator. This is the restriction that requires at least two types of parts. Example Config: MODULE { name = SW_ModuleWarpCoil warpPlasmaConsumed = 5 // Amount of warp plasma consumed per second during charging and operation warpPlasmaNeeded = 250 // Amount of warp plasma needed to fully charge the warp coil cutoffThreshold = 2.000 // When the charge percentage drops below this percentage, the coil and drive cut off (1 - 100) coilEfficiency = 0.01 // Thermal efficiency of the coil (0 - 1) maxWarp = 2 // Maximum warp factor this coil can safely achieve } SW_ModuleWarpCore: A simple generator module that takes in deuterium (matter) and anti-deuterium (antimatter) to generate warp plasma and electric charge. (Could be replaced with a stock ModuleGenerator I suppose, but it's included all the same). Requires: Deuterium and Anti-Deuterium. Restrictions: None hardcoded. Example Config: MODULE { name = SW_ModuleWarpCore minAntimatter = 0.05 // Minimum amount of anti-deuterium required to operate minMatter = 0.05 // Minimum amount of deuterium required to operate warpPlasmaProdRate = 10 // Amount of warp plasma generated per second ecProdRate = 100 // Amount of electric charge generated per second } SW_ModuleWarpGenerator: The heart of the warp drive that actually moves the ship at warp speeds. Just like RoverDude's Standalone Alcubierre Warp Drive, the drive uses translation, not acceleration, to move the ship through space. Also, like RoverDude's drive, I used a slightly modified version of his gravity braking code (RoverDude's source code including the GravityBrakes() function) so that ships will slow down when they near gravitational bodies. Requires: At least one part implementing SW_ModuleWarpCoil that cannot be the same part implementing SW_ModuleWarpGenerator. This is what forces the requirement of multiple parts. Restrictions: All warp coils must be charged before the drive can be activated, and enough electric charge to run the drive is also necessary. If either of these is not true the drive cannot activate, or will automatically disengage. Example Config: MODULE { name = SW_ModuleWarpGenerator maxWarp = 2 // Maximum warp factor this drive can attain minNacelles = 2 // Minimum number of nacelles required by the drive to operate (must be at least 1) electricityReq = 50.000 // Amount of electric charge that is required per second of warp operation } NOTE: Some part on the vessel should have a container for warp plasma. In the included test parts the nacelles have their own warp plasma containers, but it can be on any part of the vessel. Warp Speed: The ship's warp velocity is computed using a simple cubic function, which was used for the original series and in Star Trek: Enterprise. So, velocity = (warp factor^3) * c In my initial testing, I find that Warp 2 is a good speed for traveling to the edge of the Kerbol System in a comfortable amount of time. I haven't tested higher warp factors, but will install appropriate mods on my end to further test travel times with increasing warp factors before final release. How to Use: I have kept the operation of the drive entirely within the Part Action Windows (PAW) of each part. Follow these steps to activate the drive. All of these actions can be set as Action Groups to somewhat simplify the process. Step 1: Activate the Warp Core by clicking the "Warp Core Status" toggle. Step 2: Charge the Warp Coil(s) by clicking "Charge Warp Coils" in the coil PAW Step 3: Once the coils are charged click "Check Ready Status" on the Warp Generator (combined with the Warp Core Test Article here). The drive will not enter the "Ready" status until all the coils are charged, and will not do so if there are any other active Warp Generators. Step 4: Once the "Ready Status" reads "Ready", click "Engage Warp Drive" on the Warp Generator. This will change from "Drive Inactive" to "Drive Engaged" Once the drive is engaged, any throttle input will move the ship at warp speeds. To return to non-warp operation, simply click the "Engage Warp Drive" toggle in the PAW to disengage the drive, or use an Action Group. Current warp factor is determined as a percentage of the drive's maximum warp rating, based on the amount of throttle: 50% throttle is half of the maximum warp, 100% throttle is maximum warp. E.g. for a drive with a maximum warp of 2, 50% throttle will be Warp 1, and 100% throttle will be Warp 2. The warp factor can also be selected using a slider in the PAW. The slider moves in 0.25 increments from Warp 0.25 to the maximum warp of the drive. The slider defaults to Warp 1. Increasing the slider scales the throttle so that your warp speed does not increase until you manually increase the throttle. The current warp factor is displayed in the Warp Generator's PAW Step 5: Once you have reached your target destination simply throttle to 0%, or use "x" to cut the throttle. There is an "Orbit Mode" option in the Warp Generator PAW that defaults to "Easy", this places the vessel in as close to a circular orbit as possible when the throttle hits 0 after having been non-zero. That is, it doesn't continually change the orbit while the drive is active, only if it had been moving the ship and then stopped. If the Orbit Mode is toggled to "Realistic", it will simply use the vessel's velocity vector to determine the current orbit, in the same manner as RoverDude's Alcubierre drive. Limitations: I tried to implement some limitations to make the drive less "cheaty". I took cues from Star Trek, particularly Star Trek: Enterprise, which dealt repeatedly with the limitations of the ship's warp drive. In the show, most problems occurred with the plasma injectors, but I though trying to code some kind of simulation of the injectors would be cumbersome and place unnecessary computational overhead. Other limitations that come to mind are the stability of the warp field, and the warp coil temperature. I opted for warp coil temperature to place a limitation on time at maximum warp. Warp Coil Temperature: While the drive is active, and moving at warp speeds, to emulate the warp plasma cycling through the coils I have implemented an exponential function that increases the temperature of the warp coil part. The smallest amount of heating occurs at low warp, while the maximum heating occurs at maximum warp. There is a built-in warp coil efficiency that can be used to aid in cooling. The value in the config file is between 0 and 1, and the upper limit is enforced in the code to prevent config editing to make the coils cool themselves at high warp. If a value greater than 1 is used in the config, the plugin randomly chooses an efficiency in the correct range. So, you may get a decently efficient coil, or a really inefficient one. This is also done per coil, so you could have one coil that is really efficient and one that is terrible, which could hamper your warp travel to keep one coil from overheating and exploding (the stock behavior). The maxWarp parameter of the warp coil also plays a role in temperature calculation. A ratio is taken of the active drive's maxWarp to the warp coil's maxWarp to further scale the exponential function. If the warp coil's maxWarp is equal to the drive's, there is not scaling, if it is less, there is more heating, if it is greater it is less. The reasoning is that if you have a warp coil rated for Warp 1, and try to push it to Warp 2, it would burn out much faster, but if it's the other way around, it would be able to handle the temperature better. Warp Coil Discharged: If the source of warp plasma runs out, or is shut off, the coils may completely discharge, if the user doesn't notice that warp plasma production has stopped. If the coils completely discharge (or their charge goes below the threshold set in their config) the drive will automatically disengage and either be automatically placed in a nearly circular orbit (Easy orbit mode), or be in a realistic orbit based on the vessel velocity vector. Running out of Electricity: If there is not enough electric charge to run the Warp Field Generator, the drive will automatically disengage and enter an orbit based on the selected orbit mode. Multiple Warp Generators?: If there are multiple parts on the vessel that implement SW_ModuleWarpGenerator, only one may be active at a time. If you try to activate a second warp generator when one is already active, it will not activate. If you disengage the active drive, you may then activate another. Screenshots Phoenix Warpship: NX-class: NX-Refit NX-class Bridge IVA Custom Registries There are ten (10) different names and registries in two variants each, so 20 textures in all giving you NX-01 through NX-10 and names with and without the "S.S." prefix. The registries are B9PartSwitch selectable on the saucer part and the refit engineering hull part. I have included instructions on how to make custom names/registries in the config file that sets up the variants under "TrekDrive/Parts/NXClass/Registries/Registries.cfg". The instructions are at the bottom of the file. There are also two (2) template images, one in PNG format and another in PSD. To use the PSD file you will need to have the font "Airborne", or one that looks close enough to it, if you want show-accuracy, or any font of your choosing will work.
  2. Introducing... (Source code is included in the download) License: Code and Configs are licensed under the GPL v3 license. Author: TheShaddow1138 Tester(s): @Puggonaut Here's a spacedock by @StinkyAce that @Puggonaut has been featuring in his videos: https://spacedock.info/mod/1815/USS Nimitz and Drydock A scaleFactor of 0.6 makes the best fit for the NX. Small Trailer for TrekDrive made by Puggonaut This fantastic video was made by @Puggonaut, and you should definitely give it a watch. Change Log: v0.99.1w - Spacedock * Added a ModuleManager patch for StinkyAce's Spacedock, available at this link: https://spacedock.info/mod/1815/USS Nimitz and Drydock The patch scales the dock down to 0.6, a near perfect fit for the NX-class, and instead of modifying the drydock that comes with StinkyAce's mod, it creates a new part with the aforementioned scale, an impulse engine (no part, just the module), and produces the resources used by TrekDrive ships. This will be a good refueling station for the NX. * Updated the plugin * Fixed an NRE spam in the impulse engine code while in the editor * Added the ability to select a "forward" or "reverse" mode for the impulse engines. Toggleable in the PAW, and can be set as an action group. * Cleaned up the Waterfall patch by splitting the warp effects into their own patch. * Tweaked the texture tiling on the NX warp effects (both the Warp 5 and Warp 7 versions). v0.99w - NX-class Release * B9PartSwitch is now a hard dependency. (Included in download) * Updated the TrekDrive.dll * Warp speed formula changed to allow faster interstellar travel * OnLoad function updated to not automatically set the warp drive to "Not Ready" if it was in a "Ready" state at the last save. This allows the player to immediately engage the drive after the vessel loads, if the drive is in a Ready state upon loading. * Added NX-class Starship Parts * Bridge module (Crew capacity of 6) * Saucer section (Crew capacity of 20) * Engineering section * Nacelle Pylons (B9PartSwitch variants) * Upper variant (2 upper pylons) * Lower variant (2 lower pylons) * Four variant (2 upper & 2 lower pylons) * Warp Nacelles (Port & Stbd) * Main Impulse Engines (Port & Stbd) * Secondary Impulse Engines (Port & Stbd) * Navigational Deflector (2 variants) - Serves as a transmitter * NX-01 Oval "Mark I" Deflector * NX-02 Rectangular "Mark II" Deflector * Added NX-class Refit Starship Parts * Engineering Section Refit (Includes warp 7 warp core and warp drive, Crew capacity of 10) * Refit Warp Nacelles (Port & Stbd) * Added Custom Waterfall FX model and texture for streaking stars at warp effect. * Updated the warp stars effect on the Phoenix * Added six (6) craft files for the NX-class and NX-class Refit * NXClass_A: Standard NX-class starship (as seen in Star Trek: Enterprise) * NXClass_B: NX-class starship with two (2) ventrally (lower) mounted nacelles * NXClass_C: NX-class with four (4) nacelles * NXClass_Refit_A: Standard NX-class starship Refit * NXClass_Refit_B: NX-class Refit with two (2) ventrally (lower) mounted nacelles * NXClass_Refit_C: NX-class Refit with four (4) nacelles v0.9w - Shuttlepod & Impulse Engine Release * Updated the TrekDrive.dll * All TrekDrive buttons/toggles can now be set as Action Groups * SW_ModuleImpulseEngine Added - automatic takeoff and landing modes when sub-orbital, it will not automatically land from orbit. * SW_ModuleBussardCollector Added - When the collector is activated it will collect at a random rate for a random period of time before choosing another random rate and period of time. Collects LqdDeuterium and Antimatter with LqdDeuterium collecting at a higher rate. Collection will only occur at sub-light velocities. * Updated Waterfall version. * Updated Waterfall effect on the Phoenix Launcher Main Engine to correct a position issue. * Added a Waterfall effect to the Phoenix - visible when traveling at warp; the effect is based on the streaking stars warp effect from TNG - VOY and ENT. * Added Enterprise-era Shuttlepod * Shuttlepod main body - holds 5 kerbals with airlocks on both sides (No IVA) * Shuttlepod Impulse Engine v0.7.5w - OnLoad Hotfix: * Corrected an issue that prevented engaging the warp drive after switching to another vessel, after reloading the game, or any other loading action. Upon switching back to the warp ship, or loading the save, the warp drive will be automatically disengaged and set to "Not Ready" status. Simply clicking "Check Ready Status" and then engaging the warp drive will get you ready to go. Thanks to @Tanner Rawlings for finding this issue and bringing it to my attention. v0.7w - Phoenix IVA release: * Added Phoenix IVA (Stock and MOARdV's Avionics System) * The MAS version replaces some of the central props with MAS props, and replaces the Main Display with a functional MFD * MAS version of the IVA will only be available with MAS is installed. v0.6w - Phoenix Initial release: -------------------------------- * Updated Code: * Added nacelle glow animation capability, giving a visual indicator of coil charge. * Fixed coil charge logic to allow charging a partially discharged coil * Fixed a logic issue with the Warp Field Generator code. Now the "not enough charge" warning will only occur if the warp drive is active. * Moved to LqdDeuterium and Antimatter from Community Resource Pack * Added Phoenix Parts: * Phoenix Crew Cabin (no IVA currently, built-in RCS, no effects yet) * Phoenix SAS (contains Monopropellant and Electric Charge) * Phoenix Fuselage (contains LqdDeuterium and Antimatter) * Phoenix Nacelle (deployable warp nacelle) * Phoenix Warp Core/Warp Field Generator * Phoenix Main Thruster (matter-antimatter rocket engine) * Phoenix Vernier Thruster (matter-antimatter rocket engine) * Phoenix Fairing (to conceal the warp nacelles during launch) * Phoenix Interstage Decoupler * Phoenix Launcher First Stage * Phoenix Launcher Main Engine (Liquid Fuel Oxidizer engine) * Added Phoenix Warp Ship Test craft. * Added Community Resource Pack and Waterfall as hard dependencies (bundled) Inspired by RoverDude's Standalone Alcubierre Warp Drive, this warp drive aspires to operate in a Star Trek-like manner requiring at least two types of parts to operate: warp coils/nacelles and the heart of the drive, the warp core and warp field generator. I have seen in other threads here where people were trying to figure out how to require the use of warp nacelles to get that Star Trek feel to their KSP warp drives, and that's what I set out to do with this, my first plugin mod. Maybe a bit ambitious, but I think it turned out well. Now, on to the details. Technical Aspects: The plugin includes three Part Modules: SW_ModuleWarpCoil, SW_ModuleWarpCore, and SW_ModuleWarpGenerator. SW_ModuleWarpCoil: This module would typically be attached to a warp nacelle part, but could be added to any part for a design that perhaps doesn't use a nacelle, or similar structure. Requires: Warp plasma, which is generated by a warp core part using SW_ModuleWarpCore. Restrictions: Cannot be added to the same part as the SW_ModuleWarpGenerator. This is the restriction that requires at least two types of parts. Example Config: MODULE { name = SW_ModuleWarpCoil minWarpPlasma = 400 // Not used warpPlasmaConsumed = 5 // Amount of warp plasma consumed per second during charging and operation warpPlasmaNeeded = 250 // Amount of warp plasma needed to fully charge the warp coil cutoffThreshold = 2.000 // When the charge percentage drops below this percentage, the coil and drive cut off (1 - 100) coilEfficiency = 0.01 // Thermal efficiency of the coil (0 - 1) maxWarp = 2 // Maximum warp factor this coil can safely achieve } SW_ModuleWarpCore: A simple generator module that takes in deuterium (matter) and anti-deuterium (antimatter) to generate warp plasma and electric charge. (Could be replaced with a stock ModuleGenerator I suppose, but it's included all the same). Requires: Deuterium and Anti-Deuterium. Restrictions: None hardcoded. Example Config: MODULE { name = SW_ModuleWarpCore minAntimatter = 0.05 // Minimum amount of anti-deuterium required to operate minMatter = 0.05 // Minimum amount of deuterium required to operate warpPlasmaProdRate = 10 // Amount of warp plasma generated per second ecProdRate = 100 // Amount of electric charge generated per second } SW_ModuleWarpGenerator: The heart of the warp drive that actually moves the ship at warp speeds. Just like RoverDude's Standalone Alcubierre Warp Drive, the drive uses translation, not acceleration, to move the ship through space. Also, like RoverDude's drive, I used a slightly modified version of his gravity braking code (RoverDude's source code including the GravityBrakes() function) so that ships will slow down when they near gravitational bodies. Requires: At least one part implementing SW_ModuleWarpCoil that cannot be the same part implementing SW_ModuleWarpGenerator. This is what forces the requirement of multiple parts. Restrictions: All warp coils must be charged before the drive can be activated, and enough electric charge to run the drive is also necessary. If either of these is not true the drive cannot activate, or will automatically disengage. Example Config: MODULE { name = SW_ModuleWarpGenerator maxWarp = 2 // Maximum warp factor this drive can attain minNacelles = 2 // Minimum number of nacelles required by the drive to operate (must be at least 1) electricityReq = 50.000 // Amount of electric charge that is required per second of warp operation } NOTE: Some part on the vessel should have a container for warp plasma. In the included test parts the nacelles have their own warp plasma containers, but it can be on any part of the vessel. Warp Speed: The ship's warp velocity is computed using a simple cubic function, which was used for the original series and in Star Trek: Enterprise. So, velocity = (warp factor^3) * c In my initial testing, I find that Warp 2 is a good speed for traveling to the edge of the Kerbol System in a comfortable amount of time. I haven't tested higher warp factors, but will install appropriate mods on my end to further test travel times with increasing warp factors before final release. How to Use: I have kept the operation of the drive entirely within the Part Action Windows (PAW) of each part. Follow these steps to activate the drive. Step 1: Activate the Warp Core by clicking the "Warp Core Status" toggle Step 2: Charge the Warp Coil(s) by clicking "Charge Warp Coils" in the coil PAW Step 3: Once the coils are charged click "Check Ready Status" on the Warp Generator (combined with the Warp Core Test Article here). The drive will not enter the "Ready" status until all the coils are charged, and will not do so if there are any other active Warp Generators. Step 4: Once the "Ready Status" reads "Ready", click "Engage Warp Drive" on the Warp Generator. This will change from "Drive Inactive" to "Drive Engaged" Once the drive is engaged, any throttle input will move the ship at warp speeds. To return to non-warp operation, simply click the "Engage Warp Drive" toggle in the PAW to disengage the drive. Current warp factor is determined as a percentage of the drive's maximum warp rating, based on the amount of throttle: 50% throttle is half of the maximum warp, 100% throttle is maximum warp. E.g. for a drive with a maximum warp of 2, 50% throttle will be Warp 1, and 100% throttle will be Warp 2. The current warp factor is displayed in the Warp Generator's PAW Step 5: Once you have reached your target destination simply throttle to 0%, or use "x" to cut the throttle. There is an "Orbit Mode" option in the Warp Generator PAW that defaults to "Easy", this places the vessel in as close to a circular orbit as possible when the throttle hits 0 after having been non-zero. That is, it doesn't continually change the orbit while the drive is active, only if it had been moving the ship and then stopped. If the Orbit Mode is toggled to "Realistic", it will simply use the vessel's velocity vector to determine the current orbit, in the same manner as RoverDude's Alcubierre drive. Limitations: I tried to implement some limitations to make the drive less "cheaty". I took cues from Star Trek, particularly Star Trek: Enterprise, which dealt repeatedly with the limitations of the ship's warp drive. In the show, most problems occurred with the plasma injectors, but I though trying to code some kind of simulation of the injectors would be cumbersome and place unnecessary computational overhead. Other limitations that come to mind are the stability of the warp field, and the warp coil temperature. I opted for warp coil temperature to place a limitation on time at maximum warp. Warp Coil Temperature: While the drive is active, and moving at warp speeds, to emulate the warp plasma cycling through the coils I have implemented an exponential function that increases the temperature of the warp coil part. The smallest amount of heating occurs at low warp, while the maximum heating occurs at maximum warp. There is a built-in warp coil efficiency that can be used to aid in cooling. The value in the config file is between 0 and 1, and the upper limit is enforced in the code to prevent config editing to make the coils cool themselves at high warp. If a value greater than 1 is used in the config, the plugin randomly chooses an efficiency in the correct range. So, you may get a decently efficient coil, or a really inefficient one. This is also done per coil, so you could have one coil that is really efficient and one that is terrible, which could hamper your warp travel to keep one coil from overheating and exploding (the stock behavior). The maxWarp parameter of the warp coil also plays a role in temperature calculation. A ratio is taken of the active drive's maxWarp to the warp coil's maxWarp to further scale the exponential function. If the warp coil's maxWarp is equal to the drive's, there is not scaling, if it is less, there is more heating, if it is greater it is less. The reasoning is that if you have a warp coil rated for Warp 1, and try to push it to Warp 2, it would burn out much faster, but if it's the other way around, it would be able to handle the temperature better. Warp Coil Discharged: If the source of warp plasma runs out, or is shut off, the coils may completely discharge, if the user doesn't notice that warp plasma production has stopped. If the coils completely discharge (or their charge goes below the threshold set in their config) the drive will automatically disengage and either be automatically placed in a nearly circular orbit (Easy orbit mode), or be in a realistic orbit based on the vessel velocity vector. Running out of Electricity: If there is not enough electric charge to run the Warp Field Generator, the drive will automatically disengage and enter an orbit based on the selected orbit mode. Multiple Warp Generators?: If there are multiple parts on the vessel that implement SW_ModuleWarpGenerator, only one may be active at a time. If you try to activate a second warp generator when one is already active, it will not activate. If you disengage the active drive, you may then activate another. Current State: The Phoenix warp ship is now playable (complete with stock and MAS IVA). The launcher is included. The balance may not be the greatest, but it's playable. Community Resource Pack and Waterfall are now hard dependencies. Warp Coil charge animation is now implemented.
  3. INTRODUCTION I'm been always an HUGE fan of the NASA concept design of the IXS-Enterprise since its conception. Now, after a long hiatus from the KSP scene, I started back to play and sorting out all the mods that I could like to use, I found myself very involved adopting a lot of @Angel-125 mods for my personal install, and it was a bit of let down to find that the "IXS Warpship" mod, that brought the NASA's concept ship inside Kerbal Space Program, was not adapted also to "Blueshift", Angel-125's warping mod. So, I'm right here to bridge finally this gap! MOD DESCRIPTION As the "IXS Warpship" mod is currently mantained by @linuxgurugamer and @Denko666, this is NOT another release of the mod itself, but just a series of Module Manager patches that update it to work properly with Angel-125's "Blueshift", "Kerbal Flying Saucers" and related functions. It fully uses the assets provided by the "IXS Warpship" mod, but, in a lot of case, VASTLY modifing their function (and in some cases tweaking them to be more in line with the latest KSP releases and two functionally parent mods) to fully use all the game mechanics provided by Angel-125. WARNIGS AND DISCLAIMERS!!! I HIGHLY RECCOMEND TO USE THESE PATCHES ONLY IN A NEW SAVE, OR AFTER RECOVERING ALL THE CRAFTS USING PARTS FROM THE ORIGINAL "IXS WARSHIP" MOD!!! None of the craft eventually deployed should break, but upon istallation of these patches, a lot of parts could behave differently from what originally they could do! (No guarantees are provided for stranded Ships and Kerbals, not caring of this advice) Additionally, it is HIGHLY possible that other warp mods, beside "Blueshift" installed, aiming eventually to patch themselves the "IXS Warpships", would create conflicts and unwanted result, so the BEST results could only be achieved if "Blueshift" is THE ONLY warp mod in your game, as my patches for "IXS Warship" are envisioned for an install with ONLY IT AS FTL PROPULSION!!! DEPENDENCIES My patches will not work correctly if the following mods are not installed: IXS Warpship: "IXS Warpship" Forum Thread (obviously, as needed for the parts and related assets) - download ONLY the mod itself, not OTHER suggested warp mods, to avoid problems as stated in the above "WARNINGS AND DISCLAIMERS"!!! Blueshift: "Blushift" Forum Thread Kerbal Flying Saucers: "Kerbal Flying Saucers" Forum Thread (both needed to have the fully functional mechanics included in my patches) Waterfall: "Waterfall" Forum Thread (not "functionally needed", but HIGHLY recommended to have all the warping FXs) Community Resource Pack: "Community Resource Pack" Forum Thread (for the resources' definitions used) Module Manager: "Module Manager" Forum Thread (to obviously apply the patches: without it nothing is working) SUPPORTS: My patches support (but are not needed for correct work of the main functionalities): Space Dust: "Space Dust" Forum Thread (for atmospheric and exospheric resource prospecting and harvesting, very useful for some of the -rare- resources needed for warp propulsion) Community Tech Tree: "Community Tech Tree" Forum Thread (for a more balanced tech tree for career and science gameplay) Far Future Technologies: "Far Future Technologies" Forum Thread (for additional and challenging game mechanics) Outer Planet Mod: "Outer Planets Mod" Forum Thread (if you like, like me, to explore past Jool, with stock-alike similar planets of Saturn, Uranus, Neptune and Pluto, and using "Spacedust", I added the needed Graviolium resources) Download: WHAT ARE YOU WAITING FOR??? Get your copy of "IXS Warpship for Blueshift" subscribing it from CKAN Or manual download it just right down here: Github: "IXS Warship for Blueshift" release page HERE!!! (latest actually: v.1.0.7.1 - 04/09/2021) Manual Installation Guide: follow the above link select the needed version click on related "Assets" menu click on "Source code.zip" link download the .zip file once promped to do so go to your "GameData" folder inside your KSP installation delete (if present) older "IXSWarshipsBlueshift" folder, to avoid old file eventually not needed to be persistent AND/OR possible errors add, in the same KSP's "GameData" folder (where you should be already) the new "IXSWarshipsBlueshift" folder present inside the .zip file downloaded (inside its own "GameData" folder) OR go back to your KSP installation folder and merge the .zip file's "GameData" folder to KSP's "GameData" folder Changelog: (Sources and Licensing; here ) Some good pictures as eyecandy:
  4. WarpEverywhere This is a very simple mod that removes time warp restrictions and adds 2 more levels of time warp, 1,000,000x and 10,000,000x. A Kerbin year is almost 10 million seconds long (9203328), so this new maximum time warp will go forward about a year every second! DOWNLOAD: Spacedock GitHub SOURCE: https://github.com/5thHorseman/WarpEverywhere LICENSE: GNU GPLv3 ATTRIBUTION: This project uses code and ideas from WarpUnlocker and TimeControl. CHANGELOG: 1.0: (Current) Declared Done - NOTE still works in 1.6 No bugs for a year Recompile for 1.4.3. No code changes. 0.1: Initial build. 2 extra warp levels. Removal of altitude limits on all worlds. COMPATIBILITY: I expect WarpEverywhere to work with most all other mods, with the exception of course of mods that change warp rates. I suggest only using one of those at a time in general. In particular, WarpEverywhere should work just fine with any mods that add or change planets; This should remove the warp restrictions from all of them. Note: This doesn't work all that great with Kerbal Alarm Clock at the top 2 levels. At full warp (1 year per second) the game just warps too fast for KAC to slow it down fast enough for your alerts. If you manually slow down about a year before the window, though, everything works fine. If you find a mod that this conflicts with, let me know. I can't make promises, except that I'll look into it. TO DO: Nothing! WON'T DO: Add a config so you can set your own warp rates. I think it's better to have this mod as a stalwart, simple addition to the game and if you want more control, use one of the other warp configuring mods instead. Modify physics warp. It's just too squirrely even at 4x to justify the work. The 2 extra time warp levels don't have their own triangles in the UI. I'm not a UI guy so I have no idea how to make that happen. I control time warp with my keyboard so I don't even really pay that much attention to that part of the UI anyway. So, I won't be "fixing" this. DONATIONS I do not need donations, but if you want to contribute, please donate to SpaceDock:
  5. Interstellar is cool, but pretty complex mod. USI Warp Drive is pretty cool, but does not allow you to time warp. Here's the intermediate solution: ISWD standalone - almost the same mechanics as in Interstellar, but in vanilla KSP. Space Dock Source Code Know how: The idea is that EM decays. So you need "Containment Field" to accumulate and store it. To activate containment field you need current power production 100 EC/s. Once activated containment field consumes 100EC/s and generates 0.01 EM/s. 100EC/s is not big deal if you use something like NFE, but really hard to achieve in stock, so I think it's a good value. If you initiate warp containment field becomes self sufficient, so no EC will be consumed, but EM won't be produced either. Such mechanics makes using warp drive not a piece of cake, but who said that travelling to the stars will be easy? Next, stats: Current Gravity Force - shows how deep you're in gravity well, the stronger the force, the lesser the speed you can warp with. Speed Restricted by G - ultimate speed limit of your warp, your warp speed will be dropped automatically as soon as you go deeper into gravity well, so beware, especially when approaching gas giants, as you may end up in sub orbital trajectory without enough EM to initiate escape jump. Current Speed Factor - currently selected warp speed, measured in fractions of C. !!!ACHTUNG!!! - C is "kerbalized" and equals to 29 979 245.8 m/s. Maximum Speed Factor - max allowed warp speed according to gravity well restriction. Minimal Required EM - minimal amount of EM required to initiate warp for the current vessel. Current Requred EM - amount of EM required to initiate warp with the current warp factor (see below) Maximum Required EM - amount of EM required to warp with maximum allowed factor. Current Drives Power - abstract value that affects EM requirements. Can be improved by unlocking new technologies (this part needs to be reviewed as current release may have bugs). Can also be improved with installing more than one WD on your vessel. The higher the factor the lesser EM requirements. Vessel Total Mass - no need to explain. The lesser the mass, the less EM is required to warp. Drives Efficiency - anothe abstract value that shows overall warp efficiency of your vessel. WARP FACTORS: You may think about warp factors as electron energy levels in atom, the "lowest" energy level is ONE C, that level requires minimal EM to initiate warp, all other factors will cost more and more. Here's how it looks like: 0.01 > 0.016 > 0.025 > 0.04 > 0.063 > 0.1 > 0.16 > 0.25 > 0.40 > 0.63 > 1.0 < 1.6 < 2.5 < 4.0 < 6.3 < 10 < 16 < 25 < 40 < 63 < 100 < 160 < 250 < 400 < 630 < 1000 So YES, warping lower than C requires more EM. That's current Interstellar mechanics that I kept with this mod. Increase Factor and Decrease Factor buttons increase and decrease warp factor. Reduce Warp Factor changes warp factor so that you go to lower "energy level". EM accumulation is done in background, so you can leave you warp ship on the orbit and continue building base on the Mun. Actually no background processing is done at all, instead you get "compensation" of EM according to time you've been away from warp ship, so this process does not eat your CPU time. Once in warp ship goes on "rails", that means your ship movement is processed by KSP itself and not by this mod, so you can go to tracking station and observe how you warp ship spikes trough time/space. WARNING!!! High speed warp (especially far away from Kerbol) is better observed from tracking station, otherwise you may wake up Kraken and your ship will be desintegrated. That's sometimes true while ship changes SOI, so quicksave is your good friend. If you loose your EC production containment field will continue to operate until EC is depleted. So you won't loose all your EM once you accidentally retract all your solar panels. EM decays with the rate of 100/s, be carefull. Launch scenario: Deliver your ship to the orbit, the higher orbit is better as G effect of Kerbin will be minimal, so you can warp with the lowest EM requirements possible. 10 megameters is a good start. Make sure your EC production is sufficient, otherwise you'll have really expensive satellite Activate containment field, you'll start getting EM immediately. Go and do something interesting like launching tourists to the orbit. EM is produced slowly. Come back to your ship after a little bit and see if you have enough EM. Pick your target and desired warp factor and initiate warp. Side note: I recommend using MJ Smart A.S.S to hold your ship orientation as stock SAS still not that "Smart". You can increase and decrease your warp speed while in warp, but that requires additional EM, so be carefull. If you go too deep into the gravity well, your warp factor will be reduced automatically until to 1 C and then you'll be dropped out of warp as moving slower than C requires more EM, so beware. Once you reached destination deactivate warp drive, but beware that containment field will start sucking up your EC immediately. I recommend using this mod for travelling to distant stars, for tactial "inside system" jumps USI Warp Drive is much better. License: KSPI-E Licensce TODO: Delay before warp, like you know: whoooooooo...booooom Integration with CTT Morph with USI Warp Drive Integrate with RSS, so that C becomes 299 792 458 m/s once it installed.
  6. PRE-RELEASE Beta Testers & Translators Wanted specific question - does it work with 1.7.3? Download on SpaceDock, Github or Curseforge. Available on CKAN. Biomatic This is the new thread. Original thread here. A utility to allow easier science gathering in orbit, by automatically de-warping when entering a biome which hasn't been listed. . Simple biome identification, notification, tracking, and warp stopping. adopted for curation by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, and shows the information in a small text window. Optionally the ship's situation (high / low space, high / low flight, landed, splashed) can be shown as well. Biomes where science has been done can be added to a list, which is used together with a kill warp option to de-warp the ship when entering an un-listed biome. The list of biomes can be per-vessel, or global. It is integrated with the stock toolbar by default, but can be configured to use blizzy's. (Change 'stock' to 'blizzy' in the config file). The Biomatic Part The Biomatic part is found under the science tab. In career or science mode, it is found in the 'Space Exploration' node of the tech tree - this must be researched before Biomatic will work, either as a part or as a Module Manager add-on to command pods. Module Manager Patch(es) adds Biomatic to any command module or probe core [OPTIONAL] makes Start the techRequired for the Biomatic part Dependencies Kerbal Space Program Module Manager Recommends [NEW] ToolbarController [NEW] ClickThroughBlocker Suggests Toolbar (Blizzy's) On Demand Fuel Cells (ODFC) Field Training Facility (FTF) Field Training Lab (FTL) Docking Port Descriptions More Hitchhikers PicoPort Shielded Transparent Command Pods Repressurized Nuke Refueled Vanguard ProbiTronics CTN Stork Delivery System (SDS) SimpleLogistics SimpleConstruction Not So Simple Construction B9 Stock Switches (BSS) HotBeverages! Installation The Biomatic folder needs to be unzipped and put in your KSP\GameData folder: Feedback Any comments and suggestions for improvements are welcome, as are reports of bugs / problems - please let me know what you think. Licence Biomatic, its associated files and the source code are all released under the GPLv3 license, text here: http://www.gnu.org/licenses/gpl.txt. Original: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Thank you to @tinygrox for pushing the localization code! v1.3.2.0 original: 11 Aug 2018 0K updated: 02 Feb 2020 zed'K Source: GitHub License: http://www.gnu.org/licenses/gpl.txt.
  7. Should time warp be extended? really not much to say right now so just ______ OMG I'm so sorry, I made a big Boo Boo, just look at the meme
  8. Okay, here's the story. I'm thinking about timing how fast I can send a plane all the way around Laythe, but I don't want to rely on the MET timer because it also adds the amount of time it takes to: Get off Kerbin Fly to Laythe Including making refueling stops Land Get in position I also don't want to rely on my computer's built-in stopwatch flying because it doesn't account for when I use the warp. Is there a "Kerbal Stopwatch" I can use? More specifically, I need to: Start at 00:00:00 when I want it to, which would be the moment of takeoff Speed up or slow down along with the warp And stop whenever I hit the "Pause" button --> and resume when I leave the pause menu. End at (TIME TO BE DETERMINED) when I want it too, which would be when I land. Be in plain sight the whole time while I'm flying. In case you're wondering, I have MJ and Kerbal Alarm Clock. If no such stopwatches exist (either in-game or mod), then how can I still time my run while accounting for the warp? For the Alarm Clock, I would have to start my engines immediately after the alarm went off. Is there any way I can display a straight-up stopwatch that can go along with the pause menu AND warp? Thank you.
  9. Video link: (pay attention to the Apoapsis marker position and altitude) I have no idea of what's causing this. It's happening to every craft I have in orbit, although not with the same intensity (smaller crafts seem to be affected less) This issue is really messing up my game though. Not only Rendezvous/SOI Interceptions can be lost because the plotted course simply changes after the time warp; but in this specific example in the video, I need the AP/PE markers to stay in the same place as I'm deploying a satellite every time the main ship passed through it's AP, this way ensuring proper separation between each satellite. Anyone has any idea on what's causing this? God, every day KSP has a new different bug that will probably take ages to be fixed... Edit 1.: I'm not entirely sure, but I'm pretty confident I know what might be causing this issue, although I have no idea how it could be fixed. The ship I'm using is quite tall as it has on the top 2 fairings with interstage nodes so I could fit 3 small satellites on top of each other. Now, I'm not sure how the game takes into account where the "center" of the ship actually is during map view (if it's either the Center of Mass, the most central point regardless of the mass, the active "control from here" module or even something else entirely), but it seems like this center point is not really aligned with the orbit line center (let's say it's 10m below the orbit point for example). This 10m offset therefore becomes the new center of the orbit when I switch from real time into warp mode. Therefore, as I switch, the game recalculates my orbit 10m below from where it actually was, causing bigger changes far away on my orbit. Maybe if the Devs had/could implement a system in which the game takes my orbital values (AP / PE values) before I start the Warp and put them back in after the warp is done this problem would be fixed; instead of recalculating it as the warp is finished.
  10. When I try to use warp in space while my engines are working, the game says that I must use physical warp. But I can't do this. Is it even possible? I found out that I can do it with Alt+</>.
  11. so i'm only really making a return because i have an ion-powered craft with burn times ~1 hour, but i can't enable physics warp for some reason. everyone says to do alt + . but it doesn't work for me for some reason. maybe because i'm on linux? i really don't know. (sorry if this is in the wrong place, only ~85% sure it should go here but i'm kinda desperate so :/)
  12. I want to do a zoom through space. Basically: I want a hyper-drive-type mod for 1.6.1, the latest version. What do you suggest? (P.S. "easy" meaning no dependencies or complicated setup, not meaning just easy to use in-game)
  13. Hi, i have a problem, i tried to install few mods just for better atmospheres (didnt worked for me) and when i started game and i try to warp, it says this. I tried using physwarp, but it isnt working either, so i unnistalled all mods, everything, then reinstalled game, and it still does this. The fun fact is, that when im actually playing some scenarios, i can warp. I cant use warp in every single game i create, doesnt matter if it is sandbox or career. Another fact is i can warp if i click on thst blue orbit line, but i cant use that warp in left upper corner. Help please i just want to play Btw i downloaded some hyperwarp mode, but as i said, everything except squad folder is deleted in gamedata
  14. i can't find a way to use phiscal warp (1x,2x,3x,4x,) after i escaped the atmosveer. this on the xbox one (X)
  15. The invention of Debug Drive (pioneered by one Cheiter "Alt-F12" Kerman) has rendered the complexities of orbital mechanics virtually obsolete. Now, spaceships can simply turn on their Debug Drive and zip almost instantly from any orbit to any other celestial orbit, without consuming a single drop of propellant. Some have decried the use of this technology as "too easy", but most have embraced it with enthusiasm. The new tech has only one limitation: it can only be used once a stable orbit has been established, as the Tunnelizer Particles used by the drive will rip the ship apart if exposed to too much gravitational imbalance. So while orbital mechanics is no longer a concern, rocket science remains alive and well. THE CHALLENGE: Build a ship capable of deorbiting and orbiting at many worlds as possible, without refueling, staging, or docking. Your ship is only responsible for the deorbit and orbit; it does NOT have to perform transfer or capture burns. You may use the Debug Menu to "jump" from any stable orbit to any other stable orbit, but you cannot jump from the surface (or from a suborbital trajectory) to orbit. Your vehicle must be manned. At no point can any parts explode, break off, or otherwise leave your ship. Absolutely no part mods. This challenge is about design, so you do not have to fly your ship into orbit; you start the challenge in LKO, fully-fueled. You decide what order to visit worlds in. SCORING: You gain points each time you land and reorbit from a given world. Each world is worth a certain number of points as shown below. Gilly: 6 Pol: 26 Minmus: 36 Bop: 46 Ike: 78 Dres: 86 Mun: 116 Eeloo: 124 Duna: 145 Vall: 172 Moho: 174 Laythe: 290 Tylo: 454 Eve: 800 (if anyone can pull it off) Good so far? Don't get started just yet. You can earn bonuses based on vehicle design and mission parameters. Each bonus is a 10% increase to your final score, and they multiply, so two bonuses means a 21% increase, three bonuses means a 33.1% increase, and so forth. OP reserves the right to add new bonuses in the future. Homeward Bound: Return to the surface of Kerbin from LKO at the end of your mission. Infinity and Beyond: Your vessel consumes neither xenon nor ablator, meaning it could conceivably refuel at any ISRU station and continue its mission indefinitely. In the Neighborhood: Visit each planetary system only once. In other words, you complete all landings within a given system before moving on to the next one. Baby Grand: Visit every world but Eve. Kerbin's Sweet Caress: Land within visual range of the KSC at the end of your mission. No Surly Bonds: Your vessel is capable of SSTO from Kerbin, independent of your main mission. Rocket Scientist: Be the first person to post, in this thread, an accurate explanation for how I arrived at the scoring for each world. Hera, Wife of Zeus: Land on all the moons of Jool. Powerhouse: Your vessel carries no solar panels. Disembark: Your Kerbals can leave the vessel and plant flags on every world without needing their jetpacks. Regular Ace: Fly the entire mission without relying on informational or piloting mods. Pickup Artist: Your vessel is capable of EDL at Eve and re-ascent to orbit if Infinite Fuel is enabled after landing, independent of your main mission. One Stop Shop: Your vessel consumes only a single type of propellant (e.g., xenon only, LF only, monoprop only, or LFO only). Killing Me Smalls: Your vessel has the lowest dry mass of any submission. To qualify, you must land on either Laythe or Tylo. Rule of Cool: You have a dual-thrust-axis lander, capable of vertical takeoff and landing perpendicular to your main engine thrust vector using dedicated engines. Good luck, everyone! LEADERBOARD: @Wanderfound Touches down on Laythe and the Mun before coming home to Kerbin for a pinpoint KSC landing. For now, the smallest submission capable of Laythe, so 791 points!
  16. I need to know how to properly manage timing during physics warp and high-speed warp (the non-physics variety). Timing is required for my animations. I can use Time.time under normal scale and it works ok, but i need a timing variable / method that reads game time and is affected by both warp types. Note that MET is not acceptable since it does not run while vessel is landed.
  17. When waiting for planetary alignments or going to Jool/Eeloo, even 100000x warp feels too slow, and can require waiting 10+ minutes doing nothing. Can we get a higher speed of 500000x or 1000000x?
  18. Yay! the IXS Enterprise is a reality! I made this from scratch. I am pretty sure people have made this already, but I wanted to make my own. mods: Mechjeb 2.0 and KSPI-E. Any questions? Just ask. You may need to add a few fuel canisters. I left them out so you could do a little Work for yourself. You can use my craft however you like, just credit me. Any questions? just ask! https://ibb.co/d7W6pa https://ibb.co/dEgT2v https://ibb.co/cEHe9a Craft File
  19. I am trying to go to eve. I get out of kerbins sphere of influence with constant velocity (~3000m/s) towards eve. Then if I do time warp. After just 5 minutes, i find my craft out of kerbol system. And it shows "On escape trajectory out of the sun." If decrease time wrap it moves very slow. With full time wrap, it moves fast then suddenly shows it out of kerbol system. Is it a bug or I am doing something wrong? It happens all the time.
  20. KSP: 1.2.2.1622 (WindowsPlayer x64) Problem: All the problems occurred with engines / RCS disbled. During warp the problems stopped, when warp is leaved, they continue to nag me. Maneuver-drifting: When I setup a maneuver, for example to do a Hohmann transfer to Mun, without touching the maneuver-node, the delta-v for the maneuver begins to increase, the maneuver indicator begins to drift away. After 1 minute over 2000m/s are displayed. Closest approach drifting I`ve setup an intercept with Duna from Kerbol orbit (just leaved Kerbins SOI). After a few seconds, the intercept switched to closest approach, which increased very fast so several million meter. Mods installed: "000_AT_Utils", 1.4.2.0 "Toolbar", 1.7.13.0 "USI Tools", 0.8.18.0 "B9 Part Switch", 1.7.1 "BetterTimeWarpContinued", 2.3.7.4 "Community Category Kit", 0.1.2.2 "Community Resource Pack", 0.6.6.0 "CommunityTechTree", 3.0.3.0 "Contract Configurator", 1.22.2.0 "Contract Reward Modifier", 1.0.2.4 "CustomBarnKit", 1.1.12.0 "DMagic Orbital Science", 1.3.0.8 "CapCom Mission Control On The Go", 1.0.2.5 (Remark: Sometimes the CapCom is not displaying any contract) "Contract Parser", 1.0.5.0 "Contracts Window Plus", 1.0.7.3 "Progress Parser", 1.0.6.0 "EditorExtensionsRedux", 3.3.12.0 "Firespitter", 7.5.1 "Flexible Docking", 1.0.4.0 "GroundConstruction", 1.1.2.1 "Interstellar Fuel Switch", 2.5.1.0 "JanitorsCloset", 0.2.19.0 "Kerbal Attachment System", 0.0.6.2 "Kerbal Inventory System", 0.1.4.4 "Infernal Robots", 2.0.10 "NearFutureElectrical", 0.8.7.0 "NearFuturePropulsion", 0.8.7.0 "NearFutureSolar", 0.7.2.0 "DockingCameraKURS", 1.2.2.1 "SCANsat", 1.1.6.11 "Science Relay", 1.0.3.1 "StageRecovery", 1.7.1.0 "Strategia", 1.5.0.0 "Kerbal Alarm Clock", 3.8.4.0 "TweakScale", 2.3.4.0 "USI Exploration Pack", 0.7.3.0 "Karbonite", 0.8.8.0 "Konstruction", 0.1.12.0 "USI-LS", 0.5.24.0 "MKS", 0.50.18.0 "USI Core", 0.3.10.0 "Universal Storage", 1.13.7.0 "KSP Interstellar Extended", "[x] Science!", 5.6.0 Reproduction steps: Hard to say. Mostly after switching from Tracking-Station to a ship, sometimes even after reaching LKO with a 200t rocket. Log: http://schnoog.eu/ksp/output_log.zip Savegame: http://schnoog.eu/ksp/Savegame.zip Subassemblies and ships: http://schnoog.eu/ksp/Schnoog_Kolo_SubAss_And_Ships.zip CKAN-File: http://schnoog.eu/ksp/installedmods.ckan Other points: The problem occurred the first time after many hours of playing the current career. After the problem occurred several times, I had the illusion that I have figured out the problem, because every time I visited my spacelab and switched then to another vehicle, the problem popped up. The first several times this occurred I only had to leave to main screen, now I have to completely restart the game to stop this I have no clue which mod is, in principle, able to cause this. maybe someone can give me a good advise. Thanks in advance best regards Schnoog Edit: Just tried a copy under Ubuntu which led to the same problem.
  21. Playing on: Xbox One Issue: Don't have the full Warp available that exists on PC Details: I am enjoying the my initial forays into the game on Console after having played almost 1000 hours on PC. I am no stranger to glitches and issues with the game. However, as I have been getting further into the game, getting into orbit and the like the lack of being able to go to full Warp to speed up time has become problematic. Apparently there is only the 4X Physic Warp, which is fine in atmo, but when I am trying to get around to the other side of a 300km orbit, that is many real minutes of just sitting. I can't imagine what it will be like waiting to get to the Mun or the outer planets. I am going to assume it is a bug, but if it is not, please consider fixing this in some way, otherwise the game becomes very cumbersome and not very fun. Easy enough to repro, just get into an orbit and try to warp to the other side of your orbit. Thank you.
  22. Hello, Could someone update the “Time Control” mod, this is by far the best mod I have ever used, could easily be one of the top 5 most downloaded mods of the curse community. There was someone updating it, but he is away for a while, by the way, he did not published the updates, and I think that is the reason this mod have not reach the top list. Updating it should not be that hard, I guess it is just a matter of fixing the interface, so it is not invisible for the 1.1.0 version. But I'm not a modder or anything, maybe it's harder than I think. Here is the link for the 1.0.5 version of this mod: http://forum.kerbalspaceprogram.com/index.php?/topic/62946-025-time-control-92314-v132/&do=findComment&comment=2396948
  23. Hi. Lately I have been playing the game in career mode, in hard difficulty, the true is that I have lots of problem, but are not money or science problems... ...are time problems. The control of rocket, although is in hard difficulty, is moderately relaxing and fast, when you are in orbit, you can add a very big warp time. The problem is the aircraft fly (and the use of other types of non-space vehicles), to explore the biomes of the itself planet. The aircraft fly is very slow compared with the rocket fly, implies lots of time-outs, without have to interact in the game, this is really annoying. I suggest add the possibility of warp more than "x4 time speed" when you are in a big height with a stable position, to solve these time-outs of interaction and make the exploration of biomes with aircraft more pleasurable and satisfactory.
  24. I've been playing KSP for a number of years and have come across a problem I can't address myself. I'm in version 1.0.2 using windows 8.1, and with lots of memory and graphics muscle. For some reason when Autopilot is engaged or any Maneuver Node is executed, the vehicle will not warp to the node. Even though the aiming 'bar-V-dot' centers on the blue target icon. Also, when it does eventually reach a node, the vehicle simply passes the node without throttling up. And yes, every warp enabling button is lit. Any thoughts? Thank you!
×
×
  • Create New...