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Found 20 results

  1. [1.3.1] Thor Tech v0.8

    Deep Sky presents Thor Tech! A suite of electrical propulsion systems and complementary parts, both old-school and sci-fi, for your early-game and late-game airplane/spaceplane needs. A great addition to your part inventory if you love to mix spaceplanes and planet packs. Forget LiquidFuel and solar panels (while flying). Thor Tech brings: Propfan and turbofan engines that work in all atmosphere. Inline windmill turbines (early-game) that enable planes to charge as long as they are moving fast enough. Nuclear reactors and a radiator fit for long-term use on aircrafts. Inline battery stacks to help save a little on part count. Air vernier as powerful as the stock LFO vernier. Intakes that can feed the thirstiest of jet engines and even harvest atmospheric resources. (Ocean resources and life support will come too if anyone asks) "MetaLOX" hybrid plasma LFO engine. Mk2 only. I'll add a 1.25m one soon. Two all-new cockpits (very unfinished, I didn't make them but I plan to finish them, with help from @DeltaDizzy). And a partridge in the pear tree! Thor Tech also brings end-game WarpJet™ engines as seen in OPT Legacy, but with more neutral performance slopes and Boost/Burst Mode! All engines are very effective at sea level on Eve (and Tellumo of GPP, in screenshots below). Thor Tech is licensed CC-BY-SA and builds upon: Which was licensed MIT. Thanks to @Galileo for the whole idea for this mod and @Stone Blue for picking the mod name out of a host of names I suggested. DOWNLOAD v0.8 Requires: Firespitter for the old-school fan engines Community Resource Pack for non-stock propellants Known issues: Cockpits don't have hatches or transparent glass. Some Mk2 part textures are PNG and might fail to load. (This hasn't happened to me but I've read about it) Nuclear reactor cooling only configured for Near Future Electric, not configured for Stock mode (requires 2 MW each atm but should require only 500kW and 1.1MW). Delete the Chinese localization file from CRP. (zh-cn I think.) It breaks all intakes and cripples this mod. Currently does not enable any/all other intakes to work in foreign atmospheres.
  2. So here's the thing. I decided to go ahead and mod my install, after seeing some of the wonderful things that exist via Scott Manley. So I went around and picked a few mods that looked interesting to me and installed them. None of them said that they would have any problems with existing games, so I loaded into my career save that I've been playing on, and everything was going great. No problems, just smooth sailing-- or whatever the space equivalent of "sailing" is. But after a while I noticed that my probes, bases, and ships were running low on power. I though, 'that's odd', and looked into why. Turns out, none of the solar panels in my game work anymore. I'm pretty sure that they still worked after installing the mods, so it must have somehow happened after that. For reference, here's a list (raw copy/paste from AVC) of the mods that I currently have installed: KSP: 1.3 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Community Category Kit - 2.0.1 Community Resource Pack - 0.7.1 DynamicBatteryStorage - 1.1 Extraplanetary Launchpads - 5.8.2 Kerbal Attachment System - 0.6.3 <b><color=#CA7B3C>Kopernicus</color></b> - 1.3.0.5 KSP-AVC Plugin - 1.1.6.2 NearFutureElectrical - 0.9.5 NearFutureProps - 0.1 NearFuturePropulsion - 0.9.4 NearFutureSolar - 0.8.6 NearFutureSpacecraft - 0.7.3 Kerbal Planetary Base Systems - 1.5.1 TweakScale - 2.3.6 So one of the symptoms of this problem is the solar panel parts not having any part info. In the R&D center: https://imgur.com/PKyVQsa Same panel, in VAB: https://imgur.com/qYLWL3T One from Near Future Solar, VAB: https://imgur.com/kykOKLQ Stock retractable panel, VAB: https://imgur.com/Qp3QNtI And for reference, one of the stock batteries, WITH part info: https://imgur.com/SamNSWg To top it all off, I can't actually right click the panels like I should be able to while during a mission. This is a bit harder to show in a picture, so the closest I can really get is just highlighting the panel: https://imgur.com/BZhoSmP Sorry that last one's a bit dark, I should honestly have waited for Minmus to rotate, but I was rushed with the screenshots. If anyone has any idea as to what might be wrong here, that'd be great. I looked around on the internet and I couldn't find anyone with a similar problem. And if nobody knows what the heck is going on, I guess I'll just backup my saves and do a fresh install and see if that fixes it. And yeah, that's about it.
  3. Electric Propeller Stops Running

    I have a working stock propeller (following Squiddy's tutorial). It works properly and will fly, but when I switch from the propeller to the plane, the propeller's trim (alt+e) lock gets reset and it slows down. I have to keep switching back from the plane to the propeller to spin it up again. Does anyone know how to keep the propeller spinning when I switch vessels (keep trim lock on)? Sorry for the possibly confusing description of the problem, please ask if I need to clarify something.
  4. Beta release now available! Download from CurseForge NOTE: Default light settings in KSP only allow for 8 lights due to the added resource loads lights can cause. To increase the number of lights available, go to Settings/Graphics/Pixel Light Count and adjust it according to your system's abilities. ____________________________________________________________________________________________ Compatible with @Li0n's Crew Light License is: a modified Creative Commons Attribution-NonCommercial 4.0 International Public License and view-able on Curse. ____________________________________________________________________________________________ This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. ____________________________________________________________________________________________ Source And this is a stock aircraft on the runway with several of the lights attached to give a size comparison. So this all came about because I wanted some lights for a truck. After spending days trying to tie into ModuleLight I finally threw my hands up in disgust and wrote my own partmodule. Features: Works with multiple light sources on a single part using animations. GameObjects (lenses) so designated in the config can have their material color changed to match the light color. This happens real-time in the hangar. As you change the light color, the lens color changes. The color changer takes either _Color or _Emissive colors. GameObject (lenses) off colors - The plan is eventually to animate the lens colors to match the light color animation so that they fade in and out. I'm not there yet. Until such time, the lenses turn off and on during blink and remain on otherwise. The off color can be added in the .cfg file. Blinking lights - Most of these lights can be set to blink. On and Off times have a range of 0.1 sec to 10 sec. These are set via sliders in the hangar. Each light's blink time and blink state is set independently and is persistent Preset colors - Some of the lights on other mods I've seen have this cool blue shade rather than the stock yellow. With this plugin, you get 15 (at the moment) preset colors and the ability to add your own by adding to a dat file in the plugin directory. Preset format is: Color name,RGB.Red,RBG.Blue,RGB.Green I.E. Candle,255,147,41 Current color presets include: Candle 40W Tungsten 100W Tungsten Halogen Carbon Arc Warm Fluorescent Standard Fluorescent Cool White Fluorescent Full Spectrum Fluorescent Grow Light Fluorescent Black Light Fluorescent Mercury Vapor Sodium Vapor Metal Halide High Pressure Sodium Want more colors? Here's a website I found that has lots of them with their r,g,b values. Just add your favorites to the presets.dat in the Plugin folder. Future plans (hopes) Animating lens colors via code to match light colors. GUI menu to make that searchlight rotate and tilt. (done) Create a disco party truck (done) ProTip: To quickly locate these parts, search for Kerbal Electric in the hangar parts list.
  5. Since I saw videos on YouTube of how many people made propeller based aircrafts in the last month, I wanted to try my luck and make a stock supersonic propeller plane. Obviously I failed, and since I've failed and given up on propeller aircrafts, I wanted to share with you my design. It's my most stable prop engine I've ever built. My highest level top speed I achieved was 170 m/s . I don't understand how I didn't achieved more... but I'll explain to you why I don't understand. Here are the 3 models for my aircraft: Aircraft V1.1 Top speed: 110 m/s Torque: 7 Medium SAS modules per engine => Total of 14 This is the most stable prop based aircraft I ever made. It's a joy to fly. Aircraft V2 Top speed: 150 m/s Torque: 13 Medium SAS modules per engine => Total of 26 I'm dissapointed that I didn't get an at least 70% improvement of speed over the first version. I have almost double the torque and the stability of the aircraft is almost the same! I don't understand why I couldn't get to at least 190 m/s. This was a total let down for me. Aircraft V3 Top speed 170 m/s at 7000 m altitude Torque: 19 Medium SAS modules per engine => Total of 38 This is where I stopped. Obviously I had no chance of increasing the speed anymore. Stability was an issue here, but I managed to make it fairly stable with that many modules per engine. The engines won't woble to death so that's good enough for me. Now why is that with so much torque I get little speed increase? This is what I don't understand. I have tried numerous ways to improve the speed but I've failed. I tried different elevons but that didn't improve the speed. But anyways, you can download the craft files and maybe make a miracle and achieve Mach 1 if you find the solution. If not then at least you have now one of the most stable prop engine designs at your disposal. I can't wait and see what you guys will make out of this engine design and what aircrafts you'll design. P.S. I used Advanced Tweakables to make those engines as they are now. No cheats involved. If the engines won't spin when you decouple just Re-edit the fairings and it should solve the problem. Hold shift if you want to offset something on the aircraft. If you can't offset to infinity go to settings.cfg and do this: VAB_FINE_OFFSET_THRESHOLD = 20 . EDIT: I've finally made an almost supersonic aicraft. It has the same engines as the V3 but this plane is faster. Here it is: The aircraft
  6. I heard of this one cool concept to protect spacecraft from aerodynamic shock heating with an electromagnetic shield. I would love to see a mod of this, how it would work is a part would project a bubble around the ship, and use electric charge to power it, the diameter of the bubble could also be variable, the larger it is the more power it consumes, when there is no more power left the shield goes away and parts are no longer protected. This could be done through the use of separate parts or as an option that can be changed both in editor and in flight. The bubble should have a near infinite thermal tolerance but i think it would be more realistic if the power usage was proportional to both the size of the bubble and the heat acting on it. Also the bubble should have drag that depends on the diameter. here is an example of how it would look. https://www.newscientist.com/article/mg22329763-100-magnetic-bubble-may-give-space-probes-a-soft-landing/
  7. Stock plane with propeller powered by electricity. Max speed over 40-50 m/s. Mass: 9.99 t. Take-off: 1) Press stage 2) Activate SAS 3)Switch to propeller with ‘[’ or ‘]’ key 4)Hold Alt + E until roll indicator not reach right edge. 5)Switch back to aircraft with ‘[’ or ‘]’ key Don`t forget to rise landing gears. After 4 step plane will take-off automatically. You can also fly manually (without SAS or any stabilization) for it press 1 to disable reaction wheels and press T to disable SAS (if enabled). Screenshots: Download: KerbalX
  8. Jastreb (hawk) is a stock airplane powered by electric propellers. It is specifically designed to test just how fast you can fly with the stock propellers. In order to reduce the drag I've used small wings and minimum number of parts required to build the plane. Also with the exception of the rotor blades all of the engine parts are inside the fairing and therefore shielded from the drag. All of this really helps to increase the max speed of the airplane. Previous version of this plane had max speed of 240 m/s at low altitude. After a few tweaks and adding few more reaction wheels to each engine (35 small reaction wheels per engine) I've managed to push the max speed to 255 m/s or 918 km/h. Because of the small wing area airplane won't behave so well above 5k, however it can climb to 10k but you won't be able to maintain level flight at that altitude. I've even managed to barely break the speed of sound by doing a steep dive from 10k. Jeb barely survived the crash landing in the water because I didn't get out of a dive in time, only the cockpit survived. Link to the craft file and the instructions how to fly the plane: https://kerbalx.com/Rade/Jastreb
  9. Dunasoar

    Dunasoar is a twin engine airplane designed for Duna exploration. It can transport 5 kerbals, or it can be easily modified to run science gathering missions. Max speed is about 175 m/s. Plane uses modified version of my fairing prop engines powered by fuel cells, but if you don't like using the fuel cells you can replace them with RTG's. These engines are little bit bulkier than my usual fairing prop engines. But the best part about them is that I've finally managed to create a reliable mechanism, which uses the claw inside the engine nacelle, to re-dock the propeller to the plane. That way the plane can be used multiple times, and you don't have to worry about the engines falling apart if you leave physics range. Finally you can make a plane which you can use to explore all biomes on Duna or Eve. As usual when flying a plane on Duna trickiest parts are takeoff and landing so choose your landing area carefully. Here is a link to the craft file and instructions on how to fly plane.
  10. ODR Mk.2

    From the Offices of Owl Aircraft Race Team We present... ODR-05 (Mk.2) The ODR-05 rally vehicle is to participate in the first ever Dakar Rally; A long distance survival event meant to test strength, speed, courage, and design. The car, with incredible grip and speed, was created with two goals in mind: Go fast, and Be safe. The car has a top speed of 40 m/s, including the DRS system and maximum power. The safety of the car was tested time and time again, with not even the most dangerous rolls and crashes able to upset the drivers. With a new deal coming from DK Salvage company, the ODR class has been outfitted with structural tubing to assist in the strength of the vehicles. Below are the pictures taken of the car during testing. Here is the car post-safety test. The car will be driven by Valentina Kerman, and her co-diver and navigator is Bill. We wish the team the best of luck in the Dakar Rally, and the KSC2-Desert Temple Rally.
  11. Has this been mentioned? everything else seems to be based on SI, why not the electric units?
  12. Kerbal EmDrive

    Would it be possible to make a electricity powered spacecraft/probe that consumes no fuel at all? Obviously launching it wouldn't count, but could electricity only thrust be produced in space in ksp? Thanks!
  13. Been begging for this for the last 2 years lol. Just crossing my fingers that the dev's (what's left of them) take some time and put one into the game. It would be LIT.
  14. Some one gave me an idea the other night in Roverdude's stream SAS powered stock part Lightning. Built with a bit of EE Redux magic, however. Engine pulled out on the bottom there so you can see it, the SAS bits are fairly clipped in there but at least instead of using RTGs, they're powered by fuel cells so they're slightly less cheaty? https://www.dropbox.com/s/z2g7q5pdz6nv1ax/P-38 Lightning.craft?dl=0 How to fly, for those interested! Best to turn on SAS and the brakes first, then hit '2' to turn on all the fuel cells. Press '1' after to decouple the engines from the main craft. (They're attached by docking port jrs.) After that, switch to each engine separately and slowly trim them up to full, pausing in-between trimming to let SAS briefly stop the engine so lift doesn't start to drag the craft. Once you have both engines trimmed all the way up, quickly cycle through both engines and turn off SAS and the engines will begin to spin up to full power. Finally, swap back to the plane and turn off the brakes and have fun buzzing the KSC!
  15. The Jeb-Wright Flyer

    Good news everyone! The remnants of a vintage Jeb-Flyer flying machine was discovered last month! A curious engineer found the dusty pieces while rummaging though an old dilapidated hangar on the outskirts of town. Farnsworth Rocket Surgery has painstakingly recreated the antique contraption and added a few nifty safety features (just a seat belt). How to operate: 1. Eva out of the capsule and board the command chair. 2. Stage to separate the propeller from the flying machine. 3. Change focus to the propeller ( [ or ] ) and trim the roll all the way to the left (alt + q). 4. Make sure you yell Contact when the prop starts spinning! 5. Change focus back to the craft and stage again to release launch clamps. 6. Make sure SAS is on. 7. The flying machine will eventually lift off, eventually. Top speed in level flight is somewhere around 51 m/s. It can be flown without SAS if you trim the elevators a bit. It flies wonderfully! It may be the most enjoyable craft I have ever made. Special thanks to @The Optimist for the bearing design that I "borrowed". Download here! https://kerbalx.com/Dr_Farnsworth/Jeb-Flyer-MKII
  16. By now, our propeller division engineers were getting pretty confident in their propeller plane making endeavours. However, one day, an outdated C-42 was given to them in exchange for a different prototype plane (Which will be revealed eventually). Strapping two stripped-down engine blocks to its wings in place of the rusted jet turbines and adding in a remote control core, it was revived. Capable of carrying up to 1/5 of its own weight for up to ∞ seconds at a maximal speed of 62 m/s, making it completely free to fly. Also, since its predecessor could also be modified to drop bombs, it can too! Contra-rotating props make for almost no torque, and it is capable of STOL. However, keep in mind it is still a cargo plane, and all stunts attempted have a large chance of failure. A large amount of supplies/crew can be fitted into the cargo bay, through the fancy ramps. Which, by the way, should NOT be open during flight. Specifications: Weight: 35.4 Metric Tons Length, width, height: 41.4 x 12.61 x 34.09 Takeoff speed: 35 m/s Maximum cruising velocity: 63 m/s at low altitude Ceiling altitude: 7000 meters https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-SAS-plane-6-8-Super-Transporter
  17. Welcome to my stock electric plane repository! It serves as a home for my own electric craft which work perfectly 75% of the time, and also somewhere to share your own electric planes and other creations. Have fun! __________________________________________________________________________________________________________________________________________________________________________________________________________________________ This is the highly creatively named "SAS flyer 1". It features decent reliability, a high-power engine, and a low takeoff speed. It has a maximal speed of 75 m/s ASL, and a maximal safe speed of around 90 m/s. Not particularly exciting, but highly versatile. https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-SAS-flyer-1 And this is the "SAS flyer 2". It features a canard design and is powered by a relatively less powerful motor. However, it is easier to fly, as long as it is managed properly. Fly with SAS on (for only the plane itself). Infinite range guaranteed. Your money back if it runs out of power in mid air! https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-SAS-flyer-2 And now for the extremely creatively named MK3 propeller plane. With a large passenger capacity and extended cruise capability, the MK3 is well-regarded due to its silence. This silence also allows it to conduct top secret raids on [REDACTED] during the [REDACTED] war. https://kerbalx.com/WorkaroundIndustries/Workaround-Industries-SAS-flyer-3 And this here is the MK5, aka the "Reliant". "Where's the MK4?" I hear you ask. Well, that's... another story. Anyways, the MK5 is better in almost every way relative to the MK1, and is much, much, less likely to crash for no reason. And as a general rule of thumb, turning SAS on kills the engine, but turning time warp on kills the engine for good. Post your craft here!
  18. Please post your craft using dawn ion drives. Why did you choose dawn over something like nerv? Is this a craft built "for fun" or is it a career game workhorse? I'd love to hear all about your design decisions and engineering choices. (if this repeats a thread, please post link? Happy to just continue conversation there.)
  19. Hello all, I'm still a novice here, so if what im asking for already exists, please point me the right way I'm looking for a set of large in-shell propeller engines, like those on a Sci-f- helicopter or the Marvel Helicarriers. something that would optimally be usable with twaekscale, and surface mountable (so that it could bat attached to the wing). I've been experimenting with using the high bypass fan from the MKIV pack as a graphic for a 2 part engine. the engine its self is an intake with reversible thrust (it can act as suction and intake, or propulsion). Ideally you would toggle the modes in the SPH, or have 2 separate parts functioning in tandem. the suction engine function would have reverse thrust of low power and high intake, the propulsion side would have high output but no intake. also, true to realism, neither would have any gimbal.also might opt for a resource that isn't intake air as not to allow use of alternate air intakes, powered by electricity preferably. im kinda bad at the codeing, so if someone could provide some scrips for this (of just a part; i don't wanna be stealing someone else's graphics) that would be awesome. (the idea is something like this http://i3.photobucket.com/albums/y90/hybriddiesel/maglevrotor.jpg )
  20. I've released my first mod for KSP; a visual meter that will show you how much electric charge you have remaining on your vessel. The meter has adjustable warning levels, to let you know when your power is getting low. Update - I uploaded a new version that is compatible with KSP version 1.1 pre-Release http://www.curse.com/ksp-mods/kerbal/223817-electric-charge-meter Here is a Youtube video of a prototype version: Enjoy! Leemon1