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  1. Less simple ISRU So, you’ve been there. Just using the stock engines don’t cut it anymore for you. You have a bunch of hydrogen powered engines, be them from Cryo Engines, SSTU, BDB or some other mod I don’t know or remember. Or you’re using LH2 powered nuclear thermal rockets. Or you love Nertea’s lithium powered engines from NFP. Or the few methalox engines available (I think only from a patch of NFLV). And maybe you also like off planet building, with either Global Construction or EPL. So you set up a mining site well beyond Kerbin. Ok, maybe “well beyond” means the Mun. But it’s not the VAB. And you convert ore to LFO and monoprop. And also to liquid hydrogen. And also to lithium. And also use it for building stuff with Ground Construction. And into other stuff. It’s ore for everything. KSPI-E and Kerbalism have their resource chains, but they are complicated mods. Is there something in the middle? Something that’s not as daunting as KSPI-E but also doesn’t mean ore is almost magical? Yes, this. Also Rational Resources. But this too. What does it does and what it doesn’t? First, it doesn’t preclude any stock dynamic. Ore to LFO and monoprop is still there. I’m also not overwriting or deleting stuff from other mods (that wouldn’t be cool at all), so Nertea’s ore to hydrolox/lithium/methalox patches remain. If you want to continue refueling ships at Minmus or the Mun, you can still do it, as usual. What it does? It adds simple new resource chains using existing CRP resources for liquid hydrogen (plus oxidizer), lithium, sabatier processes for methane production and atmospheric harvesting of xenon (and argon, but if you’re using NFP, Nertea already had you covered with that). Here’s the simple run down Now for the resource explanations (you can skip this): Oxidizer Yes, theoretically, the in-game oxidizer isn’t based in liquid oxygen. But the mod community has long equated both for simplicity (and that LF burns with oxygen in the stock jets, I guess), so I’m going with that. The idea of this mod is to keep things somewhat simple, after all. Hydrates Based on what I see from CRP and Roverdude’s mods, “hydrates” represent several types of inorganic salts like chloraluminite or hydrates formed by cobalt chlorides (the people who included them in CRP can correct me here if I’m wrong) which have roughly 50% of water, or a corresponding mix of hydrogen and oxygen. So as a rule, I’m going with “if you can do it with water, you can do it with twice the mass of hydrates”. What can you do with water? Well, high temperature water electrolysis (so you still need radiators) as well as the Sabatier process to produce methane and oxygen. Why are both available instead of just water? Well, because while hydrates are common, water is not. I did add a bit of water to some specific biomes of the Mun and Minmus to make sure you can run the Sabatier process there and refuel any methalox engine within the Kerbin system (so you can always refuel there), even if realistically, there shouldn’t be any there. Also, since you need twice as much hydrates than water to do stuff (as well as extra electric power, since you need to first get the water out of the hydrates before making fuel), it’s not efficient to ship hydrates around with rockets – you’re flying around twice the mass you’d fly if you’ve turned it into fuel or if you’re using water. But, then again, water isn’t that common. Spodumene Spodumene is a mineral already included in CRP with the chemical formula LiAlSi2O6. So we have a bit of lithium to extract from there – but only a bit, there is a reason why salt brines are used on Earth to extract lithium after all. If flying hydrates around isn’t efficient, hauling spodumene is absolutely not efficient at all. You’re far better off refining it in situ because the vast majority of it will be lost. You could actually get quite a bit of oxidizer from it, but I feel that can be confusing (why are you looking for oxidizer if you intend to fly magnetodynamic thrusters?) and for gameplay reasons, I made the spodumene -> lithium conversion rather fast. If I added oxidizer, it would produce it really, really fast. But if I were to balance it with ore->LFO, lithium would take ages to extract. Carbon dioxide (and the Sabatier process) CO2 is here only to help produce methane, and is the only production chain which requires two raw resources. I didn’t yet see many mods with methalox rocketry – only an extra for NFLV, but I may be missing some mods. I also have a mind of checking how to use B9 part switch to make methalox versions of some stock engines. Nertea’s Cryo Tanks mod has support for methalox tanks as well as an ore -> methalox patch. I’m not touching those patches, so it’s still active if you’re looking for a simpler way to produce methalox. But if you’re looking for a more realistic way, you can use this mod. You’ll also notice that water and CO2 are both inputs and outputs of the Sabatier process. After digging a bit, I’ve used this as a template – only that a lot faster because 420kg of methane per day wouldn’t cut it for gameplay purposes. A small byproduct of both water and CO2 still results, so I found it simpler and more interesting to add them as outputs rather than subtract them as inputs. As with hydrogen production, the Sabatier process can be done with either water or hydrates, and it takes twice as much of hydrates than water. Also keep in mind the resulting proportions don’t exactly match those used for engines. As for CO2, for simplicity reasons I’m not distinguishing between solid, liquid and gaseous CO2. Instead I’m using CRP’s carbondioxide definition which, based on it’s very low density, I guess it was meant to represent gaseous CO2. Adding the different states would require several conversions and three different storage tanks, all for a raw resource for a very niche fuel type, and that goes against keeping this mod kind of simple and easy to use and understand. As a result, you’ll see CO2 uses large amounts of in-game units. The drills report a large electric consumption to extract it because I’ve pumped up the efficiency rating of CO2 extraction to extract a large amount of units in a reasonable time, but don’t worry – the electric consumption is actually normal. As for its presence: CO2 melting point is 216.6 °K (-56.6 °C / -69.8° F) so it has no business being solid closer to the Sun than Kerbin. Or in Kerbin. I added a patch to add it to the stock system while removing it from Eve, Gilly and Moho. I did add it to Kerbin shores so the mining rigs can be tested at the Launchpad. And yes, in selected biomes at the Mun and Minmus, even if it shouldn’t be there, to keep with the philosophy of not preventing any stock mechanics. Essentially, you should at least be able to refuel methalox ships with the Kerbin system. Yeah, it shouldn’t be possible. If you want that part of realism, don’t do it, I guess. As for mod planet packs, some add it in its gaseous form, but it may be lacking in its solid forms. Your mileage may vary. How does this all come together (and mod integration) (you probably want to read this) So, how do you get this stuff off the ground (or the atmosphere if you happen to have you nearby) and into something that goes boom – hopefully upwards and sideways? Storage As far as storage is concerned, the ore tanks will now hold water, hydrates, spodumene and CO2 as well as ore. For simplicity reasons, we can abstract parts of the CO2 extraction process and assume it’s frozen solid as part of the atmospheric extraction process. Atmospheric harvesting Gaseous resources from the atmosphere can be harvested with the stock precooler and the mk1 fuselage air intakes. The mining rig air speed matters in the efficiency by which the gasses are captured… and chances are your rig isn’t zooming around at match 2 – that’s a limitation which can’t be removed, to my knowledge, with module manager patches. So the percentage of the particular gas in the atmosphere matters a lot. You’ll see you’re barely sucking CO2 at the Launchpad. Now go and try the same at Duna ;-) Also, it takes more power to harvest CO2 than other gasses because it’s being stored in solid form. Or at least in holding tanks which seem to be designed to hold solids, so it’s being frozen and that takes more power. The surface scanner will also scan for atmospheric CO2 and, if NF Propulsion isn’t present, for xenon as well. The reason it doesn’t scan for xenon if you have NFP is that NFP already includes an atmospheric sensor that scans for both xenon and argon. Surface mining The drills now come with the option to harvest water, hydrates, spodumene and carbon dioxide. Not much more that needs to be said about it. Resource conversion All done in the stock converters. And the Kerbal Planetary System converter. And the Mining Expansion converters. In short, the stock system is to use drills to harvest ore, store it in holding tanks and use the ISRU converters to, well, convert it. All these processes require quite a bit of electricity and generate heat. This mod uses the same parts and system and just adds a few more toggles and more places to look for more raw materials. Mod integration Scansat Scansat already covers water, spodumene and hydrates by default. CO2 has been integrated into the planetary overlays and maps, so you can use Scansat to plan your mining, refining and colonization efforts. Kerbal Planetary Base Systems The converter, regular drill (not the dirt drill) and the ore holding tanks are all patched to extract, store and process the new resource chains Feline Utility Rover The converter has been integrated too Stockalike Mining Extension It’s fully integrated. As with KPBS, you can use the drills, converters and holding tanks to mine, store and process hydrates, water, co2 and spodumene. Stockalike Station Parts Redux Water is already available for the SSPR storage parts by default. The existing hydrates template in SSPR is set to be activated if either MKS or TAC LS aren’t already triggering it. Spodumene and CO2 options are added. Remember, though, some resources are better processed in situ, since conversion rates aren’t necessarily 1:1 Near Future Construction Water, Spodumene, Hydrates and CO2 templates have been added to the trusses capable of holding ore MKS Very little actually. If Umbra Space Industries is present, the logistic module will be added to the ore holding tanks, which should allow them to participate in the USI logistics system. If both USI and NFP are present, the module is also added to NFP lithium tanks (though I’d remove it if @Nertea objects, as it’s his mod, same with the SSPR integration). MKS already handles hydrates and water by default, so hydrolox production shouldn’t be a problem: raw resources can be remotely mined and transported with the logistics system to a larger inhabited base for processing. Remote mining and processing of spodumene and CO2/methalox is, as of initial release, slow. Full integration would require adding spodumene and CO2 to the automated drills as well as adding the conversion recipes to the automated processing units as well as, perhaps, adding them to the MKS tanks. Nothing of this is, as of yet, implanted, so crewless production of methane and lithium will be slow Planet Packs No integration (yet). Spodumene, water and hydrates have a global definition in CRP, so unless the mod author has removed them, they will be there. Gaseous CO2 may or may not be available, that depends on the planet pack author. Solid CO2 will be there in smaller amounts (at least as of initial release) since I’ve added a global definition – which also means it will be around in hot planets where it shouldn’t be, so I’m open to suggestions about removing it. I am considering adding a surface CO2 config for RSS, but I don’t know if the RO/RSS crowd would be interested. Added a resource configuration for Real Solar System, which increases surface water in bodies with abundant known surface ice and a bit of surface carbon dioxide where it’s known to be. Off-planet manufacturing mods Not integrated either. While part of the reason I made these patches is because of “one resource to rule them all”, which is what happens with Global Construction without MKS, I’d be messing with those mods resource chains rather than adding new chains for existing mod fuels. So I’m not doing it. And yes, that means nothing stops you from extracting ore to use with GC to both build ships and use it as fuel, and also that EPL still requires metal ore for building and ore for the smelter. Making an additional resource chain for GC material kits would interfere with the more complex MKS resource chain, and I’m not messing with other people’s mods. As for EPL, while both hydrates and spodumene contain aluminum, which could reasonably be abstracted into “stuff spaceships can be made of”, adding metal ore as a byproduct of their isru chains would mean messing with EPL’s gameplay. And on top, EPL’s metal ore and its smelting process is based in an iron ore (hematite IIRC), not aluminum. So while I considered it as a way to add more flexibility to the base locations, I’m not touching it. Dependencies Module Manager, of course, since this is a collection of patches Community Resource Pack, for the resources B9 Part Switch, for the tanks I haven’t included them in the download, as Less Simple ISRU, being a collection of patches, can work with KSP 1.8 or 1.9, but B9 Part Switch require different downloads for either versions. So if you don’t have them already, download them. Pictures Because of course Solar panels courtesy of Suicidal Insanity’s MK2 Expansion, drills from Mining Expansion (also by Suidical Insanity) and Nertea’s NFP methalox engines. Also, I didn’t pack enough panels and the lander doesn’t really have enough dV to get back to space, so don’t copy that design. That’s the Sabatier process running at Duna, processing hydrates. And yes, the 1.25m convert-O-Tron is, well, the 1.25m convert-O-Tron: The crew isn’t happy. Now Minmus, showing Kerbal Planetary Base System integration, and radiators by Nertea’s Heat Control. Also the Sabatier process, this time with water Scansat integration (and hyperedit to cheat the probe into orbit). Yes, dry ice (solid CO2) shouldn’t be there, but I’m don’t want to cut Minmus refueling bases. More Scansat, mining and processing with Mining Expansion’s largest parts. Lithium processing for NFP largest engines. Val is happy. The surface scanner and high temperature electrolysis to produce liquid hydrogen and oxidizer. Tanks by cryotanks. Of course, I’m open to suggestions (except for CO2 Nuclear Thermal engines, Rational Resources already has those) as well as any correction to balance and the resource’s proportions (I do think I got them right, but I may be mistaken in something) Changelog 0.30: Various fixes by @AccidentalDisassembly. Ore tanks now hold a stock-like amount of resources (as in, five times less). Updated version file for 1.10 0.20: Added Near Future Construction integration, RSS integration and updated readme file 0.10: initial release Download links Spacedock Curse License: GNU LESSER GENERAL PUBLIC LICENSE Version 3GPLv3 Enjoy
  2. Melantu Atmospheric Harvesting v1.0 Tired of lugging around heavy mining equipment for your Interplanetary ISRU? Looking for a compact ISRU for your Single-Stage-To-Laythe Planes? Have no fear, for now you can create fuel from the air around you! Melantu Atmospheric Harvesting (MAH) is a small mod to complement the Stock ISRU with atmospheric harvesting and converting. Specifically, it is designed to turn Carbon Dioxide in the atmospheres of Duna, Eve, and Laythe (and Kerbin, though I'm not sure why you would need it) into Liquid Fuel and Oxidizer. This mod is inspired by Mars Direct (its chemistry), The Martian (its power requirements), and the MOXIE experiment on the Mars 2020 rover (its form factor). It is a repurposed Atmospheric Fluid Spectro-Variometer, that can turn a small liquid hydrogen supply into a large amount of Liquid Fuel and Oxidizer using less power than the PB-NUK RTG. Sounds too good to be true? Well it takes a really long time, and only works in atmospheres. It Takes about 33 hours to fill up an FL-T100, 88.5 Kerbin Days to fill up a Rockomax 16, and 354 Kerbin Days to fill up a Big Orange Tank. In addition to the Basic LFO, there are more specialized ISRU Modes including Methalox, Water, and Oxygen, designed to play well with mods like Life Support and Rational Resources. (note: at this point, RealFuels is not supported) Dependencies This mod would not be possible without other mods doing the Heavy Lifting. Specifically this Mod Requires Community Resource Pack by Roverdude (included in Download) ModuleManager by sarbian and Ialdabaoth (included in Download) Recommended Mod CryoTanks by Nertea (separate download) (the best way to get Liquid Hydrogen Tanks, required for the sample craft) Future Plans 1.1: Proper Agency implementation, Contracts to bring back samples of CO2 1.2: Larger/Faster/More Expensive Parts with integrated tanks (aka I have to learn how to model and texture) 1.?.?: RealFuels support (I look at those cfg files and my brain just breaks) Licensing My cfg files are licensed under the MIT License Bundled Mods are licensed under their own licenses Download Primary: SpaceDock Secondary: GitHub A look at the included sample craft, a Duna Ascent Vehicle, as well as the basic MOXIE stats The Sample DAV on Duna at night, slowly processing CO2 and LH2 into LFO More images of the Sample DAV and an Example Mission:
  3. Melantu Atmospheric Harvesting v1.0 Tired of lugging around heavy mining equipment for your Interplanetary ISRU? Looking for a compact ISRU for your Single-Stage-To-Laythe Planes? Have no fear, for now you can create fuel from the air around you! Melantu Atmospheric Harvesting (MAH) is a small mod to complement the Stock ISRU with atmospheric harvesting and converting. Specifically, it is designed to turn Carbon Dioxide in the atmospheres of Duna, Eve, and Laythe (and Kerbin, though I'm not sure why you would need it) into Liquid Fuel and Oxidizer. This mod is inspired by Mars Direct (its chemistry), The Martian (its power requirements), and the MOXIE experiment on the Mars 2020 rover (its form factor). It is a repurposed Atmospheric Fluid Spectro-Variometer, that can turn a small liquid hydrogen supply into a large amount of Liquid Fuel and Oxidizer using less power than the PB-NUK RTG. Sounds too good to be true? Well it takes a really long time, and only works in atmospheres. It Takes about 33 hours to fill up an FL-T100, 88.5 Kerbin Days to fill up a Rockomax 16, and 354 Kerbin Days to fill up a Big Orange Tank. In addition to the Basic LFO, there are more specialized ISRU Modes including Methalox, Water, and Oxygen, designed to play well with mods like Life Support and Rational Resources. (note: at this point, RealFuels is not supported) Dependencies This mod would not be possible without other mods doing the Heavy Lifting. Specifically this Mod Requires Community Resource Pack by Roverdude (included in Download) ModuleManager by sarbian and Ialdabaoth (included in Download) Recommended Mod CryoTanks by Nertea (separate download) (the best way to get Liquid Hydrogen Tanks, required for the sample craft) Future Plans 1.1: Proper Agency implementation, Contracts to bring back samples of CO2 1.2: Larger/Faster/More Expensive Parts with integrated tanks (aka I have to learn how to model and texture) 1.?.?: RealFuels support (I look at those cfg files and my brain just breaks) Licensing My cfg files are licensed under the MIT License Bundled Mods are licensed under their own licenses Download: GitHub A look at the included sample craft, a Duna Ascent Vehicle, as well as the basic MOXIE stats The Sample DAV on Duna at night, slowly processing CO2 and LH2 into LFO More images of the Sample DAV and an Example Mission:
  4. I was looking around for how generic ore could be turned into generic liquid fuel an oxidizer, and I think I found a candidate. Perhaps the ore that you mine is actually methane clathrate ( trapped in the dirt, but I’m not sure how the methane is extracted. Or (and I like this better), the ore is a carbonate mineral from which CO2 and hydrogen are liberated through heat, and then converted into methane by the Sabatier reaction, and the resulting water is electrolyzed to make liquid oxygen. The issue is, how is this process reflected in the input to output ratio of ore to LF/O? Is it accurate or wildly off?
  5. You are descending to your outpost with running ISRU, and it rapidly builds core heat from nowhere (catch-up when going off-rails) and goes boom? "No ground contact" appears and disappears randomly, because surface detection of the game is challenged? Landed your 500-ton refinery on a "dead spot" of Pol? Oh, no. Your engineer went to the outhouse for a minute, and your ISRU production rate lowered in twenty times. ISRU TWEAKS Heavily inspired by @Markelius , distributed under the same license Is made to stop that weird behaviour of stock mechanics by Module Manager magic. Even with mods. This is fairly simple. Patches can be used separately. Module manager is a dependency and you can get it here, but looks like you have it already. No_overheat patch will look for any parts with modules, producing malicious CoreHeat. You will need no radiators for converters, processors and harvesters affected, they will not need to warm up and to blow up. RTGs are covered. Radiators will still be needed to operate NERVA-alike engines and in hot environments. No_engineers will remove stock 5% cap on effeciency of converters and harvesters, they will run on their nominal effeciency, harvesters will run depending on resource abundance. Your things will work like it`s 4-star engineer onboard, everytime, even on probes. Drill_collider makes drill collider 25 kerbal meters long, this is a dirty "fix" to fight bugged surface detection. But you still have to point it to the ground and to be landed. Mod support: Wild Blue Industries-any: Just works. For all parts, hopefully. Please tell me, if not. USI - any: no_engineers respects and preserves fancy USI effeciency and traits system, so you need specialist kerbals or you need automatic drills and automatic modules. Heat and colliders are patched as usual. Any custom parts with stock or USI/WBI modules are patched automatically, so stockalike mining extension, KPBS, MRS, Contares, rovers, etc are compatible. KSPIE: parts with stock modules are covered, parts with WasteHeat use WasteHeat pseudo-resource, no need to fix, you still need radiators. Extraplanetary Launchpads uses its own heat implementation for smeltery, own drill modules and unmanned production part, nothing to do here. 3rd party parts with stock modules are supported. You will need engineers to build stuff. OSE Workshop: Converters are covered, unmanned workshop is already present. Ground Construction: Converters are covered, you will need engineers to build stuff. Kerbalism: does not simulate heat, nothing to do here Near Future Electrical uses its own module for reactor, you still need radiators. SIMPLEX Resources, CRP, planet packs, new ISRU recipes, etc: compatible. Only drills, converters or generators(e.g. RTG) are affected, only heat and engineer requirement is disabled. Support: I will want to look at your save folder, namely craft files, and your KSP.log from the root folder, if something goes wrong. Special thanks to Markelius, Roverdude and SQUAD. DOWNLOAD LINK Tweaks
  6. Hello fellow Kerbalnauts! Have you ever started a drill or ISRU, only to be frustrated when it either takes forever to max it's efficiency, overheats, or needs a massive amount of NearFuture radiators or solar panels to dissapate the heat, which aren't always reliable? Wish the stock drills and ISRUs worked the same way Karbonite did before 1.0? Then you need... No Overheating Download on Spacedock [works with 1.1.2, probably 1.0+ too] This mod is just a simple couple of Module Manager patches, which completely remove the core heat system on Drills and ISRUs. Just start them up and let them do their thing. It also removes the core heat system on RTGs, I wasn't sure if they actually had any effect but I removed them just to be sure. It also works with Kerbal Planetary Base Systems, Modular Rocket Systems, and Near Future Electrical, but does not require them. It does however, REQUIRE Module Manager. You can get it here. That's all, and happy mining! This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  7. Hello once again! Today I bring you, My latest attempt at an interplanetary VTOL SSTO. When launched fully fueled, it can reach LKO with ~2,200 m/s of delta-V remaining. From there, it can be flown non-stop to Laythe and back, using ISRU to refuel on Laythe's surface. The design is oxidizer-free, and the fuel tank layout preserves the C.O.M. position regardless of fuel levels. The engine layout includes two forward-fixed Nervas, four R.A.P.I.E.R. engines (two forward-fixed and two pivotable), and two pivotable Panther engines. When flying in VTOL mode, it's easiest to set the throttle to allow for a TWR<1 while the Panthers are running dry, and a TWR>1 while running wet. This will allow some fine throttle control by switching the afterburners on and off during landing. When flying to orbit: 1) Once off the ground (via either VTOL or STOL to save some fuel), set the pivotable engines forward (AG1) with the Panther afterburners off (AG2). 2) Activate the fixed R.A.P.I.E.R. engines (AG4). 3) Cruise up to ~10 km before turning on the Nervas (AG5). While this is normally a tad too low to be using Nervas, the ISP should already be 700+ and we'll need as much thrust as we can manage. 4) Once all jet engines flame out, shut them down (AG3 + AG4) and continue to push to orbit on the Nervas. The TWR will be fairly low once you're running on the Nervas alone, so pitch up slightly to keep your time to AP around a minute. Eventually, when your orbital velocity reaches ~2,300 m/s you'll be safe to cruise to AP and circularize. Action Groups: AG1: Toggle VTOL engine pivots AG2: Toggle Panther afterburners AG3: Toggle VTOL engines AG4: Toggle fixed R.A.P.I.E.R.engines AG5: Toggle Nervas Gallery: I really hope y'all liked it, and if you want to try your hand at flying it, you can download the craft here: Also, check out my last build!
  8. We really need bigger ISRUs than 2.5m. 3.75m would be great, and 5m would be perfect. Three reasons: 1. Waiting for years to refuel is not fun. I like to find good ore (14% or higher), convert it fast, and get going preferably in a couple days. The 2.5m ISRU isn't cutting it. 2. HUGE ships are awesome. But in order to refuel them in a decent amount of time, it takes many ISRUs. Many ISRUs means lots of parts. Lots of parts means lots of lag. Lag is not good. 3. Real fuel refineries are massive. They aren't little tiny 1-meter thingies. A 5m fuel refinery could weigh 34 tons, require 240 electricity/sec, take 4 ore/sec, produce 8 LFO/sec, and look awesome.
  9. I've often wondered what a lunar habitat might be like if it started growing itself with in situ harvested resources. Lunar soil and rock appears to consist mostly of metal oxides and silicates. So, probably one of the very first things a colony with aspirations of becoming self supporting can do, is start excavating additional habitable volume for itself, and constructing bricks and furniture items out of carved stone. In 16% gravity, they would not be particularly bothersome to handle. In terms of processed/man made materials, smelting the regolith to separate the metals from oxygen (which is also useful..) is centuries old tech. However, the moon appears to have very little in the way of lighter elements such as carbon, hydrogen or nitrogen, these only being found in ice deposits in permanently shaded craters. On such a base then, everything possible would be constructed of stone, metal , glass or porcelain, these being relatively cheap due to the materials being locally available. On the other hand, plastics, wood, and textiles, the cheapest available materials on Earth, would be luxury items on the moon, having to be imported at great expense. So your bed frame would be stone or metal. The mattress would be sprung, and the pillows stuffed with wire wool rather than foam or feathers. Only the outermost cover would be textile. Perhaps only wealthy colonists would use sheets or duvets. Your living room might be quite spacious, carved into a cliff face, with quite generous glass windows looking out over the moonscape. Again, if you're wealthy, you'll have an armchair with a textile outer cover.. otherwise make do with stone or metal. A kiln probably isn't difficult, so expect to have plenty of porcelain dining ware. The real big ticket luxury item is however your entertainment system. A PC can do the job of games console, tv, radio, and workstation, and the bulkiest , heaviest components like the case and heatsinks, cooling fans, could be made locally. PCBs are medium tech and can be refurbished on site with surprisingly modest equipment in case of most failures, but actual manufacture of the PCBs is harder, and the integrated circuits they contain would have to come from earth. Fortunately they are tiny and light. It is still likely that new motherboards/graphics cards would ship from Earth. PCs have an advantage in being modular, but perhaps small form factor (Mini ITX ?) would save shipping cost. All of this pales by comparison with whatever you've got to use for the display however. There seems no way around this - large LCD panels are hard to manufacture yet are also heavy, fragile and bulky. Your monitor or TV is probably worth more than the rest of your apartment put together !
  10. After much trial and error, I've finally managed to make my second ever functional SSTO, and the first SSTO I've ever created with a useful payload other then it's pilot! It's built to enter orbit, land on Minmus, spend about 2 and half months processing ore, then lift off to interplanetary space with 6,000 delta V to spare! Kerbal X Download Page Notes/Trivia: The crafts' front-most two fuel tanks are intentionally under-fueled! This was done to help achieve liftoff on the run way; when full, the craft was too unstable for me to fly properly X3 You might want to take this into account if you decide to refuel and take off on Kerbin. Alternatively, you can try to fly it fully fueled if you think your up to the task; I doubt I'm the best at flying :Y There's only one pilot seat and no probe control (making flying with an engineer not very ideal), and the ISRU module and drills are the smaller variants. Refueling takes awhile, even with stock speed up set to max! It does hit 4,000 delta V around halfway through refueling, so you can lift off partially empty if you know where you want to go, or need more TWR. Lift off from Minmus can be kind of tricky, as the craft doesn't have the reaction wheel strength to pitch up at full fuel, and the craft likes to curve after a while and slam one of it's wings into the ice! Simply retracting and rextending the landing gear quickly can help you ascend if you don't have a convenient ramp to use. Feel free to add your thoughts and/or suggest improvements, this is my first serious SSTO, and I'd love to keep building upon what I've learned while constructing it!
  11. This is my first craft thread, so advice would be welcome if I am in conflict with any conventions. LKO stats have been adjusted for 1.8 aero changes (improved performance for this craft). Big Plane to Anywhere (figuratively) (Nice try, Bill, but I don't think this is what they meant by "long range ISRU craft"...) Well, it's been a long time coming. I'm mainly a rocket guy, but when I do find myself in the Spaceplane Hangar I very easily get obsessed with fiddling with my designs, more so than with the rockets. Anyway, I think I've finally gotten this to the point where I no longer have to be ashamed to put it in view of the public. Let me know if I'm wrong! If I'm being honest, the series of planes that this is a culmination of probably began life as the concept, "like my first spaceplane, only bigger". But eventually an actual mission materialized: to carry a scientific exploration team to Laythe and (almost) anywhere else with a complete science package and ISRU that wouldn't take months to refuel with. One development I'm a bit proud of was the realization that I could attach radiator panels to the reaction wheel that was adjacent to both of the drills and the refiner, elegantly taking care of all my core heat xfer needs. This development allowed me to finally have a truly streamlined airplane, since I had formerly had medium TCSes attached to the exterior. Two panels and two small TCSes have less than the mass of one of the two medium TCSes, let alone the aerodynamic improvement! The small TCSes (middle of picture) are for actual part cooling, and aren't necessary, but having at least a little active cooling capability is handy from time to time, e.g. cooling off during a multi-orbit aerocapture. (The panels are terrible at non-ISRU cooling in general, and the ones on this vessel in particular are nearly useless at it.) The construction of this spaceplane does not use offsets at all, nor any part clipping aside from the wings tilting into the nacelles. This was a design choice. Table of Contents: Statistics: immediately below the table of contents Atmospheric flight characteristcs: Balance; Lift; Takeoff; Ascent; Reentry; Landing: approach, normal, water, parachute Vacuum flight characteristics: Takeoff; Landing Miscellaneous: Docking; Adjusting balance; Water landing; Water movement; Design choices Edit history Postscript (action groups) Statistics: —Parts: 100 —Mass: 111.35 tons (57.15 dry) —Cost: 401.29 kilocredits —Vacuum Delta-V: 4.6k to 4.7k depending on if you have oxidizer or nothing but liquid fuel. (counting ore tank, since you can refine it into fuel) —Engines: 4xRAPIER, 4xNERV (0.25 TWR on NERVs if the LF/Ox tanks are empty) —Landing gear: 2xLY-60 in rear; LY-60 and LY-35 in front. (35 for better taxiing and runway takeoff; 60 for rougher terrain and lower takeoff speed) —Mining: 2x large drills, large converter, 2x smallest ore tank, M4435 Narrow Band scanner, Surface scanner (Surface scanner can refine M4435's results) —Science: all experiments; 4 places to put science in addition to the lab (Cockpit, probe core, 2x storage unit) —Communications/Control: Communotron 88-88 (normal direct antenna); RA-2 + RC-001S (with one pilot, can control a probe that lacks direct CommNet connection) —Docking: 1.25m only; no RCS. See Miscellaneous for tips. —Airbrakes?: Yes, 4. Retract before landing. —Parachutes?: Yes, 6 plus 2 drogues; positioned to be moderately rear-heavy, but this is adjustable via fuel movement. Enables safe landing in any terrain or water. —RTGs?: Yes, 8; can permanently run lab and SAS at full strength —Fuel cells?: Yes, 3; can permanently run drills and refiner at full capacity —RCS?: Sort of; 6x Vernors under the nose to assist takeoff/landing in airless environments —How much delta-V is left after making LKO?: Even a pilot worse than me should reliably get to LKO with 24-2500m/s remaining before the +203 from refining the ore tanks. My best so far is 2667 (2870) and I seriously doubt this cannot be bested by an actually talented pilot. Test flight landed on Minmus with 1213 dV remaining. Also goes direct to Mun. —Amphibious?: Yes: can land in water on parachutes or aeronautically, and can take off from water (but only below 25% fuel). See Miscellaneous for details. Atmospheric flight characteristics: —Balance: The center of mass is almost exactly on top of the center of lift both full and empty, in the back half of the rear cargo bay. (About 16.3m from the front of the 26.8m craft, or about 61% of the way to the back.) If you want the CoM to move forward after takeoff, you can lock the tank behind the cockpit (this LF should not be needed to make orbit). This also can help counteract the already mild tendency to nose up at high speed (see below). See Miscellaneous for a tip about rebalancing the craft. —Lift: Tendency to nose up or down while SAS is off is not violent at any speed; very slight down at low speed (<200), a bit up at high speed (300-1000), and very slight up up during final speedrun. —Takeoff: Fully loaded, it can be lifted off the runway at 83m/s (lower on rough terrain due to upslopes) on main wheel (100 for smaller wheel). Consider using the small wheel on runways or flats to gain more speed before liftoff (due to lower angle of attack while on the ground). Left to its own devices it lifts off at the end of the runway at about 99m/s (112 for smaller wheel). —Ascent: After the 1.8 update, it no longer has to stop ascending to break the transonic speed hump. My flight plan, which may or may not be optimal, is: Set at 5° above horizon; it will gradually dip a bit to 2-3° but recover by itself. After going supersonic it will tend to slowly climb in attitude; stay at 5-7° until about 15km altitude, then begin dropping to 2-3° in order to extend final speed run in the 18-22km altitude range. (If you're feeling lazy, you can just let SAS do its thing all the way to 1000 m/s or so.) Activate NERVs when RAPIER thrust falls below 200kN. By the time thrust falls below 60kN you should be around 1500m/s +/-50; switch to rocket mode when jet+NERV acceleration is unacceptably low and aim for the top of the prograde circle (or a little higher or lower, to taste). When oxidizer runs out, drop to prograde lock; the NERVs should be able to maintain or increase your time to apoapsis. —Reentry: It's recommended that fuel be moved foward to the tank behind the cockpit for reentry for extra stability. For example, in testing, given a 100kmX15km LKO reentry orbit and only 500 units of fuel remaining, a neutrally balanced craft struggled to maintain a 40-45° pitch without using airbrakes, while a craft that moved that same small amount of fuel forward had no trouble. It should be noted that the balanced craft had no trouble with a 30-35° reentry profile. 1000 units of fuel (~10%) balanced forward is enough for a radial out pitch to stabilize forward instead of flipping out. Use caution if returning from other celestial bodies; it's not recommended to dig deep into the atmosphere on the first pass without decelerating first. —Landing approach: If airbrakes were used, retract prior to landing as the bottom ones may be destroyed otherwise. Perfect balance and generous control surfaces make it relatively maneuverable for a Mk3 spaceplane. Since it takes off near empty at 53-60 m/s (on big/small front wheels) the stall speed on low fuel should be similarly low unless I'm mistaken. —Landing normally: Try not to touch down at more than 5m/s vertical speed. The fairly wide rear footprint means it should be pretty stable and modest testing has borne this out. —Landing in water: This plane is capable of a safe aeronautic landing in water, which was successfully tested at 25% fuel, but parachutes are recommended for landing in water or very rough terrain. —Landing on parachutes: Even heavily loaded with fuel, this vessel can land safely on its complement of parachutes, but use of engines to help soften the landing is encouraged. The Abort action group opens doors for the parachutes and triggers them. Vacuum flight characteristics: —Takeoff: Fully loaded and on a flat surface, the Vernors are not quite strong enough to lift the nose for vertical takeoff in Munlike gravity. Instead, get forward motion and it should be able to lift off shortly with the help of the thrust attitude, especially if the vehicle runs off the top of a hill. Use of RAPIERs is recommended unless terrain is very flat. —Landing in vacuum: dV can best be conserved by a "reverse takeoff" posture, where final approach retains some horizontal motion while vertical motion is very low, but this is not easy. It is probably more practical to descend on the engines rocket-style, and then transition to horizontal when near/on the ground (fall on the wheels). This has been tested on the Mun. Be careful to keep the plane level (don't let it roll on its side or you may lose a wing). The Vernors can slow the fall of the front end, but this should not be necessary in Munlike gravity. Miscellaneous: —Recommended docking procedure with this vessel is as follows: 1. Rendezvous; 2. Make a close approach (50 meters dock-to-dock* or less), then cancel relative motion; 3. Align to the desired docking port, and accelerate a little for final approach. This technique has been highly successful on larger versions of this vessel docking with still larger vessels. *(Bear in mind that when approaching tail-first the engines are almost 27m closer to the target than the docking port, and flipping tail-to-nose will bring the docking port of this craft when normally balanced 32 or 33 meters closer to the target due to where the vessel's pivot point is. A dock-to-dock separation of 50m would mean a real distance facing away of 23m and 17m after flipping). —When altering the balance of the craft (e.g. to put the CoM more ahead of the CoL), keep in mind that adding fuel to the rear and front LF tanks in a 2:1 ratio will be approximately neutrally balanced, i.e. will keep or return the ship to close to its starting balance. —Water landing (via parachute) was tested on Kerbin at 75% fuel. If your splashdown attitude is close to vertical, your docking port may be at risk of destruction as you rotate down, but this can be prevented by using the Vernors to slow your fall. (Presumably similar precautions should be taken if landing on Tylo.) —The top speed in water is 38.7 m/s when full. The top speed on low fuel is uncertain because during testing the plane unintentionally took off. In subsequent testing, the vessel was able to intentionally lift off when top speed in water was about 70 m/s, when fuel fell to between 20 and 25%. (Highest speeds were obtained when fuel was moved forward and SAS set to prograde.) —Why the precoolers? Although the shock cones more than meet the needs of normal flight, I like the idea of having strong static airflow for those, ahem, "off prograde" situations. They are also handsome. —Why the everything? This design was not arrived at minimalistically; I'm sure there is a lot you could cut, starting with the rear parachutes and airbrakes. But I wanted a feature-rich craft, and those are features, and it is Minmus capable, so there. Having said that, I do still welcome criticism if you think anything is too blatantly unnecessary. —Why no offset? I just didn't want to use offset; a little bit to neaten up the often messy intersections of aerodynamic parts is okay but I often see it used in a way I think of as exploitative. So in a way the only minimalistic thing about this design is the offset and part clipping, which was a design choice. —After the 1.8 atmospheric changes, this plane can actually fly on a 3R+3N configuration, but taking away two nacelles worth of LF completely negates the benefit. It's slightly less dV, significantly less TWR, and a more annoying ascent path; why bother? Well, I could probably just yank one jet off the regular design (keeping 4 NERVs) and limp to orbit, but the dV gain (112 I think) is, while noticeable, quite modest and I would be nervous about sending it to Laythe untested with that much less atmospheric performance. So, how do you like the plane? How do you like the post? Comments and questions welcome. Edit history: 1.1—9/28/19: Added vacuum landing notes. Added "Miscellaneous" section. Made major changes to vehicle (reduced RAPIERs from 6 to 4, replacing two Mk3 side pods with four Mk1 side pods). Edited text accordingly. 9/29/19: Added Minmus picture. Edits to vacuum landing notes and other things. 9/30/19: Swapped location of RAPIERs and NERVs (reducing tailstrike risk); minor text edits. 1.2—10/4/19: Minor adjustment to front wing AOI and location; small but critical adjustment to rear wheels to eliminate drift on takeoff. Added location of CoM to "Balance". Added "Takeoff"; edits to "Ascent" and "Landing Characteristics".) Finally changed top picture to reflect new version of craft. 1.3—10/5/19: Added "Communications"; added more detail to CoM location, "Lift", and "Takeoff"; added RA-2 to vehicle and replaced bottom pair of shock cones with NCS tanks. (Reduced cost by 3300, increased wet mass by 0.91, dry mass by 0.11, part count by 3) 1.4—10/10/19: Updated "Landing in vacuum" to reflect finally testing Mun capability; added "Takeoff in vacuum". Removed 1 fuel cell (3 remain) in the belief that this was enough for even maximum ore concentrations, subject to review; please let me know if this is found to be wrong. 10/11/19: Added water landing/movement/takeoff details. 10/13/19: Added postscript. 10/15/19: Added table of contents. Reorganized flight/landing characteristics. Added detail to docking. Updated photos (10/5 changes), minor text changes. 10/16/19: Added "Reentry", minor edit to "Ascent". 10/22/19: Altered commentary on small TCSes. 10/23/19: Removed Z-4K battery after finding a way to mount the drills on the reaction wheel and still fit them through the cargo doors. Added small ore tank for symmetry in new location. (Cost reduced by 4.2k, mass increased by 0.675t wet but reduced by 0.075 dry. Battery capacity reduced from 5710 to 1710.) Updated cargo hold picture. 10/26/19: updated "Ascent" to reflect 1.8 aerodynamic changes. Redid Minmus test—new photo. Postscript: the action groups: 1: RAPIER toggle (on/off) 2: NERV toggle (on/off) 3: RAPIER mode swap & air intake toggle (open/shut) 4: All cargo bay doors toggle (open/shut) & small thermal control system* toggle (deploy/retract) 5: --- (nothing) 6: Drill toggle (deploy/retract) 7: Surface harvester toggle (on/off) 8: Fuel cell toggle (on/off) 9: Obtain all possible science, including crew report 0: AIRBRAKES toggle (deploy/retract) Lights: default (all lights turn on or off) Landing gear: default (all landing gear extends or retracts—note that this is NOT a toggle) Brakes: default Abort: The top cargo doors open and all parachutes deploy. It's possible that some parachutes won't deploy if the doors aren't already open; just press the button again. *(Note: the interior thermal panels are always on by default)
  12. Baha EPL Redrilled BahamutoD's Drills & Parts for Extraplanetary Launchpads. The is an updated version of @BahamutoD 's original Baha EPL mod. The drills are compatible with stock and now animate and behave like stock drills. I'll be maintaining from now on, or until BahamutoD returns. You can Download it from SpaceDock Here! Albums: Change Log: Version 1.3.02 [KSP v1.5.1] - Fixed attach node direction for 3D Printer and Compact launchpad. - Removed crew compartment in launch pad and added probe core. - Cleanup of launch pad config. Version 1.3.01 [KSP v1.5.1] -Updated dependencies -Included Module Manager Version 1.3 [KSP v1.3.1] -Full update to KSP v.1.3.1 Version 1.2 [KSP v0.23] -Added expandable containers -Added Launchpad -Added 3D rocket parts printer BahamutoD's original thread as of (3/2/14), also posted below: These are a pair of animated augers (one large, one small) for the Extraplanetary Launchpads mod by skykooler and taniwha. They do not overwrite any parts from the mod and aren't officially part of the mod, just my own addon for them. -Known 0.23.5 bugs: -Launchpad dances while being deployed -3D printer falls through things/things fall through it Version 1.2 -Added expandable containers -Added Launchpad -Added 3D rocket parts printer Notes: Includes an early version of my Animation Modules plugin that allows the container and 3d printer animations. I'm not entirely satisfied with the 3D printer yet but I thought I'd let people play with it for now. Source for the plugin: Download: EL Drills and Parts v1.2 Download =========================== [Legacy Imgur Album Code Omitted] ============================== Surface Sample Drill Also, a science drill was requested. I wanted to make a separate part for that eventually but for now, a rescale and retexture: ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  13. UPR is a "mod". Really it's a bunch of config files and module manager patches but it's goal is to make a complete integrated mod experience for ksp. This means it integrates some selected mods together to create a system which is universal (i.e same UI, Resources and converters for all systems) The design concept is for it to be a Semi-realistic easyish stock looking and balanced game Source Code: Current dependencies: WildBlue Industry's Tools Snacks CryoTanks Community Resource Pack Community Tech Tree DynamicBatteryStorage Rational Resources recommend/Integrated Mods Making History DLC Breaking Ground DLC WBI Pathfinder WBI DSEV NF Electrical NF Propulsion KIS KAS Features: Semi-realistic planetary resources i.e your not going to find every resource on every planet like what CRP is currently Semi-realistic life support (Food, Oxygen, Water) Planetary Base building/ Colonization Semi-realistic ISRU Metholox and Hydrolox fuel chains and engines part and equipment production chains integrated tech tree Other Stuff help and suggestions are appreciated and so feel free to do so Developmental notes This seems like a lot and it is. But this started as trying to get some of my favorite ksp mods to fit seamlessly together and separately trying to make them a little bit more realistic. Then it got all lump together into what currently is UPR. Thus it really should have another name but it was separate "mods" so i just kept one name that had a short acronym: UPR
  14. Some remarks: I always wanted to to a Eve and return. So I grabbed some contracts (put stations in Eve and gilly orbit, plant a flag on Eve etc) to help in funding. I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I also used HyperEdit and the help of this community to design a working EveAscentVehicle for three Kerbals: I have a heavily modded install, most important for gameplay is propably the usage of USI-Lifesupport: [x] Science! Continued (xScienceContinued 5.22) Action Group Manager Renewed (ActionGroupManager 2.2.4) ALCOR (ALCOR 0.9.7) ALCOR Advanced IVA (ALCORIVAPatch 0.9.7) Antenna Helper (AntennaHelper 1:v1.0.6) ASET Agency (ASETAgency 1.0) ASET Props (ASETProps 1.5) B9 Part Switch (B9PartSwitch v2.7.1) ClickThrough Blocker (ClickThroughBlocker Community Category Kit (CommunityCategoryKit Community Resource Pack (CommunityResourcePack Community Tech Tree (CommunityTechTree 1:3.3.7) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Contract Configurator (ContractConfigurator 1.27.1) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2: Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 8.0) Custom Asteroids (CustomAsteroids v1.7.0) Custom Asteroids (inner stock system data) (CustomAsteroids-Pops-Stock-Inner v1.7.0) Custom Asteroids (outer stock system data) (CustomAsteroids-Pops-Stock-Outer v1.7.0) Custom Asteroids (stockalike config) (CustomAsteroids-Pops-Stock-Stockalike v1.7.0) Custom Barn Kit (CustomBarnKit DMagic Orbital Science (DMagicOrbitalScience 1.4.2) Dynamic Battery Storage (DynamicBatteryStorage 2: Firespitter Core (FirespitterCore v7.12.0) Firespitter Resources config (FirespitterResourcesConfig v7.12.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.1.1) HullcamVDS Continued (HullcamVDSContinued 0.1.12) HyperEdit (HyperEdit JX2Antenna (JX2Antenna 2.0.5) Kerbal Alarm Clock (KerbalAlarmClock v3.10.0.0) Kerbal Attachment System (KAS 1.3) Kerbal Engineer Redux (KerbalEngineerRedux Kerbal Inventory System (KIS 1.21) Konstruction (Konstruction Kopernicus Planetary System Modifier (Kopernicus 2:release-1.7.0-1) KSP AVC (KSP-AVC MechJeb 2 (MechJeb2 MechJeb and Engineer for all! (MechJebForAll Mk1 Lander Can' IVA Replacement by ASET (Mk1LanderCanIVAReplbyASET 1.1) 'MK1-2' IVA Replacement by ASET (MK12PodIVAReplacementbyASET 1:0.3) Mk1-Cabin-Hatch (Mk1CabinHatch 0.2.0) ModularFlightIntegrator (ModularFlightIntegrator Near Future Electrical Core (NearFutureElectrical-Core 1.0.1) PlanetShine (PlanetShine PlanetShine - Default configuration (PlanetShine-Config-Default Precise Node (PreciseNode Progress Parser (ProgressParser 10.0) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.30.6) RCS Build Aid Continued (RCSBuildAidCont 1: SCANsat (SCANsat v18.10) Science Revisited Revisited (ScienceRevisitedRevisited 1.7.1) Sigma Binary (SigmaBinary-core 1:v1.7.0) Sigma Binary - Duna + Ike Binary (SigmaBinary-DunaIke 1:v1.6.11) Surface Experiment Pack (SurfaceExperimentPack v2.7.1) TAC Fuel Balancer (TacFuelBalancer v2.20) Toolbar Controller (ToolbarController 1: Trajectories (Trajectories vKSP1.4.2-v2.2.0) Transfer Window Planner (TransferWindowPlanner v1.6.3.0) TriggerAu Flags (TriggerAu-Flags v2.9.3.0) UbioZur Welding Ltd. Continued (UbioWeldContinued 2.5.3) Unmanned before Manned (SETI-UbM) (UnmannedBeforeManned USI Core (USI-Core USI Life Support (USI-LS USI Tools (USITools ) Now the actual report: Since my kerbals did already an expedition to EVE (only orbit and Gilly landing and return) the newest goal is to go to Eve, land and return. Since this is a highly risky mission engineers and scientists debated how to get maximum science in one mission (there are rumours, that funding will be cut and then only a Jool5 will safe the program). Since nobody wants cut funds because of dying kerbals ( there are so many outer planets to explore, plus Moho etc), failure is not an option. So following mission architecture is used. There is a first launch window, where the EveAscentVehicle plus two space stations (one for Eve, one for Gilly) are sent to the Eve system: Launch and transfer of EveAscentVehicle and Eve/Gilly stations (imgurl) This was successful, since the Eve station and the lander are now deployed to their place in Eve orbit and on Eve surface. The orbit insertion of the Gilly station used all fuel, so it needs a supply mission to move it‘s orbit. Originally no ISRU was included in the design. Since I got following contract for mining ore on Gilly I decided to send a fuel tanker and a miner to Eve ASAP: Gilly Mining Package (imgurl) With their help the gilly station will be moved to it‘s final Gilly orbit. The next transfer window after sending out the miner/tanker will then be used to transfer the crew transfer vehicle (I will refill and reuse the mothership of a Duna expedition still in Kerbin orbit) and the EveExpeditionRover to Eve. The idea is to land near explodium seas, deploy science packages and drive to the lander. Then transfer to Eve station. After the habitation time is out on the station, the crew will transfer to Gilly station for further exploration of Gilly and science mining. In this way it should be possible to get science for 2-3 biomes, depending on the route of the rover and the available snacks and habitation time. Finally the Duna Mothership will be used to return to Kerbin. Originally I planed to use SurfaceExperimentPack for the deployed science packages. But since this mod is deprecated the parts of the BreakingGround DLC will be used. Until the DLC is released and I purchased it my program is paused (aka I'll start a Kerpollo Challenge run in a new science safe with less mods)
  15. I am not happy with the way that radiators work or rather not happy with the way radiators 'seem' to not be working properly. Example. If I have an ISRU and or some drills and some radiators. The equipment overheats before the radiators have reached anywhere near their potential cooling ability. So you are watching the radiators slowly creep past 16% cooling and the ISRU or drill is over max. While as a veteran player I am aware that a certain amount of radiators are required to cool certain equipment however it still feels wrong that the equipment is overheating and the radiators are not even at a fifth of their cooling efficiency. It would 'feel' more accurate if the radiators ran up to 100% and were glowing brightly before the equipment started overheating. It would at least 'seem' more obvious that more radiators were required if they were maxed out and the equipment was still overheating. The radiators are not keeping pace with the given equipment and it just feels wrong. D.
  16. S A F I R E - Stockalike Adjustments to Fuels, ISRU, Ratios and Engines Main ideas: 1 stock resource unit = 1 kg -> check propellant mass just looking at the units Oxidizer : Fuel ratio = 3:1 for all LFO rocket engines -> more realistic and great for semi-direct ISRU, where you can produce locally only part of propellant Rocket engines generally cost 60% more, tanks cost ~60% less and rocket fuels cost much less -> more or less same rocket costs but with much more realistic distribution - better for reusability, TSTO, SSTO and drop tanks designs ISRU produces only Oxidizer from ORE; no heat, needs high energy input and is slow -> no more unlimited fuel production, realistic ISRU operation, semi-direct missions (produce 75% of your propellant, bring the rest with you) This is a continuation of an idea from couple of years ago, you can read more about it here How does it look in-game: Requirements: Module Manager by Sarbian. Warning: Save-game breaking and not compatible with old and stock vessels because it doesn't update values in old saved craft parts. New vessels should work fine. DOWNLOAD 0.2.0 GITHUB CONFIRMED COMPATIBILITY: - SMURFF - Making History Expansion - Rescale mods such as Sigma Dimensions CURRENTLY NOT COMPATIBLE WITH: - mods using Community Resource Pack, procedural and fuel switch modules Changelog:
  17. Hi @SQUAD, Could you please allow for the ModuleResourceHarvester and ModuleResourceConverter to be enabled or disabled to allow the the part upgradesign to be more useful to modders. At the moment moduleIsEnabled only works on a small number of modules and some work arounds have been developed for the science, but not for ISRU. Perhaps if this can't be achieved for 'reasons' then a work around would be to add a harvestertype = say -1 or 4 which would equate to being not available. A part upgrade could then switch them to on by changing the harvestortype to 0 or 1 or 2 or 3. Thanks! Peace.
  18. Fuel and ISRU rebalance mod [FIR] Source: MIT AeroAstro presentation "Utilizing Molten Regolith Electrolysis Reactors to Produce Oxygen on the Moon", 2015. The Installation shown above is designed to make 10t of oxidizer per year. What is this mod about? Brief summary: FIR is a mod that rebalances prices of stock fuel (cheaper) and mixture mix used by stock engines/fuel cells (3:1 instead of 1.1:0.9). Additionally it makes behaviour of stock ISRUs a bit more realistic (can only produce oxidizer from ore + work much slower + other tweaks). The mod aims to approximate KSP stock behaviour to reality and thus be a middle ground between the stock game and mods like RO/RealFuels. Detailed description: This is a mod that rebalances couple of things that limited my gameplay and at the same time the learning value of KSP. 1) stock ISRU can only produce oxidizer now. And it is a very slow process (however faster than in reality). ISRUs, scanners and ore tanks are moved earlier in the tech tree. Rationale: Oxidizer only - Making oxidizer of any kind from ore (regolith) is broadly researched in many working papers concerning both Mars and Moon. It's decisively simpler than making all parts of propellant and can be done virtually anywhere by 'just' heating feedstock to a high temperature (in a process called Molten Regotlih Electrolysis). It also doesn't require any inputs except energy. Conversely making both oxidizer and fuel out of ore or even water is quite complicated (taking into account all requirements that accompany off-world manufacturing) and energy intensive process - to such an extent that even known papers about it seems to not get past theoretical stage (G. Landis and others). For now the most advanced in testing, simplest and reliable technology assumes making only oxidizer part of fuel. Lower processing speed - the most advanced MRE ISRU designs currently tested (on the picture above) are able to make about 10t of oxidizer a year assuming continuous operation (on the picture above).In comparison a small stock ISRU is able to churn out the same amount of oxidizer in an hour (0.55 unit/s * 5 kg per unit * 60 * 60 = 9.9t). Therefore my mod is going to rebalance small and normal ISRU's LOX production to about 28t and 160t per Kerbin year (1.2 and 6.6 jumbo tanks accordingly). Increased weight - in reality MRE regolith>oxidizer making system (so ISRU+tanks+power source) has a weight efficiency of about 5-7 (measured as a weight of oxidizer production per year divided by ISRU system weight). Therefore meeting production quota above (28/160t) would require much heavier ISRU units. Again I'm happy with approximation to reality so the mod make small ISRU weigh 2t and large 8t. Moreover large ISRU is much more efficient so there is a reward for bringing larger ISRU to the planet's surface. Lower technology requirements - by moving tech requirements earlier the main difficulty is moved from researching the technology to actually making it work. So the player would need to send and ISRU system in advance to produce fuel (so similar to assumptions of some current MARS/Moon missions). It should create interesting situations when player can utilize ISRU before upgrading science compound in a career game. Therefore with careful planning he can extend the range of lower tech rockets and reach further planets so the gameplay could be more interesting in early career compared to late game. Energy demands for small isru remain unchanged at the moment. Standard ISRU however has 4x higher EC demand (4x bigger size and 50% better efficiency = heating more regolith to a higher temperature). 2) Changed fuel mixture ratio for stock tanks, engines and fuel cells to 3:1 (from 1.1:0.9). This is a compromise as to what stock LiquidFuel might be since sometimes it acts as RP-1/Kerosene (jets, big engines) and sometimes as liquid hydrogen (LV-N). Rationale: 3:1 ratio seems to be a good compromise and generalized mixture ratio that encompasses different fuel types: Typical oxidizer to RP-1 mixture ratio = 2.56:1 (RD-180 2.72:1) Typical oxidizer to methane mix ratio = 3.2:1 Typical oxidizer to liq hydrogen mix ratio = 5:1 *(from 4:1 to 8:1) So we can see that no matter what popular fuel mix we take they always use more mass of oxidizer than fuel. This means that player can refuel now a significant portion of a fuel (75% of mass) in the form of oxidizer. Also 3:1 ratio means that it's easier to make quick calculations by seeing whether you have more than 3x times more oxidizer than liquid fuel. 3) Liquid fuel, oxidizer, monopropellant and solid fuel are much cheaper now. So player using SSTO or recovering stages gets much higher cash bonus than before. Rationale: I didn't like how my big SSTOs or rockets still used quite a lot of fuel even though they were recoverable. In stock KSP - depending on your design - fuel costs can comprise even 10-20%+ of a spacecraft or almost 40% of a stock tank. In reality fuel costs are about 0.4% in case of a space shuttle so very little compared to space vehicle costs. Since the parts' total cost remains the same, the parts' dry cost is relatively higher while fuel price is So now player that invests a lot more time to build recoverable parts or/and fly SSTOs is rewarded with higher percentage of recovered funds. 4) - for people using Atomic Age mod by porkjet - I've changed fuel mix and isp value for LANTERN engine in Atomic Age Nuclear Propulsion mod by porkjet: Using stats from this page: and reducing isp to stock values, I've increased slightly isp in LOX augmented mode to 500isp instead of 455. In reality isp for 3:1 fuel mix is expected to be in range of 631-647s. Isp for LF mode only remained unchanged (720s). LOX augmented mode uses now 3:1 fuel mix. Therefore LANTERN engine has now the highest isp (500) from all engines that can be refuelled with an oxidizer (since LV-N can't be refuelled with new ISRU mechanics). Aside from more challenging and (imho) interesting gameplay this rebalance increases educational value for KSP; a player: - can see that oxidizer is making a bulk of the rocket fuel (similar to real world) - observes that ISRU can extend range of the rocket by making only oxidizer however implementation of it requires planning ahead (similar to real life). Also it's rather not viable as a part of a spaceship due to system mass (heavier) and rate it produces oxidizer. The main purpose of it is now to sit on a surface of a planet and produce small amounts of oxidizer for the long time. - can note that fuel costs in rockets are very small thus researching and developing reusability is a key point to savings and extending the space program. And the last point - if you still reading -this mod will be a basis for my next mods which involve low-tech/low-isp alternative isru fuels/propulsions that were researched extensively due to the ease of implementation compared to more advanced/complicated and therefore less viable solutions. No download link yet, the project is on the drawing board at the moment. I welcome all suggestions and discussion about the mod and ISRU stuff in general:)
  19. I have a lander on the Mun that's intended to hop around collecting science and refueling itself. It seems to be OK with mining ore and refining it into fuel as long as you focus on it. If you switch to something else, it stops making fuel. When you come back, the drills say the ore rate is n/a. Anyone have any ideas where I could start with looking for the problem? The lander is probably not designed well, but there's nothing that stands out as egregiously wrong. The lander does have decouplers separating the ISRU and drill sections from the main body, in case the kerbals need to get back to Kerbin on their own. The decouplers do not have crossfeed enabled - does that affect ore flow, or just fuel?
  20. Hello everyone! Because I'm new to mod making (this is my first mod), I thought I'd try starting out with a relatively simple mod. I use a lot of mods, a few of which require Community Resource Pack as a dependency. Thus, whenever I scan a body for resources, I end up with a fairly large list of things, from Water to CarbonDioxide. However, I never end up using most of these resources, and as most mods only add converter modules for a few of them, the vast majority end up ignored. Many of these resources could be integrated fairly well with Stock mechanics without necessitating new parts or complex processing chains. Thus, this mod attempts to create uses for several resources added by CRP. This is essentially a collection of patches designed to allow stock parts to harvest and convert the resources added by CRP. It will be fully modular, so you don't end up with redundant converters or harvesters for resources you don't want, and it will only use Stock parts (primarily because I have no idea how to texture or model things, but keep that a secret). The stock drills are used for crustal resources, the atmospheric fluid spectro-variometer is used for atmospheric resources, and I plan on using the radial air intake for oceanic resources. For simplicity, resources such as LiquidFuel and Oxidizer are generalized, and are not intended to be fully accurate. In addition, the conversion factors for most of these patches are undoubtedly wrong, partially due to a desire for simplicity and partially because I can't be bothered. If you have a suggestion for a more realistic conversion factor, feel free to tell me! If I ever get into RO, I might consider adding patches for realistic ISRU, but for now I consider this to be a short-ish term project designed to practice my glorious and expansive config-editing skills. This might change depending on community reaction, but don't expect too much for now. In addition to this, I plan on including simplified conversion patches for those who don't want to bother carrying tanks for ~5 separate resources; an early example of this is substituting H2 for Ore (electrolyzed water ice) in the Simple Sabitier conversion. Downloads Installation 1. Download the mod 2. Install CRP and ModuleManager, either from the bundled download or from a separate source 3. Select the modules you wish to install. Do not install both the normal and simplified versions at once, as this may lead to issues Planned Features Green: Implemented Yellow: In progress Red: On hold Conversions -Sabitier | LqdHydrogen + CarbonDioxide = LiquidFuel + Water -Water Electrolysis | Water = LqdHydrogen + Oxidizer -Simple Water Electrolysis | Water = LiquidFuel + Oxidizer -Water Extraction | Hydrates = Water -Simple Water Extraction | Ore = Water -SolidFuel Refining | Alumina = SolidFuel (If I can find a way to allow SolidFuel to be moved) -Various processes involving MetalOre, RocketParts, MaterialKits, etc. Currently on hold due to the fact that mods that use these resources tend to include their own converters Harvesters -CO2 Extraction -Water Mining -Hydrates Mining -Argon Extraction -Xenon Extraction -Oxygen Extraction -Liquid Water Extraction -Oceanic Fuel Extraction (intended for Eve) -Hydrogen Extraction (Depending on availability in stock atmospheres) -Alumina Mining (See SolidFuel Refining) Other -Add part switching to the stock ore tanks to add capacity for every relevant CRP resource -More realistic resource ratios -Using ModuleManager to add these conversions to ISRU parts from other mods -Interplanetary resources, for use with Bussard collectors and such. This would probably require a new part for the collector, so I'm holding off on it for now -RealFuels integration, depending on feedback -Custom atmospheric and oceanic extractors if someone wants to help with that Changelog Licensed as Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Feedback and suggestions are appreciated!
  21. So while I wait for Squad to get a handle on the suddenly-fragile/explosive landing gear in 1.4.2, I've put my Career save on hold and I've been experimenting with designs and concepts for a Laythe colony with an associated Ore miner/refinery infrastructure in the Jool system. I've got a Jool window coming up and I want to send a flotilla of missions to establish a permanent presence there. At first glance, Vall looks ideal to support a Laythe base. It's in the same plane as Laythe; it's close in terms of dV, and there's no atmosphere to complicate precision landing or cause ascent drag losses. Howver, it does have relatively high gravity for a planetary moon, and I've found that the gravity losses incurred in both landing and return to orbit are eating up all or nearly all of the Ore I can recover with a reasonably-sized rover. By that I mean, after I've refined all the Ore into LfOx to refuel the lander, I've got nothing left; this is using unscrewed equipment - if I understand correctly, have an Engineer available "on site" so to speak can increase the efficiency. Is that correct? By contrast, a mining lander and refinery operation on/around Pol costs next to nothing in dV to land and return to orbit; the downside is that there's a fairly high dV cost to haul the fuel back to Laythe. Pol's orbit is inclined relative to Laythe's and it's pretty far out from Jool. I'm sure that some folks out there have explored these trades in great depth and can provide some pointers. Thanks.
  22. This is a very simple mod that allows for ISRUs to convert fuel without the need for external fuel tanks. I understand that there are snippets of MM code floating around out there that performs this very task, and I'm sure some of those are much more streamlined than mine, but I am releasing this mod anyway, since there are players out there with little to no experience using Module Manager. Downloading and installing a mod can be trying enough for some users, but it's still easier than writing a patch. What does it do? As stated above, it makes it so that the Resource Converters are able to convert fuel from ore being mined even if there are no ore tanks present on the craft. It does this by adding a very small storage capacity to all parts with a resource converter module using ore as an input. Converters will only be able to store a maximum of one unit of ore, so once you leave the surface you'll no longer be able to keep converting fuel. This is to avoid exploits. Why would I need that? It's perfect for science hoppers for example. Those types of crafts are not buildt to provide a stockpile, and the mining is not the main focus of them. They only have converters and harvesters to be able to refuel, and as such the demand to include external ore tanks becomes a pain in the behind. Does it work with 1.3.1? Yup. Did you make this all on your own? Are you a master coder? Not really and not at all. I know some basic python and that is about it. This is a very simple mod, and I still had to recieve some help to make the code more stable. This was provided by Snark, helpful as always. License This work is licensed under the WTFPL license, which can be found here: WTFPL What this means is that you can do whatever you'd like with it. Change it. Sell it. Eat it. Distribute it. Yell at it. Knock yourself out, but do note that: This work is also distributed along with Module Manager, as permitted by the license of that particular work. This is a separate piece of work with it's own license. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: Download Links: SpaceDock Source Code Uhm, I'm not sure, but the fact that the only code written is available through the .cfg should suffice, right? Change Log 1.2 -Included MiniAVC support -Included support for Decal Stickers -Changed folder structure -Updated version number for KSP 1.3.1 1.1 -Added Module Manager to the zip archive, because like a bafoon I forgot it during the original upload. Doh! 1.0 -Initial Release
  23. The smallest stock ISRU with 4 of the tiny stock drills. I have the drills mounted on the ISRU I have 4 small radiators mounted on the ISRU I have 4 medium folding radiators mounted on the ISRU Still the core temperature of the ISRU keeps going up
  24. I was trying to recreate Scott Manley's ISRU probe in his popular series Interstellar Quest, and ran into a difficulty Kerbal Space Program - Interstellar Quest 37 - Mining Ice Apparently Interstellar now converts Water to LqdHydrogen + LqdOxygen . Is there a way to have it produce LiquidFuel+Oxidizer instead? I looked into the Parts folder inside Warp Plugin, and couldn't find any obvious config file that I could edit to have Water Electrolysis produce LiquidFuel+Oxidizer Thanks in advance! PS: I'm a total n00b when it comes to modding so please excuse my naïveté
  25. I was trying to recreate Scott Manley's ISRU probe in his popular series Interstellar Quest, and ran into a difficulty Kerbal Space Program - Interstellar Quest 37 - Mining Ice Apparently Interstellar now converts Water to LqdHydrogen + LqdOxygen . Is there a way to have it produce LiquidFuel+Oxidizer instead? I looked into the Parts folder inside Warp Plugin, and couldn't find any obvious config file that I could edit to have Water Electrolysis produce LiquidFuel+Oxidizer Thanks in advance! PS: I'm a total n00b when it comes to modding so please excuse my naïveté