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Found 7 results

  1. Animated warp effect: Inroducing a new, stand-alone Alcubierre drive for KSP! What does it do? The Alcubierre drive works by moving space around your ship, not through accelleration. In KSP we do this by changing your vessels position based on the engine throttle controls for the warp engine. Speeds of up to 16 times the speed of light are possible. How does it work? Use massive amounts of electric charge to create Exotic Matter. Point at your target. Use Exotic Matter and Xenon Gas (the latter is for the maneuver thrusters) to go straight to the target. Note that since your velocity does not change, only your location, you will have to compensate for any orbital speed differences. This can be excessive (15K+ DV) or, with proper planning, next to zero. To be clear. This is NOT just a fast, efficient engine. There is no acceleration (other than a tiny amount from the maneuver thrusters). It works through translating the ship's position (simulating how a real Alcubierre drive might work). What's the catch? How is this not OP? You will still need either very careful navigation or excessive DV changes to achieve orbit. Also, because of the destructive nature of the warp bubble, parts outside of it (both on your own ship and others) will be destroyed. Warp bubble collapses are also destructive, and maneuvering at excessive warp speeds can be very dangerous (everything from losing control through parts of your ship slipping outside of the bubble and exploding). What other mods do I need? None. Really. The only dependency is Regolith which is needed for it's converter (used to make Exotic Matter from EC). What other parts do I need to support this? Stock only. Really. Near Future Technologies reactors, or reactors from the USI mods will make some things easier, but you can get away with a completely stock warp ship with just the addition of this part. Can this support [mod X]? If you want integration with other mods, tell your favorite modders to ping me. I am very open to collaboration LICENSE: Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely DOWNLOAD HERE Source can be found here
  2. From my own experience, I know that Interstellar Extended can be quite complicated to figure out, so I made this post to minimise the fuss. In the KSP @FreeThinker's Interstellar Extended mod, there is a number of very cool futuristic parts, and sometimes it can get quite hard to find out how to best use those parts. One of the best examples of such a feature is the Acullbierre drive (a.k.a the Warp Drive) As most parts in IE and in KSP in general, the Acullbierre drive requires a few more parts to function. To fully understand how a warp drive functions, we are going to use an example ship I’ve built. It’s parts fall into these main categories: -Means of control (Duh) - Reactor (mega joules generator) - Secondary power source (mega joules are considered a different resource, so it is best that there is at least a solar panel on the ship) -Acullbierre Drive -Radiators (an absolute MUST for almost any system in IE) Secondary Propulsion system (When exiting warp, you will be going at the exact speed you left at, so you will want to make some adjustments so that you don’t fall into or escape the planet you’re going after) With most parts being pretty self explanatory, there are two features I need to address: The drive and the reactor. Reactors are parts that generate electricity. Some do more than others but they may also require more resources or last less long. Make sure to read the description of them to make sure your ship has the required resources. As well as that, many reactors have different configurations, meaning that some can utilize different configurations of resources. These are different for every reactor, so make sure you choose the one that suits you best. (Most reactors can be fitted with an extra “thermal” reactor. Those utilize the excess heat your reactor/Acullbierre drive produce and repurpose it as electricity. They can go great with reactors as they increase the power output greatly) Acullbierre drive comes in three different shapes: small, large and compact. These differ in the amount of mass they can transport, so make sure you have the correct one (they can also stack BTW) When everything is set up and the reactors are working, go to the drive menu (via right click) to start the drive. CAUTION: this act will generate a lot of excess heat, so be sure you either have enough radiators or your actions are quick!!! When the reactor is charged (the exotic matter bar is full) select your destination on map screen, point there and turn the warp drive on! Tip: one of the readings on the drive menu is the current warp speed. You can increase and decrease that with the appropriate buttons on the menu. Make sure you you slow down quickly enough though!
  3. Basically, it's the Portal Gun from Portal. In Portal, the device exists in the form of a futuristic-looking gun that works by shooting a pair of portals onto surfaces coated in moon rocks (and the moon itself) to instantaneously transport information and matter across space. Only two portals can exist at a time (save for co-op multiplayer, which will be ignored) and work both ways. In KSP, the portal device would exist as a large-ish part that could transport ships and their cargo (passengers, resources, momentum(?), across space to a duplicate of itself. To do this, both parts would require a large amount of electric charge, ore, and a way to refine it into fuel as well as a strong (green) connection to each other through CommNet (The two portals have to be able to communicate with each other and both have green signals. The signals can bounce as many times as needed but the route must stay green the entire way through). This would work only on bodies without an atmosphere, and in space. In order to function in-atmosphere, the portal part would need an airlock. Said airlock would be a deployable space made of "hardlight" or some form of tarp (textures would be interchangable for people who don't like scifi. Then again, why would they be using a portal mod if they don't like scifi. Whatever.). A ship would need to fit inside the airlock, which would need an increasingly large amount of electric charge to hold open (because it's hardlight) the bigger it gets. But what if you want to go somewhere else but you already have two portals set up? Easy, just switch the target location on the portal "here" portal to the desired "there" portal (all portals function as both "here" and "there" portals at the same time). Why does it exist? It's a colonization mod that I just thought would be a cool thing. Unfortunatley, I have next to no skill and would probably grow bored of maintaining the mod quite quickly, if it ever became a thing in the first place. That's where you guys come in. Anyone and everyone can make this mod, I'm simply bringing up the topic. Well, that's everything I have to say. Bye!
  4. WarpCoreUnit1 A Star Trek Trek inspired warp core for Kerbal Space Program. Dependencies: Alcubierre Warp Drive (Stand-alone) By RoverDude. At my request, SpannerMonkey created this model for me based on a warpcore model I found on blendswap, and derived a config for it following the configs for Alcubierre Warp Drive (Stand-alone) By RoverDude. which is a dependency for this mod. He has given me permission to modify it as I see fit, and release it. I have heavily modified the config to: 1) The reactor uses Dilithium Crystal (of course) to create LqdDeuterium which the Warp engine runs on. 2) Provide it's own power (850 ec/s) and power storage (1000 ElectricCharge) 3) Provide a way to replenish the Dilithium Crystal from processing ore at a rate of 1 Dilithium Crystal per every 10 ore, every 10 sec. This warp core is a little cheaty compared to the other warp drives out there, mainly because of it's size... and yes, I know... no warp nacelles. I was fed up building warp capable ships and having to use enormous (but very awesome!) warp drives, I wanted something I could fit inside a large cargo bay, and well, here it is! *This Warp Core is a fully self contained warp drive, reactor and ore processor. In order to make use of the reactor and ore processing, first you must "Deploy the Converter" wait for it to be ready (it takes a little while), start the reactor, Initialize the Dilithium Chamber, and if you are converting ore into Dilithium Crystal, Start Crystal Extraction. The ore processing requires exactly 99% of the reactors power output, leaving you with a very small output of 8.5 ec/s to maintain minimal ship functions. Do not attempt to run the ore processor and the engine at the same time unless you have a rather large secondary power source. In order to create a "Warp Bubble", you must be a minimum of 90km above the surface... then buckle up and engage! Change log: This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Download links: Github SpaceDock Dropbox
  5. So I'm playing on ksp 1.2 with kerbalism and interstellar and some other mods I'll post them later but,I'm trying to make a warp ship to blalo in kss which can carry 1000 tons. I hope that some of you guys can help me out and also learn from others. -Thanks Devan
  6. So, i'm fiddling with USI kolonization tools and found myself thinking of colonizing new stars. proceeded to download 1.2.2 compatible star mods. However, the journey cost and time is too damn high! So, i first downloaded Interstellar extended, to see it's many massive radiators, receivers and other things i propably wont use. I was interested in the Warp Drive. I also have Roverdude's warp drive mod. Still, i'd love to see more warp drive mods, as i plan on making big colonising crafts to conquer those new systems. Queue next issue: kerbal transport. As much as i love designing big ships, i realised that transporting kerbals to my ever-growing colonies is not an option all of the time. Money and logistics of such operations can be too much. So, if anyone could point me towards a mod that would allow my kerbal to multiply in numbers in their bases, (preferably compatible with CTT's "colonization" node in 1.2.2) i'd be greatful. o7
  7. Hello, this time I thought a idea for a mod of advanced hypothetical methodes of propulsion, but I can not make this. This is the clasification and short description of each one: Esencial for the mod: - Diametric drive: a type of propulsion that would make use of regulated non-conservative gravitational field with non-zero curl, ie, a similar thing like "gravitational field with two poles", obtaining a zero energy acceleration. - Disjunction drive: similar to diametric drive, but would make use of permanent non-conservative gravitational field with non-zero curl, controlling the acceleration by de distance of "gravitational poles". - Pitch and bias: unlike diametric and disyunction drive, this method would not make use of regulated non-conservative gravitational field with non-zero curl, but would change the gravitational constant back and forth. - Differential sail: a engine that would generating negative pressure/energy (casimir effect) forth of this, and positive pressure back. - Warp/Alcubierre drive: a type of propulsion that would move the space arround the starship instead the starship. Other, not needed and very difficult to make: - Worm hole: two distant points of space interconected, ie, a thing like portal with spheric shape. Note: the non-conservative gravitational field with non-zero curl is hypothetically possible with negative masses (and hypothetical particles) together normal masses, this is, a negative mass would repelled by positive mass (and positive also), but would have negative inertia, and this mean atraction instead repulse, originating a lineal move of possitive and negative masses. New materials: - Negative energy/pressure: a density of vacuum required to make work the warp drive, differential sail, worm hole, etc. New parts: - Negative energy generator: a part that produces electricity to generate negative energy deinsity (only work when there is a receptor, ie, a exotic engine with negative energy storage space). - Diametric drive reactor: a part that works like engine, requires store negative energy to accelerate, more negative energy, more acceleration, until 10m/s^2 (variable per total mass of ship); and destroy negative energy to not accelerate (when destroy negative energy, consume electricity); is slow to change these actions. - Disjunction drive reactor: a part that works like engine, not requires store negative energy, only consume electricity to separate or bring near the two reaction masses; when separate the reaction masses, not accelerate; when bring near the reaction masses, accelerate until 20m/s (variable per total mass of ship); is very fast to change these actions. - Gravity constant reactor (Pitch and Bias): a part that works like engine, not requires store negative energy, but consumes a lots of electricity when change the acceleration, accelerate until 50m/s^2. - Warp drive reactor: a part that works like engine, consume and destroy negative energy when is active, but consumes more electricty than the produced for the generation of negative energy; her work althrought change directly the velocity instead the acceleration, and when not work brake to original velocity. The acceleration by previous methods cancel the G forces. - Differential sail engine: a engine that only consume negative energy, accelerating like another normal engine, with G forces and low power. Idea based in:|Collection|NASA%20STI||17|Collection|NACA||125|Collection|NIX