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[1.3.0] Solaris Hypernautics v0.5.5- latest virtual particle technology!


Carbonjvd

What should be put into the next updates?  

138 members have voted

  1. 1. What should be put into the next updates?

    • Bigger badder engines
      68
    • More powerful resource parts
      42
    • Tweak what's already there
      50


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On 12/17/2016 at 6:58 AM, bice said:

Hi @Carbonjvd

Very interested. At least 1 part of this mod in all the ships and stations of my fleet.

Thanks!

Same here!! I love this mod... it's #$%&ing beautiful and functional and yes please fix it :)

 

I have an ENORMOUS lag monster of a space station built with these parts, it's a 100% self sustaining mult-fuel generating and storage depot... my game freezes for about over 5 seconds when I get to the 4.1km (render range) point from the station... and I have the snot overclocked out of my Core I7 6700k with 32gb of G.Skill Ripjaw ram, a SanDisk Extreme Pro SSD and an MSI GTX 1080 also overclocked to heck..

I giggle when it freezes for this station... it took me 2 real days to assemble it in orbit, one module at at time.

Edited by TheKurgan
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  • 3 weeks later...

To all those whom it may concern, your requests have been answered. The mod has been updated to be compatible with KSP v1.2.2 with this latest release of Solaris Hypernautics v0.5.4!!!

Alright, that's enough grandstanding. Onto what got changed around for this update beyond actually working in the latest version of KSP. Existing parts have all been moved to their corresponding categories that were introduced in KSP v1.2, so Electrical, Thermal, etc. Similarly the added comms functions, like hibernation and Kerbnet, have been added to all the corresponding parts. The Nuclear Fuel Pod and the Dust Refinery have both had one attachment point ever so slightly moved for better alignment and connectivity.

A very big thank you to user Putnam for providing the coding required for CTT integration, or Community Tech Tree. With this file, the mod is fully compatible with the two largest tech tree mods, the other being ETT or Engineering Tech Tree. Thanks again Putnam for your big contribution!

One final major fix in this update was the Specialist Bonus that was causing major issues with a resource conversion efficiencies. It has now been remedied so all parts will return to their previous efficiencies but have a minor bonus when the craft is crewed with an engineer. This extra bonus is small, but it can still help when trying to maximize the efficiency of ship-wide systems.

Well there you have it, the wait is over. If there are any issues, just reply here or in the Dev Thread at

Have fun!

- Carbonjvd

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Hello everybody, its update feedback time again! Since its been a good few days since the latest update was released, what are the questions, comments, and or concerns for the next one?

- Carbonjvd

@Kerbinidiel The two mods are derivatives of the original Ion Hybrids Mods mod. The Revived version maintains the parts original functionality while keeping it up to date with the newer KSP versions. The Solaris Hypernautics version reimagines the parts and adds new parts to the mod into something bigger and better.

@Wolves_Hero Yeah the different tech tree mods will move around the parts as determined by their new trees along with my own balancing it within the stock tech tree. Less cheaty, but still very fun!

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  • 1 month later...

Hello,

I Have a little problem with the alpha-4 "forge" virtual nuclear core, th virtual transthesis can't be more efficient than 6.00% at a temp of 1965.86K / 1900K ( the vessel have 2 alpha-4 "forge" virtual nuclear core, a capacity of 3680 dust empty and a constant comsuption of 1.2 dust / sec ).  I don't know why it stop at 6.00% but if someone have an idea for this problem, please I need your help ! :/  i make a log of the transthesis load, core temp and the universal time in my world : 

[mega log snipped]

 

Edited by Vanamonde
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  • 4 weeks later...
  • 2 weeks later...
On 25/03/2017 at 1:10 PM, MysterySloth said:

Is this compatible with Near Future Technologies?

I have solaris hypernautics, near future technologies and many other mod and personaly I haven't any problem (only the bug I reported but I don't know if near future technologies is the problems)

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  • 3 months later...

@eldemarco It works just fine in 1.3 as is, but I'll be uploading an updated one here within the next week or so.

For whom it may concern, its mostly just tweaks here and there. I'm still trying to get the damn background processing for the resource system.

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  • 3 weeks later...

I don'tknow if I'm doing something wrong but it seems that some engines are bugged...

The nuclear compressionjet and fusion nozzle (scramjet) both have a description stating that they can switch between nuclear and fuel, but I can only get the liquid fuel mode

In addition the catalytic engines seem to produce no thrust when running on dust mode (thrust reading is negative when right-clicking the part in flight).

I'll try to mess with the configs to fix it but tell me if you think I'm not using them right

Edited by lBoBl
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@lBoBl Glad to see there is still interest in my mod haha. Well to address the concerns, the nuclear jet and scramjet were originally meant to have dual fuel modes, but I later dropped the idea. The descriptions are left overs from back then. To be fair though, since you brought it up I may just reintroduce that feature in again. Thanks!

Now the other matter involving the catalyst engines and their dust modes producing no thrust. That is actually how they're meant to work, drawing in atmosphere to filter out the dust and store it. Its meant as an easy and quick way to collect large amounts of dust for processing without collecting it from the solar wind. And as a result of the drawing in, the thrust will show as a negative.

Thanks again for the second looks!

 

PS, I'm fiddling with a couple last features before updating the mod, to everyone.

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Solaris Hypernautics is back! Its been a good long while coming, but its here. The mod is now official updated for KSP v1.3.0, but let me know if their problems still. Two main points of the update include an overhaul of the nuclear jets to use both liquid fuel and blutonium as fuel sources. Included in the overhaul is new particle effects and far greater ISP's.

The other major new feature is a heavy addition of the fairly hidden stock upgrade mechanic, now being fully utilized for parts. Upgrades for utility type parts were the major focus of this update, though engine type parts will be the focus of a future update if the demand is there.

Besides those two features, a variety of little bug fixes and tweaks were implemented to help polish out the mod. Thanks again for everybodies support, and have fun flying!

- Carbonjvd

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  • 1 month later...
  • 1 month later...

I would like to file a BUG REPORT.

- Hoover has unclear description (it says "Outputs Dust 3.6", per sec? per min?).

- Solar wind panel has innacurate description (in reality it gathers 0.15 dust/sec, description suggests much much less than that). I like the empirical flow more than specs flow.

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  • 5 weeks later...

I made an upgrade to Solaris but since there is no Github repository, ill upload here.

https://www.dropbox.com/s/xoa6h4dzqu22ptm/Solaris_Hypernautics upgrade1.zip?dl=0

- added cooling unit size 4

- added double-sized  Rexair/Windpanel/Hoover/Dyson

- increased Rexair/Hoover dust rate to about 50% of Dustpanel rate/mass. Its 50% so panel collects twice as much but half a day. Effectively all collectors have same rate/mass ratio now.

 

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  • 1 year later...
  • 10 months later...

Hi @Carbonjvd

Still playing in 1.9.1 with this mod.  ;-)

Are you still supporting this mod? To me, the big issue is to have the vessel active to process resources (dust, ore, etc). No background processing. Is there a way to have it?

I have created a plugin dll to process dust in dustring and now working to convert that dust to ore in "dyson" but I'm not a good mod developer and the solution is not solid and real. You know: If Ec > 0 and Mc > 0 (no matter the amount of resources) then produce dust by time(unloaded)*rate.  This is not optimal at all but at least when I return to the vessel it has some dust produced.....

 

 

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  • 7 months later...
  • 9 months later...
On 12/16/2017 at 3:32 PM, agrock said:

I made an upgrade to Solaris but since there is no Github repository, ill upload here.

https://www.dropbox.com/s/xoa6h4dzqu22ptm/Solaris_Hypernautics upgrade1.zip?dl=0

- added cooling unit size 4

- added double-sized  Rexair/Windpanel/Hoover/Dyson

- increased Rexair/Hoover dust rate to about 50% of Dustpanel rate/mass. Its 50% so panel collects twice as much but half a day. Effectively all collectors have same rate/mass ratio now.

 

Hi, I know its been quite a while, wondering if you still have this file

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