FreeThinker

The KSP Interstellar Proxima Centauri Challenge

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Yes this is exactly as I expect, it start very strong  a kuicky lose strength after slowing down

The drag is a basic function of

SurfaceArea * Ion Density * speed * speed * 0.5

The SOI if Proxima CEntaury is modelded like this

775px-Ibexheliosphererevised.jpg

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Posted (edited)
11 hours ago, FreeThinker said:

Yes this is exactly as I expect, it start very strong  a kuicky lose strength after slowing down

The drag is a basic function of

SurfaceArea * Ion Density * speed * speed * 0.5

The SOI if Proxima CEntaury is modelded like this

775px-Ibexheliosphererevised.jpg

Yes that is the Idea, from break point of view, but closer to Star the force should be a little bit stronger also, at least was when I was testing it near the Sun.

This "mini-ship" version have only, I called it Shuttle, have "only" 110M delta-V

I Used 90M to accelerate, to 90,000km/s

Zero delta-V to decelerate to 400,000m/s

Which allow me to have now 20M delta-V to do the final star approach, but I will do it after fix whatever is wrong over there new do check-it into more detail.

From gravity point of view something is not correct, I need to check it today later on.

Edited by pmborg

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Posted (edited)

I have done several little changes but now seams to work :)

4GxvjR0.png

 

rsxPO85.png

 

 

Edited by pmborg

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Posted (edited)

Weight: 7.915.00 t
165 pieces
2 of my favorite molten salt reactors are used as a source of electricity.
Electric power: Stage 2: 68 MW Stage 1: 298 MW

Daedalus is built, and now I do not know what to do with it. I will wait for the release of a new mod on realistic Exoplanets. I think this ship will be able to fly to Alpha Centauri in 50 years (with a realistic distance of 4.3 light years) I also think that 4 robots will accompany Daedalus, as in the original project.

screenshot6

screenshot3

Unfortunately, Radeon ReLive recorded video in about 24 frames, although the game felt 50-60 frames.

 

Edited by OOM

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I plan to reload the point where i was and continue the mission with the planet orbits and soi fixed i estimate something about 22 or 24 years testing it soon

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12 hours ago, OOM said:

Weight: 7.915.00 t
165 pieces
2 of my favorite molten salt reactors are used as a source of electricity.
Electric power: Stage 2: 68 MW Stage 1: 298 MW

Daedalus is built, and now I do not know what to do with it. I will wait for the release of a new mod on realistic Exoplanets. I think this ship will be able to fly to Alpha Centauri in 50 years (with a realistic distance of 4.3 light years) I also think that 4 robots will accompany Daedalus, as in the original project.

screenshot6

screenshot3

Unfortunately, Radeon ReLive recorded video in about 24 frames, although the game felt 50-60 frames.

 

Very nicely done, could you provide me the Ship file?

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15 hours ago, OOM said:

Weight: 7.915.00 t
165 pieces
2 of my favorite molten salt reactors are used as a source of electricity.
Electric power: Stage 2: 68 MW Stage 1: 298 MW

Daedalus is built, and now I do not know what to do with it. I will wait for the release of a new mod on realistic Exoplanets. I think this ship will be able to fly to Alpha Centauri in 50 years (with a realistic distance of 4.3 light years) I also think that 4 robots will accompany Daedalus, as in the original project.

screenshot6

screenshot3

Unfortunately, Radeon ReLive recorded video in about 24 frames, although the game felt 50-60 frames.

 

Hello OOM,

Can you please present some numeric values about this ship I would like to compare them with my latest model (InterStellarShuttle-v5-2C.craft), if that is possible:

  • Max delta-V
  • Price
  • Total launch mass
  • Total launch cost
  • Total launch part count
  • Interstellar ship dry mass
  • Interstellar ship wet mass
  • Total travel time
  • Num. max of passengers and crew.

 

 

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9 hours ago, pmborg said:

Hello OOM,

Can you please present some numeric values about this ship I would like to compare them with my latest model (InterStellarShuttle-v5-2C.craft), if that is possible:

  • Max delta-V
  • Price
  • Total launch mass
  • Total launch cost
  • Total launch part count
  • Interstellar ship dry mass
  • Interstellar ship wet mass
  • Total travel time
  • Num. max of passengers and crew.

 

 

General Kenobi? 

The ship started of course through the cheat menu.
In real life, it will be built in parts using reusable SSTO.

Max delta-V: 38767142 m/s
Price: 4,748,906,000 $
Interstellar ship dry mass: 1,113,000 t
Interstellar ship wet mass: 7,915,000 t
Total travel time: 33-46-66 years (The real distance to Alpha Centauri, Barnard, Sirius)
Num. max of passegers and crew: The ship is unmanned. The crew consists of inspector droids. Their number may be different.
Although in the command block above the supercomputer there is a spacious place sufficient to accommodate a live team in a frozen form.
But this is not entirely realistic, since Daedalus is an unmanned ship.

Today made a test flight to nowhere.

Due to the large mass on the bend, slight instability is possible, but it disappears after the maneuver.
There were also problems with fuel cell compartments of the second stage. They parted with the explosion, which, nevertheless, the ship survived :wink:
The speed with which I started:
29512 m / s

screenshot7

After burnout, stage 1: 17562149 m / s (acceleration time 1 year 75 days)
screenshot8
After burning out, stage 2: 38767149 m / s (acceleration time 4 years).
A result of 5 years and 153 days was necessary to achieve the required speed.
image
PS. How to attach a ship file here?

 

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Posted (edited)
26 minutes ago, OOM said:

General Kenobi? 

The ship started of course through the cheat menu.
In real life, it will be built in parts using reusable SSTO.

Max delta-V: 38767142 m/s
Price: 4,748,906,000 $
Interstellar ship dry mass: 1,113,000 t
Interstellar ship wet mass: 7,915,000 t
Total travel time: 33-46-66 years (The real distance to Alpha Centauri, Barnard, Sirius)
Num. max of passegers and crew: The ship is unmanned. The crew consists of inspector droids. Their number may be different.
Although in the command block above the supercomputer there is a spacious place sufficient to accommodate a live team in a frozen form.
But this is not entirely realistic, since Daedalus is an unmanned ship.

Today made a test flight to nowhere.

Due to the large mass on the bend, slight instability is possible, but it disappears after the maneuver.
There were also problems with fuel cell compartments of the second stage. They parted with the explosion, which, nevertheless, the ship survived :wink:
The speed with which I started:
29512 m / s

screenshot7

After burnout, stage 1: 17562149 m / s (acceleration time 1 year 75 days)
screenshot8
After burning out, stage 2: 38767149 m / s (acceleration time 4 years).
A result of 5 years and 153 days was necessary to achieve the required speed.
image
PS. How to attach a ship file here?

 

Normally I like to share my ships here: https://kerbalx.com/

To share I installed 2 mods (plus 1 dependecy KXAPI) and do not interfere with FPS of the simulator:

KerbalX Mod to allow craft sharing:

  • KerbalX
  • KXAPI
  • CraftManager

With that share a craft is almost 1 click! :)

Thanks... checking your inputs.

 

 

 

Edited by pmborg

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Posted (edited)
7 minutes ago, pmborg said:

Normally I like to share my ships here: https://kerbalx.com/

To share I installed 2 mods (plus 1 dependecy KSAPI) that hard very hand and do not interfere with FPS of the simulator:

KerbalX Mod to allow craft sharing:

  • KerbalX
  • KXAPI
  • CraftManager

With that share a craft is almost 1 click! :)

 

Hmm, I need to work on this.
I will try as fast as possible.

Edited by OOM

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Posted (edited)

.

Edited by pmborg

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Posted (edited)
15 minutes ago, OOM said:

https://kerbalx.com/OOM_9/Project-Deadalus-A

Seems ready. Check this! It works?

Nice, checking it. :)

I don't have this mod: "TesserWreck’s Stock Fuel Switch", trying to check if is compatible with all my stuf

While reloading again KSP with a new mod "StockFuelSwitch"

In resume here are my ships so far:

ne6lCod.png

Edited by pmborg

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Posted (edited)
31 minutes ago, pmborg said:

Nice, checking it. :)

I don't have this mod: "TesserWreck’s Stock Fuel Switch", trying to check if is compatible with all my stuf

While reloading again KSP with a new mod "StockFuelSwitch"

In resume here are my ships so far:

ne6lCod.png

What kind of monsters are these with speed relative to the light?
:o

In any case, so many DeltaVs come in handy for this mod.

 

 

Edited by OOM

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Here a video of InterStellarShuttle-v5-1 in action:

InterStellarShuttle-v5.1 Final Ready! - Going for a full test.

I will share soon the final version of that one which is today "InterStellarShuttle-v5-2C"

 

About [WIP] Real Exoplanets

yes indeed, is very promising, and it is in good hands, I had to create something like that, to my self to allow me to test these Beasts.

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The "Project Deadalus-A" have several interesting details:

PyZdRH8.png

Checking...

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Posted (edited)

"InterStellarShuttle-v5-2C":

jPslAAg.png

 

This Ship takeoff "only" with 1M delta-V to be lighter:

  • The idea is takeoff from Kerbin
  • Go faster to Saturn and do the refuel, there, take several days, but get all fuel and start the Journey to the target Star
  • Then we have 110 M delta-V to accelerate, cruise speed about 100,000km/s
  • Break with Magnetic Scoop from 100M m/s to 400K m/s, use the rest 1M delta-V to intercept the star and the planet.

 

Edited by pmborg

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Posted (edited)

Shared already this Ship Version on KerbalX: https://kerbalx.com/pmborg/InterStellarShuttle-v5-2C

@FreeThinker , @OOM

I am not sure if you will have the same experience, once I have my own mods for the ship, but is interesting to see your experience without those.

 

Tested in current version that I personalized of CentauriDreams mod:

Kbb7Zoh.png

Edited by pmborg

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Posted (edited)

Did you imagine a kind of bittersweet scenario, where you discover a planet with O2 with Ozone and is Rocky too, have 50% or 60% of water and full of life with an average temperature 25C and with an Earth diameter about between 0.8 and 1.5.

 

This is a synonym of a paradise planet? Hum…

  • Image the animals are like Giganotosaurus, it would be difficult to dialog and say: “please don’t step near to by ships and colonies because you might damage them…”
  • Imagine a planet with giant flying animals like those we also already had on planet earth, Quetzalcoatlus.
  • Imagine a planet with underground snakes like Anaconda.
  • I will not talk about insects that in a small bit might kill us in a second with deadly poison for us.

What would the Colonists do then?

  •          Start the construction of another ship… and go to another world, but they are already on the ground, in orbit the mother ship is empty, now what?
  •          Kill thousands of these big hypothetical dinosaurs? - Of course not.
  •          Send a mini-ship to inspect the planet first, before all the 50 colons abandon the mother-ship? - This is the one that I Like.
  •          And if they discover that the planet is not good, they will be able to return to mother ship? - Maybe not...
Edited by pmborg

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Posted (edited)

To solve that kind of issues and probably some thousand more reasons, to do that , I created 2 mini-ships called Scouts

- Have a camera and a pack of sensors with a docking port:

HwnMHr7.png

 

with 13.8K delta-V is good enough to land or just do a low fly by and return to orbit into the mothership with more data.

Edited by pmborg

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19 hours ago, pmborg said:

Tested in current version that I personalized of CentauriDreams mod:

Kbb7Zoh.png

The colors look quite nice. You should realy turn it into a mod of its own

 

Edited by FreeThinker

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"The colors look quite nice. You should realy turn it into a mod of its own" @FreeThinker

Actually I change so many things every time that I start the instance, I have now a directory called:

D:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Pmborg

Where collect all the things that i tweak here and there, for example there is there a change that I needed, because some times the ship just explode when I simply pressed the launch button, it seams a bug of KSP that rise the temperature to 1200K even before show the ship on launch pad and some times the Ship explode, even with the black screen (during loading), so I added this, to your famous sphere tanks, problem were solve once for all:

@PART[ifsBigSphereTank]
{
    @maxTemp = 1500
}

 

DiDJdPq.jpg

I updated the dropbox file which have the version updated in theory you should be able to have similar things/images.

But please note that the pack of mods in use also change the rendered images like you know, and as well the rendering speed of-course :)

So that's why I have a list of mods that I like a lot but I keep them apart outside of my scope due performance.

 

Edited by pmborg

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Here my list:

$ ls -lisah | grep "drwxrwx"  | awk -F' ' '{ print $11 }'
000_AT_Utils
000_ClickThroughBlocker
000_FilterExtensions
000_FilterExtensions_Configs
000_TexturesUnlimited
000_Toolbar
000_USITools
001_ToolbarControl
AtomicAge
B9_Aerospace
B9_Aerospace_HX
B9_Aerospace_ProceduralWings
B9PartSwitch
BetterTimeWarp
BLO
CentauriDreams
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
ConfigurableContainers
ContractConfigurator
CraftManager
CryoTanks
CTTP
DistantObject
DMagicOrbitalScience
DraggableAltimeter
DraggableNavball
Firespitter
FShangarExtender
GroundConstruction
HeatControl
HideEmptyTechTreeNodes
HLAirships
InterstellarFuelSwitch
InterstellarHybridRocketry
JatwaaDemolitionsCo
Jettison
JSI
KAS
KerbalAtomics
KerbalEngineer
KerbalFoundries
KerbalJointReinforcement
KerbalReusabilityExpansion
Kerbaltek
KerbalX
KIS
Kopernicus
KSPWheel
KWRocketry
KXAPI
MechJeb2
MK1CabinHatch
Mk2Expansion
Mk3Expansion
MoarFilterExtensionConfigs
ModularFlightIntegrator
NearFutureConstruction
NearFutureElectrical
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
OrbitalTug
PatchManager
PhotonSail
PlanetaryBaseInc
Pmborg
RealScaleBoosters
RealSolarSystem
REPOSoftTech
RSS-Textures
SCANsat
SpaceY-Expanded
SpaceY-Lifters
Squad
SquadExpansion
StationPartsExpansionRedux
StockFuelSwitch
TextureReplacer
ThunderAerospace
TriggerTech
TweakScale
UmbraSpaceIndustries
UniversalStorage
WarpPlugin
WildBlueIndustries
WillStr1
XenonHallThrusters

Only the BOLD ones are customized the others are the original ones.

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Hello again,

News to the Challenge, assuming that the "InterStellarShuttle-v5-2C" was until now the champion of this Challenge, I have 2 new variations of that one

  • "InterStellarShuttle-v5-2C.craft"

- 111,700km/s delta-V
- 64 Seats (Including 50 Freezing Chambers)
- Include a SpaceShuttle (2 seats) of 15.7 km/s delta-V

 

  • "InterStellarShuttle-v5-2D.craft":

ohRVfjx.png

- 110,700km/s delta-V
- 64 Seats (Including 50 Freezing Chambers)
- Include a SpaceShuttle (2 seats) of 15.7 km/s delta-V

 

  • "InterStellarShuttle-v5-2E.craft":


- 110,200km/s delta-V
- 106 Seats (Including 50 Freezing Chambers)
- Include a mini-SpaceShuttle (2 seats) of 15.7 km/s delta-V

 

 

Also have a video demonstrating the "mini-SpaceShuttle" (2 seats), probably is not very easy to return and board again into mother-ship, but is possible, I have done it!

Nevertheless, I am also studding the use of the robotic arm "Mk1 Station Arm" (I am not sure if there is any other better or bigger...)

What do you think? @FreeThinker

 

 

Edited by pmborg

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13 hours ago, pmborg said:

What do you think? @FreeThinker

Impresive, but I think you could do better by replacing the 4 nuclear engines on the landing 4 thermal turbojets an add a pebbled on top of the aircrane and add air radial intakes to forward and backward position, and isru refrigerator. now you can land and take off almost infinatly using only atmosphere.

Edited by FreeThinker

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