Denko666

IXS Warpship Original Series

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49 minutes ago, bjornadri said:

@Denko666 hi man, just wondering how the mod is doing, as in development of the pods etc. i love your work man!

Hey @bjornadri 

Thx! much appreciated. 

For the pods: i'm hoping/waiting for someone to help me out with texturing and assembling objects, motion and texture into a 3D model that KSP can use. I tried to learn how to do that, but that part just isn't compatible with me. 

Currently, i got these things on my 'to create' list:

- Pods

- Subspace transceiver system (gonna be a separate mod) needing 1 Object/Part: 'Subspace Radio Buoy'.

- MM patches for Interstellar Warpdrive standalone (if i can get that mod to work on my setup) and Kerbalism.

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Whilst i've a lot on my plate at the moment creating my Superluminal mod, Denko, i think the Pod part is pretty simple and i could help you with it if you like. Feel free to throw me a PM about where you're at with it.

I never made the pods in the original due to running out of time (i spend a good portion of the year away from home due to work), so the least i can help you do is complete the set.

Edited by Stevie_D

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20 hours ago, Stevie_D said:

Whilst i've a lot on my plate at the moment creating my Superluminal mod, Denko, i think the Pod part is pretty simple and i could help you with it if you like. Feel free to throw me a PM about where you're at with it.

I never made the pods in the original due to running out of time (i spend a good portion of the year away from home due to work), so the least i can help you do is complete the set.

:o I've seen the future 

And its not fair :'(

That is WAAAAY cooler then what i could ever do with the IXS mod. Maybe i should be helping you out with that instead of you me...?

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Rubbish! This IXS version is 3.75m, and the new one i'm making is 5m. I guarantee there are folks out there who would prefer it being 3.75m and still love this version.

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On 19/07/2017 at 9:54 AM, Denko666 said:

:o I've seen the future 

That is WAAAAY cooler then what i could ever do with the IXS mod. Maybe i should be helping you out with that instead of you me...?

 

15 hours ago, Stevie_D said:

Rubbish! This IXS version is 3.75m, and the new one i'm making is 5m. I guarantee there are folks out there who would prefer it being 3.75m and still love this version.

 

13 minutes ago, SchwinnTropius said:

For the record, I have no problems having both of these IXS ship mods. :)

Without seeing and experiencing the new models, I have a feeling I'll prefer the 3.75 models, however I am most interested in playing with the centri-spinnals :)

I like a tightly run ship, without excessive numbers of kerbals messing it up - a larger ship is more massive, more fuel required, more LS needed!  I also prefer to run my space program from the tier two launchpad, which means around 18-20 tons payload to LKO, and aesthetically only the stock size two fairings for aesthetics and so the 5m model may be too large in comparison.  But I'll have to hurry up, wait, and see!

So, please don't despair!

Peace.

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@Stevie_D we better make sure the mods don't clash then :)

Also: maybe we can make the pods work for both the 3.75m hull and the 5m hull? That way both mods benefit?

Edited by Denko666

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So because I see 2 warp drive parts in the example image, and that it utilizes Roverdude's warp drive mod, does it function in such a way that multiple warp bubbles can be created? And as long as a part is in one of the two bubbles, would it not explode?

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39 minutes ago, TronX33 said:

So because I see 2 warp drive parts in the example image, and that it utilizes Roverdude's warp drive mod, does it function in such a way that multiple warp bubbles can be created? And as long as a part is in one of the two bubbles, would it not explode?

Hi @TronX33!

Actually, the first ring is the warp drive, the second one is the support ring which contains the means to generate eXotic Matter used in the warpdrive. installing 2 warpdrives on the same ship will result in premature fatal disassembly :wink:

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On 7/25/2017 at 1:17 AM, Denko666 said:

Hi @TronX33!

Actually, the first ring is the warp drive, the second one is the support ring which contains the means to generate eXotic Matter used in the warpdrive. installing 2 warpdrives on the same ship will result in premature fatal disassembly :wink:

Ah damn. Looks like I'm going to have to do the transfer window dance for my space freighter. Oh well I can make smaller ships I guess. Great mod regardless.

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Loving this mod, I am creating a ship to travel to other solar systems and basically stay out there forever I use many many mods, including TAC Life Support and all of the USI mods (excluding their life support). I have only one issue so far, I cannot figure out how to create or gather LqDeuterium.

Is there a way?

Edited by TheKurgan

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@Denko666

SO, I decided to solve this little problem myself, and created this MM patch to add the capability I wanted to the Kerbal Planetary Base Systems ISRU:

Spoiler

@PART[KKAOSS_ISRU_g]
{    
    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = LqdDeuterium Extractor
        StartActionName = Start LqdDeuterium Extraction
        StopActionName = Stop LqdDeuterium Extraction
        ToggleActionName = Toggle LqdDeuterium Extraction
        AutoShutdown = true
        TemperatureModifier
        {
            key = 0 100000
            key = 750 50000
            key = 1000 10000
            key = 1250 500    
            key = 2000 50    
            key = 4000 0
        }                
        GeneratesHeat = true
        DefaultShutoffTemp = .8
        ThermalEfficiency 
        {
            key = 0 0 0 0
            key = 500 0.1 0 0
            key = 1000 1.0 0 0
            key = 1250 0.1 0 0
            key = 3000 0 0 0 
        }    
    
        UseSpecialistBonus = true
        SpecialistEfficiencyFactor = 0.2
        SpecialistBonusBase = 0.05
        Specialty = Engineer
        EfficiencyBonus = 1
    
        INPUT_RESOURCE
         {
            ResourceName = Ore
            Ratio = 0.4
            FlowMode = STAGE_PRIORITY_FLOW
           }
         INPUT_RESOURCE
         {
            ResourceName = ElectricCharge
            Ratio = 200
         }
         OUTPUT_RESOURCE
         {
            ResourceName = LqdDeuterium
            Ratio = 0.36
            DumpExcess = false
            FlowMode = STAGE_PRIORITY_FLOW
         }
    }
}

But, it didn't work, and I couldn't figure it out... for hours... then I found it.

In this mod, LqdDeuterium is spelled LqDeuterium. In the Community Resource Pack, it is spelled LqdDeuterium.

I changed the spelling of this for all instances in this mod, and WOOHOO! it works.

 

Edited by TheKurgan

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oops; i think you caught a typo of mine! 

i'll see to making a new release that fixes that asap.

ps: the correct resource is LqdDeuterium; LqDeuterium is the typo. 

Edited by Denko666

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if i want use only the command module... without the other parts or the warp drive mechanism...

what file i must put in my game?

i think inside the main "IXSWarpShipOS" folder   - the "Parts" folder, with inside "IXSCommandModule" folder with his files

                                                                                      - the "Spaces" folder with his file about the command internal

any other folder or file i need to use only the command module?

probably i will use the complete mod... but for now i need only the command module

Edited by Kerbinidiel

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if i want use only the command module... without the other parts or the warp drive mechanism...

what file i must put in my game?

Then insteaad of this mod, you might want the:
 

IXS COMMAND MODULE - No dependancies other than the firespitter plugin, which it comes bundled with.

From this mod:

https://forum.kerbalspaceprogram.com/index.php?/topic/83742-nasa-ixs-class-warpship-and-spacedocks-for-ksp-i-and-stock-ksp/

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Then insteaad of this mod, you might want the:
 

IXS COMMAND MODULE - No dependancies other than the firespitter plugin, which it comes bundled with.

From this mod:

https://forum.kerbalspaceprogram.com/index.php?/topic/83742-nasa-ixs-class-warpship-and-spacedocks-for-ksp-i-and-stock-ksp/

thanks for the suggest... but, the command module of the "IXS Warpship Original Series" (the mod of this thread) is more better:

the part clip (the green ball) inside the "hangar" are oriented in the right way and inside the hangar you can toggle the light...

for this i prefere this mod than the mod you linked

and in the future i will use this mod complitely... but for now i'm setting the mods i must use for my gameplay and in a second time i will add this and other mods... anyway i want now the command pod of the IXS

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Just to let you guys know: i'm still alive and working on this mod. But i'm having difficulties with the monodevelop environment. Hence the lack of a 1.3.1 compatible version.

 

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Hey man, have been a big fan of the IXS throughout its many iterations, it's great to see someone maintaining and improving on the idea, keep it up and thanks a bunch! Was also wondering if there's any update on the missing develocitize option from the warp ring that some people mentioned back in July, was hoping it would be amended in future versions but I'm still having the issue. I'm happy to post any logs you need to help out. Thanks dude!

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6 hours ago, Singitformehal said:

Hey man, have been a big fan of the IXS throughout its many iterations, it's great to see someone maintaining and improving on the idea, keep it up and thanks a bunch! Was also wondering if there's any update on the missing develocitize option from the warp ring that some people mentioned back in July, was hoping it would be amended in future versions but I'm still having the issue. I'm happy to post any logs you need to help out. Thanks dude!

The develocitizer is in there, but it's not working as it should anymore. Why? Your guess is as good as mine. 

Right now I'm trying to get the mod to detect wether Using Alcubierre drive mod is present or the interstellar wardrobe standalone. And inject the drive into the warpring with module manager. Which is then also going to be a prerequisite for the mod to work. 

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