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[0.22] Ion Hybrid Electric Pack 30.08.13 --- Soon FKSP!!! See Development Monitor


EPD

What do you want us to do next? Propositions for next release or Part Packs  

4 members have voted

  1. 1. What do you want us to do next? Propositions for next release or Part Packs

    • More parts in Ion Hybrid Elec Pack. (solar panels,more engines,new technologies)
      141
    • Standard parts (fuselage,tanks,luq enignes,chassis) in future design as Ion and Hybrid engines
      47
    • Base/station parts, PODs, and other "structural" parts.
      118


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  • 3 weeks later...
Does anyone have a MM cfg file that adds all the parts to the tech tree that they feel like sharing?

Here:

@PART[G120-XL_Generator]
{
TechRequired =largeElectrics
entryCost = 0
}
@PART[G60-M_Generator]
{
TechRequired = largeElectrics
entryCost = 0
}
@PART[HF-1000_Hybrid_Medium_Engine]
{
TechRequired = experimentalElectrics
entryCost = 0
}
@PART[HF-2500_Hybrid_Main_Engine]
{
TechRequired = experimentalElectrics
entryCost = 0
}
@PART[HF-85_Radial_Hybrid_Engine]
{
TechRequired = experimentalElectrics
entryCost = 0
}
@PART[IP-10_Medium_Ion_Engine]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[IP-15_Radial_Ion_Engine]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[IP-20_Medium_Ion_Engine]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[MMI_Battery]
{
TechRequired = electrics
entryCost = 0
}
@PART[MMI_Large_Battery]
{
TechRequired = largeElectrics
entryCost = 0
}
@PART[SideAdapter]
{
TechRequired = precisionEngineering
entryCost = 0
}
@PART[X120-M_Xenon_Tank]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[X240-L_Xenon_Tank]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[X30_Xenon_Radial_Tank]
{
TechRequired = ionPropulsion
entryCost = 0
}

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  • 3 weeks later...
Here:
@PART[G120-XL_Generator]
{
TechRequired =largeElectrics
entryCost = 0
}
@PART[G60-M_Generator]
{
TechRequired = largeElectrics
entryCost = 0
}
@PART[HF-1000_Hybrid_Medium_Engine]
{
TechRequired = experimentalElectrics
entryCost = 0
}
@PART[HF-2500_Hybrid_Main_Engine]
{
TechRequired = experimentalElectrics
entryCost = 0
}
@PART[HF-85_Radial_Hybrid_Engine]
{
TechRequired = experimentalElectrics
entryCost = 0
}
@PART[IP-10_Medium_Ion_Engine]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[IP-15_Radial_Ion_Engine]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[IP-20_Medium_Ion_Engine]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[MMI_Battery]
{
TechRequired = electrics
entryCost = 0
}
@PART[MMI_Large_Battery]
{
TechRequired = largeElectrics
entryCost = 0
}
@PART[SideAdapter]
{
TechRequired = precisionEngineering
entryCost = 0
}
@PART[X120-M_Xenon_Tank]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[X240-L_Xenon_Tank]
{
TechRequired = ionPropulsion
entryCost = 0
}
@PART[X30_Xenon_Radial_Tank]
{
TechRequired = ionPropulsion
entryCost = 0
}

I simply drop this into a "engine.cfg" (for example) in my Kerbal Space Program/GameData if I have Module Manager installed, right?

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I simply drop this into a "engine.cfg" (for example) in my Kerbal Space Program/GameData if I have Module Manager installed, right?

will this add the parts to the tech tree?

To the OP:

will the new update and parts (i.e. solar wings) be tweakscale compatible? and have full tech tree integration? I would very much like to have these in my next interstellar playthrough that I'm thinking i might stream (for the first time streaming) when i get my new fibre internet next week.

and now a difficult question for any modder: is there a projected estimate for the release of the new update? (just wondering if i can get this before my stream begins in a week or 2)

current version is epic btw loving it!

1 request: is it possible we could have another radial ion engine thats a bit more streamline with a bit more max thrust like 1-2 maybe and resist temps of about 1800 (im thinking of putting them along the wings of a spaceplane and i also use FAR and deadly reentry)

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  • 2 weeks later...
  • 2 weeks later...
Hello,

Looking for electrical stuff: solar panel, nuclear power, engine...

Hybrid Elec Pack gives these? Does work with 24.2?

Any other mod like up?

I haven't tried this mod yet but since it is a parts mod it should work fine. I'm waiting for those solar panels/wings.

If you are interested in electric propulsion check Near Future.

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I haven't tried this mod yet but since it is a parts mod it should work fine. I'm waiting for those solar panels/wings.

If you are interested in electric propulsion check Near Future.

Might be waiting awhile for them lol. I've been waiting for the VTOL engines since last September...I'm in no rush though. Better there made right then just tossed out.

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In 0.24.x (32 bits) it seems to be hit and miss. I made my first grand tour ship with the 2500 engine and everything went fine.

Then I made a long range, heavy tug... The kraken keeps eating it. Happened 15 times today in under 4h time.

Then I switched out the 2500 engine for regular old nuclear + fuel tank, and it wasn't attacked by the kraken yet (after 5 hours).

Might just be me, and it's a shame either way... I love these engines.

Ill do more testing and report back when I can.

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  • 2 weeks later...
Very awesome looking! But how are they different from normal ions? And how "realistically" balanced are they?

They were a bit too much on the heavy side (counting the generators) to beat nuclears. Dunno about stock-like or realistic-like, but for me that is what counts, in the end i reverted to good old nukes and gained weight and simplicity.

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has anyone tried this is 0.25 yet? I know the mod hasn't been updated in a while but it worked in .24.2 (for me at least) without update.

They work. These are (currently) just parts (no plugins) so as long as the config/model system of the game isn't changed they will work.

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  • 2 months later...
  • 3 weeks later...
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