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[1.12.x] Alcubierre Warp Drive (Stand-alone)
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
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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: https://github.com/UmbraSpaceIndustries/WarpDrive/releases
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
RoverDude replied to Stevie_D's topic in KSP1 Mod Releases
See note above re collaboration -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Ok, did a few final tweaks, mostly to reduce the need for recharging (there will not be a flameout delay as it's by design that people should not push this that close to the edge that they have a collapse). So a trip to Jool without a recharge is easily doable in the latest patch (fuel is not this drive's balance factor as noted before). If you get NRE errors, delete your own drive and replace it. Official release will be later today. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
There are no immediate plans for alternate models. And no plans for multi-drive support. Any additional models would likely be a 1.25 and a 3.75 but not any time soon. Warp instabilities, explosions if things get stretched out of the bubble, and disorientation post warp are unity oddities I will leave in as balance factors. Try a more gentle throttle foot -
parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Regolith and it's demo parts are what you use for resource extraction. The primary focus of ART is storage, which begs the question what the heck you do with all of that rock. And getting some trace stuff is better than venting it. It's also why ART includes a mass driver engine that uses said rock as a fuel -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sage - got no answer for you, I'll take a look when I get home. SufficientAnonymity - this will not work with the ISX parts for a lot of reasons. I've offered up my services for us to collaborate on changing that. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Try the latest ZIP. Overwrite everything. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Sage - usual deal, KSP version, OS, 64 or 32, shots of your GameData folder and USI folder. So here we go - it's done. Release will be tomorrow, but it's already there online. - Max speed is about 1.62C (C = speed of light). Any reference to 'speed' here refers to how much space is translocated, not velocity. - You can generate exotic matter through a lot of Gigantors. Kerbin to Duna without the generator running can be done on a single charge. - Secondary fuel tank is large, so you should not need to top off the xenon too often. - If your warp bubble collapses, you will start stripping bits off of your ship, the severity of which is controlled by how 'fast' you were going. - Stuff outside the warp bubble will explode - both on your own ship and anything within a 2KM radius - if the bubble is active. - You may experience G forces and spinning as the drive shunts on and off, and G-force hiccups as you shunt into lightspeed. This is normal, be careful. - No energy is required to maintain the bubble (we assume the drive's built in reactors handle field setup), just EM for movement. Wanted to keep this simple. - Yes, if you drop a reactor on this you can go almost indefinitely until the Xenon runs out. That's ok - it's by design, because for this drive, fuel conservation is not a factor in balancing. - Default altitude cutoff is 500KM. That should cover the bits for now -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
@Keymaster89 - You can end up with 20K DV circularization burns... or 300. Based on how you do your warps. There are many tricks and it's a whole different navigation ballgame. And thus far, I've proven myself to be the worst warp navigator ever Just like the KSPI drive, this guy is not just some 'I win' button. It's a really interesting option though. And as noted.. everything needed is in the box. I powered mine with a bunch of gigantor solar arrays with the only non-stock part being the drive itself. -
NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
RoverDude replied to Stevie_D's topic in KSP1 Mod Releases
FYI - if you want to collaborate on making this warp drive compatible with my code, I'd be happy to help. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Actually... if you run out of exotic matter while flying, you have a chance of your ship exploding based on how fast you were going when the tank ran dry, due to an unstable warp bubble collapse. Fuel acquisition is not the balancing factor of this drive. - - - Updated - - - Warp bubble is part of the mesh. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
100% stand alone. The only dependency is Regolith for the Exotic Matter converter Not in Dropbox yet, chasing down an NRE. Phantom forces are to be expected at max warp. It's a Unity glich i am leaving in by design Aim carefully, punch warp, drop out if you need to re-align. Turning in warp works but horrible things may happen based on speed. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
These work as an Alcubierre drive should. You are translated in space, but velocity remains the same as when you entered warp (minus maneuvering thrusters, etc for positioning). -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
I just make stuff I think the game needs. Although I expect over time between me and Nertea a lot of KSPI bits will have different alternatives. Oh... and here's a new video. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Guidance you will have the joy of figuring out Fuel consumption is being worked. RE the effect - Nertea may have something for us, I also have something else cooking. Note that the effect of warp is incredibly secondary to this part - I'm by no stretch a unity expert. But if someone who knows unity better (and also can work with the limits of KSP) wants to send in a pull request, then by all means rock on -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Preview is on my dropbox. RE G-force: I will call that a feature RE power: It need tweaking, I'll play with it , but if you're having to use a 5M nuke to power it... I'm kinda ok with that -
[1.12.x] Freight Transport Technologies [v0.6.0]
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Sure. log a github issue. Or just slap on an adapter instead of a cowling -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Yes. It would probably do really weird unpredictable things. - - - Updated - - - Also - if you go to my dropbox there's a rough WIP (Chasing down some NRE errors). Let me know if it works, and initial feedback. - - - Updated - - - There's a generator built in. EC->Exotic Matter. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
It wasn't designed with reuse in mind so it has some requirements for animations, etc. but no reason that someone could not drop in an alternate model. -
[WIP] Stand-alone (no dependencies) Alcubierre drive
RoverDude replied to RoverDude's topic in KSP1 Mod Development
Right now my plans for sound are stock