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Everything posted by Denko666
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
You are using the github source i think? My bad... i forgot to push the Scoop modifications. They're there now. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
Bust be a mod messing with the tank then... it already adds LFO in the editor. For the COM: i understand what you mean, but thats not exactly what i mean. Imagine this setup: on the MainHull: on the top 2 tank mounts: a Crew tank and a Science tank. then put a LqdDeuterium/LqdHe3 on the bottom 2 mounts. with the reactionwheels as they were, they could not compensate for the COM being lower then the central axis. The ship would tend to dip when using the rear thruster (the warpdrive is not affected). It becomes even more problematic when you have an Ore tank at the bottom on one side and a fueltank on the other. The only way to solve it without stronger SAS is to put 2 identical fueltanks diagonally of each other, then the COM stays on the central axis. I'll check the Joolscoop. My intention was to do away with JoolGas, as it is not in the Community Resource Pack or the stock resources. And in real life Jupiter's atmosphere is rich in Xenon you only need to filter it out. The JoolScoop would then become a 'Particle Collector', moddable with MM to easily add resources from other mods like Karbonite. While trying to modify it, i probably overlooked a JoolGas entry somewhere, producing the no object error. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
for KSPi-ext: havent tested it, but i was looking for inspiration and thought i'd look at how they did it. that's when i noticed the duplicate parts... so next spacedock/ckan update i'll see to having KSPi listed as known incompatible. i dont have a hold on 3d modelling for ksp yet, so all changes so far are edits of the config files. in tge mean time i solved the tokamak reactor issue in the main hull. but i still need to push it to github. i noticed a new issue tho: the main hull's built in solar panels consider the top and bottom of the model to be the photovoltaic surfaces instead of the sides. i also increases the torque of the built-in SASs to compensate for the shifting COM introduced by the fueltanks emptying, or when placing them on the bottom-side nodes. anyway, if you feel like testing, i'd welcome the input. thing to check: in my setup the LqdDeuterium/LqdHe3 tank gains LFO when loaded in the game even tho it's not in the config. do you guys see that too? -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
For the adventurous at heart: you can get an updated (beta) from here: https://github.com/bartblommaerts/warpship Changes: - New tank: LqdDeuterium/LqdHe3 - Incorporated FatCholesterol's IVA - The Main hull has a built-in Tokamak reactor, requiring EC + LqdDeuterium to produce more EC (not working, EC consumption runs, but no EC is generated) - The Support Ring now has a Portable Hadron Collider (PHC) which combines EC + LqdHe3 into Exotic Matter to run the warp drive with. mind that the warpdrive also consumes minute quantities of XenonGas next to EC and XM! - New dependency: CommunityResourcePack - i went over the Interstellar Extended mod's code. And pretty sure it will not work nice with this mod. Since it includes several parts from a (muchmuch) older version and they have kept the part names. Because of that there will be conflicting parts loaded, not sure how KSP resolves this, but it won't be pretty. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
Hey @bengee777 . i'm a bit of a noob too when it comes to modding. For the license: i kept Sophias'. Which is based on Stevie_D's which comes from RoverDude (if i'm not mistaken). (sounds almost like it came out of a bible) a little explanation on the naming: i thought 'Warpship' was a bit dry and that the experimental nature of the craft should be more emphasised. so i added the IXS back. the OS at the end stands for Original Series as JPL indicated he might someday do a rework of the ship (which i imagine would then be the Next Generation, as per Star Trek lore). i'm tempted to ask FatCholesterol if he'll allow me to integrate his IVA into the IXS_Warpship_OS mod. But that would probably mean it would become the standard IVA for the cockpit. What do you guys think? Should the mkIII IVA be kept as the default? should FatCholesterol's IVA remain a separate mod? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Denko666 replied to K.Yeon's topic in KSP1 Mod Releases
re-entry from 80km at less then 1600m/s with mechjeb surf on and pitch set to 15 always seems to do the trick for me. never have had tbe need for extra heat protection. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
Here i think you're confusing Star Trek with Star Wars. Altho, Hyperspace or subspace could very well be the same thing. What exactly do you mean with the Interstellar one? If you're referencing the movie 'Interstellar', the Endurance didn't have a warp drive, just plasma engines. Ok so we definitely keep Roverdude's rendition. And you're right, apparently only one ring is needed. Sophia even mentions it. I thought i had read it somewhere that 2 were needed(/better ?) ok, so either you invoke the power of the gods or you run the risk of getting lost in space.... In the Solaris Hypernautics mod for KSP one way of decelerating is introduced as a large array of magnetised panels... If like you say the field to manipulate time-space is in essence a magnetic field... maybe it can be used to decelerate? (i'm imagining a sort of magnetic umbrella projected to the front of the ship. causing 'friction' against space-time??, or am i way off here?) what would be considered 'big'? like anything larger in matter then the equivalent of energy of which the bubble consists? I had a feeling. But i couldn't find an explanation or schematic of the IXS which definitely stated what they were. The exotic matter... as i read it its just another name for 'an undefined substance'. For the next update i was thinking of making the resource flow for the IXS like this: https://drive.google.com/file/d/0B5NBkNpM6eNdOGZWcTlZOWFYeUk/view?usp=sharing The Quantum Vacuum drive was already in the mod. I think Sophia added it if i remember correctly. i guess what would be near-futury enough is some sort of buffed up ion thruster? Thanks for taking the time to educate me a bit on this... if anything it'll help the mod get cooler to use -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
Thanks for that! help is always welcome Well, as far as i can grasp it: Einstein said; matter cannot travel faster then the speed of light because the energy needed to speed up increases exponentially per unit accelerated, effectivly ever approaching but never reaching lightspeed. According to Alcubierre, if space-time is indeed 'manipulatable', then we could expand space-time behind and contract space-time in front of a ship. The ship would be in it's own little island of space-time in between the contracted and expanded space-time at a given point. This is what we call the 'bubble' in the KSP mod right? But then, as the warpdrive 'releases' its grip on space-time, wouldn't the ship just be at its original relative position? As i see it, the ship would at least need to do a bit of moving within space-time in order to get to the destination. I get that this is where Sophia's Develocitizer would come in because you would be moving in a direction and speed that has no relation with the destination space-time. (ex: you coud be entering in an SOI of a star at a speed and vector no conventional drive could ever correct) But one of the things i find puzzling is: what happens to the ship (matter) when it traverses that contracted space? would it indeed retain its momentum or not? Another thing is: would moving over/through the contracted space-time not also mean moving through whatever field is creating the contraction? (i imagine this would be a field either consisting of or created by something capable of manipulating gravity? i imagine this being either an artificial Higgs field or a layer of Higgs bosons... ) But what i wonder is, what would happen to the matter of the ship (and content) while making that transition? I know it's fiction turned stunningly (half) prophetic, but in Star Trek, a ship first gets wrapped up a subspace bubble, then an oscilating singularity (oscilating space-time) gets projected in front of the ship, drawing the ship nearer (like a rubber duck in a pool would float to the origin of a fountain) while the ship inside holds on to (anchors) itself inside the subspace bubble. These things correspond to 3 iconic features found in all Star Trek Federation ships: the blue thingies at the front of 2 or more nacelles projecting a subspace field, the red thingies of the nacelles anchoring the ship inside the field and the large forward-facing dish projecting the singularity. In dr. White's vision of the Alcubierre drive there are the 2 rings: one for contracting space in front, and one for expanding space behind. But there are also the 4 'caps', and i can't find any explanation anywhere what function they have. Are they part of the drive? In Sophia's rendering, she visioned the blue glowy cap to be a 'develocitizer'... Stevie_D envisioned the caps to be all sciency things (supported by this idea: http://s219.photobucket.com/user/exendar/media/ixs_26_zpsc590fcb0.jpg.html ) Another thing is: would the IXS be able to move through other matter? While it makes the crossing to the destination over contracted space-time its sure to encounter something? Or would other matter pass around the ship at the treshold of whatever field is generated? If i again take Star Trek as a reference, they are in sub-space, so basicly they pass by whatever matter is in the way because they are not, as Geordie would say, in phase with the rest of the universe. questions, questions, questions.... and when i look around for answers most of the time i get copious amounts of, to me, completely unintelligable mathematic formulas. Now i know the entire Warp Drive thing is academic apart from some (rather succesful) practical experiments done by dr. White. And so the practical details of how such a drive would do its thing are simply unknown. But i'm sure there are some things in the current theory that would dictate some rules on what is needed and why. Or at least exclude certains things as irrelevant or impossible. So what i mean with 'as realistic as possible' is that the mod would certainly not work in ways the existing theory would contradict. (for ex: is the 'develocitizer' something probable, improbable, unknown, doubtful or plain impossible). -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
In the VAB/SPH if you right-click on the warpdrive, there should be an option what to do when coming out of warp. In flight there is nothing special to do when exiting warp (unlike with the develocitizer). I'm going to try to get everything in the mod as close to the theoretical technology surrounding warp speed as possible. But its tough... some seriously whacky hard-to-grasp things to get my head around. Especially since its all mostly based on Quantum mechanics and even the experts arent out of the woods on it. -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
I think the Persistent Thrust mod already does that. Could be wrong, i never used it myself. If you install Deepfreeze, there will be an IXS sized can with a 10 kerbal freezer -
[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
i think i got it, test release can be downloaded here https://www.dropbox.com/s/hoelvsl1k76hv47/IXSWarpshipOS-0.3.6b-1.1.2.zip?dl=0, Maintenance post updated. Not submitted to Spacedock or CKAN yet. I will do so if it proves stable. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
The last update of kOS seems to have fixed it. At least in the editor the parts now behave as they should. So you were more then probably right Pellinor, good eye and memory!- 3,523 replies
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
The develocitizer is leftover from the 1.0.5 version when the IXS still had its own warpdrive plugin. But that became defunct with KSP 1.1, hence why i replaced it with RoverDude's warpdrive. Roverdude's has the Develocitizer's function built-in. The 'caps' (as we've began to call them) like the develocitizer will receive an overhaul in the next version. as for the ship in orbit: Hyperedit is not yet 1.1.2 compatible. And if you do use it, it messes things up regarding orbit info etc... so that could be the reason why the warp drive doesn't work even above 600km. The only way right now to get the IXS in space is to build it there using extraplanetary launchpads (or build a big-ass rocket). I'm still working on that myself (testing things sucks without hyperedit). I just tested the warpdrive mod and technically it does work, in the sense that the plugin and part configs load, and the proper hooks into the KSP game engine get made. Other then that, without a working Hyperedit, i'm stuck to doing it the 'right' way. Just like you. So: make sure you're using KSP 1.1.2, and have installed Alcubierre Warp Drive for KSP 1.1.2, and the IXS Warp Ship (Original Series) for KSP 1.1.2 The first one to get a working construction station in orbit that builds the IXS gets to test the warp drive... -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
I have kOS installed, not sure if the parts involved have a kOS cpu added to them. But other command pods certainly have and they dont exhibit this infinite mass counting... I'll try it without kOS installed tomorrow. Its 3am here now and starting to keel over.- 3,523 replies
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[WIP][1.0.2] WarpShip 0.3.2 - Update/expansion of IXS Enterprise
Denko666 replied to Sophia's topic in KSP1 Mod Development
Did you also install the Alcubiere drive mod? This mod depends on it. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
Only the parts i mentioned seem to have it. The other pathfinder parts are unaffected.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
I am sorry to report: it did not kill the bug I also noticed only mechjeb shows the increase in mass. In the editor, the engineers report claims the mass stays the same.- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
Version 1.2.0 for KSP 1.1.2- 3,523 replies
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Denko666 replied to Angelo Kerman's topic in KSP1 Mod Releases
Hey Angel, You know i love your work... So it pains me to be the bearer of bad news: i got an issue with craft gaining mass all by their own. I narrowed it down to these modules: Ponderosa ILM, Conestoga MLM, Homestead IMM mk2 and the Station Logistics Hub from M.O.L.E. Whenever one of these parts is added in the editor or launched they start from their proper mass, then start counting steadily up without end. I'm not entirely sure it is your mod causing it. But i only seem to have with the above mentioned parts. And they're all yours :/ You can find the KSP.log of a session where i add these parts in the editor. I don't see anything relevant... But maybe you can. https://www.dropbox.com/s/rqqmq7d92kej4y6/KSP.infiniteMassBug.log?dl=0 If you need more or different logs, or want to do testing, just lemme know. Always happy to help..- 3,523 replies
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