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Carbonjvd

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Everything posted by Carbonjvd

  1. Thanks @famousevan for the compatibility check! Its been updated to reflect 1.1.3, so the mod is now at v0.2.0b, with no changes. - Carbonjvd
  2. Update time once again! Given that 1.1.3 is out, compatibility has been checked as always. Most of the work was put into balancing out the newer Blutonium production facilities. Now instead of compressing the Ore into Blutonium, it extracts the Blutonium while returning the excess Ore. Thermal additions were also made to the facilities to complete the thermal stats. That's really all there is in update v0.5.1! Anyways, I looking for more feedback on the Blutonium system that was recently implimented. Is it better than before? Does it need more balancing? Anything at all, so long as its constructive. And as always, thanks to everyone who enjoys this mod! -Carbonjvd
  3. The new update is out for 1.1.2, and has had the version updated from v0.4.8 to v0.5.0! So what's new to warrant such a change? At the request of various people, a new nuclear fuel has been added to the mod in form of Blutonium. That and a whole bunch of new parts! This new resource has a power yield 10 times greater than ore, is similarly more expensive and a good bit more dense. All the existing reactors running on ore have been switched to Blutonium, so existing saves' ships will be been fully functional, although resources may be a bit wonky with both the ore and Blutonium storage in the same part. Blutonium has to be taken directly from Kerbin, since it now lasts 10 times longer, or be refined out of ore using one of two new massive parts that each function as centrifuge refineries. One is designed as orbital module with the other designed as terrestrial base hub, both doing the job of refining Blutonium out of ore. This will hopefully make the usage of reactors more challenging and encourage dedicated facilities to its production. Other new parts include 2.5 meter versions of the Zubrin Nuclear Drive and the Attero Magnetic Drive with appropriate scaling. Along with a smaller version available, the Zubrin Nuclear Drive has been rebuilt to be more balanced with an ISP of 1200, shaved down thrust by 200KN, and use a local Blutonium stockpile instead of an external ore supply. A similar change has been implemented in every nuclear engine, specifically regarding the replacement of ore with Blutonium as a fuel requirement and the local Blutonium stores. No additional storage parts have been included due to nature of Blutonium being a radioactive resource, so only dedicated parts can store it. That being said it is still fully transferable between parts, just make sure the reactor isn't drained of Blutonium to run your engines or vice versa. The rest of the new parts include a pair of asteroid grabbers, one larger and one smaller, that provide more options for asteroid utilization. A control bunker that functions as a very large probe core with a grabber attachment allows for even larger control options. A more normal sized Camera Core gives what would otherwise be a standard probe core with a built-in infrared telescope to hunt down addition asteroids. The final new part is Dual Maneuver Unit that combines a nuke RCS with a fully functional SAS for 1.25 meter craft. Background processing is being looked into, but it won't be ready for a while. Hope everyone enjoys this latest edition of Solaris Hypernautics!! -Carbonjvd
  4. Just a quick response to what I'm changing on the Zubrin drive specifically. Dropping the ISP down to 800, so it matches the stock nuclear engine, dropped thrust down to 4500, and playing with the fuel ratios for the transition to Blutonium from Ore. These are only as it stands in development right now and are subject to change. -Carbonjvd
  5. Hello Everybody! I've been busy reworking some of the parts for my next update including making the Zubrin Drive far less OP, but still fun. A handful of new parts will also be added in including graplers, command module and a few others. Background processing will be a WIP for the time being, so it may or may not be ready for it. A new nuclear resource, Blutonium, is being considered for reactors and nuclear specific parts, such as the Zubrin. It would refined from ore and be cosumed into unrefined Blutonium, also a WIP. How do these ideas sound to everyone? And do you want the next update sooner than later, omitting more advanced features, or wait for the next KSP update to release it? Thanks again for everyone's support! -Carbonjvd
  6. @Drelam & @DarkGod You guys don't actually use the Zubrin engine? Bummer. I'll find some way to make it less OP. I don't feel comfortable making it even bigger since I'm trying to keep the mod as stock-compatible as possible. Btw, the Attero engine is meant as an up-sized virtual particle engine with limited duration of thrust for balance, does it really not cut it? I have a few additional parts I've got in the works, engines, resource, and control! Hopefully out soon since my finals are over this week, thank god... -Carbonjvd
  7. BTW, the Mod is still fully compatible with the 1.1.1 and 1.1.2 versions of KSP, so an update won't be released unless 1.1.3 or whatever comes next breaks the mod and/or I finish work on the parts I'm still trying to balance out. So I'm updating the downloads to respect their continued compatibility, but the version will remain the same. Speaking of which, what are some new parts that players want to see in the mod, I know I've asked it before in the past, but its been a while! -Carbonjvd
  8. Its been a while, but KSP is finally at 1.1 and the mod has been appropriately updated to v0.4.8!!! Along with making sure everything is working as it should I've added a couple of tweaks to the cosmetics and emissive constants. The Magnetic Drag Array and the Retro-Propulsive Unit both now have a built in active radiator to assist with the cooling even more now. The biggest change in this update is that all reactors have had their electricity production increased by 50% to help be more competitive with reactors from other mods, woah!! In a different direction, due to the request of an updated Ion-Hybrid Pack, the mod that Solaris Hypernautics originated from, I have produced one! Enjoy your nostalgia once more! BTW, these are the original uses of the models so if you use both mods at the same time you'll see repeats of these original parts and their reimagined brethren. Have fun everybody! -Carbonjvd
  9. Current Version v0.2.0b Ion-Hybrid Pack is back for more Kerbal fun! This a parts pack that takes the all parts of the venerable Ion Hybrid Electric Pack, http://forum.kerbalspaceprogram.com/threads/31286-0-22-Ion-Hybrid-Electric-Pack-30-08-13-Soon-FKSP!!!-See-Development-Monitor made by EPD and with the appropriate updates to keep it functional with the latest iteration of KSP. All the models were also used in Carbonjvd's Solaris Hypernautics Mod, so this is a throwback and not meant to replace the existing mod. If both mods are installed simultaneously, there will be repeats of models, but all the part names are differentiated. Balancing is non-existant due to nature of this mod as a version compatibility update, not a true update. Beyond that, enjoy! PRIMARY DOWNLOAD: http://spacedock.info/mod/595/Ion-Hybrid%20Pack?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E CURSE DOWNLOAD: NA CKAN AVAILABLE: YES Licensing Permissioned by EPD. The contents of this pack are licensed as GPLv3. Recommended Mods Module Manager 2.6.2 or more Descendent Mod
  10. @Scientia1423The parts were given new, but similar functions to the original Ion Hybrid Pack along with the few Future KSP parts it came with. So yes and no. I can release a vanilla Ion Hybrid Pack in the near future, I'm working on updating the existing mod for 1.1, which I'll also make the new Ion Hybrid Pack 1.1 compatible. Hope that answers your question! -Carbonjvd
  11. @DrelamCKAN should still be unaffected, I checked a month ago and it was fine. @KielmThanks for trying out the mod and for the constructive critique! Now to answer your suggestions: 1) I can see your point in wanting a more specialized fuel for reactors and other nuclear based parts. Those kinds of changes are a possibility for further expansion of the game, I've looked into it since the beginning but to keep it stock compatible I left it as ore for the nuclear fuel substitute. So a possibilty for the future! 2) They're less powerful? Well I can't have that now can I? In the next update or two I'll be amping it up!! 3) The catch-up processing is one that I'd like to fix but is eluding me. So once I figure it out, I'll be releasing the fix in the next update. Making the dust collection to be gravity dependent is an interesting idea, though making plug-ins would be leap in modding for me. Renaming them? Eh maybe. Thanks again for the feedback! -Carbonjvd
  12. We have another update, and I've solved the thermal system!!! *queue applause* That was an interesting one, but everyone should see an improvement of the magnetic cooling units to actually do their job and cool stuff. The reactors have also been updated with core temperatures and such, so they'll be much more realistic in their functionality. In the process of updating the magnetic systems, I've also gone ahead and made the magnetic charge in the Magnetic Drag Array and the Retro Prop Thruster more potent so they should work better has heat shields now! Leave a post for more suggestions for future updates! The craftfile downloads have been updated on KerbalX::Beta, so they should work again for all of you, hopefully.
  13. Just a quick update on the next update, very clever! The thermal system is proving rather tricky to play with, especially the cooling features, so the next update won't have all the thermal systems updated. I still have to put in the working craftfiles for the ships provided. One last note, since the mod site KerbalStuff is no longer online, I'll be switch to its successor Spacedock.info for all future updates. Of course Curse will still be used, but almost nobody uses it anyways. So the next update will be out in a couple of weeks unless I can miraculously crack the thermal system sooner. Have fun guys! -Carbonjvd
  14. @crash087Oh yeah... The craft files are using the old part names, the ones that got updated last. I'll update them this weekend. Thanks for the notice!
  15. @Jimbodiah Yes, they the parts do sun tracking like solar panels, but face it the long way. I might change it in the future, but it looks cool as is!
  16. I've updated my mod, Solaris Hypernautics! If you need anything else changed to make it more compatible with your Engineering Tech Tree, let me know! o7

    -Carbonjvd

  17. Alrighty Guys!!! I'm still not dead, pfff! Its now at update v0.4.6 that makes the mod officially, and finally, compatible with the 1.0.5 KSP. Sorry for the delay, life stuff you know, but I'm back! The updates will be flowing again, but not as super fast like last year. That's that! Now for the update! This was mostly a minor one that checked compatibility from 1.0.4 to 1.0.5 that was long over due. Nothing was changed between except the fixing of the gemini tank names on medium and large variant. Future updates will be adding the new thermal mechanics into the various parts like the reactors and magnetic coolers! Thanks again for all you loyal downloadists! @bice A smaller Zubrin engine, I'll give a look to see if there's a balanced way to introduce it a few updates down. Thanks btw for the compliment! @Probus Since the gemini tanks and virtugenics have had their in-code names fixed, it should be functional for Engineering Tech Tree! And of course thanks for the support!
  18. I'm still around guys... Just working on some stuff in real life. I'll be uploading an update in the next couple weeks! -Still Here, Carbonjvd
  19. @Shinji The dust collection mechanism in my mod uses either sunlight as solar wind to get dust, or work through their magnetic charge get dust regardless of atmosphere. So if you can power it or has sunlight, you can get dust!
  20. @Vist Not sure yet, but it should function like anyother normal resource part. @Chasewithlasers The virtual particle engines were based off of the EM drive / Cannae drive which both work regardless of their medium. Simply put their ISP is the same no matter in atmosphere or not. Balance wise, its meant to be a bit OP but still keeps things fun! Full disclosure, I'm eyeballing just about all the figures for parts... XD
  21. @Revenant503 Though it doesn't have compatibility with CTT yet, it is almost completely integrated with ETT! Probus is the mastermind by that mod, which is better in my humble opinion.
  22. Did a good number of fixes on the new parts, mostly making the Micropulsed Magnetic Drive actually playable. Fixed the pixel issue with the particles and rebuilt the magnetic charging system, to make it friendlier. Now the engine won't fire at launch, the ability to toggle the magnetic charging is gone, so its always on. The engine now is more stable and actually practical. It functions like a 3.75m Kannae Drive on Oversurge but uses a self-recharging supply of magnetic charge to limit the duration of bursts. At full power you get 3.9 seconds of acceleration and have a 90 second recharge cycle. Now the delta V is no longer fixed, but recharges itself overtime. It still requires a very large amount of virtual particles to use for full duration. A test vessel about 750 tons had a total delta V of 600m/s using 3 Micropulsed Magnetic Drives and had enough virtual particles for at least 3-4 back to back burns. Hopefully that makes it practical enough for gameplay. The Zubrin Nuclear Drive and Indominus Plasma Engine were also rebalanced to one another so both engines are still useful and one doesn't completely overshadow the other. Have fun with the hot fix update guys!
  23. The Micropulsed Magnetic Drive is definitely the one that's given me the most trouble. It tends to auto-activate at launch, figure it has something to do with it holding a magnetic charge. I'll go back to drawing board for it, I'm thinking of using xenon gas vs magnetic charge as its limiting factor. I envisioned the Micropulsed Magnetic Drive as something that gives a quick boost of acceleration once in a long while, like a more realistic warp drive type engine. The Solar Wind Panels are very helpful, but become nearly useless out passed Jool. Gotta balance it out somehow! And the Zubrin Nuclear Drive, the new star engine of Solaris Hypernautics! Awesomely powerful is their point 100%, . I'll be trying to make a new update today or tomorrow to fix up the new parts, any other suggestions to work on?
  24. So we have a new update for the mod guys! First thing I'd like to say is that this update is in fact a SAVE BREAKER. If you wish to not have your vessels and saves you've work so hard to be broken, please follow these instructions: DISCLAIMER: This is modifying craft files, so any changes made were your own, this is just a guide to fix craft files in between updates. Thus you are 100% liable for anything that you do here on out, you've been warned! 0. Make sure your in the Kerbal Space Program/saves/ folder to start off with 1. Choose a saved profile and open up the saved vessels folders, SPH and VAB 2. Go through each vessel you may have used the Thermal RCS Thruster and open the craft file with Notepad 3. Click "Replace" and set to replace "HeavyRcs" with "nukeRcs" 4. Click "Replace All" and save the file 5. Make sure all vessels updated accordingly Now that that's taken care of, off to the actually fun stuff, what's new! Earlier it was brought to my attention, special thanks to Mekan1K, that the Thermal RCS Thruster had the same id as a part from another mod. To that end I changed it to "nukeRcs", so I hope nobody has a mod that name either... Besides the name change I've introduced two new 3.75m engines for some serious rocketing around the Solar System! The first is based on the Nuclear Salt Water Rocket by Dr. Zubrin that uses a continuous nuclear explosion contained in propellant water, thus I present the Zubrin Nuclear Drive! It has a fairly ridiculous amount of thrust with a good ISP, but at the same time it uses both Ore and Liquid Fuel to power it. The other drive is meant a little more "Rule of Cool" vs realistic, but whatever. This other drive is the Micropulsed Magnetic Drive that uses vast amounts of virtual particles and a built-in magnetic charge for a huge burst of speed. This is meant as a cross between the normal Kannae drives and the true ftl Warp drives. To help facilitate the control of the engine as an acceleration unit instead of a cruise unit, the engine requires a magnetic charge to function and can only regenerate it at a very slow rate, almost 6 hours in-game time for a full recharge. Both engines are in need of balancing, so feedback and suggestions are welcome! And as always requests and cool ideas for future updates is encouraged! Have a good weekend everyone!!!
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