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Carbonjvd

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Everything posted by Carbonjvd

  1. Very Sweet! I'm rather confident I can get them to work in 1.X! I'll be happy to keep at least some of the parts alive for a good while longer!
  2. The CX-2500 is a Catalytic Engine, so its a dual function part, one part engine, one part drill for all intents and purposes. In its Atmospheric Filter mode it DOES NOT produce any thrust, negative or otherwise. In that mode its NOT AN ENGINE, so please don't treat it in that mode as one. You have no idea how many people get that part confused... That definitely sounds like an issue. In the next update I'll change it to something less conflicting.
  3. Are we allowed to use the parts directly from the Retro Future Planes mod under CC-BY, or is it only for the unitypackages in this thread? Thanks again for making such awesome parts!
  4. I've been tinkering around with the idea for a little bit now. If it does get implimented, I may have them run on virtual particles. New ideas are always welcome!
  5. A smaller update, just to keep things fresh! Included is one new part, the Solar Wind Panel! It passively collects the solar wind as dust to help fuel missions, though like a normal solar panel it needs constant sunlight to work. Near the Sun it'll definitely outdo's normal dust accumulators, but farther out or at night, these are fairly useless! However unlike normal solar panels, these are reinforced and won't break under drag! The only other change was a minor tweak to the normal dust accumulator. Have fun with the new Solar Wind Panels everyone!
  6. Probably the biggest change in the current update, besides the reactor balancing, is the addition of Asteroid Cities mod to Solaris Hypernautics. Currently I'm working to adapt all the parts to this mod, but it'll take some time to achieve. So for now I've adapted the 2.5m Refinery from Asteroid Cities into the new Virtugenic Refinery! This new refinery functions like a scaled Dust Processing Unit, but instead of having a Xenon gas extractor secondary function, this one converts dust into virtual particles. This variation of the virtugenic series produces far more particles, but at the cost of resources beyond just power. Hopefully this new part can provide adequate virtual particle generation! The other part added in this update was Dust Collector Ring, which for all intents and purposes is a heavily scaled up inline Dust Accumulator. Same function with the same mechanics, just more powerful and inline. To address the issue of reactors consuming ore faster than can be produced via accumulators and dust processors, all reactor-type parts have had their efficiency's increased by a factor of 10. This should hopefully make them reliable over longer missions and make vessel truely self-sufficient. A few parts were moved around the tech tree to make room for the new parts. And of course a few tweaks here and there. Thanks for all the downloads and enjoy the mod guys and gals!
  7. Alright, I'll see if I can make a suitable 3.25m engine that uses virtual particles as a final tier engine. Any other requests for the upcoming updates guys?
  8. @IcepickJohn I'm actually seriously considering increasing the reactors' efficiency by a factor of 10 for the next update, but we'll see. On the issue of youtube videos and written guides, theren't any that I know of. The mod is still very new, so it hasn't gotten popular enough to garner the attention of people on youtube or otherwise yet, unfortunately. @Drelam You telling that the Indominus engine still isn't big enough?! Damn. I've looked into Tweakscale, but decided it wasn't for Solaris Hypernautics. When you say massive vessels, how heavy are we talking here. I thought it was in the 600-700 ton range using a pair of Indominus, the propulsion was enough.
  9. @JaredTheDragon, its a good idea to update the OP with an album showing how each part is meant to work! On the particulars for catalytic engines, their "Atmospheric Filter" mode is meant as a way to use what is normally a propulsion part to be able to draw resources directly from any atmosphere far faster than Dust Accumulators can by themselves. Accumulators take days to fill tanks while catalytic engines only need minutes to achieve the same result. You also need dust tanks to store it, and in the filter mode it doesn't provide any thrust. The negative thrust number was simply a way to set the amount of dust being drawn into it. So making a legit descriptive album is now on my to-do list for the mod, along with some more parts in the adaptation stage.
  10. Firstly I want to thank every person who downloaded this mod and helped make it what it is today! Now again I ask, help me make Solaris Hypernautics even better! The mod has begun to mature, but it has plenty of room to grow and adapt. Feel free to throw around whatever ideas you have for the mod, though suggestions that have already been implimented will be ignored. And again, thanks for all the downloads guys!
  11. Updated the mod! This one just does the usual tweaks and two new parts, one being the Thermal RCS, and the other being a Doppler Spectrometer. The Thermal RCS is ultra powerful RCS that uses liquid fuel and electrical charge to move around. Its meant to maneuver large ships that normally take way too many RCS thrusters and end up being extremely slow in response. The Doppler Spectrometer is a new science tool for detecting the composition of whatever its orbiting. The science is really high and takes a good bit of power to transmit back home, so it needs plenty of power as well. I'll be working on some new parts, just not as quickly as before so hang in there guys. And as always, have fun!
  12. @Amedee Yes it should be compatible, the mod uses the stock tech tree, so you shouldn't have any problems with it.
  13. This is probably gonna be the single biggest update from a while! I've fleshed out the resource system to come full circle using dust, ore, and virtual particles. Now introduced a ton of new parts including nuclear reactors, magnetic cooling units, various dust parts, and much much more! I specified reactors and magnetic coolers for a reason, they both increase or decrease their own and thermal levels, so now its possible for things beyond engines to overheat. So while reactors produce power and a lot of heat, magnetic coolers can chill themselves and adjacent parts effectively. All reactors have a built-in cooling system, but they're only meant as buffer while running. Another tip for using reactors is that they need electricity to start up, so no power means no reactor start up. The largest reactor is referred to as a Nuclear Forge because not only does it produce power, it can also forge virtual particles into dust for later use, also at the cost of a lot of power. Dust can now also be draw out of atmospheres using catalytic engines or the new dust accumulator that requires constant power to work. From there, dust can compressed into ore or even have xenon extracted from it. Of course there's a bunch of new tanks for all this stuff. Containment Tanks hold both dust and virtual particles, but they require constant power of else they'll leak virtual particles until empty. Spherical Tanks only hold dust, not much more about that. There's a handful of new engines too, radial versions of the Q thruster and Catalytic engine, and also a thermal compression jet. The radial Q thruster is a perfect efficiency engine that only needs electricity to run, though a lot of it. The radial Catalytic engine doesn't draw dust from the atmosphere, but instead is half liquid-electric rocket and half Q thruster. The thermal compression jet is a more conventional version of the fusion scramjet, so it can be used without oxygen and is useful and less than break-neck speeds. All the parts have been reorganized in the tech node requirements along with various attachment node resizing to more appropriate. All that and a handful of tweaks on the parts to balance or fix embarrassing mistakes. Hopefully I didn't miss anything! Have fun guys and gals!
  14. @plague006 I've included your suggestion in the latest mod update to begin CKAN integration. And yes it has been update, again. The mod is now officially beginning CKAN integration, as you probably read the above comment regardless. I've already added or changed the tech nodes all the parts belong to, hopefully their close enough to where they should belong. For anyone with suggestions, just comment on the thread. And of course a couple tweaks of the parts, mainly the Magnetic Drag Array and the large Catalytic drive. Have fun folks!!!
  15. I delved into a little deeper and found that the tech node I was using, Experimental Rocketry, was removed a few updates ago I never noticed since I only play sandbox, career is too much grinding for my taste. So back in the day it did in fact work the way I described, but they've since changed it. To that end I've already begun thinking of rearranging a number of the parts location on the tech tree, to make it more evenly distributed in a future update. And this time I'll double check to see if the tech nodes are still in, so it'll show up regardless. However, for the time being Module Manager 2.6.2 or more recent brings back the Tech Node like how it used to be. So it works as a patch for the time being.
  16. @DaniDE, the tech node "Experimental Rocketry" is in fact a stock one that is usually not used by the stock parts and only used if a mod has parts assigned to them. So it means you'd need to unlock it's prerequisite tech node prior, or just play sandbox to see them.
  17. Alright, threw together another update after noticing some bugs I somehow missed on the last update, sorry guys. So, beyond the fixes and tweaks I also added two new parts I hope will be well enjoyed. First is simply a large Catalytic engine, so more resource generation from atmospheres using your engine! The other is a massive deployable heat shield, it uses its magnetic charge as an ablator and has a ridiculous surface area, perfect slowing down large spacecraft and even makeshift gliding in thicker atmospheres. Well here you guys go, enjoy!
  18. @Drelam Zzz produced those parts at request for the guy who made Interstellar, but the parts themselves were released into Public Domain. To my knowledge all his works were Public Domain.
  19. To whom it may concern, the mod has been updated and now includes 4 new engines by popular request! Included are two plasma engines, one small one and one massive one for hard core space travel, one retro-propulsive unit for an engine that doubles as a heat shield, and a thermonuclear scramjet!!! Enjoy everyone!
  20. Larger and more powerful engine/s are on the way in the next update or few. Tweakscale compatibility is something I'll have to look into. Working on a big part for the mod, so the next few ones won't be too much until its ready.
  21. @dresoccer4 1) They're meant to overheat quickly, for balance reasons. I haven't tried the radiators yet, but if they work, go for it! 2) The automatic mode only does switches between modes when its current engine has run out of resources and the other mode has sufficient resources to work. Since both modes run off the same stuff, automatic won't do anything. Hope that answers you're questions! And thanks for liking the mod!
  22. IonHybrid used all stock resources will Solaris Hypernautics uses its own custom resource of virtual particles. The parts are the same, true, but each is or will be given additional functionality to give each part its own character. The virtual particles themselves have to be generated on-site or brought with you, so you don't have to mine them from an asteroid or planetary body. They work pretty well, but I'm probably biased! If you like them sweet, if not oh well. Enjoy it regardless!
  23. Are you running 1.0.2 KSP? If so are you adding the whole "Solaris Hypernautics" folder into the GameData folder? If all yes, I'm not sure, since I meant it to be a stable build. :/
  24. Yeah, sorry to bust everyone's hope... At least now the mod is alive again, even if its with a different dev. I'll do my best to make it a satisfyingly interesting mod!
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