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Posts posted by Dunrana

  1. 1 hour ago, FreeThinker said:

    Yes, now I have mastered the force, I intend to apply it to large solar power structures including solar and lasers sails propelled by KSPIE beamed power network. This should should allow you to send probes to  nearby stars.

    That will be cool to see! deploying a big solar panel around a small moon should rightly risk pushing you out of orbit, or out of the SOI.

  2. 16 minutes ago, FreeThinker said:

    No, its another Bussard Ramjet part with animation, I combined it with the Oversized Dish animation, re textured, stretched, binded the animation, combined it with KSPIE existing solar wind collector, added drag and simulated atmospheric density and rolled it all into a new part. You are of course free to copy all ideas and rip out all code to create your own stock friendly ksp version

    I see. unfortunatlly, i lack the abilitiy to open mesh files.  i think I'll stick with the simple but in-elegant solution.

  3. okay, this is probably a known issue, but I'm running a partial copy of new horisons, a planet of my own making, and OPM.

    from orbit, all the non-stock rocky planets are covered with swirling lines, and the gas giands are just solid swirling lines. i copied the cloud texture for kerbin  onto the aired words.

    I'm assuming this is some sort of Noob mistake. i' never installed EVE before

    my modpack



    Larth (my planet)

    New Horisons





  4. just a little announcement - the current version still works in 1.3.1. it has a bug for the control buttons (there's two of em,  only one works, and a third labeled science relay that does zip). but the collector woks fine, and there's no unintended function. I'm working on the update.

    i kinda lost my inspiration  to mod, or even play, after take-two bought KSP.  having the owner of rrand theft auto own KSP just feels wrong.

    hopefully, I'm getting back into it now. a properly working release SHOULD be forthcoming. 


  5. On 12/11/2017 at 1:38 AM, FreeThinker said:

    Yes it does, both solar  wind and drag are applied separately both during normal time and during timewarp.

    The only thing that might need tweaking is the amount of drag applied.

     drag = ion density per square meter  * diameter surface area magnetic magnetosphere * speed vessel

    But this might be too optimistic as it currently allows acceleration up to near light speed. Any help will be appreciated

    It's cool you managed to integrate the braking effect. and is that a particle effect? i'm off to take a look at your source code.


  6. 18 hours ago, JadeOfMaar said:

    @Dunrana Why not make the "Hydrogen Lovers version" into an MM patch and put it in an extras folder in your main download? It's easier for you to manage both that way and keep just one mod download.

      Reveal hidden contents
    			@ResourceName = LqdHydrogen
    			@Ratio = 0.0003
    			@ResourceName = LqdHydrogen
    			@Ratio = 0.0001
    			@ResourceName = LqdHydrogen
    			@Ratio = 0.0005



    I may do that. I've only ever made one MM patch, and it was a disaster. I don't have 1.3 installed yet so I can't actually test anything.  Can I use the patch you made and credit you?

  7. If anyone is interested, a new version for KSP 1.3 is in the works. I'm waiting for the 1.3 version of dmagic orbital science, just to ensure there's no strange compatibility issues.

    The working list for the new version

    New unique descriptions for each size of buzzard collector.

    A update to the “hydrogen lovers version”

  8. 1 hour ago, FreeThinker said:

    Electric Power can be generated from the heat accumulating in the gamma ray radiation shield, which it transmitted in abundance after matter-antimatter annihilation. Large Energy is also required to redirect the charged particles of the protium-anti protium reaction.

    that works, thought i had to do a bit of google-ing to figure out what you were talking about. I'd never heard of hydrogen-1 being called "protium".

  9. 6 hours ago, FreeThinker said:

    It could collect hydrogen during interstellar travel which could be used to boost antimatter trust. The question is if the additional thrust would be enough to overcome the drag caused by the busshard ram. Originally the busshard ram  supposed to use the collected hydrogen directly for fusion, but this would be insanely hard, and even if you succeed, it would produce less thrust then gained. However, if used the hydrogen would be used with antimatter instead, it might overcome the drag and create a net positive thrust.

    That's a very interesting idea. how would you generate the electric charge for the dish?

  10. 2 hours ago, Budz42 said:

    Would it be possible to make this work with CRP and its hydrogen fuels rather than 'liquid fuel'?

    the simplicity of this mod means a CRP version is easy. look for a "Hydrogen Lovers Version" soon.

  11. 3 minutes ago, Spaceception said:

    What's the ISP for NERVs with this? Is it essentially infinity? And how long do you think it'd take to reach high velocities?

    nowhere near infinity. the best dish produces around two liquid fuel an HOUR. with this installed, the fuel tanks act as a buffer, allowing a burn every few days.

    it's also heavy enough to significantly hamper the amount of delta-V that burn produces.

  12. 55 minutes ago, Spaceception said:

    @Dunrana I just read some more posts, and noticed you didn't want this to be an endgame thing :P But I have to ask this, if you're producing tons of energy, from say, nuke reactor or rtgs, would refueling take shorter amount of times? I imagine it does, but you wanted to limit this, so I was just curious. :)

    I must have mis-phrased my earlier post, I DO want it to be an end-game thing. It generates fuel on an in-flight craft, so it’s a little cheaty. The end of the tech tree is the perfect place for nearly-cheaty parts.

    Adding more power wouldn’t have much effect, for there's only so much hydrogen in front of the dish. But mostly, I don’t think the resource converter module can do that.

  13. On 5/1/2017 at 3:47 PM, GDJ said:

    Cool mod!

    I confess when I read the title of the thread I thought of this:


    It's Bussard, not Buzzard. 

    But I digress, cool mod! :)

    The Mis-spelling is quite deliberate. I pronounced "Bussard Collector" as "Buzzard Collector" for many years till my physics professor (who wasn't a native English speaker) corrected me on it. So it seemed a very Kerbal-ish name for the mod. 

    The in game parts are referred to by the correct name, however.

    Glad you liked it.


  14. On 4/21/2017 at 1:00 AM, TheRagingIrishman said:

    no such thing as a dumb question

    that source code looks like it has potential. I'll begin exploring two potentials for a future update.

    the the possibility of "building up a static charge" (overheating) the dish.

    Resource conversion from a "Interplanetary Media" to fuel. 

    no matter what way I go, I want to keep this mod fairly light. I dislike the idea of introducing a new mechanic in the endgame.

  15. 8 hours ago, JadeOfMaar said:

    Hey @Dunrana. This is a fabulous concept for a mod. I think 45 days to fill two Mk1 LF tanks sounds good. Consider how long it will take to refuel a huge, practical, crew-carrying nuclear ship and how higher numbers of these dishes have to be placed on a ship to boost harvesting capacity and not look butt-ugly and clip each other in the process. :P

    As for making your mod's system more advanced: if you could tie it to a resource distribution and enable scanner parts to measure it, that would make a world of a difference. Then there can be cases such as: using this near the Sun you refuel much faster; use this beyond Eeloo, you refuel much slower. Unfortunately, except for Karborundum I tend to see an abnormal and very ugly behavior when tying an exospheric resource directly to the Sun.

    ideally, the resource could be tied to the planets, with the sun getting a very generic distribution. I'd like to make high-risk high-reward atmosphere-skimming missions a thing. unfortunately, I've never played with resource distribution, so i don't know ANYTHING about it. 

  16. Okay, some recent gameplay testing has shown that it takes about 45 kerbol days to totally refiel two normal liquid fuel tanks. Is this too quick? should I slow down the rate of gathering? or is it too slow?

    I ask because I've been able to refuel the tanks twice on a Jool flyby.

  17. 1 hour ago, Benjamin Kerman said:

    Just the cfgs, cause I am on mobile and can't open zip files... sorry for any confusion :(

    Yep. Just a  carefully balanced resourse converter right now. If the'res intrest, i might be able to come up with a more complex system.

             name = ModuleResourceConverter
             ConverterName = Busard Collector
             StartActionName = Start Collector
             StopActionName = Stop Collector
             ToggleActionName = Toggle Collector
             FillAmount = 1
            AutoShutdown = true
            GeneratesHeat = true
            UseSpecialistBonus = false
                ResourceName = ElectricCharge
                Ratio = 5
                FlowMode = STAGE_PRIORITY_FLOW

                ResourceName = LiquidFuel
                Ratio = 0.0003
                DumpExcess = false

  18. 1 hour ago, Benjamin Kerman said:

    I would love to check it out! Do you have a link for the source code, as this looks like an interesting piece of work!

    It doesn't really need a separate soure code download, as i wanted to keep the mod resource-light (it was built on a older system, for use in that system). it only consists of three .CFG files.

    As the mod is situated at the very end of the tech tree, it seemed better not to introduce a new mechanic. in my experience, by the time you max out the tech tree, the game is starting to have glitches crop up due to the size of the save file

    that said, if someone could advise me on a simple way to vary the collection rate, i would totally do it. High-risk high-reward edge of the atmosphere fuel-skimming missions is something I would love to see.


  19. Buzzard Collectors


    There has always been a desire to get beautiful pictures of rockets launching. This has be frequently been hindered by the amount of buzzards circling over the pad. So the public relations crew cooked up a massive metal grate (now we know what they did with all the sink strainers) to grab buzzards out of the air. It was a dismal failure. Looking at that dish however, may have given bob some ideas.

    The Buzzard Collector mod contains three sizes of Bussard Collector (https://en.wikipedia.org/wiki/Bussard_ramjet).  These, when deployed safely beyond the atmosphere, and not stressed by even so much a slight breeze, and provided with a massive supply of electricity, will catch the Kerbol Wind, and use magnets to turn it to tiny amounts of liquid fuel.

    How is this even slightly balanced?

    It’s literally on the last node of the tech tree.

    It only generates liquid fuel.

    It’s huge and heavy.

    It generates fuel very, very slowly.

    It requires lots of constant electricity.


    The Mod spotlight by the wonderful KottabosGames



    Download links

    Warning! Dmagic Orbital Science is REQUIRED for this mod to function.  this mod is totally dependent on it!

    DMagic Orbital Science: https://spacedock.info/mod/128/DMagic Orbital Science

    Buzzard Collector Mod: https://spacedock.info/mod/1307/Buzzard Collectors

    Compatibility versions

    Buzzard Collectors "Hydrogen Lovers Version" for the CRP  https://spacedock.info/mod/1374/Buzzard Collectors "Hydrogen Lovers Version"

    And a final shot of a buzzard collector being used on a mission to transfer a lander to lathe.




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