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Zapataz

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Everything posted by Zapataz

  1. Eventually I managed to assemble my interstellar vessel in orbit of Kerbin. For that I used Kerbal Space Transport System mod. I added some screenshots in the gallery https://postimg.cc/gallery/W1KVjxT I lost the track of the exact cost but should be: Workshop: 342.000 Shuttle for transporting crew: 158.000 Cargo with parts: 4 flights of about 7.500.000 each Total about 28.500.000 Thanks to the way KSTS calculate the construction time, packing a bunch of Kerbals in the workshop leads to only 5 days of construction time. Thus total construction time and flight is still less than 10 years with 9 years and 355 days.
  2. Hello from Proksima! After borrowing some ideas from GenerallyCompetent I improved my previous travel time achieving Kerbin-Proksima in a bit less than 10 years with 9 years and 350 days. I hope you will forgive me to be too lazy to bring the space ship into Kerbin orbit. This time it's not a trivial task as this one is 2738t. Travel time 9 years 350 days Max speed: about 260,000,000 m/s that's about 0.86c Best acceleration: 1.31m/s Weight: 2,738.00t Height: 145m Cost: 27,367,040 Parts: 68 Team: 4 people with nice rotating flats for a very long trip Main engine: 4xMach effect drive powered by a quantum singularity reactor Magnetic scoop for slowing down the ship and retrieving hydrogen while traveling. Lander: powered by a positron reactor and the engine is a Krusader thermal nozzle During their long journey, the crew fought nasty Krakens and bugs. A some point I had to use version 11 instead of 12. When entering the SOI of Proksima KSP just crashed. I'm not sure what is the cause of the issue. It worked with an old version. In addition the top speed during time warp was more "stable" allowing to achieve a nice acceleration: at high time warp acceleration is not constant and fluctuate rapidly BTW I was not able to achieve more than about 2g for deceleration using the magnetic scoop due to the game complaining that acceleration is not possible in time warp. I'm guessing that with a better navigation it's possible to improve the travel time. But I believe the acceleration is close to the best possible with a Mach effect drive. Having larger Mac effect engine will help to take a heavier payload, this should allow the Kerbality to colonize all the stars around Some pictures here: https://postimg.cc/gallery/W1KVjxT
  3. Can't wait interstellar travel to be part of the game without plugins.
  4. Proof Duration: 19 years 311 days Max Speed: not sure... vertical speed displayed is about 149,000,000 which is about 0.5c. Average speed should be close to 0.25c Launch mass: What for? Launching 80T into orbit is trivial in sandbox mode. Interstellar Dry Mass: about 59t Interstellar Wet Mass: about 80t Part count: 25 Cost: 11,543,300 DeltaV: a lot My goal was to provide an "cheap" interstellar probe for my own campaign. As I'm playing with the stock system I added REX with a scale factor of 1, which mean small stock planets but interstellar distances that match the real ones. In my campaign I will launch the probe with a reusable rocket. For building this vessel, I needed 100cl of blood of black goat, a pentacle and reading some pages of the Necronomicon. Plus an EM drive. It is believed to not work, but only miscreant without faith could think it is not working (https://www.researchgate.net/publication/350108418_High-Accuracy_Thrust_Measurements_of_the_EMDrive_and_Elimination_of_False-Positive_Effects). Electrical power is provided by a Tri Alpha reactor. Other reactors could be used but this one provide large amount of power, doesn't request much cooling nor fuel and it's efficiency is not decreasing over the time. He3 is expensive but can be harvested and the total cost could be earned in campaign mode. A large magnetic scope is use to decelerate when at full speed, thus reducing travel time. It possible to go faster with more fuel and a larger reactor. I did some tests and was able to reach 0.7c in 45 years but it is far more expensive. I'm sure that some optimization is possible and Proksima could be reached in less than 19 years. Maybe with an other kind of reactor that could provide more power. Cost without He3 it is about 1,100.000 For information I did some tests with the antimatter drive, faster speed could be achieved but the cost and mass are tremendous.
  5. Non-FTL in KSPIE are not allowed, thus Alcubierre drive is forbidden, is there any other engine not allowed? Is scaling REX with stock system allowed? I mean changing settings.cfg in REX to match stellar distance of RSS but having small planets. // Stock Scaling // stellarDistanceScale:NEEDS[!RealSolarSystem] = 0.09512 stellarDistanceScale:NEEDS[!RealSolarSystem] = 1
  6. Hello. With stock Kerbal system, what is the distance between Kerbal star and Proksima? Same as with RSS?
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