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Tedd_Deireadh

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  1. Or it can use aneutronic fuel modes. As I remember, currently fusion pellets consist of D + He3, thus its result is He4 + P and can be either fully stopped by charged particle power converter or used for heating propellent in burn chamber - which, of course, is two-walled thermostat, completely shielded from less-than-MeV radiation. However, kerbals outside the ship will be killed.
  2. Hello, @Manwith Noname Is it planned to make a recolour pack for Interstellar Extended in future?
  3. Oh, I didn't mention all of the units of the engine. Sorry. We also have a small charged particle power converter, mounted directly on the fusion camera, and even a heat pipe channel to the top of the engine - for the possibility of thermal electric generator mount. In fact, We even hope to have a small electric generator module in this engine - the concept of all-in-one detail seems pretty good for such an engine - and it's crucial due to strict part number limitations in modded KSP. For example, I have more than five-minute loads on 400+ part crafts. Here are images: This model was made for KSP Interstellar only, other usage without authors' permission is prohibited. *I cannot send a link to the file in personal message now due to forum limitations, think I have to make more posts to unlock this ability)
  4. Hello @FreeThinker We have just finished (or we hope we have finished) the model of Z-Pinch engine. We prefer to make the engine preview look like this, if it is acceptable - it's more informative: Can we do so? Some pics of working engine:
  5. Hi, I&friend have some intention to remake a couple of models from KSPI-E. Now we are working on Z-Pinch models (in my opinion, existing ones seem pretty low-quality - their nozzle center and detail center are in the different places; low-quality nozzle textures, but nice covering; and the main point - it's simply some futuristic model of engine, not a model of Z-Pinch engine.) Here are our current state images of Z-Pinch engine (polygon count - 2307): I have some essential questions: 1) Is this work good enough to replace current model (of course, work effects will be added, now it's just a box without any effects or animations)? 2) What is the necessary format of models? Can you make use of 3dsMax native format, you need fbx or any other?
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