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Rakete

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  1. You need to have the Far Future Tech Mod and it's dependencies by Nertea... There you get the Nova-Facility. This facility can create antimatter. Therefore you need a whole lot of energy and other stuff, which comes with the mod(s). So far so good. Than you take my patch (see above on the previous page), throw it in a cfg-file in your mod directory. This enables the nova-facility to convert the rare material antimatter into graviolium using again huge amounts of EC/s (we are talking about 10.000 EC/s. ). You will want to use the huge fusion reactors from far future tech (those are able to provide such huge amounts of electrical power), to power the antimatter creation and as step 2 later the conversion of the dangerous antimatter into the more stable graviolium particles. This patch suggests a 4:1 conversion of Antimatter into graviolium, but you can adjust it to your playstyle. Especially since you seem to need very much of it for your interstellar travels. But be careful: Antimatter needs containment. So if you run out of energy, while having AM in those special AM storage tanks, they lose containment and the whole thing might blow up. (all of this are features of Far Future Tech). The whole process will also need high end cooling, so you will want to use the high powered radiators from Heat Control (also a mod by Nertea) In fact, I built a whole production chain. Liquid Helium-3 from the moon (regolith-harvester.... picture above on this page) for the reactors, Deuterium from somewhere else.... Fission particles made out of enriched uranium (using the vulcan smelter from FFT). The enriched uranium is extracted from ore using the whirlyjig uranium centrifuge from FFT (or was it Near Future Tech? Anyways... the Nertea mods...)... so... yeah... I cook graviolium in a rather complex production chain. Many many new gameplay loops, if you tie all of those nice mods by Angelo and Nertea together. It also gives a really plausible tech. development from chemical rockets to hightech sub-light-drives like antimatter driven ones or nuclear saltwater driven ones... to the FTL-age. I can create huge amounts of graviolium with this. The challenge is to build such a complex supply chain. The reward is the graviolium for the warp-age in industrial amounts. No more harvesting Dres or the 100th asteroid. Cook it by yourself, if you manage to build such a factory in space. This was really fun to me. P.s. you can also adapt the patch (see previous forum page) to make it create propellium for your KFS-engines. To me it is a plausible step in the middle-late game to set up industrial processes to feed your high tech fleets.
  2. So,... you like the concept of Blueshift hooking into a complex FFT-production chain to create graviolium? I thought, it would be a nice idea to setup an industrial process in the late game.
  3. What do you mean? I have BDA+ and the whole Nertea Mod Compendium installed. No issues. Any confirmation on this?
  4. Alright. I have a 500t stock parts launcher in my arsenal. 5m Making history saturn V tanks with 9 vectors on the inner stage, plus 4 radial Saturn V tanks with 9 vectors each - apargeous staged... ridiculous looking, absurdly flying, but kinda fun... I get what you mean. Stock-parts-only can be really fun.
  5. Tipp: Have a look at the Near Future Launch vehicles mod by nertea. Using those parts i could extremly simplyfy my 500t +x launchers last weekend. Before they were absurd, but now they have a way cleaner look due to e.g. big 7m fuel tanks, nice adapters and powerfull engines
  6. [snip] Sorry to say so, but most people have SSTOs in their fleet, that can deliver big heavy full fueltanks (many tons, not just lightweight SRBs) to the mun and fly back and land safely without dropping any hardware. So do I. yeah... and there are many SSTO-artists out there, that are way (!) better in designing efficient SSTOs than me. And your "fuel efficiency" isn't a big thing, since you shed stages. Any proper rocket can do stuff like that. Every lifter does... most people have lifters in ther library, that lift several hundrets of tons to LKO, Minmus, Duna, etc. Not a big thing. When I look at your design I see huge amounts of dead weight, eg. The three back fins. Hundreds of wings and control surfaces. Fuel efficiency is not a big thing in your design.
  7. Uuhhh yeah.... that design is.... (looking for nice words....) better start from scratch. At first: Your vessel will be flip-happy if the center of mass is behind the center of lift. Especially the CoM shifts during flight due to the tanks getting emptier. Maybe you should learn how aerodynamics and planes in KSP work. There are a lot of tutorials out there. Tip: empty the fueltanks in the SPH and observe how the CoM shifts in relation to the CoL. General thing: Your design doesn't make much sense. You take off like an SSTO, but drop stages like a rocket. So you kinda combine the disadvantages of both worlds. And putting on more and more controllsurfaces doesn't make up for a bad design. That is just too much of everything. Maybe download a craft from kerbalX.com and analyse WHY it works. And than use what you learned on your own builds. There is nothing wrong in doing reverse engineering. But adding more and more of the same parts is a dead end road - and makes the craft visually not very pleasent. Another tip: start small. Begin with a small SSTO. Building big SSTOs is much more difficult due having to use more and more big engines. Just start with a small ssto. Small inline cockpit, two rapiers. Maybe a nice nose cone or fairing. Maybe one nerv engine. Two shock cone intakes, 3 wheels, just a little triangular wing with controll surfaces... a small fin on the back tail... keep stuff simple until you are confident with the physical priciples. With these parts you can easily make a spaceplane with over 2 km/s remaining in orbit - and go for the mun etc. Also: learn to fly a craft without MechJeb. MJ can partially controll unstable crafts. Relying on it, makes you build bad unstable crafts. Better build stable flying crafts, that you could control by yourself and THAN let them fly by MJ for convinience. This is like having an autonomous driving car but complaining, that you can't place it in your own garage by yourself, when one of the sensors for autonomous driving fails. Learn to drive by yourself. Maybe go back a further step. Learn how to build stable planes at first. They don't need so many wings, controll surfaces etc. You try to take the 1000th step before you took the first. After learning the ssto-principles with some minimalistic vessel (see above), you can try to build bigger vessels.... something simple like this. Or this. But you can't build a cathedral, when you haven't learned how to build a little shed. Really complex and hard to balance stuff like this is step #2000 in your learning curve : Start simple! Please note: Even the heavy vehicles don't use dozens of wings, control surfaces or vernier engines. They are not needed and are more aerodynamics harming than they help.
  8. For FFT and Blueshift users: The patch i wrote to make the Nova Facility (Far Future Tech by Nertea) produce Graviolium (Blueshift and Flying Saucers Mod by Angelo Kerman) is to be found in the Blueshift Thread in the mods section. Feel free to take it and adjust the values to your liking, or leave it.
  9. Now with crew on board and filled up storage tanks the antimatter and than the graviolium production can start. The Cochrane Center is now in service. Wilhelm Conrad Kerman and Reginald Kerman are the ones to start the facility and supervise its function. Soon the first warp drives will leave the concept phase - as soon as we have made enough of the fabulous graviolium.... Antimatter, X-Rays, Tucker-Rays, Snacks... Currently Reginald is hyperventilating checking the fusion reactor before its start up. The docked vessel is the Stardream I, a small plane built of parts from the SpikeX Mod by NESD.
  10. Brought Crew to the newly built Cochrane Center in LKO using a SpikeX-Vessel. The Nova-Facility (Far Future Tech) is patched to be able to produce graviolium for later use in "Blueshift"-FTL-Vessels.
  11. Bavarian Aerospace? Markus Söder would be impressed.
  12. I mean.... you can also harvest your first graviolium from asteroids and take samples back to the ksc. That was that mission about: Finding evidence for the existence of graviolium, an element, that was more a theoretical thought on some scientist's coffee sprinkled paper. May I introduce the Wyvern Mk2 graviolium harvester SSTO? Completely stock except from the gravitanks and a truss piece (from NF Construction) at the tip of the robotic arm and some tiny lamps there (from Planetside mod). Sooo feel free to build something similar, if you like.... Powered by 20 Rapiers and 3 Nerva-engines. (Yes, some engines from KARE (by @JadeOfMaar) would have fitted as well. But I took my manticore-class SSTO as template and evolved it to this thing by adding some features of my sphinx-class-sstos... both run on rapier/nerva-combos) Challenge accepted, anyone ??? But for this kind of operation, you'd better put your desired rock into a stable LKO. It took almost 2 months to extract only 100 graviolium from that rock. Here is the positioning of a rock in LKO performed by my hercules asteroid tug. Powered by a really advanced nuclear saltwater rocket engine (from Far Future Tech).... every mod hooks nicely into each other.... That's the kind of gameplay I love. See the four slightly glowing cooling panels made of graphite, to cool that monster of an engine ?! They can get even hotter...
  13. The long section is only one part. It is the nova facility from FFT to make Antimatter. (Even launching this big un-splitable thing is a challenge by itself! ) I patched it (patch: see some posts above) to make it produce gravi out of produced antimatter using huge amounts of electricity. This whole station is a rather big industrial complex. About 20.000 EC/s production and consumption iirc. Also big ore tanks and a convertotron. This is kinda a omni-fuel-station. It can create almost every fueltype... almost... AM, Gravi, LF, Ox, LqH2, LqMethane, Lithium, Monoprop, Nuclear Saltwater, ... there is also the vulcan smelter just on top of the big fusion reactor. (Forget about solar power, we need the fire of the sun, to make AM and gravi!) And Antimatter is nicely unstable. Without proper containment (eating many EC/s) it goes booom and takes your station with it... partially. A great material to make the more stable graviolium out of it by exposing it with Tucker-Rays, named after charles tucker III, while eating chocolate with one hand and and holding jelly beans in the other. Therefore you need a skilled engineer for it, how manages to eat large amounts of jelly beans and chocolate, because we need huge amounts of graviolium, right? Why not do it on kerbin? Cause it's too dangerous.... (The sweets could get eaten by other kerbals !!!) This is what I meant, when I said, the Nertea Mods and Blueshift can nicely hook into each other. Nerteas propulsion systems are all sub-light-systems. So Blueshift forms naturally a nice evolution step. Aaaaand: BS fits nicely aesteticswise e.g. to the NF commandpods (Near future spacecraft mod). My advice: combine Blueshift with the nertea mod compendium. Great user experience and much deeper gameplay loops. It also makes the transition from a non-FTL-era to the FTL-age much more plausible. (E.g. get your LqHe3 for powering the highest tier fusion reactors from Regolith from the mun with special harvesters... drills are for noobs): Here a two fission reactor driven regolith harvester, that stores LqHe3 in its tanks. All for the great target to make graviolium one day by themselves. The Kerbals found evidence of the existence of gravi in magic asteroids and on dres, but.... only small samples to carry all the way home aren't the way to go... let's do in an industrial process! (This regolith crawler features parts from the Near Future Tech Suite, Far Future Tech and the Planetside mod by Benjee10. ) the parts are perfect to mix and match. Meanwhile at the cassiopeia station: the scientists struggle with painting blueprints for first warp engines, because the whiteboard markers always float away.... @JadeOfMaar a little more eyecandy... here all the science happens to make the warp drives work one day... Cassiopeia space dock in 500x500 LKO with big science labs. Currently docked with an ugly early-tech-vessel (just to gather science from the edge of Kerbins SOI) on the docking arm in the foreground. This station is also rather huge. Mostly 5m-stationparts iirc. Since the day, those pictures were taken, the station was fitted with sandcastle 3Dprinters.... for even more fun... and some defensive lasers by BDA+ ... because of.... the klingons.... and ... the tribbles.... you never know. Now that I see the station i kinda think of the K7 station in TOS. Yes, tribbles are probably a real threat! All this feels way better than KSP2 right now... and will do so for the next years, I guess. Righthandside on the bottom: the dock and construction area. This is where the sub-light-deep-space-vessels come in and deliver their data to the lab. And get refits. The trusses are equiped with lights. Unfortunately the station is older than my sandcastle mod installment, so i better could have used angelos dock construction parts.
  14. Now fully operational with deployed graphite cooling panels... Just needs supply of... LqHe, LqDe, Uranium, Ore........ Stuff.... Used Mods besides Blueshift: Near Future-Suite (esp. NF electrical & NF propulsion), Far Future tech, System heat, Heat control, station parts expansion redux by Nertea.... and planetside by benjee10 for some cute little spotlights.
  15. Preparing to install the Nova-Facility to my orbital fuel station. It will also create graviolium in an industrial process... Here with orbital tug. And this is where it shall be docked to: The Cochrane-Center in 120x120 km LKO. Fitted with all the needed Hi-tech (from the Nertea-Mods) to create Antimatter and then to make Graviolium out of it... Left-hand-side: The docking arm for SSTO, Capsules and later on FTL-driven vehicles. Center: There are some nice ressource converters.... two reactors (one in fission (on top, below the golden AM-Storage) for sustaining the operation and AM-containment, and one in Fusion (bottom end - the donut-shaped tokamak) for delivering the needed electricity to run the nova-facility to make AM and Graviolium using large amounts of Deuterium and He-3 - only in operation while doing ... stuff... ... Also there: Ore-, gravi-, Antimatter-containment-, uranium-, LqDe-, LqHe3-, and Fissionpellet-Storages. Making Gravi is difficult, but is worth the effort.... The cooling radiators aren't deployed yet....
  16. How can I adapt this to repair one of the Near Future Spacecraft Mod's Capsules? One of them is controllpointwise twisted 180 degrees, meaning, that the Kerbals behind the windows fly upsidedown when in space while having the vehicle aligned in a way, that pressing yaw right also does yaw right. So to my mind, the model has to be twisted 180° around the ... Y? Z ? (the one, that goes straight up in the VAB) .... axis. Can I do it on my own by editing the part config? The partconfig starts like this - where can I insert a 180 degree rotation of the model?: Edit: I tried inserting. But the IVA and the wall breaches to look inside where not twisted with it. Can I do something about it to repair this too? rotation = 0, 180, 0
  17. Bugreport BDA 1.5.9.4: IR-Target locking is broken... again. Simply mount a AIM-9 on a vessel of your choice. try to lock on something - no lock. Testvehicle: Place two of them, fly one, let the other one fly as well... Try to shoot it down using the AIM-9s.... https://www.filemail.com/d/qdtnpcnaxbypenz Reverting back to 1.5.8.0 where it works.... @DocNappers
  18. Yeah, but as far as I can see only the mouse-aiming-reticule is affected. If fired using one of the two camera/laser targeting devices the bullets hit, where you aim.
  19. Oh nooooo !!! The technologicly backstanding kerbal nation "chocolate-haters-coalition" (CHC) has found out, that the KSC has new snacks in stock. So they now try to strike the KSC and the sweets depot.... They don't really know how to fly fast, but the bring loads of sugar-solving bombs to the KSC with this stolen vehicle. Oh noooo! Here is a quick screenshot of the green baron. Armed to the teeth! Unfortunately the CHC made a treaty with the Kerbal-Dentist-Union... Oh noooo !!! (Vehicle is stock, except the bombs from BDA+ and some weapons pack)
  20. @DocNappers I think, I found something odd. I took a 130mm turret from one of the weapon packs and mounted it under the belly of a big plane (for fun - not for balanced gameplay). But somehow the targeting reticule does not take into account the carrying vessel's own velocity. So if you show forwards, you overshoot the target, if you shoot backwards, you undershoot. also the bullets do a really strange curveball trajectory (best to see if shooting sideways). The shot starts nearly linear, than the vertical speed decreases and the bullet flies more horizontally in the second half of the trajectory. Since it's the BDA+ mechanics, I guess it doesn't matter which mod it was from. I here deliver the part for debugging: https://www.filemail.com/d/lfqjizcvsrbhnaz I guess it was from BDA extended by @SuicidalInsanity, but i am not sure anymore, where i got it from (cause i took only some parts, that I liked and integrated them into my bda folder). I gave it nuclear amunition, so you can test the strange trajectory behavior by your self. Just mount the gun under the belly of a suitable Mk3-plane and try to bring havoc to a place of your choice. Just shoot around, observe the bullet trajectory and compare the impact point with your initial targetting point (best to see if using nuclear ammo). EDIT: So after testing a bit more: Aiming with the laseraiming device works perfectly. So only the free aim reticule for mouse aim is affected. Tested in 1.5.8.0
  21. Hi there. Do the engines have Waterfall support?
  22. NF Spacecraft does only deliver additions command modules. It does not replace any, like the Restock mod does.
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