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Occasionally I make mods for KSP. Outside of KSP interests include digital art, writing and 3D modelling.
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[1.12.5] Silly Photon Drives
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Slightly larger update, with balance tweaks, increased customisation options, and new Waterfall Plumes! Silly Photon Drives v1.1.0 Part Balance Changes PX-01 "Aura": Cost: 35,250 (Previously 48,250) Entry Cost: 170,000 (Previously 125,130) Thrust: 0.073 kN (Previously 0.03 kN) Mass: 0.15 tons (Previously 0.09 tons) TWR: 0.05 (Previously 0.033) Input power: 55 kW (Previously 59 kW) PX-02 "Zenith": Cost: 125,500 (Previously 176,500) Entry Cost: 406,000 (Previously 323,541) Thrust: 0.317 kN (Previously 0.224 kN) TWR: 0.054 (Previously 0.037) Input power: 190 kW (Previously 395 kW) PX-10 "Omega": Cost: 875,000 (Previously 1,059,000) Entry Cost: 3,440,000 (Previously 1,419,177) Thrust: 10.898 kN (Previously 3.771 kN) Mass: 13 tons (Previously 9.25 tons) TWR: 0.085 (Previously 0.041) Input power: 4,950 kW (Previously 5,950 kW) PX-10 "Omega" Antimatter Mode: Thrust: 54.488 kN (Previously 26 kN) TWR: 0.427 (Previously 0.281) Isp: 3,057,032.3 seconds (Previously 30,570,323 seconds) Added System Heat configs PX-01 "Aura" Loop temperature: 350 K Waste heat: 33 kW (55 kW input power, 40% thermal efficiency) PX-02 "Zenith" Loop temperature: 350 K Waste heat: 95 kW (190 kW input power, 50% thermal efficiency) PX-10 "Omega" (Electric mode) Loop temperature: 350 K Waste heat: 1,683 kW (4,950 kW input power, 66% thermal efficiency) PX-10 "Omega" (Antimatter mode) Loop temperature: 1,600 K Waste heat: 8,415 kW (4,950 kW input power, 66% thermal efficiency) For the larger engines, you may want to download Heat Control which adds larger and more efficient types of radiators adapted for removing large quantities of heat. Improved Customisation Features There's a new "spd_Settings.cfg" file in the mod folder. From here you can easily tweak the thrust and power usage of the engines in the mod with a single value. This config has been adapted from Near Future Propulsion, so credit for this config goes to that. This setting config also has an option to fiddle with the Isp of the antimatter photon drive mode, if you wish to do so. Bugfixes Fixed an issue where the Zenith's Waterfall configs were duplicated in the configs. Fixed an issue where EngineCoreGlow effects were ignoring their textures and were just using pure white instead. Fixed an issue with the VAB Organizer configs. Minor tweaks The Waterfall plumes for all engines have been revamped and improved. Optimised the meshes of the EngineCoreGlow effects. Increased the amount of the 'Radiation Pressure' resource stored and produced in the engines by a factor of 10, in order to reduce the chance of the engines consuming too much Radiation Pressure when the thrust multiplier is set to very high values. Reduced the animation rate on all EngineCoreGlow effects to 1/10th their previous speed. Updated relations Added Heat Control to Suggested Added System Heat to Supports -
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[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Added System Heat configs, and a few minor tweaks and fixes. Supplementary Electric Engines v1.3.2 Added System Heat configs: KO-A1 "Teacake" Loop temperature: 350 K Waste heat: 4 kW (8 kW input power, 50% thermal efficiency) KO-A2 "Gumdrop" Loop temperature: 350 K Waste heat: 16 kW (32 kW input power, 50% thermal efficiency) KO-F1 "Sorbet" Loop temperature: 350 K Waste heat: 11 kW (55 kW input power, 80% thermal efficiency) Other engines were calculated to have produced less than 2 kW of waste heat, which was deemed too small to be worth it. Optimised the collision meshes for these parts: KO-22 "Pancake" KO-33 "Waffle" KO-RR Resistojet RCS KO-R1 "Fudge" KO-R2 "Toffee" CS-R1 Liquid Caesium Tank Minor tweaks: Added a collider to the Toffee's shroud, since it didn't have one previously. Fixed the Toffee's 0.625m mount being offset vertically by like 1 millimetre. Added a collider to the Gumdrop's 1.25m mount, since it didn't have one previously. Updated relations: Added Near Future Propulsion to Suggested Added System Heat to Supports- 51 replies
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[1.12.5] Silly Photon Drives
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Minor update with some bugfixes, tweaks, and added support for VAB Organizer. Silly Photon Drives v1.0.2 VAB Organizer support: Photon Drives now get their own custom "Photon Drives" subcategory when using VAB Organizer. Bugfixes: Fixed a bug with the mesh of the 5m engine's 3.75m mount. Other tweaks: Simplified the collision mesh for all engines. Adjusted how the multimode engine setup on the 5m engine works, such that CommunityResourcePack is no longer a hard dependency. If you do not have CRP the antimatter mode will not be available, with CRP it will be available. (Though you'll still want FFT & CryoTanks for actually providing tanks for storing antimatter and liquid hydrogen.) -
[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Minor update with some improvements to VAB Organizer integration and a couple of bugfixes/tweaks. Supplementary Electric Engines v1.3.1 Vab Organizer support changes: Arcjets and Resistojets now get their own "Electrothermal Engines" subcategory when using VAB Organizer. Caesium fuel tanks now get their own "Caesium Fuel" subcategory when using VAB Organizer. When Near Future Propulsion is installed, Pulsed Plasma Thrusters get moved from the Ion Engines subcategory to the Plasma Engines subcategory when using VAB Organizer. When Near Future Propulsion is installed, the Resistojet RCS gets moved into the Ion/Plasma RCS subcategory. Adjusted the Fudge's bulkhead size such that it shows up as 0.3125m instead of 0.625m when using Vab Organizer. Bugfixes: Fixed a typo in the Gumdrop's variant menu. Part changes: Sorbet's ISP buffed to 14,000 (previously 10,200. The engine was too similiar to the HI-SNAP from NFP in terms of ISP, while providing a worse thrust-to-power ratio). -
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[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Hello once again... Supplementary Electric Engines v1.3.0 is out! This is quite a large update, with part balance changes, new parts, and a couple of extra things. Re-balanced the stats of many parts (Spoilered to avoid making this post too long) New Arcjet engines These engines run on monopropellant and can achieve better specific impulse than the resistojets, but they suffer from a limited lifespan due to the corrosion of their internal electrodes (represented by the small amount of ablator resource stored inside them). KO-A1 "Teacake" Arcjet Engine: 780 Isp 5.5kN thrust 150kg mass 3.74 TWR 8 kW input power 3,500 funds Runs on Monopropellant, 0.625m size Unlocked with the "Advanced Ion Propulsion" tech node (when using CTT) KO-A2 "Gumdrop" Arcjet Engine: 805 Isp 18.5kN thrust 650kg mass 2.9 TWR 32 kW input power 12,200 funds Runs on Monopropellant, 1.25m size Unlocked with the "Advanced Ion Propulsion" tech node (when using CTT) Other Minor Changes Added configs for VAB Organizer. Tweaked FEEP Thruster and Caesium fuel tank textures slightly to make their paint strips more vibrant.- 51 replies
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[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Progress update... Hello again everyone, it has been awhile since I last posted here but I am once again in the mood to work on KSP modding... I was working on another, much larger project, but I got a bit distracted and decided to come back to this mod to tweak some things and finally try and add the remaining planned features. Thank you for this very in-depth reply! Yeah, I basically agree with like 90% of what you said lol, so I've decided to rebalance a lot of things. Here's the full list of changes coming in the next update and the plans for the new parts I want to add: Furthermore, here's a sneak peak of the Teacake - the 0.625m arcjet engine: Finally, something else I'm working on is adding localisation support to the mod. Though depending on how long it takes adding support for other languages might come in patches released after this content update. I've only got the 1.25m arcjet and arcjet RCS left to make, and then this update will be ready (I also plan to come up with some new graphics to use in the original post...) I'm a lot more familiar with KSP modding these days, so hopefully it should not take too long. Any feedback on the balancing changes I have planned, or anything else, is welcome! Thank you for your time.- 51 replies
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[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Hello once again... Unfortunately I have gotten a bit burnt out on KSP modding for now, so it might be awhile until I get back to this. However... Supplementary Electric Engines v1.2 is out! This new update includes the FEEP thruster, its fuel tanks, and some minor tweaks here and there. Since these were already finished I figured I'd release them as an update. Still not 100% sure about the balancing with these, so any feedback is welcome. The FEEP thruster and its fuel tanks also include support for Community Tech Tree. -
[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Alright just a quick progress update, after some feedback I decided to change the propellant choice for the FEEP thruster to Indium instead of Caesium. Also updated the plume colour to something hopefully more accurate. -
[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Progress update Hello! I've been working on the Field-Emission Electric Propulsion (FEEP) thruster and its fuel tanks recently. This engine uses liquid caesium as a propellant, has an Isp of 10,200 seconds, produces 0.8 kN of thrust, and takes in 40 ec/s. The engine has a beautiful green plume (disclaimer: I don't actually know what colour plume you'd get with caesium, I think it would be blue/cyan, but I'm not entirely sure. I've always wanted more engines with green plumes in KSP, and green is way more unique than cyan with this sort of stuff so green it is. Perhaps the propellant contains some amount of some other chemical that turns it green, who knows). The (relatively) low power cost and high Isp can make this engine attractive for situations where you need lots of delta-v, but the thrust is somewhat lacking. More importantly, caesium is very pricy - even more so than xenon. So you'll have to be careful with its use if you're in career mode (caesium is also extremely reactive and explodes violently when it comes into contact with water, but that's for the Kerbals to worry about). Oh also, the actual caesium resource is a part of the mod - you won't have to download community resource pack or anything for this to work. Next on the list is the arcjets (a 0.625m engine and a 1.25m engine, and a set of RCS thrusters). Once those are done I'll release them and the FEEP stuff as an update. Thank you for your time.- 51 replies
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[1.12.5] Supplementary Electric Engines
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Hello again everyone... recently I have been in the mood to play KSP again, and I decided I'd see if I can actually finish this mod. So I've been hard at work and have made some new thingamabobs for people to play with. Supplementary Electric Engines v1.1 is out! You can download it here I retextured and remodelled the Pulsed Plasma Thrusters, now they are closer in line to the proper Nertea artstyle. I also went and remade the resistojets for the third time, since the previous models were really quite bland. The resistojets run on monopropellant and have an Isp around 400 seconds, I also made an RCS version... I still have a few more engines planned, my list currently includes the arcjets and a FEEP (field-emission electric propulsion) thruster. All the stats are figured out, all that's left is to actually make the things. So hopefully that does not take too long... apologies this took awhile, I was doing other non-ksp projects. I hope you can enjoy! Feel free to post any cool screenshots you take with the engines, and give feedback if you have any. -
Apologies for not checking here in awhile... I made an Imgur post containing the custom decals I use -> https://imgur.com/a/BUv1JFi Feel free to use these in any of your builds, credit is optional. Simply download the images and drop them into your flags folder, Conformal Decals can handle transparent images and flags with strange aspect ratios just fine.
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[1.12.5] Silly Photon Drives
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Alright I've updated the mod to change the internal names of the engines, so this should prevent any conflicts with other mods. Unfortunately this will probably break any ships you have that currently use engines from this mod, I suppose you could remove the engines in the editor before updating and re-add it once you've got the new version of the mod. -
[1.12.5] Silly Photon Drives
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Hmm... Are you sure you've downloaded all the dependancies for the mod? The 1.25m and 5m engines are the only ones with B9 configs so you might be missing B9 Part Switch, or maybe you could check if it's up-to-date enough for the mod. -
[1.12.5] Silly Photon Drives
triple cheeseburger replied to triple cheeseburger's topic in KSP1 Mod Releases
Are you sure you installed the mod properly? If you installed it manually then I'd recommend using CKAN instead to prevent any issues happening. You could check inside GameData -> SillyPhotonDrives -> Parts -> Engine, and see if the files for "photon_5" and "photon_125" exist or not, if not then I'd recommend reinstalling the mod.