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triple cheeseburger

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Recently I've been more into modelling spaceships in Blender... But perhaps in the future I'll play more KSP and make more ships in it, we'll see. Thank you though
  8. 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.
  9. 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.
  10. 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.
  11. The end cap at the front is just some of the structural pieces from Near Future Construction and a few of the stock structural panels. This mod doesn't add any other parts besides the three engines shown in the infographics.
  12. The red and white truss in the first screenshot is just made out of Procedural Parts structure pieces that have been recoloured using SimpleRepaint
  13. Thank you very much I know I already replied to the screenshots and images you made back on discord, but I'll say again that these ships are really pretty... and the the infographic you made looks extremely awesome!
  14. Download (Also on CKAN) Although they carry no mass, photons still have momentum. We can use this principle to build drives that use light itself as an exhaust. This is a small mod which adds three engines that use electricity to produce light – a photon engine. This is different from a solar/photon sail, which uses light from produced from an external source (whether that’s the sun or a laser beam) to push on a sail. These engines produce their own light and throw it out the back like a typical rocket to push themselves forwards. The gimmick here is that these engines only take in electric charge as an input, they do not require any physical propellant. The downside however is that the thrust is so small it makes other electric engines look beefy in comparison. Dependencies, recommendations, and suggestions. Dependencies: Module Manager, B9 Part Switch, and Community Resource Pack. The mod will not work without these mods installed. Recommendations: Waterfall, Persistent Thrust, and Near Future Electrical. These are needed to make the engines actually useful and looking their best. Suggestions: Near Future Solar, Community Tech Tree, Far Future Technologies, Cryo Tanks. These are not strictly necessary, but can improve the experience. Far Future and Cryo Tanks are only for if you plan on using the large engine’s antimatter fuel mode since this mod does not include its own tanks for storing antimatter and LH2. How realistic is all this? To be honest, not very… While yes the idea of using photons as an exhaust does work and would produce thrust, the thrust produce would be much, much smaller than what it is in this mod. Like, in the range of hundreds of µN to single-digit mN. We can calculate the thrust of an engine based on its exhaust velocity and thrust power, in the case of these photon drives the exhaust velocity is going to be the speed of light because, well, the exhaust is just photons. So the thrust depends entirely on how much power you pump into the thing. The equation is just the thrust power in watts divided by lightspeed in meters per second, this tells us that a single Newton of thrust would require nearly 300 megawatts of power! If we work with the assumption that 1 electric charge per second is 1 kilowatt, then 1 Newton of thrust would take almost 300,000 ec/s. So for the sake of gameplay, the engines produce about 200,000 times more thrust than they would realistically. The most common way of generating photons I’ve seen in concepts for these sorts of engines involves electrically heating a block of material so that it gives off blackbody radiation, by exposing a side of this hot material to space the photons are allowed to escape and produce thrust. The other method involves antimatter. By reacting electrons and positrons (anti-electrons) together you produce pure gamma rays. Contrary to what you may have heard, most antimatter reactions do not produce pure energy – for instance a proton-antiproton reaction spews out a myriad of particles, including pions which quickly decay into gamma rays. For simplicity sake the antimatter mode for the large engine just uses liquid hydrogen and the nondescript antimatter resource. Reflecting gamma rays produced by the annihilation poses a challenge… A gamma ray mirror, and one with a good enough efficiency to not instantly turn to plasma from the heat of the reaction, is not something we currently know how to make. Furthermore, trying to actually get all of the positrons and electrons to react would likely be near-impossible. A good chunk would probably escape the engine without reacting or hit the walls of the engine and damage it. You could increase the odds by making the reaction zone larger, like up to hundreds of meters long. This mod just handwaves all of that though. Before anyone mentions it, yes I know that realistically you shouldn’t be able to see the engine plume in vacuum unless it was pointed straight at you… But I like the way it looks, so it’s staying in. So are these engines actually useful? From the large amount of messing around testing I’ve done… not really. The premise of an engine that runs on purely electric charge sounds overpowered, but due to the amount needed and the miniscule thrust it can really limit their uses. Yay for balance I guess? With pretty much any rocket you make with these engines (barring the antimatter mode for the big engine), your TWR will probably be between 0.001 and, like, 0.02. Dealing with low TWR vessels in KSP can be a bit of a headache at times, so this can make the engines unattractive and difficult to use. However, the biggest limit is the question of where do you get the electricity from. You can power them with solar panels – though you’ll probably want a mod like Near Future Solar so that you don’t have to spam tons of stock solar panels. This can actually work decently well if you’re visiting somewhere like Moho, though very quickly the mass of solar panels needed becomes too large to be viable and kills the already low TWR of the craft. At this point you’d likely save more mass just using a typical electrical engine with some fuel and a smaller power source. The other main option is nuclear power. Since this mod is designed to integrate well with Near Future that usually means the fission reactors from Near Future Electrical, or the fusion reactors from Far Future Technologies. However… the whole point of these engines is that they require no propellant, and nuclear reactors require enriched uranium or fusion fuel… So really you’re just back to square one, it’s just a more typical engine with an extra step (come to think of it, powering a photon drive with solar panels is also like a solar sail with extra steps…). You could calculate a kind of “effective specific impulse” based on how much nuclear fuel you get through and what your final velocity is after burning the stuff, I’ve tried this a couple of times in testing and results vary – usually between many hundreds of thousands of seconds and a couple million seconds of specific impulse. Which still isn’t too bad, but at that point there’s fusion engines from FFT that can get you similar Isp with much higher thrust. Unfortunately I haven’t really been able to test how well they work with FFT’s fusion reactors, because fusion reactors in that mod have this feature where they auto-adjust their power output based on how much your ship consumes. Persistent thrust seems to break this entirely, so fusion reactors don’t work properly under timewarp in my experience. Yes, if you’re feeling especially silly you can power the engines with RTGs. I imagine if you’re using a patch that gives RTGs limited lifespans then this option isn’t even worth discussing, but if not then shenanigans can ensure… Indeed, this path does offer you truly infinite delta-v with no worries of fuel or location. However, you need a huge mountain of RTGs to power these engines… or alternatively you can turn the thrust limiter on the engines way down to save cost/part count. This brings your acceleration down another octave. Your TWR will likely be floating somewhere around 0.001. Preferably you’d want to use the bigger RTGs from Near Future Electrical because they produce more power per unit of mass than the stock RTGs. A few caveats and useful tips and tricks for getting the most out of these engines. Unfortunately KSP is not very good at handling resource management when under timewarp. So often times what I’ve found when using the photon drives at high timewarp is that Persistent Thrust erroneously thinks they’ve ran out of fuel or electricity and kills your warp. This is very frustrating. To get around this I’d recommend simply going to the Alf+F12 menu and turning on infinite fuel and electricity. Infinite fuel doesn’t really change anything because the engines don’t use any external fuel in the first place, but it partially stops the issue mentioned above. Using infinite electricity does mean that you can run the engines without needing a power source, which is a bit more dubious. However I’d say that as long as you remember to turn it off again once you finish your burn then it’s all fine. Reactors that consume a fuel still continue to consume fuel even when infinite fuel+electricity are enabled. As annoying as these limitations are, I don’t really know how I could go about resolving them. Because electric charge in KSP has no mass, you can’t make a functional engine that uses only EC in its configs. The game gets very confused, I suspect the lack of mass causes a divide by zero somewhere in the calculations. To get around this the engines use EC and another resource, this custom resource is just called radiation pressure and purely exists to make the engines function properly. Radiation pressure has very low mass, and each engine stores and automatically produces its own radiation pressure for free all the time. You don’t have to pay any attention to it in-game. Due to the nature of these engines, delta-v kinda goes out the window. The delta-v readout in the editor or in Kerbal Engineer isn’t going to be very helpful because it only considers the radiation pressure inside the engine. If you’re using solar panels to power your drive then it’s not a huge deal, as long as you’re in enough sunlight then you’ve got infinite delta-v. However it can be a bit annoying if you’re using a reactor of some sort, just like earlier I suppose you could calculate a sort of effective delta-v based on the lifespan of the reactor… But that would be pretty tedious, and accounting for the time when the engine isn’t firing would be hard. On the subject of using reactors, I’ve found that using nuclear fuel drums as drop tanks works quite nicely. Nuclear fuel is still very heavy even when its used up, so it’s good to drop it when you can. Remember! Unless you have a high-level engineer kerbal on your ship you won’t be able to transfer nuclear fuel, though this setting can be changed or disabled in the difficulty settings for your save file. On a similar note, unfortunately I haven’t been able to test out the viability of also using the nuclear fuel re-processor from Near Future Electrical. This part takes in spent fuel and turns it back into fuel with what seems to be 50% efficiency. I suspect that in an optimal situation this could let you double the lifespan of your reactor. Sadly though, Persistent Thrust strikes again and breaks the nuclear re-processors – for some reason they just keep churning out new nuclear fuel even if there isn’t any nuclear waste to process. Despite everything, there is one thing I have found to be actually decently useful. The antimatter fuel mode for the large engine can work well as a means of travelling to other stars. The insane Isp makes it pretty trivial to create a ship with a couple hundred million m/s of delta-v. Antimatter tanks in FFT have horrible fuel to mass ratios, they weigh basically the same when empty (fun fact! All the antimatter tanks besides the big ring tank also cost zero funds when empty, for some reason). So using drop tanks for the antimatter tanks works well. The large engine also does not require radiators, combined with its fairly low mass this lets it weigh a whole lot less than most other big FFT engines. The other antimatter engine, the Frisbee, weighs around 80 tons at its full length and only ~35 tons at its shortest length. The large flashlight weighs only 9 tons! (another tip, if you’re using the Frisbee for an interstellar ship you can use its shortest length and turn the thrust limiter down to like 1%, it takes hardly any radiators and weighs a lot less than the full length version. Your TWR will be small but it’s an interstellar ship so that doesn’t matter too much). I have seen that sometimes the burn time is so long the large flashlight actually takes longer to reach a destination compared to a ship with less delta-v purely because it takes ages to reach its cruising speed. This is my second ever KSP mod, and this time it’s actually being posted in a finished state… I don’t really have any other ideas for stuff to add to this mod, if you encounter any bugs or have suggestions on how to fix some of the caveats mentioned earlier then please do let me know! I hope you enjoy messing around with these engines, if you make any pretty builds with them then I’d love for you to show me! Thank you for your time. Liscense: CC-BY-SA
  15. I made another ship today, or rather, this one took a couple of days because I spent awhile deciding on what sort of colour scheme to go with, among other things. Here is the EF-OM Project 02 "Hildemar", a small NTP ship that I like to imagine is used for transporting people between habitats on or around Jupiter's outer moons. Hanging out above Callisto, just after leaving an orbital habitat. The ship's comfortable 0.12 g's of acceleration make it well-suited for folks genetically engineered for microgravity environments. Two angled solid-core NTRs running on slush hydrogen propel the ship forwards. Drifting above the skies of Jupiter. I doubt the ship would ever really come this close to Jupiter, but it looks quite pretty. Stats: - With no crew the ship has 9,036 m/s of Δv. - Wet mass of 115.013 tons. Dry mass of 43.605 tons. - Mass ratio of 2.637. - 315 parts (like last time, most of this is in the decals). - 47.4 meters long. - Costs 341,755 funds. The engines have had most of the enriched uranium they store removed, this saves 300kg of mass and about 24,000 funds. - Uses two of the Neptune solid-core NTRs from Kerbal Atomics, each with an Isp of 950 seconds and a combined thrust of 134 kN. - Wet TWR of 0.12, dry TWR of 0.31. - Powered by a small fission generator near the back of the ship. - Also has some RCS that runs on hydrolox, there's a small oxidiser tank inside the ship. Mods and methods used: - The main body of the ship is a structural element from Procedural Parts, and I used SimpleRepaint to change its colour. Now by default procedural parts aren't able to be recoloured for some reason, to fix this you can go into GameData -> SimpleRepaint -> IgnoreParts, and then into the IncompatibleParts.cfg - in here you can remove or comment-out the part titled "Various procedural parts", it should be near the top at around line 28. This now lets you recolour procedural parts, which is quite handy. - The specific shade of red used here is a custom one I added to SimpleRepaint myself, I didn't like how saturated the default red was. The exact hex code for this lighter red is #C44D42 if anyone's curious. - As always there's plenty of Near Future parts involved, and lots of decals from Conformal Decals. - The logos featured on the ship are custom flags, I made the logos myself in Inkscape.
  16. Today I made another ship, I wanted to experiment more with making ships that have well-defined colour schemes. I would say I'm quite happy with how it came out. This is the GX2 SP-26 Model A, an automated industrial cargo hauler. Its low refuelling cost and reliable nature allows it to exceed at long-distance regularly-scheduled interplanetary shipping jobs. Stationed above Triton, after departing from a dock and being towed to a safe distance away from any orbital habitats. The front of the ship while it charges its capacitors, repeated high-speed journeys through the Kuiper belt have scratched some of the paint, giving the ship a bit of a grimy look. And away we go, the ship begins slowly heading out of Neptune's gravity well. The harsh environment of fast interplanetary travel and the radiation from the engine necessitates that the cargo is kept in a well-shielded bay at the front of the craft. Stats: - When not carrying anything, the ship has a total of 529km/s of Δv (Unless I state otherwise, assume all these stats are for when the ship isn't carrying any cargo). - Wet mass of 129.275 tons. Dry mass of 105.889 tons. - Mass ratio of 1.221 (Perhaps for future builds I should make an effort to pack more fuel...) - 379 parts (That's thanks to the huge amount of decals involved). - 68.3 meters long. - Costs 1,412,049 funds. Most of that is in the radiators and the engine itself, which costs 730k funds alone. The cost of the fuel is only around 37k funds. - Uses the inertial confinement fusion engine from FFT. Fun tangent! The ICF engine in FFT seems to be based on this concept, which calls for an Isp of ~270,000 seconds and runs on deuterium-deuterium fusion. I use the patch that makes the FFT engines perform closer to what should be expected, but even that got the performance of this thing wrong. So I made a couple of changes to fix the Isp and make it run off of deuterium fusion, though it still has an alternative mode that uses DT-He3 fusion with increased performance. - Okay, tangent over. The engine runs on deuterium-deuterium fusion at about 80% power to reduce the amount of cooling needed, yielding 32kN of thrust. - Wet TWR is 0.025, dry TWR is 0.03. - Powered by the two small fission generators sticking out of either side, they're placed as to keep the engine's radiators within their shadow. - The section at the front is a cargo bay, it can open and store whatever you might want to store. I haven't actually tried this because I'm scared all the decals on the front will break if I open the cargo bay. Mods used: - The recoloured tanks were achieved using Simple Repaint, using a custom shade of cyan I added to the configs myself. - The decals are done with conformal decals. Some of them are custom flags I've made myself (the checker patterns for instance), the grime and dirt are custom flags too (though in this case their textures I just found on the internet). - The yellow lines are actually text decals, using the | character scaled up a bunch you can easily make painted lines with it. Furthermore you can easily change the colour of the text to whatever you want. - There's a few procedural parts, such as the rounded ends and some structural pieces here and there. - And then obviously there's near/far future and Heat Control and Restock and so on...
  17. This ship I made a few days ago, it's a bit lower on the tech tree than some of my other ships - a crewed nuclear electric propulsion ship. It's wider than it is long, if you're confused the "forwards" direction is the direction the four tanks in the middle are facing. And here it is with its array of ion engines running. Slowly climbing out of Earth's gravity well. Stats: - 30,850 m/s of Δv. - Wet mass of 169.948 tons. Dry mass of 103.795 tons. - Mass ratio of 1.637. - 202 parts. - 19.3 meters long, 60.4 meters wide. - Costs 3,244,335 funds (if you take out all the fuel that drops to 598,240 funds. this is why I don't use engines that run on xenon in career mode, lol) - Runs on 32 of the AFTER ion engines from NFP. The engines are set to run at about 90% thrust so that they don't overheat (it looked ugly with another set of radiators). - Wet TWR is 0.036, dry TWR is 0.059. - Uses the 'Prometheus' fission reactor from NFE, producing the large amount of electricity needed to run this many engines. - Apparently the inflatable habitat can hold 18 people, but I imagine this thing would carry less than that. With 6 crew the ship has 1 year and 280 days of life support. - The ship is designed to rotate to produce artificial gravity, it's set up like this so that it can spin even while burning since burns with electric engines tend to take awhile. The arm with the inflatable habitat on it is about 30 meters long, at 3 RPM it could generate about a third of a g. So realistically this thing would benefit from being even wider, but oh well. - Remarkably, the ship's com is actually balanced in the middle. There's some tiny ore tanks on the nuclear reactor's side of things that can be emptied as it uses up supplies, helping it maintain balance. The nuclear reactor is placed on a long arm opposite from the habitat for radiation shielding purposes. Mods used: - The usual, near future, procedural parts (the fuel tanks are procedural if you were wondering), conformal decals.
  18. Another fusion ship, though using a different engine this time. Due to its limited range (for a fusion-powered ship, at least) I'm thinking this one is used in the inner solar system, where travel times are not as large. Charging capacitor banks around the moon. Blast off! Drifting above the clouds. Meeting up with it's larger sister the Damascus-class, in reality this would be a bit of a sticky situation because both ships could easily fry one another with their engines. Stats: - 31km/s of Δv. - Wet mass of 55.366 tons, dry mass of 46.056 tons. - Mass ratio of 1.202. - 72 parts. - 25.2 meters long. - Costs 519,450 funds. - This time uses the spherical tokamak engine from FFT. Running in high thrust mode, producing 380kN of thrust with an Isp of 17,500 seconds. - Wet TWR of 0.69, dry TWR of 0.83. - Powered by a small fission generator tucked away near the back. - Has 8 crew slots, with 4 crew life support can last for 96 days. Though both these values can be adjusted. Mods used: - Remarkably there's no procedural parts involved this time, just Near Future and Restock stuff. - There's a bit of part clipping involved too, mostly around the engine. But that's pretty standard for a lot of my builds.
  19. This next ship returns to the realm of nuclear fusion, a high-end interplanetary transport that can zip across the solar system at lightning speeds. I'm headcanon-ing that this thing is used a lot in outer solar system regions like the Kuiper belt or Scattered disc. Hanging around Pluto and Charon, certainly the skinniest ship I've made thus far. Cruising through space at a leisurely 290km/s. The business end of things, in reality at this distance you'd probably get fried pretty quickly from the radiation coming out of this thing. Stats: - 589km/s of Δv. - Wet mass of 166.882 tons, dry mass of 118.806 tons. - Mass ratio of 1.405. - 172 parts. - 74.4 meters long. - Costs 2,066,324 funds. - Once again using the FFT Z-Pinch fusion torch in afterburner mode, for an Isp of 176,800 seconds and 2,800 kN of thrust (That's a thrust power of 2.4 Terrawatts!). This time the ship has enough radiators to run the engine at full power too. - Wet TWR of 1.71 (Dry TWR of 2.4). - Powered by a small fission reactor able to operate at 65% power, though for most of the time it runs at only 25% power. - Docking port at the front, uses bipropellant hydrolox RCS. - Has room for 17 crew/passengers, with 101 days of life support when all 17 slots are filled. Mods used: - The custom engine nozzle is a mishmash of procedural parts and some radiators, it looks okay I think, but perhaps with more effort it could look better. - The fancy colour scheme on this ship is thanks to SimpleRepaint, using some tanks and flag parts coloured red (the stock flag parts because Conformal Decals' flag parts can't be recoloured sadly). - The rest of the ship is standard Near Future and procedural parts stuff, unfortunately there's a lighting bug with some of the procedural parts but I don't really think I can do much about that...
  20. It's been quite a while since I last posted in here, at the moment I've been busy with other projects outside of KSP (Sorta moved on to modelling spaceships in Blender now) but maybe at some point I'll get back to this game (and maybe get back to making mods for it too lol). However, since my last post I did make a lot more ships I think look rather nice before getting bored of the game. For whatever reason I didn't post them here, so lets go ahead and do that. This ship is more on the lower end in terms of technological prowess. A cheap transport ship that uses methalox chemical engines, designed for simple hops between gas giant moons or other relatively short trips. Above the haze of Titan A close encounter with Saturn's rings Simple no-nonsense moon-to-moon transport for a low price Stats: - 2,972m/s Δv when not carrying any crew or cargo. - Wet mass of 38.927 tons, dry mass of 17.084 tons. - Mass ratio of 2.278. - 115 parts. - 17.2 meters long. - Costs 33,334 funds - Uses the DF-M25K "Owl", an orbital class methalox engine with a vacuum Isp of 368 seconds and a vacuum thrust of 430 kN. - Wet TWR of 1.12 (Dry TWR jumps up to 2.56) - Uses a monopropellant fuel cell to provide power, going off the fuel cell's claim of using 21.6 units of fuel per hour and the ship's 370 units of monopropellant this should last about 17 hours. A bit on the shorter side but I imagine the ship can go a decent while on battery power alone, plus there's always the engine's alternator. - Has a docking port on the side with a slightly awkward tube leading into the main crew space. - Designed to hold 3 crew, but has space for 5. With 3 crew it has 35 days of life support, but if the life support containers are maxed out that jumps up to 164 days. - Has a small cargo storage tank below the life support tank, so it can carry about half a ton of ore or whatever else you can fit into those SSPX cargo containers. Mods used: - The aforementioned Owl engine comes from the lovely CryoEngines Extensions. - The rest of the ship is pretty standard, a variety of Near Future bits and bobs, some conformal decals here and there, and a couple of procedural parts. As with a lot of my ships I haven't thought of a name for this thing. Here's one more image that labels each part of the ship.
  21. Congrats on the release! These parts all look very nice! I'm using the mod without BDB and as far as I can tell it all works just fine.
  22. Congrats on the release! Was great seeing you work your way through this, all of these parts came out wonderfully. Happy to have helped where I can as well
  23. Alright, once I finish the fuel tanks I'll release them and the resistojets as an update. Arcjets can then come in the update after that. Apologies for it taking awhile, I've been working on other stuff (some of which is KSP modding related) at the moment but I should have the time to get back to this soon
  24. Today I ended up building another ship I thought looked nice, so here's "unnamed interplanetary fusion torch thing": Stats: - Around 280km/s Δv when the cargo containers on the sides are empty. Can carry about 50 tons of ore, which drops the Δv down to 194km/s. - 107.5 tons wet mass (again when the containers are empty) - 91.2 tons dry mass (so a mass ratio of only 1.18) - 221 parts - 32 meters long - Uses the Z-pinch fusion engine from FFT running in afterburner mode, by turning the thrust limit down to about 40% you can reduce how much cooling the engine needs - this saves mass on radiators. You can do this with all the FFT engines, it's quite a useful trick I've found for both Δv optimisation and aesthetic purposes. - Can do a comfortable 1 gee of acceleration when fully fueled, which goes up to 1.2 gees when dry. (When full of ore the wet acceleration drops to about 0.72 gees). - Has docking tubes near the top, also includes RCS. Using the electric RCS from NFP that runs on LH2. - Works quite well in-game, its high thrust makes it much more entertaining to fly than a lot of other fusion powered ships. Mods used: - Mostly near future stuff of all kinds - Some far future parts obviously - Quite a few procedural parts (mostly for the trusses and structural bits on the ship) - I used a rather large amount of part clipping for this too, basically the whole ship is built around the length of the Z-pinch engine. But my aim here was to make something pretty in sandbox mode, so I don't really care lol. Here's a couple more screenshots from when I was sending this thing back to Earth. It burnt 40km/s to accelerate and about 40km/s to decelerate, which got it from Mercury to Earth in about a week. Finally, if anyone has any suggestions for names for this craft, feel free to say
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