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Found 7 results

  1. Introducing... (Source code is included in the download) License: Code and Configs are licensed under the GPL v3 license. Author: TheShaddow1138 Tester(s): @Puggonaut Here's a spacedock by @StinkyAce that @Puggonaut has been featuring in his videos: https://spacedock.info/mod/1815/USS Nimitz and Drydock A scaleFactor of 0.6 makes the best fit for the NX. A compatibility config is included that creates a copy of the drydock and modifies the included resources to include the resources needed by the NX. StinkyAce's mod must be installed for this config to work. Dependencies: (bundled with the Spacedock download) ModuleManager 4.1.4 B9PartSwitch Community Resource Pack Waterfall Small Trailer for TrekDrive made by Puggonaut This fantastic video was made by @Puggonaut, and you should definitely give it a watch. If you like what you see, and would like to support development you can make a donation. One-time Donation through PayPal Mod(s) that Expand or Supplement TrekDrive: @Shammyofwar Is updating the Old SciFi Shipyards mod by implementing TrekDrive modules on that mod's USS Voyager and USS Stargazer, among others. The TrekDrive plugin will be bundled with their mod upon release. Change Log: v1.0.3b - Log Spam Hotfix * Updated TrekDrive.dll to remove spamming the debug log with the number of warp coils that are charged. v1.0.3a - Warp Drive Hotfix * Updated TrekDrive.dll * Updated the CheckStatus function to check if the minimum number of nacelles have been charged instead of all nacelles on the ship. Fixes an issue where embarked warp-capable shuttles prevents the mothership from going to warp. * Updated the warp coil code so that coils that are not charged will not try to drain themselves and prevent the ship from going to warp if the minimum number of nacelles are in fact charged. v1.0.3 - The Galileo Seven * Added Type F Shuttlecraft (all parts have two texture variants) * Main Hull (crew capacity of 7) * Impulse Engine * Warp Core * Type F Warp Nacelles (Port & Starboard) * Added warpEffectParent.mu (an empty transform model) This model is in "TrekDrive/Generic" along with usage instructions * Added a WaterfallFX template for the TrekDrive warp stars effect to make it easier for others to add the effect to non-TrekDrive parts. * Added Mirror Universe texture variants and registry/name variants for the Type F Shuttlecraft. * Updated all parts with the SW_ModuleWarpGenertor module to have a warpEffectParent transform to standardize the transform to which the warp stars effect is parented. (Doesn't affect anything, all effects are intact and the same as before.) * Updated all parts with RCS thrusters to use LqdDeuterium, removing MonoPropellant entirely from the parts. To maintain propellant consumption rates all RCS thrusters' ISP were increased by a factor of 25. * Updated surface attach node on NX-class warp nacelles allowing for sane surface attachment. * Updated TrekDrive.dll to apply forward and reverse impulse thrust per-part instead of to the vessel as a whole (thrust vectoring still works). v.1.0.2 - The Original Reborn * Added Constitution-class Starship (all parts have two texture variants) * Bridge Module (crew capacity of 6) * Saucer (crew capacity of 30) * Impulse Engines (includes a docking port) * Engineering Hull (crew capacity of 20) * Navigational Deflector * Nacelle Pylons (two variants: flared and straight) * Warp Nacelles (Port and Starboard) * Starship Registry Variants (present on Saucer, Engineering Hull, and Nacelles [port & starboard] * USS Bonhomme Richard (NCC-1731) * USS Cassie (NCC-1711) * USS Constellation (NCC-1017) * USS Constitution (NCC-1021) * USS Defiant (NCC-1764) * USS Eagle (NCC-956) * USS Emden (NCC-1856) * USS Endeavour (NCC-1895) * USS Enterprise (NCC-1701) - The Default * USS Essex (NCC-1709) * USS Excalibur (NCC-1664) * USS Exeter (NCC-1672) * USS Hood (NCC-1703) * USS Hornet (NCC-1708) * USS Intrepid (NCC-1631) * USS Kearsarge (NCC-1733) * USS Lexington (NCC-1709) * USS Porthos (NCC-1712) * USS Potemkin (NCC-1657) * USS Ticonderoga (NCC-1714) * USS Yamato (NCC-1716) * USS Yorktown (NCC-1717) * Added two (2) new registries for the NX-class and NX-class * Cassie (NX-11) * S.S. Cassie (NX-11) * Porthos (NX-12) * S.S. Porthos (NX-12) * Added Mirror Universe Kerbban Empire Content in "Extras" (content is encapsulated and may be easily removed by deleting either the "Extras" folder, or the "MirrorUniverse" folder inside "Extras") * Kerbban Empire Texture Variants to the following parts * NX-class Saucer * NX-class Engineering Section Refit * NX-class Warp Nacelle Refit (Warp 7 Nacelles) Port and Starboard * Enterprise-era Shuttlepod fuselage * Constitution-class Saucer * Constitution-class Engineering Section * Constitution-class Warp Nacelles Port and Starboard * Kerbban Empire Registry variants for all currently available registry variants on the NX-class and Constitution-class ships * Flag of the Kerbban Empire * Added Textures Unlimited patch - authored by Puggonaut with "excludeMesh" statements provided by TheShadow1138 so that registries appear correctly with this config. v1.0.1 - Thrust Vectoring * Updated plugin to add thrust vectoring to impulse engines. Thrust vectoring is toggleable in the PAW and by Action Group * Added a new parameter to impulse engine CFGs, "maxVectorAngle" a value in degrees to control the amount of vectoring. Default value is 15º. v1.0 - Initial Full Release * Includes: * Phoenix Warpship * Phoenix Warpship launcher * Enterprise-era Shuttlepod (can be docked in the aft bays of the NX) * NX-class starship (has two aft shuttle bays for the shuttlepod) * Added A User's Manual * Added NX-class Bridge IVA and Props * Updated warp stars configs so that they are visible in the Bridge IVA * Updated the plugin to add an ambient rumble sound for the warp core. The sound is customizable by simply editing the CFGs with SW_ModuleWarpCore to give the path to your desired sound. * Added ENT-era Shuttlepod IVA (Stock and MAS versions) * Updated Shuttlepod Impulse engines to have a hover altitude of 1000m * Added ModuleLiftingBody to the Shuttlepod fuselage improving flight characteristics * Balanced the RCS and COM of the Shuttlepod removing most if not all unwanted movement during docking or other maneuvers. * Updated SW_ModuleImpulseEngine to apply Takeoff/Landing forces to every part to provide even acceleration to the entire vessel almost entirely removing the need for RCS or SAS to keep the vessel level during takeoff/landing in atmosphere. Below are the previous WIP Change Logs: v0.99.1w - Spacedock * Added a ModuleManager patch for StinkyAce's Spacedock, available at this link: https://spacedock.info/mod/1815/USS Nimitz and Drydock The patch scales the dock down to 0.6, a near perfect fit for the NX-class, and instead of modifying the drydock that comes with StinkyAce's mod, it creates a new part with the aforementioned scale, an impulse engine (no part, just the module), and produces the resources used by TrekDrive ships. This will be a good refueling station for the NX. * Updated the plugin * Fixed an NRE spam in the impulse engine code while in the editor * Added the ability to select a "forward" or "reverse" mode for the impulse engines. Toggleable in the PAW, and can be set as an action group. * Cleaned up the Waterfall patch by splitting the warp effects into their own patch. * Tweaked the texture tiling on the NX warp effects (both the Warp 5 and Warp 7 versions). v0.99w - NX-class Release * B9PartSwitch is now a hard dependency. (Included in download) * Updated the TrekDrive.dll * Warp speed formula changed to allow faster interstellar travel * OnLoad function updated to not automatically set the warp drive to "Not Ready" if it was in a "Ready" state at the last save. This allows the player to immediately engage the drive after the vessel loads, if the drive is in a Ready state upon loading. * Added NX-class Starship Parts * Bridge module (Crew capacity of 6) * Saucer section (Crew capacity of 20) * Engineering section * Nacelle Pylons (B9PartSwitch variants) * Upper variant (2 upper pylons) * Lower variant (2 lower pylons) * Four variant (2 upper & 2 lower pylons) * Warp Nacelles (Port & Stbd) * Main Impulse Engines (Port & Stbd) * Secondary Impulse Engines (Port & Stbd) * Navigational Deflector (2 variants) - Serves as a transmitter * NX-01 Oval "Mark I" Deflector * NX-02 Rectangular "Mark II" Deflector * Added NX-class Refit Starship Parts * Engineering Section Refit (Includes warp 7 warp core and warp drive, Crew capacity of 10) * Refit Warp Nacelles (Port & Stbd) * Added Custom Waterfall FX model and texture for streaking stars at warp effect. * Updated the warp stars effect on the Phoenix * Added six (6) craft files for the NX-class and NX-class Refit * NXClass_A: Standard NX-class starship (as seen in Star Trek: Enterprise) * NXClass_B: NX-class starship with two (2) ventrally (lower) mounted nacelles * NXClass_C: NX-class with four (4) nacelles * NXClass_Refit_A: Standard NX-class starship Refit * NXClass_Refit_B: NX-class Refit with two (2) ventrally (lower) mounted nacelles * NXClass_Refit_C: NX-class Refit with four (4) nacelles v0.9w - Shuttlepod & Impulse Engine Release * Updated the TrekDrive.dll * All TrekDrive buttons/toggles can now be set as Action Groups * SW_ModuleImpulseEngine Added - automatic takeoff and landing modes when sub-orbital, it will not automatically land from orbit. * SW_ModuleBussardCollector Added - When the collector is activated it will collect at a random rate for a random period of time before choosing another random rate and period of time. Collects LqdDeuterium and Antimatter with LqdDeuterium collecting at a higher rate. Collection will only occur at sub-light velocities. * Updated Waterfall version. * Updated Waterfall effect on the Phoenix Launcher Main Engine to correct a position issue. * Added a Waterfall effect to the Phoenix - visible when traveling at warp; the effect is based on the streaking stars warp effect from TNG - VOY and ENT. * Added Enterprise-era Shuttlepod * Shuttlepod main body - holds 5 kerbals with airlocks on both sides (No IVA) * Shuttlepod Impulse Engine v0.7.5w - OnLoad Hotfix: * Corrected an issue that prevented engaging the warp drive after switching to another vessel, after reloading the game, or any other loading action. Upon switching back to the warp ship, or loading the save, the warp drive will be automatically disengaged and set to "Not Ready" status. Simply clicking "Check Ready Status" and then engaging the warp drive will get you ready to go. Thanks to @Tanner Rawlings for finding this issue and bringing it to my attention. v0.7w - Phoenix IVA release: * Added Phoenix IVA (Stock and MOARdV's Avionics System) * The MAS version replaces some of the central props with MAS props, and replaces the Main Display with a functional MFD * MAS version of the IVA will only be available with MAS is installed. v0.6w - Phoenix Initial release: -------------------------------- * Updated Code: * Added nacelle glow animation capability, giving a visual indicator of coil charge. * Fixed coil charge logic to allow charging a partially discharged coil * Fixed a logic issue with the Warp Field Generator code. Now the "not enough charge" warning will only occur if the warp drive is active. * Moved to LqdDeuterium and Antimatter from Community Resource Pack * Added Phoenix Parts: * Phoenix Crew Cabin (no IVA currently, built-in RCS, no effects yet) * Phoenix SAS (contains Monopropellant and Electric Charge) * Phoenix Fuselage (contains LqdDeuterium and Antimatter) * Phoenix Nacelle (deployable warp nacelle) * Phoenix Warp Core/Warp Field Generator * Phoenix Main Thruster (matter-antimatter rocket engine) * Phoenix Vernier Thruster (matter-antimatter rocket engine) * Phoenix Fairing (to conceal the warp nacelles during launch) * Phoenix Interstage Decoupler * Phoenix Launcher First Stage * Phoenix Launcher Main Engine (Liquid Fuel Oxidizer engine) * Added Phoenix Warp Ship Test craft. * Added Community Resource Pack and Waterfall as hard dependencies (bundled) Inspired by RoverDude's Standalone Alcubierre Warp Drive, this warp drive aspires to operate in a Star Trek-like manner requiring at least two types of parts to operate: warp coils/nacelles and the heart of the drive, the warp core and warp field generator. I have seen in other threads here where people were trying to figure out how to require the use of warp nacelles to get that Star Trek feel to their KSP warp drives, and that's what I set out to do with this, my first plugin mod. Maybe a bit ambitious, but I think it turned out well. Now, on to the details. Technical Aspects: The plugin includes three Part Modules: SW_ModuleWarpCoil, SW_ModuleWarpCore, and SW_ModuleWarpGenerator. SW_ModuleWarpCoil: This module would typically be attached to a warp nacelle part, but could be added to any part for a design that perhaps doesn't use a nacelle, or similar structure. Requires: Warp plasma, which is generated by a warp core part using SW_ModuleWarpCore. Restrictions: Cannot be added to the same part as the SW_ModuleWarpGenerator. This is the restriction that requires at least two types of parts. Example Config: MODULE { name = SW_ModuleWarpCoil warpPlasmaConsumed = 5 // Amount of warp plasma consumed per second during charging and operation warpPlasmaNeeded = 250 // Amount of warp plasma needed to fully charge the warp coil cutoffThreshold = 2.000 // When the charge percentage drops below this percentage, the coil and drive cut off (1 - 100) coilEfficiency = 0.01 // Thermal efficiency of the coil (0 - 1) maxWarp = 2 // Maximum warp factor this coil can safely achieve } SW_ModuleWarpCore: A simple generator module that takes in deuterium (matter) and anti-deuterium (antimatter) to generate warp plasma and electric charge. (Could be replaced with a stock ModuleGenerator I suppose, but it's included all the same). Requires: Deuterium and Anti-Deuterium. Restrictions: None hardcoded. Example Config: MODULE { name = SW_ModuleWarpCore minAntimatter = 0.05 // Minimum amount of anti-deuterium required to operate minMatter = 0.05 // Minimum amount of deuterium required to operate warpPlasmaProdRate = 10 // Amount of warp plasma generated per second ecProdRate = 100 // Amount of electric charge generated per second } SW_ModuleWarpGenerator: The heart of the warp drive that actually moves the ship at warp speeds. Just like RoverDude's Standalone Alcubierre Warp Drive, the drive uses translation, not acceleration, to move the ship through space. Also, like RoverDude's drive, I used a slightly modified version of his gravity braking code (RoverDude's source code including the GravityBrakes() function) so that ships will slow down when they near gravitational bodies. Requires: At least one part implementing SW_ModuleWarpCoil that cannot be the same part implementing SW_ModuleWarpGenerator. This is what forces the requirement of multiple parts. Restrictions: All warp coils must be charged before the drive can be activated, and enough electric charge to run the drive is also necessary. If either of these is not true the drive cannot activate, or will automatically disengage. Example Config: MODULE { name = SW_ModuleWarpGenerator maxWarp = 2 // Maximum warp factor this drive can attain minNacelles = 2 // Minimum number of nacelles required by the drive to operate (must be at least 1) electricityReq = 50.000 // Amount of electric charge that is required per second of warp operation } NOTE: Some part on the vessel should have a container for warp plasma. In the included test parts the nacelles have their own warp plasma containers, but it can be on any part of the vessel. Warp Speed: The ship's warp velocity is computed using a simple cubic function, which was used for the original series and in Star Trek: Enterprise. So, velocity = (warp factor^3) * c In my initial testing, I find that Warp 2 is a good speed for traveling to the edge of the Kerbol System in a comfortable amount of time. I haven't tested higher warp factors, but will install appropriate mods on my end to further test travel times with increasing warp factors before final release. How to Use: I have kept the operation of the drive entirely within the Part Action Windows (PAW) of each part. Follow these steps to activate the drive. All of these actions can be set as Action Groups to somewhat simplify the process. Step 1: Activate the Warp Core by clicking the "Warp Core Status" toggle. Step 2: Charge the Warp Coil(s) by clicking "Charge Warp Coils" in the coil PAW Step 3: Once the coils are charged click "Check Ready Status" on the Warp Generator (combined with the Warp Core Test Article here). The drive will not enter the "Ready" status until all the coils are charged, and will not do so if there are any other active Warp Generators. Step 4: Once the "Ready Status" reads "Ready", click "Engage Warp Drive" on the Warp Generator. This will change from "Drive Inactive" to "Drive Engaged" Once the drive is engaged, any throttle input will move the ship at warp speeds. To return to non-warp operation, simply click the "Engage Warp Drive" toggle in the PAW to disengage the drive, or use an Action Group. Current warp factor is determined as a percentage of the drive's maximum warp rating, based on the amount of throttle: 50% throttle is half of the maximum warp, 100% throttle is maximum warp. E.g. for a drive with a maximum warp of 2, 50% throttle will be Warp 1, and 100% throttle will be Warp 2. The warp factor can also be selected using a slider in the PAW. The slider moves in 0.25 increments from Warp 0.25 to the maximum warp of the drive. The slider defaults to Warp 1. Increasing the slider scales the throttle so that your warp speed does not increase until you manually increase the throttle. The current warp factor is displayed in the Warp Generator's PAW Step 5: Once you have reached your target destination simply throttle to 0%, or use "x" to cut the throttle. There is an "Orbit Mode" option in the Warp Generator PAW that defaults to "Easy", this places the vessel in as close to a circular orbit as possible when the throttle hits 0 after having been non-zero. That is, it doesn't continually change the orbit while the drive is active, only if it had been moving the ship and then stopped. If the Orbit Mode is toggled to "Realistic", it will simply use the vessel's velocity vector to determine the current orbit, in the same manner as RoverDude's Alcubierre drive. Limitations: I tried to implement some limitations to make the drive less "cheaty". I took cues from Star Trek, particularly Star Trek: Enterprise, which dealt repeatedly with the limitations of the ship's warp drive. In the show, most problems occurred with the plasma injectors, but I though trying to code some kind of simulation of the injectors would be cumbersome and place unnecessary computational overhead. Other limitations that come to mind are the stability of the warp field, and the warp coil temperature. I opted for warp coil temperature to place a limitation on time at maximum warp. Warp Coil Temperature: While the drive is active, and moving at warp speeds, to emulate the warp plasma cycling through the coils I have implemented an exponential function that increases the temperature of the warp coil part. The smallest amount of heating occurs at low warp, while the maximum heating occurs at maximum warp. There is a built-in warp coil efficiency that can be used to aid in cooling. The value in the config file is between 0 and 1, and the upper limit is enforced in the code to prevent config editing to make the coils cool themselves at high warp. If a value greater than 1 is used in the config, the plugin randomly chooses an efficiency in the correct range. So, you may get a decently efficient coil, or a really inefficient one. This is also done per coil, so you could have one coil that is really efficient and one that is terrible, which could hamper your warp travel to keep one coil from overheating and exploding (the stock behavior). The maxWarp parameter of the warp coil also plays a role in temperature calculation. A ratio is taken of the active drive's maxWarp to the warp coil's maxWarp to further scale the exponential function. If the warp coil's maxWarp is equal to the drive's, there is not scaling, if it is less, there is more heating, if it is greater it is less. The reasoning is that if you have a warp coil rated for Warp 1, and try to push it to Warp 2, it would burn out much faster, but if it's the other way around, it would be able to handle the temperature better. Warp Coil Discharged: If the source of warp plasma runs out, or is shut off, the coils may completely discharge, if the user doesn't notice that warp plasma production has stopped. If the coils completely discharge (or their charge goes below the threshold set in their config) the drive will automatically disengage and either be automatically placed in a nearly circular orbit (Easy orbit mode), or be in a realistic orbit based on the vessel velocity vector. Running out of Electricity: If there is not enough electric charge to run the Warp Field Generator, the drive will automatically disengage and enter an orbit based on the selected orbit mode. Multiple Warp Generators?: If there are multiple parts on the vessel that implement SW_ModuleWarpGenerator, only one may be active at a time. If you try to activate a second warp generator when one is already active, it will not activate. If you disengage the active drive, you may then activate another. Screenshots Phoenix Warpship: NX-class: NX-Refit NX-class Bridge IVA Custom Registries There are ten (10) different names and registries in two variants each, so 20 textures in all giving you NX-01 through NX-10 and names with and without the "S.S." prefix. The registries are B9PartSwitch selectable on the saucer part and the refit engineering hull part. I have included instructions on how to make custom names/registries in the config file that sets up the variants under "TrekDrive/Parts/NXClass/Registries/Registries.cfg". The instructions are at the bottom of the file. There are also two (2) template images, one in PNG format and another in PSD. To use the PSD file you will need to have the font "Airborne", or one that looks close enough to it, if you want show-accuracy, or any font of your choosing will work.
  2. This is a remake of and update to I purposely left out the Phoenix, Enterprise, and Galileo Shuttlecraft as these ships are available in TrekDrive and are made well. I also left the "Photon Torpedo" as this will be released when I release the BD Armory integration. This is not just an update to 1.12.5 (will work on 1.12.3 too), but converting them to a modular system. All ships now have impulse engines and warp drives from TrekDrive. Each Ship is configured with an ability that no other ship in the mod has. This can be changed through the module system. Includes USS Stargazer - An overworked, and underpowered vessel. It always seems to be on the verge of flying apart at the seams. This is the only craft that utilizes the best of both worlds warp 5 engine. USS Voyager - Voyager has not only a shuttle bay but landing legs for VTOL activities. Due to its time in the Delta quadrant, it has a 20GM antenna. that can reach Kerbin from vast distances. Borg Cube - Resistance is futile! 7 out of 9 Kerbals could not resist the urge to get. Features a built-in radiator to prevent overheating and a fuel cell for aux power. Doomsday Machine - Retired from its days of planet-killing. It's unknown how it works, but its unknown tech allows for infinite resources and warp 10. Tardis - An obsolete TT capsule used by the doctor. The chameleon circuit is broken, so it's stuck looking like a police box.It utilizes a "Phase out" invisibility. Flying Saucer - The truth is out there, so go find it! This craft due to its origins outside of Kerbin has all the scientific testing you need on board. InvisoStruts - This Strut Connector is highly regarded by many spacecraft engineers as they help in constructing more stable spacecraft. Once both sides are connected, a structural beam is created to link both ends, allowing for sturdier (and heavier) construction without having visable struts. Some flags and Every ship in Scifi Shipyards Redux is built with modules using Module Manager. This system allows you to modify your ships without ever touching a line of code simply by replacing a file in the ships module folder with a pre-written file. If you can move a picture from your desktop to your My Pictures folder you can create the starship of your dreams!- see the tutorial in the download. List of interchangeable modules Known Bugs Doomsday Machine sometimes goes crazy and rolls around at launch but it is huge, easily fixed, and control re-established by turning on SAS, RCS, and Impulse engine.- In rare cases, it explodes at launch please do a quick save before launching this ship. I believe the issue is its size it's almost 1/2 the length of the level 3 runway and taller than all the buildings. Voyager is larger than it should be - If you want to shrink it use Tweakscale but you will need to use adjust tools in Editer as the Shuttle door and Nacelles won't line up right when shrunk. Tardis lights come on when charging warp coils - kind of a cool effect I think. Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path error has occurred a few times during Eva with SciFi Saucer - not sure if it's my PC or the mod- please report it on this release thread if it happens to you. This is a Beta Release and there may be other bugs or issues. If found please report them to me here on this release forum post. Dependencies Community Resource Pack Module Manager Waterfall Core Hanger Extender (It will operate without this but these ships are large) Recommended mods TrekDrive Science - Full Transmit! (these ships can be tricky to land - Voyager and the Flying Saucer do have landing gear) Community Tech Tree (patch is included) BD Armory (integration coming soon) Conflicts None that I'm aware of. Credits Warp effects not showing up issue fixed and testing by TheShadow1138.- Thanks again. StarVision created the original mod. The Internal Enterprise was given to StarVision to put into the original mod by Boogaman. This mod has TheShadow1138's TrekDrive plugin integrated into it with permission to allow for warp and impulse engine functionality, and warp visual effects. This mod makes use of the module manager mod by Sarbian and Blowfish. This mod makes use of the Waterfall core mod by Nertea. This mod makes use of The Community Resource Pack mod by RoverDude. This mod depicts crafts from Star Trek and Dr Who. Ship likeness and names are their sole property. Many thanks to all these people for all their work and thanks to Squad for the game itself. Roadmap for the future Beta 0.6 – 6 original ships are functioning and flying properly with no known bugs. I will not be updating Enterprise or the Shuttle because you can get well-made versions of them in TrekDrive. - This is today's release. Beta 0.7 – Adding 7 ships from outdated Skunkworks mods by StinkyAce ,with his permission. This will be released when all 7 additional ships are functioning and flying properly with no known bugs Republic Attack Ship Excelsior KTagga Class Cruiser Klingon Bird Of Prey Romulan Bird Of Prey Federation Strike Fighter Cardassian Galor Class Cruiser Beta 0.8 - Integrate BD armory modules (BD armory will optional but necessary for them to function) such as Integrated radars, AI orbital autopilot, weapons control, and numerous weapons created by StinkyAce as well as a few that I will create. I would also like to see a multiplayer server hosted for this mod at this release, I think it would be a ton of fun! Beta 0.95– (may not happen) If I can get a coder and a modeler who wants to contribute I want to add a few of new interiors and make all ships FreeIVA compatible with ASET functionality. - I can not code or model anymore. Release 1.0 – All release files will be localized, any known bugs corrected and I will write an in-depth on how to customize all ships via the modular system (Already done) and post on GitHub a library of modular plug-in files (In download currently ) to make customization super easy. I am not going to assign any milestones to this mod as I did on Galactic Trading as this is something I am developing for me and am sharing it with the world. If you would like to contribute to the development of this mod please reach out to me. I hope you all enjoy it, I know I will! Released under GPL 3.0 License Download at Github Download at Spacedock Download on Curse Join my Patreon page for free to track my mod development with daily updates. UPDATE 04/20/24: We have developed an engine plugin called StarDrive exclusively for Scifi Shipyards Redux. It started out with source from TrekDrive By ShadowWorks1138's Impulse Engines and from Rover Dude's Standalone Alcubierre Warp Drive but it is getting features (like a P.I.D. Controller) added quickly the goal is to create something that resembles Lcars MarkII. Update 04/24/24: V0.65 early access Patreon member test release is almost ready -just to be 100% clear it will be free to get on Patreon just join my Patreon for free to download it. Update 4/26/24: StarDrive will now be a modular system utilizing 3 plugins. StarDriveImpulseEngines.dll, StarDriveWarpEngine.dll and StarDriveCore.dll .This will make it easier to make updates as needed, and add features.
  3. Introducing... (Source code is included in the download) License: Code and Configs are licensed under the GPL v3 license. Author: TheShaddow1138 Tester(s): @Puggonaut Here's a spacedock by @StinkyAce that @Puggonaut has been featuring in his videos: https://spacedock.info/mod/1815/USS Nimitz and Drydock A scaleFactor of 0.6 makes the best fit for the NX. Small Trailer for TrekDrive made by Puggonaut This fantastic video was made by @Puggonaut, and you should definitely give it a watch. If you like what you see, and would like to support development you can make a donation. One-time Donation through PayPal Change Log: v0.99.1w - Spacedock * Added a ModuleManager patch for StinkyAce's Spacedock, available at this link: https://spacedock.info/mod/1815/USS Nimitz and Drydock The patch scales the dock down to 0.6, a near perfect fit for the NX-class, and instead of modifying the drydock that comes with StinkyAce's mod, it creates a new part with the aforementioned scale, an impulse engine (no part, just the module), and produces the resources used by TrekDrive ships. This will be a good refueling station for the NX. * Updated the plugin * Fixed an NRE spam in the impulse engine code while in the editor * Added the ability to select a "forward" or "reverse" mode for the impulse engines. Toggleable in the PAW, and can be set as an action group. * Cleaned up the Waterfall patch by splitting the warp effects into their own patch. * Tweaked the texture tiling on the NX warp effects (both the Warp 5 and Warp 7 versions). v0.99w - NX-class Release * B9PartSwitch is now a hard dependency. (Included in download) * Updated the TrekDrive.dll * Warp speed formula changed to allow faster interstellar travel * OnLoad function updated to not automatically set the warp drive to "Not Ready" if it was in a "Ready" state at the last save. This allows the player to immediately engage the drive after the vessel loads, if the drive is in a Ready state upon loading. * Added NX-class Starship Parts * Bridge module (Crew capacity of 6) * Saucer section (Crew capacity of 20) * Engineering section * Nacelle Pylons (B9PartSwitch variants) * Upper variant (2 upper pylons) * Lower variant (2 lower pylons) * Four variant (2 upper & 2 lower pylons) * Warp Nacelles (Port & Stbd) * Main Impulse Engines (Port & Stbd) * Secondary Impulse Engines (Port & Stbd) * Navigational Deflector (2 variants) - Serves as a transmitter * NX-01 Oval "Mark I" Deflector * NX-02 Rectangular "Mark II" Deflector * Added NX-class Refit Starship Parts * Engineering Section Refit (Includes warp 7 warp core and warp drive, Crew capacity of 10) * Refit Warp Nacelles (Port & Stbd) * Added Custom Waterfall FX model and texture for streaking stars at warp effect. * Updated the warp stars effect on the Phoenix * Added six (6) craft files for the NX-class and NX-class Refit * NXClass_A: Standard NX-class starship (as seen in Star Trek: Enterprise) * NXClass_B: NX-class starship with two (2) ventrally (lower) mounted nacelles * NXClass_C: NX-class with four (4) nacelles * NXClass_Refit_A: Standard NX-class starship Refit * NXClass_Refit_B: NX-class Refit with two (2) ventrally (lower) mounted nacelles * NXClass_Refit_C: NX-class Refit with four (4) nacelles v0.9w - Shuttlepod & Impulse Engine Release * Updated the TrekDrive.dll * All TrekDrive buttons/toggles can now be set as Action Groups * SW_ModuleImpulseEngine Added - automatic takeoff and landing modes when sub-orbital, it will not automatically land from orbit. * SW_ModuleBussardCollector Added - When the collector is activated it will collect at a random rate for a random period of time before choosing another random rate and period of time. Collects LqdDeuterium and Antimatter with LqdDeuterium collecting at a higher rate. Collection will only occur at sub-light velocities. * Updated Waterfall version. * Updated Waterfall effect on the Phoenix Launcher Main Engine to correct a position issue. * Added a Waterfall effect to the Phoenix - visible when traveling at warp; the effect is based on the streaking stars warp effect from TNG - VOY and ENT. * Added Enterprise-era Shuttlepod * Shuttlepod main body - holds 5 kerbals with airlocks on both sides (No IVA) * Shuttlepod Impulse Engine v0.7.5w - OnLoad Hotfix: * Corrected an issue that prevented engaging the warp drive after switching to another vessel, after reloading the game, or any other loading action. Upon switching back to the warp ship, or loading the save, the warp drive will be automatically disengaged and set to "Not Ready" status. Simply clicking "Check Ready Status" and then engaging the warp drive will get you ready to go. Thanks to @Tanner Rawlings for finding this issue and bringing it to my attention. v0.7w - Phoenix IVA release: * Added Phoenix IVA (Stock and MOARdV's Avionics System) * The MAS version replaces some of the central props with MAS props, and replaces the Main Display with a functional MFD * MAS version of the IVA will only be available with MAS is installed. v0.6w - Phoenix Initial release: -------------------------------- * Updated Code: * Added nacelle glow animation capability, giving a visual indicator of coil charge. * Fixed coil charge logic to allow charging a partially discharged coil * Fixed a logic issue with the Warp Field Generator code. Now the "not enough charge" warning will only occur if the warp drive is active. * Moved to LqdDeuterium and Antimatter from Community Resource Pack * Added Phoenix Parts: * Phoenix Crew Cabin (no IVA currently, built-in RCS, no effects yet) * Phoenix SAS (contains Monopropellant and Electric Charge) * Phoenix Fuselage (contains LqdDeuterium and Antimatter) * Phoenix Nacelle (deployable warp nacelle) * Phoenix Warp Core/Warp Field Generator * Phoenix Main Thruster (matter-antimatter rocket engine) * Phoenix Vernier Thruster (matter-antimatter rocket engine) * Phoenix Fairing (to conceal the warp nacelles during launch) * Phoenix Interstage Decoupler * Phoenix Launcher First Stage * Phoenix Launcher Main Engine (Liquid Fuel Oxidizer engine) * Added Phoenix Warp Ship Test craft. * Added Community Resource Pack and Waterfall as hard dependencies (bundled) Inspired by RoverDude's Standalone Alcubierre Warp Drive, this warp drive aspires to operate in a Star Trek-like manner requiring at least two types of parts to operate: warp coils/nacelles and the heart of the drive, the warp core and warp field generator. I have seen in other threads here where people were trying to figure out how to require the use of warp nacelles to get that Star Trek feel to their KSP warp drives, and that's what I set out to do with this, my first plugin mod. Maybe a bit ambitious, but I think it turned out well. Now, on to the details. Technical Aspects: The plugin includes three Part Modules: SW_ModuleWarpCoil, SW_ModuleWarpCore, and SW_ModuleWarpGenerator. SW_ModuleWarpCoil: This module would typically be attached to a warp nacelle part, but could be added to any part for a design that perhaps doesn't use a nacelle, or similar structure. Requires: Warp plasma, which is generated by a warp core part using SW_ModuleWarpCore. Restrictions: Cannot be added to the same part as the SW_ModuleWarpGenerator. This is the restriction that requires at least two types of parts. Example Config: MODULE { name = SW_ModuleWarpCoil minWarpPlasma = 400 // Not used warpPlasmaConsumed = 5 // Amount of warp plasma consumed per second during charging and operation warpPlasmaNeeded = 250 // Amount of warp plasma needed to fully charge the warp coil cutoffThreshold = 2.000 // When the charge percentage drops below this percentage, the coil and drive cut off (1 - 100) coilEfficiency = 0.01 // Thermal efficiency of the coil (0 - 1) maxWarp = 2 // Maximum warp factor this coil can safely achieve } SW_ModuleWarpCore: A simple generator module that takes in deuterium (matter) and anti-deuterium (antimatter) to generate warp plasma and electric charge. (Could be replaced with a stock ModuleGenerator I suppose, but it's included all the same). Requires: Deuterium and Anti-Deuterium. Restrictions: None hardcoded. Example Config: MODULE { name = SW_ModuleWarpCore minAntimatter = 0.05 // Minimum amount of anti-deuterium required to operate minMatter = 0.05 // Minimum amount of deuterium required to operate warpPlasmaProdRate = 10 // Amount of warp plasma generated per second ecProdRate = 100 // Amount of electric charge generated per second } SW_ModuleWarpGenerator: The heart of the warp drive that actually moves the ship at warp speeds. Just like RoverDude's Standalone Alcubierre Warp Drive, the drive uses translation, not acceleration, to move the ship through space. Also, like RoverDude's drive, I used a slightly modified version of his gravity braking code (RoverDude's source code including the GravityBrakes() function) so that ships will slow down when they near gravitational bodies. Requires: At least one part implementing SW_ModuleWarpCoil that cannot be the same part implementing SW_ModuleWarpGenerator. This is what forces the requirement of multiple parts. Restrictions: All warp coils must be charged before the drive can be activated, and enough electric charge to run the drive is also necessary. If either of these is not true the drive cannot activate, or will automatically disengage. Example Config: MODULE { name = SW_ModuleWarpGenerator maxWarp = 2 // Maximum warp factor this drive can attain minNacelles = 2 // Minimum number of nacelles required by the drive to operate (must be at least 1) electricityReq = 50.000 // Amount of electric charge that is required per second of warp operation } NOTE: Some part on the vessel should have a container for warp plasma. In the included test parts the nacelles have their own warp plasma containers, but it can be on any part of the vessel. Warp Speed: The ship's warp velocity is computed using a simple cubic function, which was used for the original series and in Star Trek: Enterprise. So, velocity = (warp factor^3) * c In my initial testing, I find that Warp 2 is a good speed for traveling to the edge of the Kerbol System in a comfortable amount of time. I haven't tested higher warp factors, but will install appropriate mods on my end to further test travel times with increasing warp factors before final release. How to Use: I have kept the operation of the drive entirely within the Part Action Windows (PAW) of each part. Follow these steps to activate the drive. Step 1: Activate the Warp Core by clicking the "Warp Core Status" toggle Step 2: Charge the Warp Coil(s) by clicking "Charge Warp Coils" in the coil PAW Step 3: Once the coils are charged click "Check Ready Status" on the Warp Generator (combined with the Warp Core Test Article here). The drive will not enter the "Ready" status until all the coils are charged, and will not do so if there are any other active Warp Generators. Step 4: Once the "Ready Status" reads "Ready", click "Engage Warp Drive" on the Warp Generator. This will change from "Drive Inactive" to "Drive Engaged" Once the drive is engaged, any throttle input will move the ship at warp speeds. To return to non-warp operation, simply click the "Engage Warp Drive" toggle in the PAW to disengage the drive. Current warp factor is determined as a percentage of the drive's maximum warp rating, based on the amount of throttle: 50% throttle is half of the maximum warp, 100% throttle is maximum warp. E.g. for a drive with a maximum warp of 2, 50% throttle will be Warp 1, and 100% throttle will be Warp 2. The current warp factor is displayed in the Warp Generator's PAW Step 5: Once you have reached your target destination simply throttle to 0%, or use "x" to cut the throttle. There is an "Orbit Mode" option in the Warp Generator PAW that defaults to "Easy", this places the vessel in as close to a circular orbit as possible when the throttle hits 0 after having been non-zero. That is, it doesn't continually change the orbit while the drive is active, only if it had been moving the ship and then stopped. If the Orbit Mode is toggled to "Realistic", it will simply use the vessel's velocity vector to determine the current orbit, in the same manner as RoverDude's Alcubierre drive. Limitations: I tried to implement some limitations to make the drive less "cheaty". I took cues from Star Trek, particularly Star Trek: Enterprise, which dealt repeatedly with the limitations of the ship's warp drive. In the show, most problems occurred with the plasma injectors, but I though trying to code some kind of simulation of the injectors would be cumbersome and place unnecessary computational overhead. Other limitations that come to mind are the stability of the warp field, and the warp coil temperature. I opted for warp coil temperature to place a limitation on time at maximum warp. Warp Coil Temperature: While the drive is active, and moving at warp speeds, to emulate the warp plasma cycling through the coils I have implemented an exponential function that increases the temperature of the warp coil part. The smallest amount of heating occurs at low warp, while the maximum heating occurs at maximum warp. There is a built-in warp coil efficiency that can be used to aid in cooling. The value in the config file is between 0 and 1, and the upper limit is enforced in the code to prevent config editing to make the coils cool themselves at high warp. If a value greater than 1 is used in the config, the plugin randomly chooses an efficiency in the correct range. So, you may get a decently efficient coil, or a really inefficient one. This is also done per coil, so you could have one coil that is really efficient and one that is terrible, which could hamper your warp travel to keep one coil from overheating and exploding (the stock behavior). The maxWarp parameter of the warp coil also plays a role in temperature calculation. A ratio is taken of the active drive's maxWarp to the warp coil's maxWarp to further scale the exponential function. If the warp coil's maxWarp is equal to the drive's, there is not scaling, if it is less, there is more heating, if it is greater it is less. The reasoning is that if you have a warp coil rated for Warp 1, and try to push it to Warp 2, it would burn out much faster, but if it's the other way around, it would be able to handle the temperature better. Warp Coil Discharged: If the source of warp plasma runs out, or is shut off, the coils may completely discharge, if the user doesn't notice that warp plasma production has stopped. If the coils completely discharge (or their charge goes below the threshold set in their config) the drive will automatically disengage and either be automatically placed in a nearly circular orbit (Easy orbit mode), or be in a realistic orbit based on the vessel velocity vector. Running out of Electricity: If there is not enough electric charge to run the Warp Field Generator, the drive will automatically disengage and enter an orbit based on the selected orbit mode. Multiple Warp Generators?: If there are multiple parts on the vessel that implement SW_ModuleWarpGenerator, only one may be active at a time. If you try to activate a second warp generator when one is already active, it will not activate. If you disengage the active drive, you may then activate another. Current State: The Phoenix warp ship is now playable (complete with stock and MAS IVA). The launcher is included. The balance may not be the greatest, but it's playable. Community Resource Pack and Waterfall are now hard dependencies. Warp Coil charge animation is now implemented.
  4. I have got a programmer/Modeler friend of mine on board with me now, big things are to come! Join my Patreon for free for daily updates. Join for free
  5. I built a functional Enterprise replica (Original series). Here it is orbiting Jool. Here is a list of the mods I use:
  6. Hi Everyone, Have built a two part Star Trek Enterprise for docking practice. Personally found this fairly tricky. The docking ports are offset but have added control points behind them. (not sure they help) Both parts can take off and reach orbit but that's about it without adding additional rockets/boosters. Thanks For Looking Star Trek Saucer Download:https://drive.google.com/file/d/10c3NUs8zrl4ABeG-kaE-uHDlAogJUI9s/view?usp=share_link Star Trek Rear Download:https://drive.google.com/file/d/15mVlv3cuFoZlIHVaHyAjBdusz6ygRECV/view?usp=share_link
  7. An idea to reconcile a perplexing fact-cluster from the Star Trek franchise in what I think is a new, hard-sci-fi-ish approach: Crews on board starships experience "gravity" (exactly equal to that of southern California), which is rarely explained, discussed, or explored in an interesting way Line of sight with away teams on the surface is never interrupted by the horizon, for comms, sensors, transporters, weapons, or anything else Starships' engines are extremely powerful and efficient, for both FTL and sub light speed travel, able to accelerate extremely quickly and rarely limited by fuel supply "Weightlessness" and "zero G" are not artifacts of being in space, but of being in free fall, i.e. experiencing no forces such as running the engines When other vessels are encountered, they never whiz past at 7–15 km/s, but instead gently cruise by at a leisurely pace What if the sheer power of Starfleet vessels' engines leads to the abandonment of true "orbits" as pertains to starships? When the captain says to enter "orbit" around a planet, the ensigns understand by established Starfleet convention that this means to enter the region of space where a low orbit would be, i.e., 100–2000km altitude They maneuver the starship into that rough altitudinal region, and instead of establishing a proper circular orbital velocity, they bring it to a faux-geocentric "stop" over designated a point of interest; with no further action, it would drop out of the sky, burn up, and crash, so... The ship is oriented so the "bottom" points towards the planet The engines are configured to thrust "upward" exactly equal to the force of the planet's gravity, effectively holding the ship in place over one spot The result for the crew would be just like standing on the top of a ~100–2000-km-tall tower; they'd feel the planet's gravity pulling them down, almost as strongly as at sea level, with no magic "artificial gravity" tech required. Benefits include having your Starfleet-branded iPad not float away and the ability to sip Romulan ale from a glass without spilling it. The energy budget to do this, even for several consecutive days, should be relatively trivial next to that expended in the typical space battle or race to rescue the ambassador or deliver the self-sealing stem bolts. And if all space navies adopt this practice, then enemy ships have a reason to have low relative velocities. Obvious caveats and objections: "Gravity" in deep space remains unexplained The ships are never shown accelerating "upwards", only "forwards" I realize this is not what the canon says, and it doesn't cover everything, but for hard sci fi fans, it may be a serviceable excuse for turning your brain off during some episodes.
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