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Found 12 results

  1. Kerman Drive Technologies proudly presents... version 1.3 of the Kerman Drive Technologies mod! CHANGELOG -Basic Drives and Limited Drives have been removed. -Kerman Drives now have two modes, LowG and HighG. LowG has a maximum thrust of 5000kn, and HighG has a maximum thrust of 20000kn. ISP has also been increased to 500000 for both modes. README Kerman Drive Technologies v1.3 By Wheatley13/UbuntuLinuxKing Reactor models from KSP Interstellar, liscensed under the KSP Interstellar Liscense Drive models from the Space Opera mod, licensed under CC-BY-SA 4.0 Fuel Processor and Fuel Tank models + CFGS by Squad RCS jet models from KSP Interstellar as well Kerman Drive Technologies flag/logo made on the Epstein Drive Technologies logo from The Expanse This mod is licensed under CC-BY-SA 4.0, but to be honest I don't really care what you do so long as you give me credit PARTS INCLUDED Kerman Drives (All form factors, two modes) Fuel Processor (All form factors) Fusion Fuel Tank (All form factors) Kerman RCS Jets (Radial, high efficiency/thrust) Reactor (All form factors) ALL PARTS USE FUSION FUEL - TANK INCLUDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Fusion Reactors make lots of power with a little bit of FusionFuel. The fuel processor creates FusionFuel from ore DOWNLOAD Click here
  2. Also known as: Radio frequency resonant cavity thruster. It is a device concept that claims to be a spacecraft propeller. It is intended to generate momentum by reflecting the microwaves internally in the device, violating the moment conservation law and other laws of physics. It was introduced in 2001 by Roger Shawyer. https://en.m.wikipedia.org/wiki/EmDrive To give you an idea: Down ion thrusters produced almost 30 times more impulse for the same amount of electricity than the Em drive.
  3. All of our vehicles come with amazing interior (IVA) and stabilising thrust (power it on and your vehicle will try its best to stick to the ground, even at high speed). Vehicles don't come with wheels and I suggest getting Kerbal Foundries wheels after hours of testing. All vehicles are GPLV2 licensed and they are available on my Spacedock account (https://spacedock.info/profile/greenrolf) Please follow me on twitter (https://twitter.com/kerbalauto) or facebook (https://www.facebook.com/kerbalauto/) to get the latest information. Smart For Two (GPL V2) https://spacedock.info/mod/2157/Smart For Two Vehicle
  4. Green Rolf Vehicles Development Centre Vehicles list [MOD - Link removed due to inadequate licensing of GTA V assets from Rockstar Games] License: GPLv3
  5. ImpossibleDrives EM-Drive This is the EM-Drive or the impossible drive(It works in KSP anyway) It is based after the real world model but I gave it a bit more thrust(1kN), just to make it a bit more Kerbal ;P. The engine uses a massless propellant what makes it have an infinite amount of delta V. There is also a cooler because this engine produces a lot of heat. GyroDrive This engine produces thrust by swinging the fuel in the tanks around and pumping it to the other tank at the same moment. It produces 1.5kN thrust but it is bigger than the EM-Drive. It even got the swing animation Download: Curse Spacedock License: All Rights Reserved This is my first mod, so feedback is welcome. And do not forget to report bugs.
  6. A disastrous disco-themed Take Your Kids to Work Day has resulted in the destruction of all the solar panels stored at Kerbal Space Center! With a high-profile launch coming up too quickly to make new ones, and the entire ground crew boogieing down with the sudden plethora of disco balls, it's up to one unwilling Kerbal to drive out to the stockpile kept at the second Space Center at Baikerbanur, over 2,000 kilometers away! The challenge is, on the surface, simple: Build a car or other wheeled vehicle and drive from KSC to Baikerbanur (also called "KSC 2," "Inland Space Center," or "Inland KSC"), which is located at 20° 39′ 26″ N, 146° 25′ 14″ W. (Don't worry, I've included a map in this post, second picture in my demonstration run - it's at the end of the red line). (ADDENDUM: Thanks to help from @James Kerman, I now have a straight-line distance estimate of 763,962 m, though that is mostly over water. I'll try to work out the great-circle distance over the next couple days). However, it wouldn't be a challenge without some rules. Your vehicle must: Use fuel cells (and thus liquid oxidizer/liquid fuel) as a power source. Use said fuel cells as a power source for the majority of the trip. Remain on land for the majority of the trip (limited water crossing is allowed). Drive the complete distance from KSC to Baikerbanur. Have at least one Kerbal on board. Your vehicle may: Use another source of propulsion for crossing bodies of water (i.e., jet engines). Use batteries to store electric charge. Use a command chair or a command pod of your choice (command chairs are encouraged!) Use mod parts (though nothing horribly unrealistic, like a fuel cell that converts 0.00001 units of fuel and oxidizer into 10000 units of electric charge), though see below. Refuel, though see below. Drop parts off along the way, like spent propellant tanks or unneeded pontoons. Your vehicle may not: Use RTGs, solar panels, or related parts as a power source. Collect parts along the way (i.e., pick up a pontoon set that was "left behind" at the shoreline). Use another vehicle as assistance (i.e., dropped from a plane or sailed on a boat). Transfer your Kerbal to another vehicle (i.e., tag-teaming halfway there). Reloading (F5/F9) is, of course, totally acceptable, but you get major props if you manage to do this all in one shot. Required proof is limited to a nice and friendly Imgur album. The start/finish line is considered to be the launch pad at both KSC and Baikerbanur, though leaving from the runway at KSC is fine as well. There are two main categories to be judged: Stock and Modded. Vehicles built entirely out of stock parts, though in a save that features mods that don't otherwise alter the behavior of stock parts (i.e., Trajectories, SVE, texture replacements, the like) are considered to be Stock. There are, likewise, two ways to win in this challenge: Time Trial and Starting Mass. Time Trial is exactly what it says on the tin - have the fastest possible drive time from KSC to Baikerbanur. The current record is 1 day (6 hours) 34 minutes 25 seconds. Refueling is not allowed for Time Trial contestants. Starting Mass hopefuls simply have to have the lowest mass car, as given in the VAB/SPH readout. The current record is 6.026 tons. Refueling is allowed for Starting Mass contestants, whether by actually going to a "gas station" landed beforehand or using an ore refinery. Savefile edits for refueling are not allowed. Rule Tweak: I'm really, really impressed with the mass of the cars so far, so I'm bending the rules a bit (for now) and judging all entrants against one another by starting mass in addition to how fast they make the run. Extraplanetary Kerbball Runs (driving 2,000 km or more across another planet) are welcome, and will be judged as their own category. Below is my demonstration run, to show that this is possible - albeit just barely! https://imgur.com/a/eRk8d Below is the leaderboard, which I'll try to update as soon as I can: Time Trial (Stock) Urus28: 3 hr 59 m 27 s Marschig: 5 hr 6 m 39 s DoctorDavinci: 6 h 34 m 25 s Azimech: 6 h 35 m 17 s - - Starting Mass (Stock) Marschig: 3.150 t Azimech: 4.270 t DoctorDavinci: 5.866 t Urus28: 13.897 t - - Time Trial (Modded) - - - - - - - - - - Starting Mass (Modded) - - - - - - - - - - Safe Driving!
  7. This is the 1.1 Release of my Fusion Tech mod, which now includes three types of fusion drives, reactors, a retractable 10m heat shield, a high-power RCS block, and balanced some numbers. --NOTICE: NEW VERSION WITH PRETTY MODELS N STUFF WILL PROBABLY LAUNCH BY THE WEEKEND-- Changelog: Reduced thrust of both 3.75m Drives to 50,000 KN. Reduced thrust of both 0.625m to 10,000 KN. Removed gimballing on all drives - ship will flail erratically at high throttle due to the game trying to compensate for thrusts it wasn't really designed for by gimballing the drive. Added Infinity Heat Shield. Added "Spike" Kerman Drive designed for landing. Added Kerman RCS Drive for high-power maneuvering (WARNING - NOT TESTED WITH DOCKING) Enjoy! PARTS INCLUDED 0.625m Kerman I-Drive (100,000 ISP, 10,000kn) 1.25m Kerman Drive (100,000 ISP, 25,000kn) 1.25 Spike Kerman Drive (Varied ISP, 2000kn) 2.50m Kerman Drive (100,000 ISP, 50,000kn) 3.75m Kerman Drive (100,000 ISP, 50,000kn) 0.625m Basic I-Drive (500 ISP, 10,000kn) 1.25m Basic Drive (1,000 ISP, 25,000kn) 2.50m Basic Drive (1,500 ISP, 50,000kn) 3.75m Basic Drive (1,500 ISP, 50,000kn) Fusion Reactors (0.625m, 1.25m, 2.5m) Reusable 10m Inflatable "Infinity Shield" Heat Shield High thrust & efficiency 4-way RCS block ALL PARTS USE REGULAR LIQUID FUEL - NO SPECIAL TANKS NEEDED Kerman Drives are high thrust and VERY high efficiency. (Basically for flying in a straight line really, REALLY fast) Basic Drives have the same thrust as there same-sized counterpart, but they are very inefficient. (Good for missions with lots of actual orbit maneuvers) Fusion Reactors make lots of power with a little bit of LiquidFuel. All rights reserved. DOWNLOAD
  8. Hi, This is the 1.0 release of my KSP Fusion Tech mod! Parts included: Two types of fusion drive: Kerman Drive (High thrust, High ISP) Basic Drive (High thrust, Low ISP) Both use standard Liquid Fuel Fusion Reactors, they make power from Liquid Fuel. Simple. -------------------------------------------------------------------------------------------------------------------- THINGS TO NOTE: The models and CFG files were made by and are the property of SQUAD. I simply modified them, mainly because A) I can't model and B) I'm too lazy to make a config from scratch. DOWNLOAD HERE. ENJOY! This is a ship with 8 2.5m Kerman Drives after 2 minutes of burning immediately after being HyperEdited into a 100KM orbit.
  9. Name: Panto Rover Class: Microcar Body style: 3-door hatchback Please visit our official website for more information and support: https://keslaauto.wordpress.com/2017/03/26/kesla-auto-panto-rover-release-note/ Download link: https://spacedock.info/mod/1277/Panto Rover License: GPL 3
  10. Thoughts on Spherical Induction Motor Robotics Drive System?
  11. UDR Concept Vehicle U: Universally D: Deployable (Yes I know, it's not a word) R: Rover What makes this rover different than others? It's simple really, as far as I can tell, it's probably the first rover to utilize the inverse motor in 1.1 allowing it to turn like a tank, which is both fun and practical (Not so practical with your batteries though). It also is rocket propelled, meaning it can climb steep gradients at the expense of it's relatively large fuel capacity. This vehicle can traverse the land at up to 100 meters per second for safety. It comes with to frontal landing gear in the front, making it able to clear debris that may be blocking the runway or just to capture kerbals and throw them into the pit of --- Anyways... this vehicle's control scheme is quite different from that of a normal car. Tutorial: This vehicle turns by using the W and S key. These two buttons will control where your tank points. For instance, holding your W key will cause the left track to reverse and the right track to spin normally, thus causing a left pivot.... (I made that sound way too confusing). Use the engines to propel your vehicle around since the wheels aren't actually driving but rather being your steering aid. If you need to, use point turn mode via action groups which permanently locks one side's track until released by pressing the action group button again. DON'T PRESS F3 (#LogBugsEverywhere) DOWNLOAD IT HERE!
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