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  1. I was considering objectivity versus subjectivity, and came to the conclusion that for all the negatives that come with the potentials of subjectivity (believing in stuff without proof that may not even be real), there perhaps ARE some reasons why having subjectivity can be used in a positive way. Assumptions are often wrong, but on occasion our assumptions, ergo are intuitions, are correct, as truth reveals later. Perhaps this is why we at times blindly make assumptions since we learn to lean on them so much rather than have the dread or fear that comes with total objectivity (which means you assume nothing, instead relying on known data and researching and testing what is unknown). Main question: Is total objectivity practical for a scifi alien civilization? How different would life be compared to our own? I imagine one big change would be that persons would be more honest, even brutally so. If so, I would imagine that if living among humans such an alien individual would enjoy having a bit more privacy but would clash with humans annoyed over their brutal honesty until they learned to tone it down for humans. If on the other hand, all subjectivity and assumptions are is intuition in action, in other words, an educated guess, then the answer is absolutely not. No civilization could arise without the ability to make educated guesses or gambles even if they are often wrong... since they only need to be right once to make a difference and build upon it with futher correct guesses. You need data even to make educated guesses, and you need to be able to make educated guesses when doing science not done before. So I guess I answered my own question lol. The only way a totally objective being could exist is if they were all knowing. The easiest way a life form of this nature could exist in scifi would be a type of AI... perfect for the data it has, but asking for more and beyond that and it cannot make any decision as it lacks data.
  2. KTech Download at the bottom of this post. This mod adds a few weapons and items from Star Trek and Star Wars, as well as a couple of new and original SciFi weapons like a Space missile and a super powerful Rail gun. Some of these parts are super OP, and are meant for pure unadulterated fun and destruction! Star Trek: Photon Torpedo - Functions like the HE-KV-1. It is radar guided with built in RCS, it can maneuver in a vacuum and has a 1000km range. Federation Phaser Turret NX Class Phaser Cannon Klingon Phaser Cannon Star Wars: R2D2 - Advanced probe core with MechJeb capability, and full BDAc weapon manager! Turbo Laser Cannon Light Laser and Medium Laser (Star Wars theme... not actually in Star Wars) Turbo Laser Turret (almost too OP, may change) This is not copied from another mod, the cfg and sound is original. I did however get the idea from @Aerolfos, creator of Future Weapons The following 3 weapons are also from SpannerMonkey(smce) X10 Laser X10b Laser X10 Double Laser Halo: M808 Scorpion tank and 2 turrets. Original: Rail Gun Turret - Three skins available Stock, Canadian CADPAT (replica), Snake and Dragon Scales (with texture switching provided by SM Industries), this is an extremely powerful Tank style/turret mounted rail gun, with a muzzle velocity of 5km/sec and a range of 150km!! Truly Devastating!! S1 Space Missile - Three color options (if SM Industries is installed) Functions like the HE-KV-1, it's a radar guided space missile with built in RCS, can maneuver in a vacuum, has a 1000km range, and can survive re-entry! Upgraded Target Cam with 200km range! Upgraded Rover wheels... limited production, test of product viability. Space Radar - *Most important part!! This is needed for super long range targeting in space, has a 1000km range, and will only function in a vacuum or in extremely thin atmosphere above 27,000m. Dependencies: BDArmory for Runway Project v1.4.6.2 or higher (USE THE NEWEST VERSION) Module Manager Optional Dependencies: For S1 Space missile M808, and Rail Gun texture switching, you will require SM Industries For R2D2 MechJeb functionality, you will need MechJeb2 Model creators: @SpannerMonkey(smce) - The Two Phaser Turrets, Photon Torpedo, Modifications to R2D2, RailGun Turret, S1 Space Weapon, TL Cannon, and the line of X10 Laser Cannons. @BahamutoD - Original creator of BDArmory. BDAc Models used in: Space Radar, KE Round Box, Klingon Phaser Cannon, and the Turbo Laser Turret. @Devo - R2D2 Model. Special Thanks: @DoctorDavinci For your work on the Space Radar plugin (now part of BDAc) and for answing so many of my questions! @jrodriguez, @Papa_Joe, @gomker @Eidahlil for implementing every single fix and tweak I have asked for (especially the radar modification)... you guys are truly spoiling me! Cheers guys! This work is licensed under the Creative Commons Attribution-NonCommercial 4.0 International License. Source files Change Log: NOTE: Only for BDArmory for Runway Project v1.4.6.2 or higher! Github SpaceDock
  3. Presents On this topic i will try to post all the parts i'm working on for FTD. Feel free to give feedback. Any appreciated. So let's begin... Main idea: Creation of the series "The Expanse" inspired parts. That means: Famous military frigate "Rocinante" parts Mega Station parts Various Fusion Torch Drives (Epstein drives) Other well known ship parts like the Truman-class, Donnager-class etc. Structural parts that you'll be able to use to make utilitarian ships look industrial (tanks with trusses) Sleek ship parts to make yachts Creation of other, heavily Sci Fi inspired parts. Freight containers Reactors or many kinds Structural parts Possible help: My dream goal for KSP is to gather a team of creative KSP veterans that have a special place in their hearts for Sci Fi. To come up with ideas and solutions for creating an awesome universe of toys that, in the end, can make an awesome universe of possibilities. This way the transition to KSP2 would be perfect. Since KSP2 very much emphasizes Sci Fi and interstellar travel tech, all the stuff we'd make for KSP1 could be easily ported to KSP2 with ease and we'd have a "head start" of sorts. Of course my coming up with C.E.D.A has nothing to do with all this. Well actually it kind of does. C.E.D.A is my first official step in KSP "Roleplay" if you can call it that. That doesn't mean you'd have to specifically "work" under C.E.D.A. It's just fictive. The team's name can be whatever, and i would be in no place a leader or a "slave master" as i've heard stuff like that happening. I'm just fascinated with this idea of a Sci Fi nerd team that could Sci KSP the Fi up! I hope all this doesn't make a weird picture. If you think you're up for the task, throw a comment! I'll invite you to C.E.D.A's discord and from there we can start the ventures of KSP SciFi-ification!
  4. Coming soon from skunk works... USS Kerbin departs Alexandria Station.
  5. I love me some good sci-fi whether it is Star Trek, Titanfall, Halo, Star Citizen, or most anything else. I also happen to really enjoy recreating spacecraft in KSP from different games, movies, shows, etc. I haven't really found an official thread that focuses on sci-fi ships regardless of functionality. I figured I'd start a thread for any spacecraft that seems remotely "sci-fiey" whether or not it actually serves a purpose or if it even flies with out cheats/mods. So, post away your awesome sci-fi spacecraft! I'll start with some of my own:
  6. Skunk Works Presents: STAR TREK SHUTTLES. Boldy going........ https://spacedock.info/mod/1811/Star Trek Shuttles
  7. the mod aims to archive a system whre you dont have to fokus on fuel that much. if you like flying like in the TV series the expanse. but dont like to cheat fuel either. making it an scifi mod adds a system where you have to burn Exotic Fuel(1) in a Ractor(2) to produce Reactor Power(3), the ammount of power generated determines how many and wath size of exhaust (engines(4)) you can use so you have somewhere in your craft an heavy, expensive and hot reactor. and on the craft exhaust points. PROS: get everywhere in a singe stage fast CONS: heat: your reactor need coolig. or you get heavy efficency deficits (heat mechanics are still tweaking) high cost (you can build right from the start. if you can afford itl) heavy it also has mainly vanilla parts designs. because i dont know how to model and animate (except one solar panel from another mod), iam hiring if you can model me some. Parts Reactors: The heart of the vessel. produces the energy needed to propell it. very hot and expensive Exhaust: exhaust points for the reactor energy. high thrust, small and high ISP Storage Unit A modular storage unit. that can change its storagy type. even in flyght! Solar Sail A enormus structure that generates a little ammount of reactorpower. not enough to propell the vessel.. but with capacitors you maybe dont need fuel anymore on long journes Factory A part that converts ore in exotic fuel. Compact fly assistant: rovemate and avionics hub in a tiny box Short Build Explanation first you need to choose your reactor. the reactor determines the amount and size of exhaust you can use (1 smal reactor can support 2 nano exhaust. or 0.5 small exhaust) you have to deal with the heat too. then you can place your desired exhaust points. you can attach them everywhere!. last you need some exotic fuel storage. put the modular storage unit in our craft, and configure it to the wanted resource DEPENCIES B9 Part switch *1 "Exotic Fuel (EF)": cost 32 per unit (liquid fuel is 0,8), only used in the reactor to Produce Reactor Power. the fuel is 20 times "better" then liquid fuel *2 "Reactor": uses exotic fuel to make reactor power. that is then used by engines or RCS blocks, comes in small, medium and large (0,6m, 1,25m 2,5m) *3 "Reactor Power (RP)": generated by reactors or very very little by solar sails. can be stored in configurable storages or directly used in rcs blocks and engines *4 "Engines" extra engines that use reactor power to propell the vessel. 3 in total + RCS the larger the engine: more reactor power needed. but even a 0.5. they have an extreme thrust contacte me here if you have questions or something: or if you want to help me to make the mod more fleshed out Lyzz#2142 (Discord) DOWNLOAD https://spacedock.info/mod/3011/VM Vollmetall Alternative Propulsion System SCREENSHOTS LICENSE: CC BY-NC-SA 4.0 Attribution-NonCommercial-ShareAlike 4.0 International This license requires that reusers give credit to the creator. It allows reusers to distribute, remix, adapt, and build upon the material in any medium or format, for noncommercial purposes only. If others modify or adapt the material, they must license the modified material under identical terms.
  8. Let this serve as a place for questions concerning the Federation TYPE F Galileo 7 Shuttlecraft. Check it out and tell me what ya think.... https://spacedock.info/mod/1587/TYPE-F
  9. Can anyone recreate the ships from lost in space such as, the jupiter family vessels, the resolute colonization ship, or the alien ship. Has to be fully stock, THAT MEANS NO MODS, OR TWEAKSCALE(it doesnt need to be up to 1:1 scale).
  10. This is the Discussion Thread for the Skunk Works Release. Now Available This set is a set of Several ships, all are completely flyable and break all the laws of physics. there are the following craft in this file. A wing, B wing, Y Wing, X wing, X34 Land Speeder, Tie Fighter, and a YT 1300 Millennium Falcon. Follow the instructions. and have fun. Leave questions and comments here. Download https://spacedock.info/mod/1570/STAR WARS Set 1
  11. Details Type: SPH Class: ship Part Count: 847 Pure Stock KSP: 1.12.2 Description The newest edition to the Phaethon series, Tsukuyomi the Mun Queen Using Dual Kraken Technology to explore the Kerbin system. Capable of landing on the planetary bodies of Kerbin, an SSTA (single stage to anywhere). FULLY STOCK WITH DLC NO PART MODS. (Optional) Required flags for the legs and painted panels if you would like the same look. you can download flags here: Google Drive: https://drive.google.com/file/d/1VAGzfbkZZ2iSP2a6vd_oK9TmlhdsCb17/view?usp=sharing Dropbox: https://www.dropbox.com/s/ueqt4axq0eod84z/Tsukuyomi.zip?dl=0 Does not require fuel. Recommended infinite energy for max performance Action Groups (note for the main throttle is based on Kerbin gravity decrease a little for lower gravity bodies) Main Throttle Full Throttle (anybody) will have max accent ar around 220 m will start to increase speed ½ throttle (on Kerbal) hover mode with a 1-2 meter a sec decline Gear: Control Custom Landing Gear (x10) AG1 Forward thrust Kraken Drive AG2 Toggle Main Cargo Bay AG3 Toggle Back Cargo bay (to transfer Kerbals to planet surface) AG4 Toggle Docking ports (x4) AG5 Toggle 1st Cargo bay claw AG6 Toggle 2nd Cargo bay claw Flight Instructions Use radial out until you are off-planet Keep vertical accent until you reach around 34,000 meters the nav ball will flip once this happens it will attempt to turn to match the radial out at this point switch over to prograde after this continue to rise until your flight path is past LKO from here continue to circularize until you are clear with an orbit around kerbal. At this point, you have 2 choices. You can use the forward Kraken thruster (docking port Kraken drive) or continue to use the LY-45 Kraken Drive. Have fun exploring the system. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2572756363&result=1 Kerbal X: removed for now. The site deleted my file some how in a error and it refuses to upload the craft for some reason. Will update whenever I hear back from the developer of the site. Have fun! update don't download the kerbal X link for some reason the site corrupted the file and im removing for now. Contacting site moderators the issue.
  12. Skunkworks Presents: The Mitchell-Hyundai SA 23 StarFury Yes we have released the StarFury for your enjoyment. Check it out at the Spacedock! StinkyAce
  13. So I recently read "Death's End", which is the third book in the "Three Body Problem" series, or also known as the "Remembrance of Earth's Past" series. Without getting too spoilery, there are some heavy sci-fi weapons used in the book series that are reasonably based in in some kind of science. One aspect of the series is the fact advanced alien tech is very much beyond what we consider to be "advanced", and such a divide expands as the series goes on by significant magnitudes. So it got me thinking, what is the most "powerful" weapon you could imagine, or have heard of in sci-fi that is at least kinda based in some science? For those that already read this book, or don't care about spoilers, here's specifically what they "weaponize" in the book series: (HEAVY SPOILERS!)
  14. Skunk Works is back! We are proud to release the 2001 Moon bus, or as we call it, the Mun Bus. This is your one stop to fill all your munar excursion needs! Available at the Spacedock Now! If you liked my Eagle one, You will love this simple yet effective ship. https://spacedock.info/mod/2222/Mun Bus
  15. I had an idea for a mod that would give you a TARDIS that could actually teleport, complete with blue flashing and fading away. I know there's a TARDIS mod already out there, but it just accelerates really fast. Is there a way one could make a teleportation feature based on the hyperedit plugin? To clarify, teleportation in the game would work like this: The TARDIS' teleporter would be controlled with a UI similar to Hyperedit. After picking the coordinates, be it an orbit or on the surface, and hitting the teleport button, the TARDIS would do its trademark fade from the first location until it becomes invisible, then the camera switches to the target location and the TARDIS fades in. I'm not a coder, though. Just an idea I'd love to see.
  16. In the name of Richard Hatch... KEEPING THE DREAM ALIVE. Would it be possible to build real Battlestars, especially if we collectively wanted to, and if AI were used to accomplish most of the physical labor in Earth orbit or more ideally on the moon? Do you believe we could make it so? Ofcourse we don't have FTL, yet; and we may never have it, doesn't mean we can't use nuclear energy (or Tylium) to accelerate over longer periods to reach a good % of LS. Also wouldn't stop us from using AI to set up advanced bases as we travel out from our local system. Issac Arthor has some great inspirational material on his channels you could check out. https://www.youtube.com/channel/UCZFipeZtQM5CKUjx6grh54g Isn't this the whole point of building autonomous AI in the first place for fracks sake?! AI was the main theam of the BSG franchise and allowed that civilization the capacity to do stuff we currently can't and perhaps at the same time face our fears. The first ships could easily be constructed using raw material from the moon. less gravity, limitless solar energy and all the same resources/ores, semiconductors, metals we have on Earth. Seriously all the same resources are available, because once upon a time the Earth and moon were part of one big happy planet that got slammed. It is known lighter than air technology can reach the edge of Earths atmosphere and could easily be used as a platform for assisted lunch to higher orbit, reducing energy and financial costs significantly. IMHO just think we Humans better get off our collective 'assets' and on with it before we over rabbit our planetary resources out of global biological limits, The Toasters can save us! lol https://en.m.wikipedia.org/wiki/Helium-3
  17. I'm chock-full of ideas for stories and novels. Most of them sci-fi, but some aren't. Here's a list of my ideas and the order I'll be doing them: Here's my books already being written: http://forum.kerbalspaceprogram.com/index.php?/topic/149532-fly-higher-a-scifi-novel-chapter-2-update/#comment-2794024 https://www.wattpad.com/333316704-world-war-iii-a-war-story-part-1-wip-chapter-1-a (Warning: Violent and potentially offensive) And the books I have completed: http://forum.kerbalspaceprogram.com/index.php?/topic/143762-my-book-outpost-update-chapter-18-the-end-completed/#comment-2675169 As I get started on more ideas, I'll be posting the links to their individual threads above. As I get more ideas, I'll be putting them down in the comments below. If you have any suggestions, please put them here!
  18. Seen flying over Kerbin, the Skunk Works SA 23 StarFury. Now available at spacedock. These two are custom skinned, "Omega 1 and Scallywag"
  19. The CR 90(a) Is now ready for all your defense needs. Check it out here https://spacedock.info/mod/1701/Corillean Engineer Corporation CR 90 Corvette Skunk_Works. A Special thanks to our senior test pilot, Blackent1.
  20. Skunk Works Presents, The Romulan Star Navy (Sort of) 3 Models released for tinkering.. They are the V7 Whitewind https://spacedock.info/mod/1838/Romulan Star Navy V7 the V30 Winged Defender https://spacedock.info/mod/1837/Romulan Star Navy V30 and the V32 Killerhawk. https://spacedock.info/mod/1839/Romulan Star Navy V 32 Check em out.
  21. The Cardassians have arrived, No not Kim and Khloe, The Galor class cruiser https://spacedock.info/mod/1840/Cardassian Navy
  22. Well here it is.... The Uss Nimitz and Several variant DryDocks https://spacedock.info/mod/1815/USS Nimitz and Drydock?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E
  23. Getting tired of the Same old Enterprise? Wishing for more than a Miranda? Heres your Solution. The USS ARIZONA Excelsior Class Battleship. https://spacedock.info/mod/1816/USS Arizona
  24. We are hoping to get this available to the people asap. We can't figure out how to make it a spawn point. Drydock
  25. The Strike Fighter from Star Trek https://spacedock.info/mod/1741/Federation Strike Fighter
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