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KSP Interstellar Extended Support Thread


FreeThinker

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This is the KSPI-E support thread where you can ask questions on KSP Interstellar Extended

If you want to chat about KSP Interstellar you can do it at our  new Guilded Server   (old:  KSP Interstellar Discord Server )

For talk about new development and features request you have to be in the KSPI-E Development thread

For any release related news or issues, please discuss them at KSPIE Release thread

KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. 

KSPIE also introduces a modified version of the CTT (which is a hard depenancy) which add additional technodes and integrates them better with other tech nodes

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If you appreciate what I create, please consider donating me a beer

btn_donateCC_LG.gif you can donate me with PayPal or support me by Patreon

pixel.gifDownload & Installation Instructions

  • step 1: remove any existing KSPI installation (GameData\WarpPlugin folder)
  • step 2: download  KSPI-E  and extract/copy the GameData to your KSP Folder (allow overwrite)

Recommended scale:

KSPIE part are based on real world parts. For realistic balance, it is recommended to scale Kerbin to at least  2.5x or 3.2x size and if you want to get serious scale to 6.4x or 10x size. Scaling can be accomplished via KopernicusSigma Dimensions, and scale preset configs are available through Rescale!

Recommended Part Mods

Supported Tech Trees

Recommended Star System/ Galaxy mods:

Recommended Tool mods:

Suggested Challenges:

Documentation & Tutorials

KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources:

The most recent tutorial  (RUS/ ENG)

 

KSPIE reference spreadsheet by Friznit

Beamed Power Sheet Sheet

Beamed Power Calculator

KSPI-E Guide by flyguybc

KSPI-E for Dummies

KSPI-E Guide by Nansuchao

KSPI-E  Technical Guide

KSPI-E Wiki

Mission/Vessel Examples

Neren Solar Power Station

flyguybc SSTO

Interstellar Adventure Video:

 

KSPI-E Youtube Videos:

9 part Russian Tutorial by @ThirdOfSeven

3 part EnglishTurorial by @Aaron Also:

Pebblebed Thermal Turbojet SSTO Demo

Warpdrive antigravity tutorial

 

Support

KSPI-E add support for the following mods

Edited by FreeThinker
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Basics KSPI-E Construction

There are 6 basic components needed to create a working KSPI-E propulsion module are as follow

  • Reactor - A reactor is needed to produce heat energy or charged particles which is used by other KSPI components to convert it into useful energy.  Pebble Bed is recommended for high thrust/atmospheric launches and Molten Salt is recommended for long term usage for upper stage/satellites.  Your choices will change as you unlock more components

  • Generator - A generator is required to produce Electric Charge and MegaJoules, both resources are needed on almost any KSPI vessel.  Megajoules are needed for KSPI engines which have ‘Electric Power Needed’ = Yes or Partial

  • Radiators - Radiators are required to expel WasteHeat from the reactor, generator or engines.  Without a radiator you will not be able to generate any power!

  • Engine - Without an engine this wouldn’t be much of a propulsion module.  Most engines operate most effectively when directly connected to the reactor.  The reactor heat transfer performance values will indicate how much of the original energy is available if an engine is not directly connected to the reactor.  The Atilla and Arcjet RCS thrusters do not require any direct connection to function at 100%.  I recommend starting with either the Thermal Turbojet or Thermal Rocket nozzle.

  • Propellant/Fuel - All Reactors and most Engines require propellant/fuel to operate.  The Interstellar Fuel tanks are the standard containers that will be used to store the propellants.  Hydrazine or LqdAmmonia are performance fuels and are be strongly recommended for Launch stages.

  • Control - A probe core or crewed command module is also needed to operate the vessel.

 

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Common Issues

 

  • All engines (except vacuum plasma thruster) must overcome the static pressure in the atmosphere and is better suited for vacuum usage and may not show any thrust in the atmosphere.  Smaller thrusters will help overcome static pressure

Research

KSPI Is a High tech, hard science mod which gradualy unlocks sophisiticed technologies with advanced research . When researching KSPI techs, your are not forced into following a single path. Instead there are mutliple paths you can focus on.

Nuclear Propulsion is a stock tech but it unlocks the first Nuclear Engine, the Solid NCore Nuclear Engine a.k.a. NERVA. It intitialy can only use LiquidFuel or on Hydrogen as a propellant, but as more Nuclear Propulsion Technology is reseached it is capable of using a divere variation of propellants

Nuclear Power unlocks the first reacor which is specificly ment for fission power production in space, the Molten Salt Reactor which contains a build in thermal electric generator

Advanced Nuclear Power unlocks the the modular Thermal Electric Generator, which when connected to a reactor can produce electric power

Advanceded Nuclear Propulsion allows the NERVA to function in LATERN mode, meaning adding exygin in the nozzle to increase thrust, and unlocks the Thermal Launch Nozzle which can be put under modular reactor

High Energy Nuclear Power unlocks the Particle Bed Reactor, which is capable of generating high amount of thermal heat at a low reactor mass. THe High Trust to Weight ratio makes it suitable of beinged used as a heavy single stage to otbit, which is it's main intended purpose.

Efficient Nuclear Propulsion introduces the Closed Cycle Gas Core Reactor which can achieve significantly higher Isp than the NERVA

Experimental Nuclear Propulsion  unlocks the Open Cycle Gas Core Reacor, which offers even higher ISP than the close cycle gas gore reactor but at the expanse of versatility as it is only capable of orating while in space.

Exotic Nuclear Propulsion    unlockes the Fission Fragment reactor, which thanks to its ncredible high Isp allow allow to the travel to anywhere in the solar system and behind. The reactor can also be used for High efficiency electric power production

Fusion Power unlucks the First Reactors intended for power production, the Magnetic Confinement Fusion Reactor which used super powererfull magnetcs to contain a plasma at high temperatures. Although thesereactors are bulky, they have ability to contain charged particles which  can directly converted into energy at high efficiencies or redirected to a magnetic nozzle for Insterstellar HIgh Isp. For smaller vessels, The Magnetic Target Fusion Reactor is a highly efficient heat engine, converting fusion fuel and lithium into thermal power.

Fusion Propusion unlock the first fusion engine  which are inteded for propusion.

Advanced Fusion unlocks the second tier of fusion fuels and introduces 2 advanced fusion enginess, the Tokamak Fusion engine and the VISTA Inertial Fusion Engine. The Tokamak Fusion engine has an integrated magnetic nozzle which can use any single atom propellant at high Isp and the Vista offers High Isp with High thrust levels

Nuclear Engine/Reactors

The Core of KSPI are its engine/reactor, they make the magic happen. There are now 5 Fission engines and 5 Fission Reactors, 5 types of fusion reactor, and  2 eotic reactor each with the own characteristic behavior, excelling in a particular way (and therefore most fit for certain applications)

Part Model

Unlocking Technology               

Power Output (2.5m)

Reactor/Engine Main Properties

Description

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Nuclear Propulsion

Improved Nuclear Propulsion

Efficient Nuclear Propulsion

    Solid Core Nuclear Reactor is one of the first nuclear engine available capable of using nuclear energy for propulsion, allowing Isp roughly twice the Isp of Chemical rockets. It's thrust to weight using Liquid Hydrogen is initially too low for any launch except in the upper stages. With Advanced Nuclear Propulsion technology is becomes possible to operate in Liquid Oxygen augmented mode effectively tripping the thrust at the cost of 36% lower Isp.  With the advent of higher Nuclear propulsion technologies, other propellant then Hydrogen become available as a possible propellant, which is more or less adventurous depending on the circumstances. Solid Core Reactor can also be used for High power production, but due to it's inability to replenish its fuel, has only limited endurance.
        Traveling Wave Reactor a.k.a. Candle reactor is a small reactor specificly targeted for small probes. The reactor function in many ways like a candle, where is slowly converts it fisionable material into energy.
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Nuclear power

Improved Nuclear Power

Nuclear Fuel Systems

0.44  GW

0.66 GW

1.00 GW

Min Diameter: 0.625m

Dry Mass (2.5m): 8 t

Fuel Mass (2.5): 6 t

Cost: 18k

Molten Salt reactor is the first high thermal power nuclear reactor available KSPI-E, they excel in reliable long lifetime thermal power generation using Uranium. At the expanse of 50% power output it can burnup 99% of all  uranium fuel. Besides Uranium it is also capable of using Thorium which generated more power but it durability is significantly lower. On the upside thorium is cheaper than Uranium and can be mined much more abundantly. Because its nuclear fuel is mixed constantly, gases like Xenon gas are not trapped but are extracted and can be used for other purposes. This reactor is also very suitable for Tritium breeding where lithium is converted into valuable Tritium. Another advantage is that the heat from the reactor can be transported effectively to other modules thanks to Molten Salt transport medium.

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High Nuclear Power Systems

Experimental Nuclear Power

Exotic Power

 

1.33 GW

2.00 GW

3.00 GW

  Pebble Bed reactors become available a bit later than Molter Salt reactor but thanks to their significantly lower mass they are the first nuclear reactor with can provide a Trust to Weight ratio higher as 1, meaning it can be used as first stage or second stage rocket engine. Although Pebble bed  reactors are ideal for providing high thrust, when used for power generation, they suffer from heat throttling, meaning the reactor will automatically produce less heat output when heat is building up. Although reactor uses a transferable fuel source, due to is inefficient fuel usage, (most of the mass is not uranium), it is not efficient for long term power production
        Particle Bed Reactor aka TIMBERWIND is the a specialized type of the Pebblebed specialized in high trust propulsion
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Efficient Nuclear Propulsion

Experimental Nuclear Propulsion

Exotic Nuclear Propulsion

    Closed Cycle Gas Core reactors excel in generating average amounts thrust combined with with significantly Higher Isp compared to it Nuclear counterparts. This makes them ideal for short range planetary missions to like Duna and Eve. The Closed Cycle Gas Core reactor is one of the few  High Isp engine reactors which is capable of operating in an atmosphere. With the help of some boosters, it can be used to launch into orbit from Kerbin.
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Experimental Nuclear Propulsion

Exotic Nuclear Propulsion

    Open Cycle Gas Core reactor excel a generating high amount of thermal power at double the core temperatures the Closed Cycle predecessor with less mass. This is achieved my removing the walls that separate the propellant and the nuclear fuel. Although this allows much higher core temperatures, the disadvantage is the reactor cannot operate while under the influence of acceleration, which happens when it is either on he surface or when accelerating at high speed.
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Exotic Nuclear Propulsion

 

Min Diameter: 3.75m

Dry mass: 16 ton

Cost: 400k

Fission Fragment Reactor (a.k.a. Dusty Plasma) improves over Particle Bed Reactor. When they first become available, they are less powerful as particle bed reactor, but it's the first reactor capable of generating charged particles. The generated charged particles are efficiently transported on your vessel using magnetic confinements and can be used for either Very High Isp propulsion in magnetic nozzle or directly converted into energy with Direct Conversion Power Generator.
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Fusion Power

Advanced Fusion

Exotic Fusion

Unified Field Theory

 

Min Diameter: 5m

Dry mass: 16 ton

Cost: 600k

The  Tokamak  is one of the first fusion power reactor and comes available with Fusion Power. This reactor is Big and Bulky and require a fixed amount of power to operate but it can be used wide variety of operations. The amount of power required depends on the type of fusion and the number of researched fusion technology. MCF is most suitable for fuel efficient, thermal efficient power production. One of the big advantage of Fusion is that it's fuel can be very cheap, relatively easy to store and has only low radioactive waste product. The Fusions product themselves can be directly converted into electric power, which allows it to be very energy efficient.
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Advanced Fusion

Exotic Fusion

Unified Field Theory

1.33 GW

2.00 GW

3.00 GW

4.50 GW

6.75 GW

Min Diameter: 3.75

Mass: 40 ton

Cost: 400k

The Stellarator is similary to the Tokamak a magnetic containment fusion reactor which is havier, limited to thermal and plasma production  but it is twise as easy to sustain a fusion plasma. The basic concept is to lay out the magnetic fields so that particles circulating around the long axis of the machine follow twisting paths, which cancels out instabilities seen in purely toroidal machines. The stellarator is of a figure-eight geometry that allows the magnetic containment to more effectively counteract drift of the particles in the containment field. This would keep the fuel confined long enough to allow it to be heated to the point where fusion would take place. The rotation of the particles was introduced by placing a new set of magnetic coils on the half-torus on either end, the corkscrew windings. The field from these coils mixes with the original confinement fields to produce a mixed field that rotates the lines of force through 180 degrees. Allthough the mixed field makes field containment easier, as a result for continious mixing, any fusion charged particles would instanly get thermalized with the fusion plasma, making it unsuitable for charged particles power generation or magnetic nozzle propulsion. Another disadvantage of all those weirdly shaped magnets mean that it's got more mass to it and as such it is best suited for powering beam-powered networks from surface or stationary orbits.
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Fusion Power

Advanced Fusion

Exotic Fusion

Unified Field Theory

 

Diameter: 2.5m

Dry Mass: 8 ton

Cost: 180k

Magnetized Target Fusion Reactor can be smaller than the MCF reactor, but it is limited to providing thermal power. This makes it ideal for build SSTO vessels which require large amount of thermal heat to generate thrust when connected with any thermal nozzle. It can also be used for Electric Power production, but it requires a large amount of radiator to be effective.
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Fusion Rocketry

Advanced Fusion

Exotic Fusion

    Magneto Inertial Confinement Reactor is the first fusion engine specifically meant for Direct High efficient propulsion. It cannot be used for power and  It's not as efficient as electric propulsion but it produces minimal amount of wasteheat, which will reduce the overall mass of the vessel. Note that the propellant  is  limited to Lithium , which is required both for achieving fusion as converting the fusion power in effective propulsion.
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Advanced Fusion

Exotic Fusion

Unified Field Theory

 

    Colliding Beam Fusion Reactor is the first reactor capable and specialized if the generation of Electric power from Aneutronic fusion reactions.The reactor has an integrated charged particle direct energy converter, which allows up to 85% of aneutronic fusion energy to be converted into Electric power. Since the direct energy converter efficiency don't depend on temperature, you can run the radiators a lot hotter, meaning you need a lot less radiators then other reactor which depend on thermal electric power conversion. This means it will be ideal when used with Electric propulsion engines and does not require any heavy thermal electric generators.  The downside is the Engine cannot be used with either thermal or magnetic nozzles.
        Antimatter Initiated Microfusion (AIM) reactor can deliver more power in a smaller package but only runs on exotic antimatter, helium3 and enriched uranium. The engine can be connected to either thermal nozzles or magnetic nozzles.
        Antimatter reactors versatile , expensive, and incredible powerful, the only real problem is collecting significant amount of Antimatter. They produce up to 80% Charged Particles which can be used by magnetic nozzle to create a large amount thrust an high Isp
        Quantum Singularity Reactor is the ultimate Mass to Power converter technology. It uses a microscopically sized black hole to accelerate light atoms into charged particles and heat. The charged particles fuse resulting in heavier atoms, which can be used for other purposes. The black hole event horizon also creates small amount of antimatter which can be used by antimatter reactors. The amount of produced power is variable, but the amount of required power to sustain black hole is constant and it has a minimum power level at which the black hole can be kept alive.


Reactor/Engine Technical details:

 

Ractor Name

Reactor Cost / Minimum Size (default 2.5m)

Unlock Technology / Tech Ugrades                                                                                           

Core Temp. (Kelvin)

ISP (s)

Max Power (GW)

thrust thermal (kN)

Empty Mass (t) Max Fuel mass (t) Build In Nozzle Base Power Req (MW) Thermal Propulsion Efficiency Thermal Power Efficiency Charged Power Efficiency Heat Trans Effic Min Utilisation Fuel transfer and Efficency Magnetic Nozzle Efficiency / ISP (s) Special Electric Power (KW) Tritium Breeding

Nuclear Candle

5,000

0.625m

Nuclear Propulsion

Nuclear Power

Improved Nuclear Propulsion

1730 2076 2491 873.66 0.0100 0.0150 0.0225 2.33 0.15 t 0.05 thermal   100% 0%   10% 100% no n.a. limited to 0.625m, No throtling, cannot be deactivated 50 no
Microwave Thermal Reciever

10000

1.25m

Advanced Solar

2268

1000s

 20

4413

3 t

n.a.

none

Requires Microwave beamed power

100%

n.a.

 n.a.

n.a.

0%

efficiency depends on distance to tranmitter, and atmosphere density

n.a.

Requires connection with microwave tranmitter no no

Nuclear Turbojet

30,000

1.25m

Nuclear Propulsion

Improved Nuclear Propulsion

Efficient Nuclear Propulsion

1764 / 2000 / 2267 882 / 900s 1000s 0.400 0.600 0.900 102 / 136 / 171 6 t 0.03 thermal   100% n.a   n.a 0.1% no no   50+50 no

Nuclear Ramjet

40,000

1.25m

Nuclear Propulsion

Improved Nuclear Propulsion

Efficient Nuclear Propulsion

1764 / 2000 / 2267 882 / 900s 1000s 0.600 0.900 1.350 102 / 136 / 171 8 t 0.03 thermal   100% 75%   80% 0.1% no no Build In Air intake 50 no
Molten Salt

60,000

0.625m

Nuclear power

Improved Nuclear Power

Nuclear Fuel Systems

High Nuclear Power Systems

800K / 1008K / 1270K / 1600.0K

593s / 748s / 840s 0.444 0.666 1.000 1.500 147 / 174 / 206 8 t 6t UF6 none   100% 100% n.a. 95% 20.25% / 13.5% / 9% / 6% no no

Fuel Recycling with Lab

Integrated thermla generator yes

 

Nuclear Sollid Core Engine

90,000

1.25m

Nuclear Propulsion

Improved Nuclear Propulsion

Efficient Nuclear Propulsion

2000 / 2500 / 3000 939s 1050s 1150s 1.33 / 2.00 / 3.00 / 267.64 / 369.37 / 509.79 12 t 0.1 thermal   100% 75%   80% 0.1% no no requires 10 sec for full Throtle 80+80 no

 

Pebble Bed

120,000

1.25m

Nuclear Fuel Systems

Improved Nuclear Power

High Nuclear Power Systems

2000K / 2500K / 3000K

939s 1050s 1150s 1.33 / 2.00 / 3.00 267.64 / 369.37 / 509.79 8t                          

 

 Particle Bed

150,000

1.25m

Experimental Nuclear Propulsion

Exotic Nuclear Propulsion

2000K/ 2500K

939s / 1050s

4.00 / 6.00

1020 / 1302 / 1823 12 t 1t pebbles none 100% 100% 75% n.a. 80% 4% pumped no Heat Throttling 50 no
                                       
                                       
                                       
                                       

Magnetized Target Fusion

OMEGA

180,000

1.25m

Fusion Power

Advanced Fusion

Exotic Fusion

 

2500 1050s 1.33 / 2.00 /  3.00   6 t     Q20 / Q40 / Q60 / Q80 /  

100%

none

80%

 

pumped

       

Magneto Inertial Confinement Rocket

210,000

1.25m

Fusion Rocketry

Advanced Fusion

Exotic Fusion

 

180.000 K 3770s / 5200s  / 6500s 1.33 / 2.00 / 3.00 /  

6 t

  thermal Q150 / Q200 / Q266 / 100% lithium   only

none

none

0%

0%

pumped

30% / 40% /53%

20% propellant  limited to Lithium or Aluminum

none

50%

 Colliding Beam Fusion Reactor

240,000

1.25m

Advanced Fusion

Exotic Fusion

Unified Field Theory

    1.33 / 2.00 / 3.00   6 t     Q40 / Q80 / Q120 none   100% build in direct converter     pumped no Aneutronic fusion only, +1 Fusion Tech level    

Nuclear Lightbulb

270,000

2.5m

Experimental Nuclear Propulsion

Exotic Nuclear Propulsion

7890 / 12562 / 20000 / 1865s / 2354s / 2970s 1.33 / 2.00 /  3.00 / 368.00 427.83 496.03 16 t 0.1t U235 thermal n.a. 100% 50% n.a. n.a. 2% pumped no Limited to non oxidizing propellants 50 + 50 no

Plasma Jet Magneto Inertial

300,000

2.5m

Advanced Fusion

Exotic Fusion

Unified Field Theory

25000 /

50000 /

100000

3320s / 4696s / 6640s

2.00 / 3.00 / 4.50

                             

Open Cycle Gas Core

330,000

2.5m

Experimental Nuclear Propulsion

Exotic Nuclear Propulsion

25195 /  56689 3333s /  5000s 2.00 / 3.00 154.62 / 247.39 16 t 0.04 U none   100% 50%   90% 20% 1-100% depending on gravity no Buoyancy effects   no

Dusty Plasma Bed

360,000

3.75m

Exotic Nuclear Propulsion 3700 1260s 3.00   16 t 0,065 none   60% 60% (2)

100%

80% 40% pumped

46%

52700 - 527000

 

  none yes

Tokamak

500,000

5m

Fusion Power

Advanced Fusion

Exotic Fusion

Unified Field Theory

40.612K / 81.225K / 162.450K / 324.000K 

4232s / 5985s / 8464s  11970s

3.00 / 4.50 / 6.75 / 10.125   16 t 5 t Li none Q10 / Q20 / Q40 / Q60  n.a. 100% 100% 80% 0% pumped 100%

60%

15.000 - 1.500.000

Fuel recycling

  yes

Stellarator

700,000

3.75m

Fusion Power

Advanced Fusion

Exotic Fusion

Unified Field Theory

20306K / 40.612K / 81.225K / 162.450K 

2993s / 4232s / 5985s / 8464s 

5.00 / 7.50 / 11.250 / 16.875

 

28 t

10 t Li

none

Q20 / Q40 / Q80 / Q120 

Lithium: 100%     H2: %CP

100%

100%

n.a.

0%

pumped  100%

80%

3.75m

 

yes

Antimatter Initiated Microfusion

800,000

2.5m  

Antimatter Power

Antimatter Power

Unified Field Theory

n.a. n.a 4.00 / 6.00 / 9.00   9 t   none   n.a. n.a. 100% n.a 0% pumped 13.500s - 61.000 80% Charged Particles   no

AntiMatter

1,000,000

0.625

Antimatter Power

Ultra High Energy Physics

Unified Field Theory

100000K  150000K  220000K 6641s / 8133s / 9850s 16.00 / 24.00 / 36.00   16 t  

none

  100% 100% 100% 80% 0% pumped yes Total fuel Annihilation   no
VISTA Fusion Engine

1.500,000

5m

Advanced Fusion

Exotic Fusion

Unified Field Theory

 

n.a.

 

15500s - 27000

46.0 / 92.0 / 184.0

600 / 1200 / 2400

24 t

 

magnetic

Q45.6 / Q91.2 / Q182.4

n.a.

none

none

n.a

0%

pumped

15.500 - 27.200

Kills Nearby Kerbals

 

no

DAEDALUS IC Fusion Engine

3.000.000

5m

Exotic Fusion

Exotic Fusion

n.a. 1.000.000s 1500.00 / 3000.00 300 / 600 72 t   magnetic                      

Quantum Singularity

6,000,000

5m

Unified Field Theory

Ultra High Energy Physics

320000K

none

160.00 / 320.00

 

64 t

 

none

Q50 / Q100

none

100%

100% but for power onlyi

n.a.

10%

pumped

  Need zero environment to startup intergrated thermal and charge particle generator  

(1) requires Improved Nuclear Power (2) requires Fusion Power (3) requires Fusion Rocketry (*) Not implemented

Explanation table:

  Reveal hidden contents

Fusion Reactor Fuel Modes

 
Fuel Mode Reactors Types Tech Requirement

 

Reactor Power

Reaction Energy

 

Reaction Rate

Power Requirement Multiplier

Neutral Plasma / Non Neutral

Fuel Products Charged Particles Neutron Energy Ratio
D-T MCF / MIF Fusion Power 1 1 1 1x Deteurium + Tritium Helium4 20% 80%
Cold D-D MCF Fusion Power 0.3537 0.7074 0.5 0.9x Deteurium Helium4 + Helium3   66.5%
D-He3 MCF Advanced Fusion 0,884 1.04 0.85 3x Deteurium + Helium3 Helium4 +Hydrogen 95% 5%
T-T MCF / MIF Advanced Fusion 0.5457 0.642 0.85 3x Tritium Helium4 20% 80%
Full D-D MCF / MIF Advanced Fusion 0.6135 1.227 0.5 3x Deteurium Helium4 41.8% 58.2%
p-B11 CBF Exotic Fusion 0.3952 0.494 0.8 3x Hydrogen + Boron Helium4 99.9% 0.01%
Hot D-D MCF Exotic Fusion 0.3635 0.727 0.5 6x Deteurium Helium4 + Tritium   10%
Spin polarized He3-D MCF Exotic Fusion 0.8424 0.936 0.9 6x Deteurium + Helium3 Helium4 + Hydrogen 98.5% 1.5%
He3-He3 MCF/CBF Ultra Dense Fusion 0.551 0.73 0.7 6x LqdHe3 Helium4 + Hydrogen  100% 0%
D-Li6 MCF Ultra Dense Fusion 0.889 1.27 0.7 8x Deteurium + Lithium6 Helium4 97.5% 2.5%
He3-Li6 MCF/CBF Ultra Dense Fusion 0.672 0.96 0.7 8x Helium3 + Lithium6 Helium4 + Hydrogen 100% 0%
p-D MCF Unified Field Theory 0.54212 1.3553 0.4 8x Hydrogen + Deteurium Helium4 + Hydrogen 99% 1%
p-Li7 MCF/CBF Unified Field Theory 0.6839 0.977 0.7 8x Hydrogen + Lithium Helium4 99.9% 0.1%
Li6 Fusion Cycle MCF Unified Field Theory 0.5344 1.1875 0.45 10x Lithium6 Helium4 99.9% 0.1%
p-Li6 MCF/CBF Unified Field Theory 0.154 0.22 0.6 12x HydrogenLithium6 Helium4 + Helium3 99.9% 0.1%
p-N15 CBF Ultra High Energy Physics 0.1704 0.284 0.5 12x Hydrogen + Nitrogen15 Helium4  + Carbon 99.9% 0.1%
p-O18 CBF Ultra High Energy Physics 0.1363 0.227 0.5 12x Hydrogen + Oxygen18 Nitrogen15 + Helium4 99.9% 0.1%
p-p CBF Ultra High Energy Physics 0.0239 0.0588 2.461 10x Hydrogen Deteurium 99.9% 0.1%

* MCF = magnetic confinement Fusion, MIF = Magnetic Inertial Fusion  CBF  = Colliding beam Fusion reactor   

** = not implemented yet.

This is an overview off all fuel modes and there effects on performance

Non Fusion Reactor Fuel Modes

This is an overview off all fuel modes and there effects on performance

Reactor Fuel Modes
Fuel Mode Type Reactors Tech Requirement Core Temp Modifier Reaction Energy Fuel Efficiency Fuel Products Charged Particles Brems-strahlung Neutron Energy Ratio
Uranium Oxide Fission NERVA / JUMBO Nuclear Propulsion 100% 1 85% EnrichedUranium DepletedUranium ** 0 n.a 2%
Uranium Hexafloride Fission Molten Salt / Gas Core Nuclear Power 100% 1 15% UF6 94% DepletedFuel + 6% Xenon 0 n.a 2%
Uranium Fuel Cycle ** Fission Molten Salt Nuclear Fuel Systems 80% 0.8 80% UF6 80%DepletedFuel + 10%Plutonium 10%DepletedUranium 0 n.a 2%
MOX Plutonium Burnup ** Fission Molten Salt Nuclear Fuel Systems 115% 0.9% 30% 7%Plutonium+ 93%Anticides DepletedFuel 0 n.a 1%
Thorium Fission Molten Salt Nuclear Power 138% 1.38 15% ThoriumTetraflouride Anticides 0 n.a 2%
Thorium Fuel Cycle ** Fission Molten Salt Nuclear Fuel Systems 69% 0.69 99% ThoriumTetraflouride + Anticides 96%DepletedFuel + 2%Anticides + 2%Plutonium 0 n.a 2%
Uranium Nitride Pellet Fission Pebble Bed Nuclear Fuel Systems 100% n.a. 5% UraniumNitride DepletedFuel 0 n.a 2%
Uranium Nitride Nanoparticle Fission Dusty Plasma High Energy Nuclear Power 100% n.a. 97% UraniumNitride DepletedFuel 83.5% * 0.46 n.a 2%
Microfusion Fussion-Fision Hybid AIM Exotic Fusion Reactions 100% 1 94%

LqdDeteurium + LqdHe3 & UraniumNitride + AntiMatter

Helium4 + Hydrogen + DepletedFuel 95% n.a. 5%
AntiMatter AntiMatter Antimatter Antimatter Power 100% 1 22% AntiMatter none 80% 20% n.a

* MCF = magnetic confinement Fusion, MIF = Magnetic Inertial Fusion  CBF  = Coliding beam Fusion reactor   

** = not implemented yet.

Power Generators

Generators are electricity production parts in the KSPI mod. Generators come in 2 different types and function differently. Generators in KSPI generate both electric charge and MegaJoules. Generators must be directly connected to a reactor to generate electricity and can only use power from one reactorGenerator at a time. Radiators are required by the Generator to expel WasteHeat and will not function without them.

  • Thermal Generators - These generators convert thermal power from a reactor into electrical power and waste heat. Their efficiency determines what percentage of that thermal power is converted into electricity. The rest becomes waste heat. Typical thermal generators in space use closed cycleBrayton gas turbines. For traditional molten salt-based fission reactors, this type of generator gives a maximum theoretical efficiency of 31%. Upgrading the electric generators changes them from Brayton Cycle Turbines to a KTEC Solid State Generator heat engine with no moving parts - this ups the theoretical efficiency to 60%!
  • Charged Particle Generators - This type of generator produces power directly from the use of charged particles which are created in great quantities by fusion reactors. Charged particle generators have much higher efficiencies than their thermal counterparts. These generators will produce varying amounts of power depending on the reactor and fuel modes used

 

The Thermal Generator and Charged Particle generators can both be used at the same time on reactors that produce both charged particles and thermal power. This maximizes power potential and lower your utilization and therefore minimise WasteHeat production and reactor fuel consumption.

Radiators

Radiators are used in KSPI to expel excess WasteHeat from a vessel. WasteHeat is produced by reactors, generators, microwave receivers and will build up over time. Once WasteHeat builds up in a vessel to 95% capacity than reactors and microwave receivers will automatically power down. If WasteHeat is allowed to reach 100% then the parts may start being destroyed from too much heat. Non retractable solar panels are exempt from the WasteHeat mechanic. The Thermal Helper addon included with the KSPI installation can be used to estimate a reactor’s WasteHeat output. The values in the addon will dynamically update depending on the connected components. The Thermal helper is only accessible from the VAB/SPH.

Radiators
Title Unlocking Technology Foldable Mass % Resize Scaling Factor Radiator Area Max Temp @ 1 Atmosphere

 

Max Temp Space

Special
Inline Convection Radiator Heat Management Systems no   3   2626K 2626K 100X  Atmospheric cooling
Flat Graphene Radiator Panel Heat Management Systems no 10% 2   1200K 3700 K Physics-less
Foldable Graphene Heat Radiator Heat Management Systems yes 50% 2.25 400 / 680 1200K 3700 K Contains Folding automation technology
Large Flat Radiator Specialized Heat Management no   2   1200K 3700 K Can be used for landing stability

Note the radiator performance depend for a large part on unlocked tech nodes:.

Radiator Technologies
Technology Science cost Effect Graphite Radiator Only
Start   Max temp 1850K no
Heat Management Systems 160 Max temp 2200K no
Advanced Headmanagment 550 Max temp 2616K no
Specialised Radiators 1500 Max temp 3111K yes
High Energy Science 2250 Max temp 3700K yes
Nanoloathing 1000 60% improvement Emmisive constant yes

 

 

 

 

 

 

Availability KSPI parts and upgrades with CTT technodes:

  • Nuclear Power: small Molten Salt reactor
  • Large Scale Nuclear Power:
  • High Energy Nuclear Power:
  • Advanced Nuclear Propulsion
  • Meta Materials: All Radiators: Mo Li Heat Pipe ----> Graphene Radiaton
  • Exotic Reactions: Tokama Fusion Reactor -> Upgraded Tokama Fusion Reactor
  • Improved Nuclear Propulsion:
    • Thermal Rocket Nozzles (all sizes)
    • Thermal TurboJets (all sizes)
    • Gas Core reactor and Dusty Plasma reactors and
    • Molten Salt and Particle reactors----> Mk2 Molten Salt / Particle reactors
    • Magnetic nozzles
      • Thermal TurboJets ----> hybrid thermal rockets
  • Experimental Electrics
    • Electric Generator: Brayton Turbine → KTEC Thermoelectric/Direct Conversion (better efficiency)
    • Heat Radiator: Mo Li Heat Pipe → Graphene Radiator (better efficiency
  • Fusion Power

    • Nuclear Reactor: Solid Core Reactor → Gas Core Reactor (3x power output)
    • Thermal Turbojet: Atmospheric Thermal Jet → Hybrid Thermal Rocket (Basic version can only work in atmosphere, Upgraded version can toggle over to internal fuel)
    • D-T Inertial Fusion Reactor → High-Q Inertial Fusion Reactor
  • Ultra-High Energy Physics

    • Antimatter Reactor: Solid/Liquid Core Reactor → Liquid/Plasma Core Reactor (3x power output)
    • Plasma Thruster: Magnetoplasdynamic → Quantum Vacuum Plasma Thruster (uses no fuel)
  • Antimatter Power

 

Thermal Propellants

 
Propellant

Resouese Name

Unlock Technology Chemical Thermal ISP multiplier EngineThrust Multiplier Thermal Decomposition Full Decomposition Energy Oxidising / Reducing / Inert Soot Effect Thermal / Electric Propellant Average Density ISRU
Hydrogen LqdHydrogen Nuclear Propulsion H2 1 1     R -0.01 Both 0.07085 kg/l ++
Diborane Diborane Experimental Nuclear Propulsion B2H6 0.763 1     R -0.01 Gas core / Electric  0.421 kg/l --
Methane LqdMethane Efficient Nuclear Propulsion CH4 0.3503 - 0.78 1 - 1.6 1000K - 3200K 19.895 R 0.25 Both + +/-
Hydrazine Hydrazine Exotic Nuclear Propulsion N2H4 0.744 1.4     R -0.01 Both ++ -
Helium LqdHelium n.v.t He 0.7 1     I 0 Electric - +
LiquidFuel LiquidFuel Nuclear Propulsion ? 0.65 1     R 0 * Both ++ --
Lithium Hydrate LithiumHydrate Experimental Nuclear Propulsion LiH2 0.65 1     R -0.01 Both 0.78 kg/l  
Ammonia LqdAmmonia Experimental Nuclear Propulsion NH3 0.63 1.4     R -0.01 Both 0.86 kg/l -
Beryllium Hydride *     BH 2 0.6 ?       R        
Hydogen + Fluorine *

LqdHydrogen  +       LqdFlorine

Exotic Nuclear Propulsion H2 + F2 0.7 2.2     R 0 Thermal afterburner +/- -
Hydrolox (Hydrogen + Oxygen) LqdHydrogen  +       LqdOxygen Improved Nuclear Propulsion H2 + 02 0.63 2     R -0.01 Thermal afterburner -- +/-
Methalox (Methane + Oxygen)   Efficient Nuclear Propulsion CH4 + 02 0.25 - 0.55 ? 1 - 2 1000K - 3200K ? 19.895 ? R 0.1 Thermal afterburner + +
LOX (Liquid Fuel + Oxidizer)   Improved Nuclear Propulsion   0.417 1     R 0 Thermal afterburner ++ ++
Water   Exotic Nuclear Propulsion H2O 0.3333 - 0.4714 1.2071 2000K - 4200K 2.574 O -2.5 Both ++ +
Kerosine   Efficient Nuclear Propulsion   0.21888 - 0.42477 1.459 1000K - 3200K 12.305 R 0.4 Both + ++
Liquid Carbondioxide   Experimental Nuclear Propulsion CO2 0.2132 - 0.4085 1.459 3200K - 7000K 12.305 O -2.5 - 0.33 Both +/- +/-
Liquid CarbonMonoxide   Efficient Nuclear Propulsion CO 0.3273 - ? ? 4000K - 10000K 6.1525 O 0.5 Both +/- -
Liquid Nitrogen   Efficient Nuclear Propulsion N2 0.3273       I -0.01 Both ++ +/-

* Not implemented

Electric Propellants

Propellant Name

Technology

MPD / VASIMR / Arcjet

RCS  

thermal Thrust Multiplier

Isp Multiplier

Ionisation Efficiency

Density Kg/L

Cost / L

Cost / kg

Sources

LqdHydrogen  

yes

yes

1/1

1

79%

0.07085

0.03675

0.5187 Gas-giant Atmosphere, Water Electrolysis
LqdHelium Ion Propulsion

yes

yes

1/1

0.70966

44%

0.1786

0.0133

0.0745 Gas-giant Atmosphere, Fusion Ash
Lithium Advanced Plasma Propulsion

yes

no

1

0.57735

86%

0.534

0.27

0.5056

Salt Water, Silicates

NeonGas Ion Propulsion yes yes 1 0.447 50%       Trace Gas Atmosphere
Methane   yes yes 2.2 0.3535   0.42561 0.45 1.0573 Trace Gas Atmosphere
HTP   yes yes 1.4 0.2425          
Hydrazine Advanced Plasma Propulsion yes yes 1.806 0.2425          
Monopropellant         0.2425          
KryptonGas Ion Propulsion yes yes 1   77%        
Caesium Advanced Plasma Propulsion yes no 1   92% 1.93 77 40  
XenonGas Ion Propulsion yes yes 1 0.1234 89% 1 40 40  
BuckyBalls Adv Ion Propulsion       0.0527 95% 1.65      

 

 

RCS systems:

2dluoh5.jpgv5dfd0.jpg

From left to right: Corner ResistoJet RCS, 5 way ResistoJet RCS , Retractable 5 way Resitojet RCS , Retractable 5 way Resitojet RCS (Curved), Linear Arjcet RCS, Arcjet RCS Tank

Engines:

Interstellar offers 11 different type of engines, each with their own advantages and disadvantages.

Thermal Nozzle is the first engine available. They directly use the thermal heat generated by the reactor to heat-up propellant. The Advantage is that this is very efficient, as minimum amount of power is lost, and many propellants can be used. The disadvantage is that Isp, which is lower than other form of propulsion, it dependent and the core temperature of the reactor and used propellant. On the plus side many propellants can be used and thermal nozzles benefits for the energy released by decomposition when propellant are subjected to high temperature. This means propellant like Ammonia and Hydrazine give a significant bonus to thrust and Isp. Although it offers you you to use many resources as an propellant, it might be wise to avoid propellant that contain carbon, as they tend to to produce clog the heat eachanges with soot, which lowers your maximum thrust and causing overheating. For optimal efficiency, connect a thermal nozzle directly to an reactor, but if desired you can put other parts between the thermal nozzle and reactor at the cost of lower efficiency.

Thermal Turbojet becomes available at the same time as thermal nozzle. Their advantage is that they allow high amount of propulsion, without any propellant, that is they use the air as an propellant. This means you can save a lot of mass on propellant. The downside is that it only function inside an atmosphere, on the plus side, this includes any atmosphere, even those without any oxygen. Do note that in order to travel fast though the atmosphere, you need precoolers to cool the compressed air to a temperature that prevent the turbojet from overheating.

Arcjet are the first electric engines offered by Interstellar. Instead of thermal heat, they use electric power to heat a propellant to high temperature. The advantage is that you can use any non oxidizing propellants and enjoy the same decomposition propulsion bonus. One of the big disadvantage is that electric propulsion is less efficient as a lot of power is lost by converting the power into electric power and then convert into heat again. This is compensated by its ability control it's trust at the cost of Isp and the ability to use multiple reactors to power the same set of engines. Arjcets can be connected any where on you vessel, just make sure it is fed with desired propellant, and the reactor has access to radiator to lose its waste heat. [TABLE=class: grid, width: 1600]

yfKcwbh.jpg

Engines
Type Technology Method ISP (LqdHydrogen) Efficiency Variable ISP Gimbal manouverability Functions in Atmosphere Functions in Vacuum Propellant Electric Power Need Jet Engine Special Thermal Thrust Bonus Wasteheat effect   Operating Cost
Nuclear Turbojet Nuclear Propulsion Thermal 203s 2000s 125% no very high full no Atmospheric Air none Turbojet build in precooler & build in reactor no Consumes   very low
Nuclear Ramjet Nuclear Propulsion Thermal 203s 2000s 125% no high full no Atmospheric Air none Ramjet build in precooler and air intake no Consumes   very low
Thermal Launch Nozzle Improved Nuclear Propulsion Thermal up to 3000s 100% no high yes yes any NTR propellant + Oxygen as afterburner none   Can overheat when clogged full Consumes   low
Thermal Ramjet Nozzle Improved Nuclear Propulsion Thermal

up to 3000s

100% no average yes in atmospheric mode yes  Atmospheric Air or any NTR propellant

none

Ramjet Can overheat when clogged full Consumes  

low

Thermal Turbojet Improved Nuclear Propulsion Thermal up to 3000s 100% no high partial with propellant thermal, full in jet mode yes Atmospheric Air or NTR propellant none Turbojet Can overheat when clogged full Consumes   very low
Nuclear Light Bulb Efficient Nuclear Propulsion Thermal 1850s - 2970s 100% no high partial   any NTR propellant none     full     low
Plasma Nozzle Plasma Propulsion Thermal 3000s - 12000s 100% yes (*) low partial   mono atomic propellants yes (*)       Low   low
5 way Resistojet RCS Ion Propulsion Thermal 272s (cold) / 544s (heated) 80% partial RCS yes yes Any propellant partial   Cannot use oxidizing propellants full High   low
VTOL Resistojet (*) Ion Propulsion Thermal 1000s 80% no high yes yes Any propellant yes   Cannot use oxidizing propellants full Low   average
Linear Arcjet RCS Advanced Ion Propulsion Thermal 272s (cold) / 2000s (heated) 52% no RCS partial yes Any propellant partial   Cannot use oxidizing propellants full High   average
ATILLA Advanced Ion Propulsion Magnetic/ Thermal 2854s - 5704s (*) 50-80% yes average partial yes Any propellant yes   Cannot use oxidizing propellants partial Average   average
MPD Plasma Propulsion Magnetic 11213s ionisation efficency no average partial yes Any propellant yes   Efficency depend on propellant no Average   average
VASMIR Advanced Electromagnetic Systems Magnetic / Thermal 2956s - 29,969s 30-60% yes low no yes mono atomic propellants yes   Efficency depend on Isp and Atmospheric Density no High   average
EM drive Specialized Plasma Generation Quantum Vacuum > 10.0000.000 10% no low yes yes vacuum plasma from nothing yes   reactionless propulsion no Very High   low
Magnetic Nozzle Advanced Plasma Propulsion Charged Particles/ Magnetic 12.000 - 1.200.000 100% yes none no yes LqdHydrogen + Charged Particles low, 1% charged power   Requires charged particles no Consumes   average
VISTA Fusion Rocketry Fusion 15.500 - 27.200 > 10000% limited low no yes LqdHydrogen + LqdDeuterium + LqdTritium up to 2.5 GW   Deadly radiation and Safety Features n.a. Extreme   very high
DEADALUS Advanced Fusion Fusion 1.000.000 > 10000% none none no yes LqdDeuterium + LqdHelium3 up to 5 GW   Aneutronic n.a.  high    extreme

(*) not yet implemented

Type - This field describes the technology behind the engine. The technologies used in KSPI are based closely on real life engines or scientific theories. Note the distinction between Thermal and Magnetic. Thermal engines have limited Isp but benefit from thermal decomposition, giving it extra thrust and improved Isp. Magnetic engines first need to Ionize the propellant. Some engines like the Vasimr and Atilla engine use a combination of the 2 techniques.

Method- This describes the engine's power input used to generate thrust. Engines can use Thermal (GW) power from a reactor, magnetic types use charged particles, quantum vacuum uses the vacuum of space to produce thrust and Fusion uses an internal fusion reaction to produce thrust.

ISP (LqdHydrogen)- This section shows the ISP (fuel efficiency) an engine produces when using LqdHydrogen as the propellant. Different types of propellants can provide different thrust values in an engine which is covered in more detail the Propellants section. Efficiency - The efficiency of an engine is how much of the thermal power (GW) is used to produce thrust and the remainder is expunged as Waste Heat. A low efficiency engine may require additional radiators to radiate the heat into the surrounding environment. The efficiency of electric engines is highly dependant on the efficiency of the propellant used.

Variable ISP - In KSPI some engines can have a variable ISP when operating. The ISP of an engine decreases as it produces more thrust. Higher thrust values also decrease the energy conversion efficiency.

Gimbal - This describes if the engine has gimbal capability. Gimbaled engines can use thrust vectoring to control the attitude of a vessel. Note that RCS engines do not gimbal but are linked with KSP RCS system.

Functions in Atmosphere - This is another self-describing value which explains if the engine can produce thrust when in an Atmosphere. Some engines rely on the vacuum of space or other methods to produce thrust and cannot be used in an Atmospheric environment. Many of the thrusters in KSPI are affected by static pressure. Which means the engine has to overcome the pressure of the atmosphere before producing usable thrust. Static pressure can be overcome by using a higher thrust propellant or by using a smaller nozzle.

Propellant- The propellant section explains which propellants are compatible with a given engine. Note that some engines can be upgraded to allow for additional propellants than is initially unlocked.

Electric Power Need - This section explains if Electrical Power (measured in MegaJoules) is required for the engine to operate. Engines can require partial or full electric power, as well as mixed types that also use charged particles. Some engines like the RistoJet RCS, will switch to unpowered mode when insufficient power is available. These engines can therefore be used without KSPI reactors.

Special- The special column covers any extra information about an engine that does not fit into a specific category on the chart.

Thermal Thrust Bonus - This describes an engines ability to produce extra thrust depending on the propellant used. The temperature of the thermal engine also plays a factor on the thermal thrust bonus when factoring in thermal decomposition of a fuel. (More below in the Propellants section)

WasteHeat effect- This explains how much Waste Heat is generated when firing a particular engine. Engines can both consume WasteHeat as well as produce WasteHeat depending on the engine technology used.

Operating cost - This gives a general overview of the operating cost of running a engine. Electric engines are more expensive than thermal engines, since thermal engines have require less radiators. Vista Engines are very expensive to operate due to their high rate of consumption of Tritium.

Warpdrive (Faster Than warp drive)

 

Raw Resource Procesed Resource
Borate 15% Boron 70% Oxygen
Silicates 20% Silicon 6% Lithium
Hydrates 25% Water 5% CO2
Nitratine 27% Sodium 16 Nitrogen 56% Oxygen
Salt 10.8%  Sodium 1% Lithium
Monozite Cesium Thorium
Spodumene Lithium Aluminium

 

 

In KSP, The Light Warp Engine, the Foldable Warp Engine and the Heavy Warp Engine. The amount of warp power is directly dependent on the mass of the warp drive. Warp drives also stack linear, which means it will not matter if you use 24 ton of light warp drives or a single large warp drive. Fast than light speed is only possible by folding space itself.  Space in front of the vessel needs to be shrunken while space behind it the vessel is extracted. To shrink and expand space, you need to generate negative mass which can be achieved by exciting exotic matter. KSPI warp drive can generate exotic matter  and use it to create a warp field. The amount of power required to create a stable warp fields depends on the speed and power of the warp coils.

The speed of light itself requires the least amount energy. Traveling faster or slower requires more power. However speed is influenced by a large degree by the curvature of space, in other words, gravity. It means that the higher the gravity pull of any heavily body, the lower the maximum speed possible for a finite amount of power requirement. This effectively means that when a vessel is in a low Kerbin orbit, where the pull of gravity is significant, the maximum warp speed is very low. And since traveling slower than the speed of light requires more power, it means that it will be hard or impossible to generate enough power. To  get around it, you need to bring your vessel further away from the gravity source or install more warp drive power.

Warp Power is achieved by any of the 3 warpdrives in KSP, The Light Warp Engine, the Foldable Warp Engine and the Heavy Warp Engine. The amount of warp power is directly dependent on the mass of the warp drive. Warp drives also stack linear, which means it will not matter if you use 24 ton of light warp drives or a single large warp drive.

Edited by FreeThinker
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Resource Mining

Ez8YQ4O.jpg

In Situ Resource Utilization (ISRU )

Surface Resources

On the Surface, several Ores can be mined which can be processed into Molecular resources, which can be used for direct propulsion or processed further into more advanced fuels

Raw Resource Processed Resources
Borate 15% Boron 70% Oxygen
Silicates 20% Silicon 6% Lithium
Hydrates 25% Water 5% CO2
Nitratine 27% Sodium 16 Nitrogen 56% Oxygen
Salt 10.8%  Sodium 1% Lithium
Monozite 10% Cesium 10% Thorium232
Spodumene 10% Lithium 20% Silicon 10% Aluminum 20% Oxygen

Atmospheric scoop

KSPI offers the ability to scoop gas directly from the atmosphere (or just above it) into resources which can be used for propulsion or ISRU refinery processes. The rate at which you can collect depends on the density and abundance of a gas. Note that you can also collect resource just above the atmosphere and that light gasses as Hydrogen and Helium gradually become more abundant the higher you get above the atmosphere.

ISRU Refinery

The ISRU Refinery allows you to process resources into other resources

ISRU Refinery
Process Required Resources Resource Products Type
Ammonia Electrolysis LqdAmmonia LqdHydrogen + LqdNitrogen Deconstruction
Water electrolysis Water LqdHydrogen + LqdOxygen Deconstruction
CO2 Electrolysis LqdCO LqdCO + LqdOxygen Deconstruction
Methane Pyrolysis Methane LqdHydrogen + Carbon Deconstruction
Water Gas Shift Water + LqdCO LqdHydrogen + LqdCO2 Construction
Reverse Water Gas Shift LqdHydrogen + LqdCO2 Water + LqdCO Construction
Sabatier Process LqdHydrogen + LqdCO2 Methane + LqdOxygen Construction
Antraquinonene Process LqdHydrogen + LqdOxygen HTP (Hydrogen Peroxide) Construction
Haber Proces LqdHydrogen + LqdNitrogen LqdAmmonia Construction
Peroxide Process LqdAmmonia + HTP Hydrazine + LqdOxygen Construction

(*) not implmentented yet 7a4f9yb.jpg

Advanced ISRU overview

7rvV02o.png

 

QorZy5z.jpeg

ISRU Video Totorial

 

 

Edited by FreeThinker
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Single stage of orbit

KSPI-E allows the construction of single stage to orbit and return

Interstellar Challenge

First entry: Going interstellar by @Nansuchao

 

 

License Info

Credits

  • @Fractalfor developing the original KSP Interstellar
  • @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators
  • @zzzfor most of the original models/texturing, including all reactor, most engines
  • @Boris-Barborisfor porting KSPI to 0.90 and fixsing many bugs
  • @Northstar1989for providing theoretical basis for many of the new features in KSP Interstellar Extended
  • @EvilGeorgefor programming Solar Wind collector and ISRU processing and several other ISRU processes
  • @MrNukealizerfor his help in C# development work on KSPI
  • @Snjofor making the code FSFuelSwitch public available
  • @NecroBonesfor making creating the models for Interstelar Fuel Tanks distributed by Fuel Tanks Plus Mod and creating the modles for the static RCS blocks
  • @Olympic1 for his help with the integration of KSPI with CTT
  • @KaiserSoze for providing Icons for Integration with Filter Extension
  • @InsanePlumberfor converting part textures to DDS format
  • @A2K For helping get KSPI-E on CKAN
  • @silversliver For his work as a texturer of many parts
  • @RoverDude for his efford in adding KSPI resources to Community Resource Pack
  • @Bishop149 for Help improve the Wiki and OP
  • @ABZB for Helping to find many bugs and developing Mk2 EXtension Mod
  • @SmallFatFetus for giving permission to use is Vasimr model
  • @Stevie_D For making the XIS Warp drive rings
  • @michaelhester07 for creating Particle Accelerator
  • @NathanKellfor creating ModuleRCSFX.
  • @Trolllception for helping new players understand the tables on the OP and MM scripts
  • @nli2work for creating the Magneto Inertial Fusion Engine
  • @Nansuchaofor helping to create documentation and guides for KSPI-E and creating interstellar challenge video

 

anyone else I forgot should notify me

Future Work

Note that do not consider myself the person that have to determine the future of KSPI, it's just that nobody else seems to want to do it. I would be more than happy to share that responsibility. Anyone that actively want to develop KSPI is free to do it. It would appreciate it as it would allow me to focus more on advanced features I have ideas about. Also notice I haven't had the time yet to play a serious KSP 1.0 campaign yet. But now my hands are full just making KSPI-E functional again. I think KSPI could develop into something much better. The simply truth is, KSPI is too big for a single developer. I don't have the time nor the skills to implement everything that it deserves. I'm especially frustrated about the lack of artist support. Many of KSPI models and effects look dated and ugly compared to more resent mods. There have been some artist and programmers offering their help but they often go AWOL after a short time. I'm not sure If I can keep it up myself indefinably. I would prefer to create a team of developers that works on KSPI together. I guess that's the only way to ensure KSPI Future

Beamed Power

Beamed Power Calculator: https://docs.google.com/spreadsheets/d/1bGLsAiJYQ6TL_GrWWrhVTp6e8D42RpJxK5xACy-C7z4/edit#gid=0

Receiver Types:

Type Tech requirement Efficiency

Mass

Max Capacity

Bandwidth

Coverage

Relay

Special

Surface Thermal low low heavy high Full Spectrum Full no Can be used for Thermal propulsion
Solar Thermal average low average high Microwave up to Ultraviolet Full partial Suitable for Low orbit solar power collecting
Solar Photovoltaic low high

average

average

Infrared up to Ultraviolet Full no Powered by the Sun, most efficient in near infrared
Thermal photovoltaic average average heavy high Full spectrum Full no Powered by the Sun
Rectenna average high light low Microwave up to Ultraviolet selected in VAB no most efficient in microwave and infrared
Ultraviolet photovoltaic high high average average Soft X-Ray down to Infrared Full no most efficient in extreme ultraviolet
Multiwavelength Dish low - very high high heavy average Microwave up to Ultraviolet selectable in Flight partial Also able to transmit when connected to a beam generator and relay when another dish is available
Phased Array high good average low Microwave up to Infrared selected in VAB yes Also able to transmit and relay
X-ray Photovoltaic very high high heavy average X-Ray to Infrared Full no Most efficient in Hard X-rays

 

Parts

Image

Name

Technology

Cost

Mass

Receive / Transmit Diameter

can receive thermal can receive electric can receive data

Receive Wavelength

Transmit Power

@ 2.5m

Can Transmit Science

Can Link Up

 Can Relay

Transmit wavelength

Transmit Efficiency

Receive Efficiency

Role / Special

Special

ioRNmbs.jpg Microwave Transducer Large Electrics 2000 4 t 10m no no no n.a. 4 GW yes n.a. no

8.56 mm

 

maximum n.a.   Integrated Microwave Generator
  Inline Thermal Receiver Mk1 Large Electrics 2000                       n.a. maximum   Can power thermal engine  or generator
0TIkigY.jpg Multi Bandwidth  Dish Transceiver (Shielded) Advanced Solar Technology

5000

6 t

5m

      10 nm - 1m yes yes yes yes   n.a. high universal transceiver In flight bandwidth switching
UbP025l.png Phased Array Transiever Advanced Solar Technology   1 t 5 m   2 GW   1 - 10 mm 1 GW     no 8.56 mm n.a. 100%    
l5tgv5T.jpg Deployable Phased Array Transiever Advanced Photovoltaic Materials   2.5 t 25m   5 GW   1 - 10 mm 2.5 GW     yes 8.56 mm 90% 90%    
  Radial Phased Array 2             35 Ghz , 94 Ghz,                  
  Inline Thermal Electro Phased Array 2             35 Ghz , 94 Ghz,           90%      
  Sphere Thermal Electro Phased Array 2             35 Ghz , 94 Ghz,           90%      
  Radial Microwave Rectenna       5m                          
eEao7ZS.jpg Diode Infrared Laser Turret 1     0.5 m      

n.a.

750 nm - 1mm

   

no

 

85%

n.a. Early IR trasnmitter  with Build in Beam generator Integrated IR Beam generator
  Radial Thermal Voltalic Receiver 2     5 m       750 nm - 1mm no         n.a. 60%    
  Radial Photvaltalic Receiver 2     5m       10 nm -700 nm             60%    
  Radial Rectenna 2     5m      

1 mm - 1 m

750 nm - 1mm

10nm - 750

   

no

no

         
  Oversized Thermal Dish Receiver Aluminum 3     100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes         Performs better in UV visible light wavelengths can receive in electric at 1/3 thermal power
  Oversized Thermal Dish Receiver Gold 3     100m yes 1/3 thermal power yes 0.005% 400 nm - 1m microwave only DIRECT yes         ss
jhv0cem.jpg

Microwave Infrared Rectenna

3     10m no yes  

750 nm - 1m

  no

no

no

    75%

 

 
FpXWVl1.png

Infrared Mirror

3     10m      

700 nm - 1mm

  no

no

yes

    95%

Can directly relay beamed power

can only relay
VwTROgd.jpg

UV Light Mirror

3     10m      

10 nm -700 nm

  no

no

yes

    90%

Can directly relay beamed power 

can only relay
 

Multi Bandwidth  Dish Transceiver (Medium)

Advanced Photovoltaic Materials

10000

8 t

10m  

 

yes

yes with 0.005% Configurable

10nm - 1m

yes

RELAY

yes

yes

  Depends on connected beam generator Depends on wavelength  universal transceiver In flight bandwidth switching
 

Multi Bandwidth Dish Transceiver (Large)

Microwave Power Transmission

40000

32 t

20m  

 

yes

 

1 mm - 1 m

750 nm - 1mm

10nm - 750

yes

RELAY

yes

yes

  Depends on connected beam generator Depends on wavelength universal transceiver In flight bandwidth switching

 

Beamed Power Absolution

Atmospheric absorption of beamed power in general follows the following graph

E4p29yy.jpg

 

Data Transmission

Besides beamed power transmission, some of the parts used for beamed power are also suitable for data transmission. For comparison the stock transmitter are included

Name Type Interval PacketSize Transmit Cost Standby Cost Dish Angle Transmit Distance Combinable
Communotron 16 DIRECT 0.6 2 12 EC     5.0e+5 True
HG-5 High Gain Antenna RELAY 0.35 2 18 EC 1.15 EC / s 90 5.0e+6 True
RA-2 Relay Antenna RELAY 0.35 1 24 EC     2.0e+9 True
RA-15 Relay Antenna RELAY 0.35 2 24 EC     1.5e+10 True
RA-100 Relay Antenna RELAY 0.35 4 24 EC 1.1 EC / s 0.025 1.0e+11 True
Communotron DTSM1 DIRECT 0.35 2 12 EC     2.0e+9 True
Communotron HG-55 DIRECT 0.15 3 20 EC     1.5e+10 True
Communotron 88-88 DIRECT 0.1   20 EC     1.0e+11 True
                 
Microwave Phased Array Transceiver RELAY 0.1 1 25 EC 2.5 EC /s 160 1.0e+7 True
Deployable Microwave Phased Array Relay Reciever RELAY 0.1 1 100 EC

10 EC /s

160

5.0e+7 True
Radial  Thermal Dish Receiver DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True
Folding Thermal Dish Receiver Gold DIRECT 0.1 1 50 EC 5 EC /s 0.005 1.0e+12 True
Multi Bandwidth Rectenna Dish Transceiver (10m) RELAY 0.1 1 100 EC 10 EC /s 0.005 1.0e+13 True
Multi Bandwidth Rectenna Dish Transceiver (20m) RELAY 0.1 1 400 EC 40 EC /s 0.005 5.0e+13 True
Oversized Microwave Infrared Thermal Receiver DIRECT 0.1 1 800 EC 80 EC /s 0.005 1.0e+14 False

 

Mk1/Mk2 Thermal Receiver

The Mk1/Mk2 Thermal Receiver is the first beamed power receiver ( it has the advantage that it is compatible with any wavelength, a property of thermal receivers). It basically operates by absorbing the beamed energy and generate thermal heat. The thermal heat can then be used directly for propulsion or energy production when connected with a thermal electric generator. The Mk1/Mk2 Thermal Receiver optimal receival is 100% from the sides and 0% from the top or bottom. This blindspot can be a major problem when ascending because during a natural gravity turn, the bottom will point directly to KSC. Therefore placing a transmitter next to the KSC is the worst location for a transmitter when ascending.  there are basically 2 methods of combatting this. Either place a beamed power transmitter a few kilometer to the west  or use a transmitter on a ship east from KSC.  Putting the transmitter westward is the easiest and has to advantage of allowing you to park a transmitter at a high hill or mountain, which benefits from low atmospheric absorption. The disadvantage is that it requires a retrograde orbit. On the other hand using a ship vessel as transmitter has the advantage is that you can place vessels in a prograde orbit, requiring less propellant. Regarding the launch, the normal gravity turn is not the ideal ascend as it would reduce the time you are in range of your transmitter. Instead use a vertical launch and turn horizontal at 35000 m.  This will ensure the thermal receiver sides are exposed as long as possible to your transmitter. Next one in space, you are advice to use a thermal receiver dish, which functions as a slave, feeding the thermal receiver for power. The big advantage of a dish is that they can receive beamed power direct from the bottom of the vessel. You can do even better if you combine it with a power pivot from infernal robotics, aiming the dish at the surface transmitter.

The following picture might clarify what kind of ascend profile you have to use.

Laser_launch_hx_kare.png

fig4.png

Edited by FreeThinker
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On 1/19/2017 at 6:58 PM, Nansuchao said:

Finally in the release! 

Well technically is was already released but I feel we need to split up in a thread that is specicily mend for support/help and the development is mend more for real development. 

But I also have the feeling that after 2 years of development, it has reached a maturity level worthy of beeing  called a release mod. We also now have several Help files and tutorials which will help people get started, but I will admit there is still a lot that can be improved on this subject

 

 

Edited by FreeThinker
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On 1/19/2017 at 7:03 PM, TheRagingIrishman said:

how well does this work with the Near Future set of mods by @Nertea?

It certainly should

For your information. KSPI Extended was originally mend as a mod that would allow you to play with both Mods, Fractals KSPI and Nertea Near Future Mods together. It eventual developed into a new Mod in itself.

KSPI-E  will automatically balance itself whenever it detect Near Future Electric is installed. Effectively it means it will adjust all power levels to get comparable with Near Future. I admit this can be a bit confusing.

In Situ Resource Utilization (ISRU )

Surface Resources

On the Surface, several Ores can be mined which can be processed into Molecular resources, which can be used for direct propulsion or processed further into more advanced fuels

Raw Resource Processed Resources
Borate 15% Boron 70% Oxygen
Silicates 20% Silicon 6% Lithium
Hydrates 25% Water 5% CO2
Nitratine 27% Sodium 16 Nitrogen 56% Oxygen
Salt 10.8%  Sodium 1% Lithium
Monozite 10% Cesium 10% Thorium232
Spodumene 10% Lithium 20% Silicon 10% Aluminum 20% Oxygen

Atmospheric scoop

KSPI offers the ability to scoop gas directly from the atmosphere (or just above it) into resources which can be used for propulsion or ISRU refinery processes. The rate at which you can collect depends on the density and abundance of a gas. Note that you can also collect resource just above the atmosphere and that light gasses as Hydrogen and Helium gradually become more abundant the higher you get

ISRU Refinery

The ISRU Refinery allows you to process resources into other resources

ISRU Refinery
Process Required Resources Resource Products Type
Ammonia Electrolysis LqdAmmonia LqdHydrogen + LqdNitrogen Deconstruction
Water electrolysis Water LqdHydrogen + LqdOxygen Deconstruction
CO2 Electrolysis LqdCO LqdCO + LqdOxygen Deconstruction
Methane Pyrolysis Methane LqdHydrogen + Carbon Deconstruction
Water Gas Shift Water + LqdCO LqdHydrogen + LqdCO2 Construction
Reverse Water Gas Shift LqdHydrogen + LqdCO2 Water + LqdCO Construction
Sabatier Process LqdHydrogen + LqdCO2 Methane + LqdOxygen Construction
Antraquinonene Process LqdHydrogen + LqdOxygen HTP (Hydrogen Peroxide) Construction
Haber Proces LqdHydrogen + LqdNitrogen LqdAmmonia Construction
Peroxide Process LqdAmmonia + HTP Hydrazine + LqdOxygen Construction

(*) not implmentented yet 7a4f9yb.jpg

Advanced ISRU overview

7rvV02o.png

 

 

 

Edited by FreeThinker
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Ow, so Hi :D and sorry for the first post :) . So i think i have to repost my thing... 

I was flying my testcraft and i tried, to launch the warp drive. It charge, charge, charge, and juste before 100 % (99.80 % i saw) All the charge does poof and i have to restart the load,, to get the same result. 

I would be very happy if i can visit all these beautiful planets with my "stickcraft".

here is a screenshot from my game (no integrated, sorry , click the link)

http://pasteboard.co/2p74mTidJ.png

 

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Hi, I have pondered jumping into KSP Interstellar for a long time. I have used Near Future Tech in the past. I find it fun to build NFT ships but I do not enjoy the extreme drawbacks and negligible thrust-to-weight provided by NFT ships. It leaves me feeling like I might as well go back to stock engines and fuel.

So I'm just looking for some opinions, does KSP-I progress in such a way that I won't feel inclined to return to stock engines and fuel? Or do the drawbacks escalate in such a way that it leaves you wondering why the technology was invented at all?

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7 minutes ago, JedTech said:

Hi, I have pondered jumping into KSP Interstellar for a long time. I have used Near Future Tech in the past. I find it fun to build NFT ships but I do not enjoy the extreme drawbacks and negligible thrust-to-weight provided by NFT ships. It leaves me feeling like I might as well go back to stock engines and fuel.

So I'm just looking for some opinions, does KSP-I progress in such a way that I won't feel inclined to return to stock engines and fuel? Or do the drawbacks escalate in such a way that it leaves you wondering why the technology was invented at all?

I think you've found the right mod then :)

KSP-IE does add a lot of new stuff and once you reach the various nuclear engines, you will probably sideline stock engines for most tasks. There are some drawbacks to most technologies (waste heat production, mass, antimatter collection etc.) but the drawbacks are not extreme and are more like an interesting side-challenge. Those are my two cents, anyway :D

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1 hour ago, Shkeiru said:

Ow, so Hi :D and sorry for the first post :) . So i think i have to repost my thing... 

I was flying my testcraft and i tried, to launch the warp drive. It charge, charge, charge, and juste before 100 % (99.80 % i saw) All the charge does poof and i have to restart the load,, to get the same result. 

I would be very happy if i can visit all these beautiful planets with my "stickcraft".

here is a screenshot from my game (no integrated, sorry , click the link)

http://pasteboard.co/2p74mTidJ.png

 

Just wondering, but probably your light WarpDrive isn't enough to go FTL. Your ship needs probably the medium one, the foldable.

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I am getting annoying with the ram up time when lighting the nuclear engines because of how it affects the KER and Mechjeb calculations.  The specific engine I'm looking at is the gascoreengine.

I have found where in its cfg to turn off the buoyancy effects(which I am leaving on), but I really don't like how the ISP changes and the max thrust calc changes in the first two seconds the engine goes full throttle.  Is there a way I can change my config so on full throttle it keeps the same ISP the whole time while it ramps up?  or is it totally dependent on the reactor core temp which takes time to ramp.

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10 minutes ago, Nansuchao said:

Just wondering, but probably your light WarpDrive isn't enough to go FTL. Your ship needs probably the medium one, the foldable.

I just tried with all FTL rings and a lighter ship (FTL in all the sizes provided by tweakscale) And i think that's not a gameplay problem but a more technically thing, because i saw that the only thing that draw MW is the DC ES and no WARP engine at horizon... it doesn't work in my modded install and even in a clean install.

Edited by Shkeiru
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12 minutes ago, Shkeiru said:

I just tried with all FTL rings and a lighter ship (FTL in all the sizes provided by tweakscale) And i think that's not a gameplay problem but a more technically thing, because i saw that the only thing that draw MW is the DC ES and no WARP engine at horizon... it doesn't work in my modded install and even in a clean install.

You don't need to scale the WarpDrive, the different models are for different mass of the ship.

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2 hours ago, Shkeiru said:

Ow, so Hi :D and sorry for the first post :) . So i think i have to repost my thing... 

I was flying my testcraft and i tried, to launch the warp drive. It charge, charge, charge, and juste before 100 % (99.80 % i saw) All the charge does poof and i have to restart the load,, to get the same result. 

I would be very happy if i can visit all these beautiful planets with my "stickcraft".

here is a screenshot from my game (no integrated, sorry , click the link)

http://pasteboard.co/2p74mTidJ.png

 

I see you are using the quantum singularity reactor, which is the most most powerful reactor in KSP, however, the disadvantage is that it always produces power, and therefore wasteheat. What I think what happened is that your vessel overheated. I would advice to add a lot more radiators.

Edited by FreeThinker
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1 hour ago, Shkeiru said:

Let's go for test ! 

EDIT : Tested , and isn't working , with antimatter, stellarator , tokamak, pepple, gas core and A LOT OF RADIATORS

You have to provide more data, could you make some screen dumps of your vessel (using antimatter engine) and tell me what mods you have installed

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1 hour ago, Liquid5n0w said:

I am getting annoying with the ram up time when lighting the nuclear engines because of how it affects the KER and Mechjeb calculations.  The specific engine I'm looking at is the gascoreengine.

I have found where in its cfg to turn off the buoyancy effects(which I am leaving on), but I really don't like how the ISP changes and the max thrust calc changes in the first two seconds the engine goes full throttle.  Is there a way I can change my config so on full throttle it keeps the same ISP the whole time while it ramps up?  or is it totally dependent on the reactor core temp which takes time to ramp.

Well it is a reality feature of thermal engine, which become hotter and therefore more efficient (with high Isp) the more they are powered.

Solid Core Reactor take the longest time to heat om. In realy takes 30 seconds before they are fully heated up. This is simply due to the neutronicty which take time to build up. It's an inherent disadvantage of Solid Core Nuclear Reactors. To minimize the effect you can disable the config setting "delayedThrottleFactor"

5 minutes ago, Shkeiru said:

Okay i'll provide you for tomorrow. So , do you want logs or anythings ? 

For info , the "bug" occur even in a clean install and i run 1.11.19 in ksp 1.2.2

logs are not needed if you can just tell me what mods you have installed and how you vessel is configured

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Wow, there certainly is a lot of stuff packaged with this mod. Is it possible to simply take the "WarpPlugin" directory from the package and install that if I have everything else (that I want) already installed?

E: Looks like it. Thanks.

Edited by regex
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What do the new function buttons on solar panels do? One switches from beamed power to radiator, and the other switches from beamed power to solar only. I haven't unlocked any of the beamed power tech yet

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5 hours ago, dlrk said:

What do the new function buttons on solar panels do? One switches from beamed power to radiator, and the other switches from beamed power to solar only. I haven't unlocked any of the beamed power tech yet

 
 
 

Not sure on exactly what solar panel you are referring to but solar panel can be used to as a receiver of beamed power in the visible wave spectrum. There are several transmitter capable of transmitting in the wavelength compatible with solar panels and the become avialable a lower tech than you might think.

The button you are referring to allow you to configure it, but being able to configure it as a radiator sounds like a bug I need to fix.

5 hours ago, regex said:

Wow, there certainly is a lot of stuff packaged with this mod. Is it possible to simply take the "WarpPlugin" directory from the package and install that if I have everything else (that I want) already installed?

E: Looks like it. Thanks.

 
 
 

Yes, technically only Tweakscale and CRP are really required to use KSPIE, all other mods are highly recommended as they improve the user experience of KSPIE.

8 hours ago, BBM said:

@FreeThinker an experienced you-tuber is starting a series based on KSPI-E:

He is using a ton of other mods including RO and RSS but it might have some helpful tips for beginners. 

 
 
 
 

Nice to see KSPIE finally used in some campaign. To bad it is using an old 1.1.3 version of KSPIE which doesn't include all the new features like the Daedalus Inertial fusion engines, which would have been really usefull if you intend to travel ligh years without FTL

Edited by FreeThinker
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