FreeThinker Posted January 19, 2017 Share Posted January 19, 2017 (edited) 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 If you appreciate what I create, please consider donating me a beer you can donate me with PayPal or support me by Patreon Download & 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 Kopernicus, Sigma 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 Spoiler Community Resource Pack Community Tech Tree Connected Living Spaces CrossFeedEnabler CKAN DDSLoader FarFutureTechnologies Filter Extensions HotRockets Interstellar Fuel Switch Outer Planets Mod MiniAVC Modular Fuel Tanks ModuleRCSFX Near Future Technology Open Resource System RemoteTech RealFuels RCS Sound SETI TAC Lifesupport Tweakscale Real Plume Real Solar System SCANsat Solar Sail Navigator 2 Edited June 3, 2023 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) 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. 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 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. 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. 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 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. 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. 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. 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. 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. 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. 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. 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 Hydrogen + Lithium6 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: 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] 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 January 11, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) Resource Mining 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 Advanced ISRU overview ISRU Video Totorial Edited July 31, 2023 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) 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 KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA Super Capacitator Model from Near Future Electric Mod by Nertea licensed under CC-BY-NC-SA Surface Wrapper Radiators from Heat Controll by Nertea licensed under CC-BY-NC-SA Open Cycle Gas Reactor from Kerbal Atomics by Nertea licensed under CC-BY-NC-SA Inline RCS stack by TiktaalikDreaming for Inline licensed under MIT Nuclear Ramjet Model by Lack licensed under CC-BY-NC-SA retractable RCS by BahamutoD licensed under CC-BY-NC-SA Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0 Exteral Arcjet RCS from Space Opera by @TiktaalikDreaming licensed as CC BY-SA 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 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 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 Phased Array Transiever Advanced Solar Technology 1 t 5 m 2 GW 1 - 10 mm 1 GW no 8.56 mm n.a. 100% 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 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 Microwave Infrared Rectenna 3 10m no yes 750 nm - 1m no no no 75% Infrared Mirror 3 10m 700 nm - 1mm no no yes 95% Can directly relay beamed power can only relay 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 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 2 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. Edited June 3, 2023 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted January 19, 2017 Share Posted January 19, 2017 Finally in the release! Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) 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 December 31, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted January 19, 2017 Share Posted January 19, 2017 how well does this work with the Near Future set of mods by @Nertea? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) 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 Advanced ISRU overview Edited December 31, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Shkeiru Posted January 19, 2017 Share Posted January 19, 2017 Ow, so Hi 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 Quote Link to comment Share on other sites More sharing options...
JedTech Posted January 19, 2017 Share Posted January 19, 2017 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? Quote Link to comment Share on other sites More sharing options...
EvilGeorge Posted January 19, 2017 Share Posted January 19, 2017 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 Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted January 19, 2017 Share Posted January 19, 2017 1 hour ago, Shkeiru said: Ow, so Hi 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. Quote Link to comment Share on other sites More sharing options...
Liquid5n0w Posted January 19, 2017 Share Posted January 19, 2017 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. Quote Link to comment Share on other sites More sharing options...
Shkeiru Posted January 19, 2017 Share Posted January 19, 2017 (edited) 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 January 19, 2017 by Shkeiru Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted January 19, 2017 Share Posted January 19, 2017 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. Quote Link to comment Share on other sites More sharing options...
Shkeiru Posted January 19, 2017 Share Posted January 19, 2017 Just now, Nansuchao said: You don't need to scale the WarpDrive, the different models are for different mass of the ship. Same, all size tested even the normal , and nothing work. Need a log or anything ? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 (edited) 2 hours ago, Shkeiru said: Ow, so Hi 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 January 19, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Shkeiru Posted January 19, 2017 Share Posted January 19, 2017 (edited) Let's go for test ! EDIT : Tested , and isn't working , with antimatter, stellarator , tokamak, pepple, gas core and A LOT OF RADIATORS Edited January 19, 2017 by Shkeiru Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 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 Quote Link to comment Share on other sites More sharing options...
Shkeiru Posted January 19, 2017 Share Posted January 19, 2017 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 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2017 Author Share Posted January 19, 2017 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 Quote Link to comment Share on other sites More sharing options...
BBM Posted January 20, 2017 Share Posted January 20, 2017 @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. Quote Link to comment Share on other sites More sharing options...
Guest Posted January 20, 2017 Share Posted January 20, 2017 (edited) 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 January 20, 2017 by regex Quote Link to comment Share on other sites More sharing options...
dlrk Posted January 20, 2017 Share Posted January 20, 2017 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 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) 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 January 20, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
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