Jump to content

[Min KSP 1.12.2] Kerbal Flying Saucers - Build Flying Saucers in KSP!


Angelo Kerman

Recommended Posts

@vardicd I forgot to mention that the Flapjack is designed to have a technology progression that makes it easier and easier to fly, from the basic airframe that can barely get into orbit at the beginning, to SSTO for a crew of three, to an underpowered gravitic saucer, to a fully powered gravitic saucer. By that time, you’ll be poised to develop the mothership.

speaking of which, I’ve hit a snag with making flat platforms for building bases on, so I’m taking a break on that project for a bit and starting work on the Excalibur mothership this week. Usual disclaimers apply: I have a day job and personal stuff going on, so don’t expect a finished part set instantly. You might see prototypes ofthe parts show up in KFS, but expect changes as they’re completed.

Link to comment
Share on other sites

2 hours ago, linuxgurugamer said:

Install FuseBox, will help you identify where the EC drain is

Apparently fusebox is incompatible with Ampyear. got a warning message on load, and almost all of my craft have some form of ampyear parts on them, and the ones that don't have actual ampyear parts on them, like a number of my science probes rely on the stored reserve power for science transmission. [used as a capacitor to dump extra charge into the system during transmission, because I couldn't stick more battery weight on the probes for the launchers I had at the time.}

Link to comment
Share on other sites

@Angel-125 I figured out what's going on with the power gen/drain issue. the flapjack cockpit part has a built in data transmission antenna that's always active, even if it's not being used to transmit anything, or used to control the craft. With no way to turn it off, the inbuilt fuel cell in the engine mount does no good. Is that what you intended? I understand not wanting to make an overpowered fuel cell, but it would seem that with no way to disable the internal transmitter in the cockpit, I feel it's not really serving any purpose. If an option could be added to toggle the antenna off for a while so the fuel cell could recharge the batteries before transmitting science, or handing the ship off to probe control, it would feel more useful. This is just my opinion, mind you. It's your mod, I'm just bringing this to your attention to ask if you meant it to work this way.  

gj0MoKS.jpg

Please note, I'm not intending to come across like I'm complaining about the choice or state of the part/mod, so if you get that impression I'm sorry. I'm just confused, and seeking clarification of intent, I suppose. If that makes sense to you?

Edited by vardicd
Link to comment
Share on other sites

4 minutes ago, vardicd said:

@Angel-125 I figured out what's going on with the power gen/drain issue. the flapjack cockpit part has a built in data transmission antenna that's always active, even if it's not being used to transmit anything, or used to control the craft. With no way to turn it off, the inbuilt fuel cell in the engine mount does no good. Is that what you intended? I understand not wanting to make an overpowered fuel cell, but it would seem that with no way to disable the internal transmitter in the cockpit, I feel it's not really serving any purpose. If an option could be added to toggle the antenna off for a while so the fuel cell could recharge the batteries before transmitting science, or handing the ship off to probe control, it would feel more useful. This is just my opinion, mind you. It's your mod, I'm just bringing this to your attention to ask if you meant it to work this way. 

No worries, the mod is still in development... I don’t know if there is a way to turn off the transmitter or the built in probe core, for that matter. I think you can put the probe core in hibernation.. Anyway, it sounds like the fuel cell needs to be increased to *just* handle the transmitter power requirements and a probe core..

The good news is that this far these are the worst of the issues, which means the mod is getting stable.. :)

Link to comment
Share on other sites

1 hour ago, vardicd said:

Apparently fusebox is incompatible with Ampyear. got a warning message on load, and almost all of my craft have some form of ampyear parts on them, and the ones that don't have actual ampyear parts on them, like a number of my science probes rely on the stored reserve power for science transmission. [used as a capacitor to dump extra charge into the system during transmission, because I couldn't stick more battery weight on the probes for the launchers I had at the time.}

Well, yes, they are incompatible with each other.  Mentioned in the OP as well.  Makes sense, since they both do the same thing (ampyear does more).  But, Fusebox includes a couple of dummy parts so you can replace Ampyear with Fusebox without losing your vessels

Link to comment
Share on other sites

 

2 hours ago, linuxgurugamer said:

Well, yes, they are incompatible with each other.  Mentioned in the OP as well.  Makes sense, since they both do the same thing (ampyear does more).  But, Fusebox includes a couple of dummy parts so you can replace Ampyear with Fusebox without losing your vessels

I didn't see it mentioned on the first page, which is why I was saying something to you. I did see one line mentioning that ampyear parts would be converted, but if it said anywhere that it was outright incompatible, I missed that. sorry.

1 hour ago, Angel-125 said:

How much EC is the transmitter burning per second? My number crunching suggests a total of 1.15 EC/s for the probe core and reaction wheels and transmitter not accounted for while the fuel cell produces 1.5 EC/s.

Well, the fusebox mod shows a drain of 10ec while the fuel cell produces 1.50, if I understand the information that it's giving me, and those numbers are in the small info panel top-ish left of the screen shot I posted, and the actual flapjack cockpit part shows a resource cost of 12, but that may be when it's actually transmitting, instead of just idle. I don't know if the 10ec drain that's being shown by fusebox is being calculated before or after taking the ec production of the fuel cell into account, but maybe @linuxgurugamer could clarify that?

Edited by vardicd
Link to comment
Share on other sites

3 hours ago, vardicd said:

 

I didn't see it mentioned on the first page, which is why I was saying something to you. I did see one line mentioning that ampyear parts would be converted, but if it said anywhere that it was outright incompatible, I missed that. sorry.

Well, the fusebox mod shows a drain of 10ec while the fuel cell produces 1.50, if I understand the information that it's giving me, and those numbers are in the small info panel top-ish left of the screen shot I posted, and the actual flapjack cockpit part shows a resource cost of 12, but that may be when it's actually transmitting, instead of just idle. I don't know if the 10ec drain that's being shown by fusebox is being calculated before or after taking the ec production of the fuel cell into account, but maybe @linuxgurugamer could clarify that?

Pretty sure it includes both drain and production

Link to comment
Share on other sites

4 minutos atrás, Angel-125 disse:

Isso parece fantástico! Muito criativo! Obrigado por compartilhar isso.:)

Yes, but I'm not sure what engine I should use, it's a heavy craft, and only 3 vector engines + the other two of the B9-HX mod are not enough, I'm still testing what could work, it's sad because I like blue color and the futuristic style of the HX engines, however they are not strong enough and the bigger heavier, not that it's not enough for launch, but the Delta V sucks xD.

Link to comment
Share on other sites

53 minutes ago, Catatau_27 said:

Yes, but I'm not sure what engine I should use, it's a heavy craft, and only 3 vector engines + the other two of the B9-HX mod are not enough, I'm still testing what could work, it's sad because I like blue color and the futuristic style of the HX engines, however they are not strong enough and the bigger heavier, not that it's not enough for launch, but the Delta V sucks xD.

You just need to add more power and gravity wave generators. I was able to get about 596,000 kg off the ground with 29 reactors and gravity wave generators. You can also reduce the mass of the HX parts with a MM patch if don't what to rebuild it. 

2 hours ago, Catatau_27 said:

Aegis - Skydance My creation! 

 

https://imgur.com/a/iZk0Apz

Very nice craft by the way, any chance it could end up on KerbalX?

@Angel-125 it looks like you didn't overwrite the half keel when you updated it. Half keel with the extra L is working.

qLOqlZR.png?1

 

Edited by shdwlrd
Link to comment
Share on other sites

@Angel-125 I've tried going into the config file and adjusting the ec output of the fuel cell a few times, with the intent being to help figure out what ec output needs to be to just cover the transmitter and base cockpit ec needs, but it seems to have no effect on it's actual output in my game. Not sure if I'm missing something, or if I've got some other mod or MM config that's messing with ec generation values, though I'd lean towards me just missing something, because I doubt I have any mods or files that should be affecting your saucer tech. I tried to be helpful, and i'll keep poking it, but I'm not optimistic. :( 

On a more positive note, I've been able to modify the supplied A-51 C craft file a bit and can no launch into orbit reliably, and with a bit of orbital refueling, accomplish LKO missions. I've definitely found my new LKO passenger shuttle. :D

 

 

Link to comment
Share on other sites

5 hours ago, shdwlrd said:

You just need to add more power and gravity wave generators. I was able to get about 596,000 kg off the ground with 29 reactors and gravity wave generators. You can also reduce the mass of the HX parts with a MM patch if don't what to rebuild it. 

Very nice craft by the way, any chance it could end up on KerbalX?

@Angel-125 it looks like you didn't overwrite the half keel when you updated it. Half keel with the extra L is working.

qLOqlZR.png?1

 

1° - First, thank you, I'll try to add more generators and see how it will behave, I need to keep aerodynamics in relation to weight, and fuel enough for takeoff on the track, certainly in the first tests I will have to use energy and fuel cheat, because until now it is impossible to launch any spacecraft into space without help of solid fuel boosters, you would run out of fuel to circulate or abort and try to re-enter, and even if it were efficient in circulating there would be no fuel left to return .

2° - Yes, I am a builder, but I am damn perfectionist, I really hate when something is released without being effectively good and functional in the most enjoyable possible, there will certainly be an improved version of Aegis - Skydancer available soon in Kerbal-X, for whom have interest in my creations just follow: https://kerbalx.com/Catatau - They are not the best creations in the universe, but they were the best I could do with the existing pieces in their respective epochs, whenever someone launches a new mod with new parts I run to test and I put together a sketch of something, and about my inspirations ... well ... promising too much like Star Citizen. xD If anyone wants to suggest improvements for my creations, please, all help is welcome. =)

For floating I use Kerbal foundries, it is by far one of the most important mods ever made, although the appearance is not the best, its functionality is unbelievably good

Solutions: [1] - It would be useful if the creator of the mod builds an engine that appropriates more units of the gravity generator in the form of electroplasma, would save space and I would use less mods to accomplish the feat, an engine that works on the basis of energy that is easily replenished by the generator which in turn would be powered by the sun. [2] - Laboratory parts, Converter (to convert energy from the sun directly into electroplasm) and a load ramp with an elongated tip to be used as a tail. Of course this is not a requirement, but for better results it takes more parts, in the long term as life support, it will be necessary parts that are in accordance with the proposal, something that I consider important are landing legs which give stability to vehicles like the one I created, {I'm using those of mod B9} until then are the closest models for this type of craft, but their defect: 1- They are not editable in size. 2 - They are limited in the application, those who try something innovative and creative face the problem of landing legs, for creations so they should be projected from inside the ship, {When I do not use the B9 legs I even do M.S.I and parts robotic, works but spent time developing the landing gear Load, to later spend more time to do the own landing leg}. 

 

Angel-125 and linuxgurugamer - Please contact me, I always have ideas for parts in the head, the goal is to always improve the ksp community that I love <3 =)

 

Edited by Catatau_27
Link to comment
Share on other sites

@vardicd I was unable to reproduce your issue with the electrical drain using KFS. I don't have other mods installed at the moment. Here's what it looks like with just the SAS, torque, and lights running:

wv2MDN5.png

There is a slight drain on the batteries without the fuel cell running. Here you can see that I've started the fuel cell, and it's charging up the batteries to a crazy amount of ElectricCharge (5150):

j8VoOYV.png

As far as I can tell, the EC consumption is functioning properly. Anyway, 0.2.11 fixes an issue in WildBlueTools related to template switching, and finally straightens out the Half Keel.

Edited by Angel-125
Link to comment
Share on other sites

Played around with this a bit yesterday in 1.4.4, just to try it out.  Had some issues with a sticky keyboard, but generally it flew well.  ;)  Went and landed on Minmus.  (Then got a key stuck and flew off into interstellar space...)  It does take some planning to deal with the static charge...

A couple of quick notes: First, the attachment node on the top of the reactor is a bit high - sitting above the reactor a bit.  Could probably be lowered, so parts don't float in mid-air.  Second, where's the static-charge dissipating rod supposed to go?  I want to attach it to the top of the reactor - but that would get in the way of docking.  (Unless the docking port could extend further?)

Also, this needs some conformal RCS ports.  The ones you have included are great, but look pretty ugly stuck on the edges of the saucer.  (Maybe build them in as part variants to the sections?)  It also needs a good set of landing legs - wheels are fine early on, but this should have a tripod from the engine or something.  ;)

Link to comment
Share on other sites

1 hour ago, DStaal said:

Played around with this a bit yesterday in 1.4.4, just to try it out.  Had some issues with a sticky keyboard, but generally it flew well.  ;)  Went and landed on Minmus.  (Then got a key stuck and flew off into interstellar space...)  It does take some planning to deal with the static charge...

A couple of quick notes: First, the attachment node on the top of the reactor is a bit high - sitting above the reactor a bit.  Could probably be lowered, so parts don't float in mid-air.  Second, where's the static-charge dissipating rod supposed to go?  I want to attach it to the top of the reactor - but that would get in the way of docking.  (Unless the docking port could extend further?)

Also, this needs some conformal RCS ports.  The ones you have included are great, but look pretty ugly stuck on the edges of the saucer.  (Maybe build them in as part variants to the sections?)  It also needs a good set of landing legs - wheels are fine early on, but this should have a tripod from the engine or something.  ;)

Static discharge rods can go wherever it is convenient... The gravitic engine itself has built-in RCS, so the thrusters aren’t strictly needed. And I’ve considered adding landing legs for the small saucer but they’re low priority. The mothership will definitely have landing legs, they’ve been planned since the start.

Link to comment
Share on other sites

Speaking of static dissipation, it would be cool and very Kerbal to have a Jacob's ladder or a conductive plate for active static removal. It can behave like the rod when off, but it can turned on for some beautiful effects and increased static dissipation. 

Link to comment
Share on other sites

3 hours ago, Angel-125 said:

@vardicd I was unable to reproduce your issue with the electrical drain using KFS. I don't have other mods installed at the moment. Here's what it looks like with just the SAS, torque, and lights running:

 

There is a slight drain on the batteries without the fuel cell running. Here you can see that I've started the fuel cell, and it's charging up the batteries to a crazy amount of ElectricCharge (5150):

 

As far as I can tell, the EC consumption is functioning properly. Anyway, 0.2.11 fixes an issue in WildBlueTools related to template switching, and finally straightens out the Half Keel.

Then I have to have another mod that's playing hell with the fuel cell functionality, which is probably why me cranking up the ec output in the config file isn't doing anything. I've never actually used the stock fuel cells either, so i'll have to check those and see if they are working.

Link to comment
Share on other sites

2 hours ago, Angel-125 said:

Static discharge rods can go wherever it is convenient... The gravitic engine itself has built-in RCS, so the thrusters aren’t strictly needed. And I’ve considered adding landing legs for the small saucer but they’re low priority. The mothership will definitely have landing legs, they’ve been planned since the start.

The point is that the most convenient and obvious place is actually a bad choice.  ;)  Since they've developed some magic liquid metal techniques for the cargo door, perhaps they could use it on the docking port as well?  Just extend a bit further and it works around the issue.  (Or put a node/slot for it someplace.)

I hadn't noticed that the gravitic engine has built-in RCS, I'll have to try that out.

I figured landing legs were low priority, and I agree on that.  Just wanted to put in a vote that they should be on the list someplace.  My thoughts would either be to have simple extending sticks that you can put down, or repurpose the heatshield legs from DSEV that nearly fit.

Link to comment
Share on other sites

@Angel-125 Initial tests seem to indicate I'm getting no or very little electric production from any fuel cells, including the stock ones. Seems I've got a mod causing interference there. Ironically there is one fuel cell I'm using, the only fuel cell I've ever really used in the game, that's working flawlessly. and that's the hl10GyroRing fuel cell from the Heisenberg airship pack. That one works flawlessly, but I'm not sure why it does and not any of the others. Since none of my other designs rely on fuel cell energy production, other than my blimps, which are not affected by the issue, I'm just going to delete the in built antenna module from the flapjack cockpit config and leave it at that until I can figure out the problem with the fuel cells. :/

Correction, ONLY the stock fuel cells, and modded fuel cells that seem to use the same code as stock fuel cells are affected I've found the lynx rooftop fuel cell array produces power as well as a couple of karbonite electric generators from Roverdudes MKS mod, and one gas turbine generator {not sure what mod that comes from} as well as the Heisenberg gyroring that produce power. I'm not sure what's causing these issues, so it's going to require a lot of digging on my end.

oKY4Psc.jpg

Edited by vardicd
Link to comment
Share on other sites

3 hours ago, vardicd said:

@Angel-125 Initial tests seem to indicate I'm getting no or very little electric production from any fuel cells, including the stock ones. Seems I've got a mod causing interference there. Ironically there is one fuel cell I'm using, the only fuel cell I've ever really used in the game, that's working flawlessly. and that's the hl10GyroRing fuel cell from the Heisenberg airship pack. That one works flawlessly, but I'm not sure why it does and not any of the others. Since none of my other designs rely on fuel cell energy production, other than my blimps, which are not affected by the issue, I'm just going to delete the in built antenna module from the flapjack cockpit config and leave it at that until I can figure out the problem with the fuel cells. :/

Correction, ONLY the stock fuel cells, and modded fuel cells that seem to use the same code as stock fuel cells are affected I've found the lynx rooftop fuel cell array produces power as well as a couple of karbonite electric generators from Roverdudes MKS mod, and one gas turbine generator {not sure what mod that comes from} as well as the Heisenberg gyroring that produce power. I'm not sure what's causing these issues, so it's going to require a lot of digging on my end.

 

I maybe shooting in the dark here, but if you have MKS installed; there is a patch that affects any part the starts with fuelcell. It's called stock tweaks.

Edited by shdwlrd
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...