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


Angelo Kerman

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18 minutes ago, JadeOfMaar said:

@shdwlrd Have you considered the 2.5m device as Angel is hinting at? It's quite efficient in vacuum vs the single spike and is a Xenon tank.

I haven't played with KFS for awhile. I didn't know about the station part. I've been waiting for Angel-125 to release the Excalibur before playing around with it again. Everything I stated is from notes I made.

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Thanks, my kerbals haven’t researched that part yet. But you gave me an idea, I can store charge and then dive in jool to discharge it cheap

I’ll see about a patch to scoop stuff from high atmo landing isn’t always an option 

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Update: Propellium is already present in Jool atmo 

The hydroscoop is, well a hydro-scoop... maybe try something like:

// stock atmo sensor can scan and scoop gasses
@PART[sensorAtmosphere]
{
	MODULE
	{
		name = ModuleResourceScanner
		ScannerType = 2
		ResourceName = Propellium
		RequiresUnlock = false // I haven't touched this
	}

	// scoop it
	MODULE
	{
		name = ModuleResourceHarvester
		HarvesterType = 2
		Efficiency = 0.75
		ResourceName = Propellium
		ConverterName = Propellium Filter
		StartActionName = Start Propellium filter
		StopActionName = Stop Propellium filter
		AutoShutdown = true
		UseSpecialistBonus = false
		GeneratesHeat = false
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1
		}
	}
}

 

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52 minutes ago, MacLuky said:

Thanks, my kerbals haven’t researched that part yet. But you gave me an idea, I can store charge and then dive in jool to discharge it cheap

I’ll see about a patch to scoop stuff from high atmo landing isn’t always an option 

The good news is that atmosphere and grounds don’t expend xenon gas...

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20 hours ago, hemeac said:

I thought I scoured through the forums pretty thoroughly, but hadn't come across this. Really nice mix of 50s sci-fi with what looks like some modern Star Trek influences

Thanks. :) When I started this project back in 2018, the mapped shader that makes the metal look possible wasn't around yet. But my intention has always been to give the saucers a polished metal look. Once I get more of the parts done, I'll look at a non-metallic texture alternative.

4 hours ago, shdwlrd said:

I was kind of wondering about the Excalibur's progress. The "don't poke the modder rule" kept me from asking.

Unfortunately the Mk-33 took a lot longer than expected...

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On 10/6/2020 at 10:09 PM, Angel-125 said:

Not dead yet!

Best news I've heard all day! Can't wait to see some more wedge sections for the Excalibur down the road once things start rolling again. Then I can truly have a functional NX-01 - crew quarters, cargo holds, docking bays and all. I'll have to keep tabs on this thread!

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Here is 0.4.8:

IMPORTANT NOTE: Remove the existing S-4 Gravitic Engine part from your mothership before installing this update!

Gravitic Engines (A-51 & S-4)
- Crazy Mode now has an enabled/disabled toggle and action group item.
- Crazy Mode now responds to input from axis action groups (F/B, L/R, U/D). If you enable Crazy Cruise Mode then you won't have to hold down the translation buttons to continue moving.
- Crazy Mode now honors the engine thrust percent setting.
- Reduced Crazy Mode max speed and rebalanced Gravity Waves cost. On a single gravitic generator, craft can go about 75% max speed without depleting the GravityWaves.
- You can now halt Crazy Mode by tapping on the brakes.
- Added new Toggle Hover Mode action and Enable/Disable Hover Mode PAW button.
- When Hover Mode is active and Crazy Mode is inactive, you can tap the up/down translation axis keys to increase or decrease vertical velocity. Tap the brakes to kill vertical velocity.
- Removed previous Crazy Mode action group items.

Parts
- At last the mothership texture is shiny and metallic! This was the intent from the start but I had to wait for the technology to catch up. Once more parts are done I'll make a more traditional non-shiny texture option.
- Removed plume effects and RCS from the S-4 Engineering Core.
- Removed the old S-4 Gravitic Engine part.
- Added new version of the S-4 Gravitic Engine that is based on the engineering core. This revamped part is similar to the Flapjack's gravitic engine.
- Refactored the normal maps to support mip-mapping (makes bumpiness look better from a distance).

Other
- Added more name plate textures for additional motherships.

***

nawGGbf.png

f0W9RUf.png

I have more work to do on the plugin. Specifically, I need to figure out how to support multiple gravitic engines on the same craft that are running at the same time. Once that's sorted I'll be able to finish up the cockpit and begin working on new parts.

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On 10/15/2020 at 4:39 PM, Angel-125 said:

Specifically, I need to figure out how to support multiple gravitic engines on the same craft that are running at the same time.

No more stacking engines to get insane levels of G's and acceleration? 

When did you become a moderator?

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40 minutes ago, shdwlrd said:

No more stacking engines to get insane levels of G's and acceleration? 

When did you become a moderator?

No more hover modes on multiple engines making it hard to stay in one place. You can still stack multiple engines for insane levels of acceleration. The next release will synchronize all running gravitic engines so that they'll all accelerate in the same direction- change direction on one engine and they'll all follow suit.

Here's what I mean:

CruIKig.png

I became a moderator a couple weeks ago. :)

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KFS 0.4.9 is here:

Gravitic Engines (A-51 & S-4)
- All activated gravitic engines will synchronize their flight direction and controls. For instance, if one engine is set to forward thrust, then all activated engines will be set to forward thrust.
- Effect plumes on multiple activated gravitic engines now all synchronize and travel in the same direction.
- Fixed issue where hover mode with multiple engines would not be able to cancel out vertical acceleration.
- Fixed issue where hover mode didn't consume resources.

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Are you planning on adding this to CKAN when you have more Excalibur parts? Finally found a modset I like where I have no manually installed mods. Well I did. I had to install this one. I love A-51 it makes a perfect crew shuttle. It needs some heat resistant legs, but I can't find any good mods with legs around the 3000K temperature range though. 

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18 hours ago, timbrwolf1121 said:

It needs some heat resistant legs, but I can't find any good mods with legs around the 3000K temperature range though. 

Just use the small stock landing gear. They work fine and have good temperature limits.

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4 minutes ago, shdwlrd said:

Just use the small stock landing gear. They work fine and have good temperature limits.

They work, but only when I am not pushing the saucer to its limits. I don't actually know what I am doing so I usually end up plowing through the atmosphere and blowing up any parts that can't handle it. 
I did recently learn how to use the CFG files though so I may just tweak the stock gear temp for now.

Edited by timbrwolf1121
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20 hours ago, timbrwolf1121 said:

Are you planning on adding this to CKAN when you have more Excalibur parts? Finally found a modset I like where I have no manually installed mods. Well I did. I had to install this one. I love A-51 it makes a perfect crew shuttle. It needs some heat resistant legs, but I can't find any good mods with legs around the 3000K temperature range though. 

Absolutely! Kerbal Flying Saucers will be available on CKAN once I finish up the mothership. I'm currently working on Blueshift: Kerbal FTL, before returning to the flying saucers. The FTL is a crucial component of the flying saucers but it's available separately. I expect to be back to the mothership in about a month.

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