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[1.12.4] MEV Heavy Industries (MEV) v1.0.99.0-adoption `<Thank you Cyne>` edition [02 Nov 2022]


zer0Kerbal

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MEV Heavy Industries KSP version License
Curseforge GitHub SpaceDock CKAN
Pages

MEV Heavy Industries (MEV)

Daedalus, Bussard and Epstein drives for Kerbal Space Program.

Daedalus drive requires KSP Interstellar Extended

By zer0Kerbal, originally by @Cyne

adopted with express permission and brought to you by KerbSimpleCo

MEVHeavyIndustries Hero

Preamble by Cyne

This mod is a small collection of parts that I've made to use alongside KSPIE parts, since I've been irritated at how some of the engines look (Daedalus, Bussard and Epstein drive) Currently includes a Daedalus Drive, Bussard drive and two Epstein drives (5m and 2.5m)


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YouTube review by Kottabos Gaming

KSP Mods - MEV Heavy Industries

Help Wanted

Spoiler
  • Compatibility patches
  • Contracts for these glorious parts
  • Variant Textures
  • Model updates to Unity 2019
  • Marketing Images and Videos such as hero shots, animated gifs, short highlight
  • Have a request? Glad to have them, kindly submit through GitHub.

Localization

  • English English
  • your translation here

HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome!


Installation Directions 1

Spoiler

Use CurseForge/OverWolf App (currently does not install dependencies)

CurseForge/OverWolf App

I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. CKAN is a great mod for those that can't use zip tools. If you are having issues please let the CKAN people know and refer to the CKAN thread. My support of CKAN extends as far as me checking the checkbox in Spacedock when I upload. Beware, CKAN can really mess up though it tries very, very, very hard not to.

or CKAN

Dependencies

Suggests

Supports

Tags

parts, config

red box below is a link to forum post on how to get support

How to get support

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

Credits and Special Thanks

  • @Cynefor creating this glorious parts addon!
  • see Attribution.md for more comprehensive list

Legal Mumbo Jumbo (License provenance)

Spoiler

Current (1) - zer0Kerbal

Forum: Thread - Source: GitHub
License: License License

Disclaimer(s)

All bundled mods are distributed under their own licenses
All assets, including but not limited to: animations, models, sounds and textures are distributed under their own licenses

see Notices.md for more legal mumbo jumbo

Original (0) - Author: @Cyne

Forum: Thread - Download: SpaceDock - Source: SpaceDock
License: License License

 

DONATIONS: How to support this and other great mods by zer0Kerbal

Spoiler

Completely voluntary, absolutely amazing, and really does help me out a lot! quote from cybutek cybutek creator of Kerbal Engineer

Support Github Sponsor Patreon Buy zer0Kerbal a snack

and it is true.

Connect with me

Spoiler

Track progress: issues here and projects here along with The Short List

 

zer0Kerbal | kerbalspaceprogram.comzer0Kerbal | CurseForgezer0Kerbal | redditzer0Kerbal | Patreonzer0Kerbal | YouTubezer0Kerbal | Twitchzer0Kerbal | PayPalzer0Kerbal | Buy Me a Coffeezer0Kerbal | Twitter

 

Release Schedule
Spoiler
  1. GitHub, reaching first manual installers and users of KSP-AVC. Right now.
  2. CurseForge. Right now.
  3. SpaceDock (and CKAN users). Soon™

 

  1. this isn't a mod. ;P↩︎

  2. may work on other versions (YMMV)↩︎

  3. Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎

 

Edited by zer0Kerbal
update links and lasso the birds
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  • 1 month later...

MEV Heavy Industries Version
KSP version License
AVC .version files Pages

Version 1.0.99.0-adoption - <Thank you Cyne> edition

  • Released
  • on: 02 Nov 2022
  • for: Kerbal Space Program 1.12.4
  • by zer0Kerbal

For best results - DO A CLEAN INSTALL; DELETE EXISTING INSTALLATION THEN RE-INSTALL

Download from CurseForge

Adoption by zer0Kerbal

Spoiler

Summary

  • search for 'mev' in editor for all parts
  • part tags
  • updated, linted, and reorganized
  • parts/addon now fully localized (en-us only)

Localization

  • Localization directory and contents
    • Create
      • Localization/
        • <en-us.cfg>
        • [readme.md] v2.1.2.0
        • [quickstart.md] v1.0.1.1
  • Add localized tags to parts
  • Create
    • <MEVHeavyIndustries.cfg> v1.0.0.0
      • adds localized tags to parts
  • closes #10 - Create Localization directory and contents
  • closes #15 - English <en-us.cfg>
  • closes #3 - Create <MEVHeavyIndustries.cfg>
  • closes #33 - Part Localization
  • closes #34 - Part Tags
  • closes #35 - Create Agency
  • update #14 - Localization - Master

Documantation

  • Create GitHub Pages
    • docs/
      • [_config.yml]
      • [Attribution.md] v1.0.7.1
      • [ManualInstallation.md] v1.1.8.0
      • [404.md] v1.0.3.2
      • [LegalMumboJumbo.md] v1.0.5.1
      • [Localizations.md] v1.1.7.0
      • [Marketing.md] v1.0.1.0
      • [Notices.md] v1.0.1.0
      • [PartsCatalog.md] v1.1.4.1
      • [Why.md] v1.1.0.0
  • Create HeroLogo.png
    • copy/convert to HeroLogo.jpg
  • closes #7 - Create GitHub Pages
  • closes #8 - Create HeroLogo.png

Parts

  • part.cfg linting and reorganization
  • create Assets/ folder
  • convert from mesh to MODEL
  • rename
    • models to unique names
    • textures to unique names
  • update
    • model pointers (.png et al to .dds)
    • model texture pointers to new names
  • relocate assets to Assets/
  • eliminate
    • duplicate textures
    • duplicate models
  • relocate part.cfg to Parts/
  • Add
    • <ghostParts.cfg> v1.3.0.0
      • part names changed, this should prevent damage to save games.
    • <Resources.cfg> v1.0.0.0
      • If Community Resource Pack (KSPIE) is not installed adds resources for the Daedulus (this is a kludge)
      • includes the localization strings for these resources
  • closes #2 - Part Asset Updates

Archival Releases

  • Released by Cyne
    • 1.0.2.0-release <Archival>
    • 1.0.1.0-release <Archival>
    • 1.0.0.0-release <Archival>
  • closes #9 - Archival Releases

Status

  • Issues
    • closes #1 - MEV Heavy Industries (MEV) 1.0.99.0-adoption <Thank you Cyne> edition
    • closes #4 - 1.0.99.0 Create Legal Mumbo Jumbo
    • closes #5 - 1.0.99.0 Create Documentation
    • closes #6 - 1.0.99.0 Create Social Media Presence
    • #41 - [ImgBot] Optimize images

See More

Spoiler

Localization

  • English English
  • your translation here

HELP WANTED - See the README in the Localization folder or the Quickstart Guide for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections welcome!

red box below is a link to forum post on how to get support

How to get support

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

How to support this and other great mods by zer0Kerbal

Spoiler

Support Patreon Github Sponsor Buy zer0Kerbal a snack

Release Schedule

Spoiler
  1. GitHub, reaching first manual installers and users of KSP-AVC. Right now.
  2. CurseForge. Right now.
  3. SpaceDock (and CKAN users). Soon™
Edited by zer0Kerbal
update links and lasso the birds
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  • 5 months later...
  • 6 months later...
  • 5 months later...
Posted (edited)

So I decided to try these out, and see how well they work. I just played around with the smaller Epstein Drive, but expect that all four drives will work somewhat similar.

One of the interesting things is that the drive is configured to have no thrust at sea level, which means that you need something else to get it off the launch pad. However, the thrust is so large that as it starts scaling up as the atmosphere pressure scales down, it starts providing meaningful thrust as soon as you've "jumped" off the pad.

Once you're in space, the Isp (~1,300,000 seconds) is so large that you have almost unlimited thrust: My half full LFO tank read something like 2 million m/s of delta V! The thrust is also very high if you're in a small craft (like I was); I set the engine limiter to 10% or even 3% for much of my time.

For actual flying, the idea with such a high thrust and high impulse engine is basically to skip transfer orbits and go "straight" to where you want to be; you spend the first half of your trip pointed at your destination, and the second half backwards burning off all that speed you just put on. Unfortunately, KSP's navigation tools aren't really set up for this, and the best you have is Target mode, but you want to be in orbit around the planet/moon you're going rather than smack into it... Issues aside, I was able to do a "direct" transfer from Kerbin to the Mun is ~1 hour game time! Here is my ship (single stage to orbit):

sZqyBUb.png

One issue is that this drive in particular has no plume when running; there was a patch on the old thread that I submitted as a Pull Request on GitHub.

The drive also runs very hot. In fact, the first time I took the drive out for a spin, the ship overheated and exploded! Adding some radiators and not running full out seem to have solved that. It makes for an interesting thought if it could be integrated into SystemHeat, although the nominal output of these drives (into the GWs) makes it hard to balance against the default radiators (the wrap around radiators I used here are set to disperse ~150kW of heat each...) This is the rough ModuleManager code; adjust to taste:

// Katts = G * Isp * Thrust / 2
// (get Isp from "atmosphereCurve", get Thrust from "maxThrust")
// (assumes Vacuum)
// divide nominal values by 20,000 for gameplay balance

@PART[EpsteinDriveV4]:NEEDS[SystemHeat]:FOR[MEVFusionTek] {
    // add system heat main module

    MODULE
    {
        name = ModuleSystemHeat
        // Cubic metres of coolant
        // assumes 5cm thick outer cylinder at bell width (2.5m) and 1m tall
        volume = 0.777
        moduleID = engine_heat
        iconName = Icon_Gears
    }

    MODULE
    {
        name = ModuleSystemHeatEngine
        // must be unique
        moduleID = engine
        // ModuleSystemHeat to link to
        systemHeatModuleID = engine_heat
        //engineModuleID = ReactionProducts
        // in KW at peak output
        //systemPower = 47823750  // ~48 GW
        systemPower = 239

        // Nominal system output temperature
        systemOutletTemperature = 750
        // Valid system temperature range
        temperatureCurve
        {
            key = 0 0
            key = 300 1.0
            key = 1400 1.0
            key = 2000 0.0
        }
    }
}

 

But overall, a very fun addition! Thanks for keeping this alive!

 

P.S. for navigation, I did find this -->

although I'm not sure there's a working 1.12 build of it. It's designed for Solar/Photon Sails, but navigation is similar with a constant thrust out and then spending the second half of the journey slowing down to allow orbital capture. It may be worth looking more into (or reviving).

 

P.P.S. the "old" forum link in the first post is wrong... it should point here -->

 

Edited by MinchinWeb
typos
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  • 1 month later...
On 7/7/2024 at 2:12 PM, Madeline said:

nevermind that took like 3 minutes, heres the patch if anyone wants it

https://www.dropbox.com/scl/fi/am80wrwcsk22ygn3cw0u7/MEVCTT.cfg?rlkey=i23t5clpi07d33p17l51lg61v&st=v02ebmzl&dl=0

It moves the engines from nuclear propulsion to fusion rockets node in CTT

Would you post the (updated) patch here, inline? Dropbox links have a way of dying...

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2 hours ago, MinchinWeb said:

Would you post the (updated) patch here, inline? Dropbox links have a way of dying...

what site should i use then? i cant post the file directly to the forum

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19 hours ago, Madeline said:

what site should i use then? i cant post the file directly to the forum

You can post it inline here. Use the "Code" button (it looks like angle brackets "<>") and then past inside the block. That way, whitespace (tabs and indents) is preserved.

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// Patches for CTT Tech tree nodes

@PART[BussardFusion]:NEEDS[CommunityTechTree]
{
	@TechRequired = quantumReactions
}
@PART[EpsteinDrive]:NEEDS[CommunityTechTree]
{
	@TechRequired = quantumReactions
}
@PART[EpsteinDriveV4]:NEEDS[CommunityTechTree]
{
	@TechRequired = quantumReactions
}
@PART[DaedalusDrive]:NEEDS[CommunityTechTree]
{
	@TechRequired = quantumReactions
}

 

5 hours ago, MinchinWeb said:

You can post it inline here. Use the "Code" button (it looks like angle brackets "<>") and then past inside the block. That way, whitespace (tabs and indents) is preserved.

oh cool just put this into onfig file and if you have ctt it work

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