zer0Kerbal Posted September 12, 2022 Share Posted September 12, 2022 (edited) 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 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) See more GitHub Pages Marketing Slicks Parts Catalog for part pictures Discussions or KSP Forums for discussions and news on this mod ChangeLog for more details of changes Known Issues for more details of feature requests and known issues YouTube review by Kottabos Gaming 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 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) 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 Dependencies Kerbal Space Program 2 Suggests On Demand Fuel Cells (ODFC) GPO (Goo Pumps & Oils') Speed Pump (GPO) Supports Either 3 Module Manager /L Module Manager KSP Interstellar Extended (KSPIE) Interstellar Fuel Switch (Core) or Interstellar Fuel Switch TweakScale (TWK) Tags parts, config red box below is a link to forum post on 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: 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: 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 creator of Kerbal Engineer and it is true. Connect with me Spoiler Track progress: issues here and projects here along with The Short List Release Schedule Spoiler GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎ Edited May 21 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
Guest Posted September 15, 2022 Share Posted September 15, 2022 (edited) On 9/12/2022 at 12:22 AM, zer0Kerbal said: Marketing Images and Videos such as hero shots, animated gifs, short highlight It's not much, but until I or someone get better shots https://imgur.com/0IEt5fG Edited September 15, 2022 by Guest Quote Link to comment Share on other sites More sharing options...
James Kerman Posted November 3, 2022 Share Posted November 3, 2022 Thread moved from Add-On Development to Add-On Releases, congratulations on another addition to your mod list! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 4, 2022 Author Share Posted November 4, 2022 18 hours ago, James Kerman said: Thread moved from Add-On Development to Add-On Releases, congratulations on another addition to your mod list! @James Kerman thank you ! +1 Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 5, 2022 Author Share Posted November 5, 2022 (edited) 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 Pages for so much more ChangeLog for more details of changes Discussions or KSP Forums for discussions and news Known Issues for known issues and feature requests Localization 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 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date How to support this and other great mods by zer0Kerbal Spoiler Release Schedule Spoiler GitHub, reaching first manual installers and users of KSP-AVC. Right now. CurseForge. Right now. SpaceDock (and CKAN users). Soon™ Edited November 5, 2022 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
urturino Posted April 11, 2023 Share Posted April 11, 2023 Hi. Is the Smaller Epstein Drive intended to be so cheap? TechRequired = nuclearPropulsion entryCost = 115000 cost = 18000 category = Engine subcategory = 0 title = Smaller Epstein Drive Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted April 16, 2023 Author Share Posted April 16, 2023 On 4/11/2023 at 4:48 AM, urturino said: Hi. Is the Smaller Epstein Drive intended to be so cheap? TechRequired = nuclearPropulsion entryCost = 115000 cost = 18000 category = Engine subcategory = 0 title = Smaller Epstein Drive thank you @urturino I will look at this - suggestions? Quote Link to comment Share on other sites More sharing options...
urturino Posted April 19, 2023 Share Posted April 19, 2023 I think it should have a similar cost that the bigger Epstein Drive, there is not a lot of difference between the two engines. Quote Link to comment Share on other sites More sharing options...
milkgod Posted November 19, 2023 Share Posted November 19, 2023 is it compatible with far future technologies? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 20, 2023 Author Share Posted November 20, 2023 (edited) 8 hours ago, milkgod said: is it compatible with far future technologies? @milkgod no reason to suggest otherwise and haven't heard from anyone suggesting otherwise either. kindly report back your experiences. Edited November 20, 2023 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
MinchinWeb Posted May 19 Share Posted May 19 (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): 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 May 19 by MinchinWeb typos Quote Link to comment Share on other sites More sharing options...
Madeline Posted July 7 Share Posted July 7 could you make a ctt patch to move these later in the tech tree around when you unlock other advanced fusion drives(like with far future)? Quote Link to comment Share on other sites More sharing options...
Madeline Posted July 7 Share Posted July 7 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 Quote Link to comment Share on other sites More sharing options...
Madeline Posted July 7 Share Posted July 7 ive actually decided to move them to high density fusion reactions to be more in line with FFT balancing, same link still works Quote Link to comment Share on other sites More sharing options...
MinchinWeb Posted July 11 Share Posted July 11 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... Quote Link to comment Share on other sites More sharing options...
Madeline Posted July 11 Share Posted July 11 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 Quote Link to comment Share on other sites More sharing options...
MinchinWeb Posted July 12 Share Posted July 12 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. Quote Link to comment Share on other sites More sharing options...
Madeline Posted July 12 Share Posted July 12 // 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 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.