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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13


Fractal_UK

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So....I've made a few vessels that can EASILY jump between planets without the alcubierre drive, and thanks to the Lazor Systems mod, I can make perfect jumps.

Currently, I have about one that I have kept, the Triton. A good ship that runs on both Liquidfuel & pure energy (quantum vacuum and hybrid thermal jet engines), with the option to use LFO to fly, but Ir efuse to use that because then the main drive engines, the thermal jets, are too powerful, and explode (lol).

And here he is, in all his tri-winged glory:

616455_416599508439695_1337703790_o.jpg

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So....I've made a few vessels that can EASILY jump between planets without the alcubierre drive, and thanks to the Lazor Systems mod, I can make perfect jumps.

Currently, I have about one that I have kept, the Triton. A good ship that runs on both Liquidfuel & pure energy (quantum vacuum and hybrid thermal jet engines), with the option to use LFO to fly, but Ir efuse to use that because then the main drive engines, the thermal jets, are too powerful, and explode (lol).

And here he is, in all his tri-winged glory:

That looks awesome! How do you use the lazor system for perfect transfers?
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I wish I could show a few old models, like my functioning Jump Jets. Unfortunately, though, those beauties are currently obsolete until I can solve this problem with my Ghost engines not working properly. I gave those Xenon-fueled engines purpose in the past, and I never could refigure how to make them work. Need to dig through the forums threads so I can find that command line.

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How do you use the lazor system for perfect transfers?

To answer your question, the blue lazors are the key to perfect transfers.

Step 1: Load up the lazor systems, turn on the blue lazor system.

Step 2: change your target celestial body to that which you desire (or the closest celestial body that you can target)

Step 3: Watch the dotted blue line curve that goes into the orbit of the target Celestial body. This curve represents WHERE you need to burn Prograde (increase orbit size), and the end point of that dotted line is where you will meet the target in it's own orbit.

Step 4:, note the things you see. The two red lines show whatever so far to you. One red line, though, is exactly where the blue dotted curved line begins. That is where the Escape of your current Celestial body begins. The second red line shows where it ends, where you will meet the object.

Step 5: Begin your Prograde burn when the Blue line meets the first Red Line. Remember, you should be at the beginning of the blue curve that connects the two orbits. As your orbit grows bigger MAKE SURE that it's curve matches that of the blue dotted line. If you match it, you will go DIRECTLY to the center of that orbital body, providing a good orbit transfer opportunity.

Step 6: Burn retrograde to try and correct your orbit, set a planned burn on your orbit path to help perfect this.

It's not exactly easy. And if you want to go to another planet from Kerbin, you should probably first escape Kerbin's orbit. you could use the Mun to slingshot yourself out of it's orbit to minimize fuel use, and that would save you a lot of effort.

Edit: if anyone can simplify this, do so, please.

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I have a php script to dynamically trim parts prior to KSP launch, I'll be releasing it soon just wanted to sand away a couple of the rough edges and make sure it works consistently (ran into one last problem with a couple of more obscure mods).

I will link to it from this thread when I release it, should only be a few days.

As promised, here it is: http://forum.kerbalspaceprogram.com/threads/52455-TuneKSP-Disable-unused-parts-ivas-textures-and-assets?p=692527#post692527

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A not about the atmospheric scoop. It only produces liquid fuel on Jool, which is wrong. It should do it on Eve too. Eve's oceans are rumored to be rocket fuel.

All water is technically rocket fuel... just, already reacted.

~Steve

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Why would an ATMOSPHERE scoop extract something from the ocean?

I'd guess because like our own atmosphere compared to our oceans, whereas we have water vapor, Eve might have rocket fuel vapor. Don't light any matches!

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A not about the atmospheric scoop. It only produces liquid fuel on Jool, which is wrong. It should do it on Eve too. Eve's oceans are rumored to be rocket fuel.

Ok, if you're jsut trying to get Fractal to change it to where you can make an easy jump to Eve, and refuel liquidfuel, then dude, STFU.

BUT if you somehow found, through this mod, that you can harvest liquidfuel from the oceans on Eve, that would be partially understandable. Fuel of any kind, as I know that is used for fueling rockets, DOES NOT evaporate. So your idea would already be improbable either way unless Fractal is nice enough to make this possible.

I do not know much about what you can gather in the atmospheres of other planets. The most I've been able to do, is fly ships, then create rescues because I make a few errors, or because I truly can not proceed. I have not run out of fuel in a long time. My engine set mainly consist of purely electric reliability, which can eventually run out in a long time.

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Is there even a point to trying any mods right now, with .22 so close? Will that not simply mean all the mods I enjoy will be useless until updated?

No. Most mods continue to work perfectly flawlessly when KSP is updated. Mod updates after a new KSP version are usually just to take advantage of new features -- rarely are they necessary to restore functionality.

That said, this particular mod is one that will probably get a major overhaul once 0.22 is released, due to the new science system.

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When you turn the transmitter on, you need to actually be getting power, so you don't want to do that when the transmitter satellite is in shadow. Also, if it's a geostationary satellite giving you power, you'll again only receive power during the day time because at night, Duna will be blocking light from reaching the satellite.

Don't worry, i've also got a small nuclear reactor+generator on it.

So if I understand correctly, the transmitter will permanently (as long as there is) transmit the amount of energy the vessel was producing when it was first activated?

Edited by sam445
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Fractal_UK

Upon further consideration...

I really, REALLY love the idea about not being able to transfer UF6 or DUF6 between reactors. This is gives us a couple more mandatory missions: Either dock with a ship that has a science lab to reprocess it for you, or (and eventually no matter what) build your craft in such a way that you can swap out your reactor+gen combinations.... or even entire drive sections. This further pushes the use of AM. Because if you use an AM drive section... you'll never need to swap it out. You WILL however still need to swap out the ship-wide power reactor.

Going to be fun designing bases with reactors located so that they can be swapped out... and the ships to carry out the missions!

I love it. I honestly hope you feel similarly.

~Steve

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Don't worry, i've also got a small nuclear reactor+generator on it.

So if I understand correctly, the transmitter will permanently (as long as there is) transmit the amount of energy the vessel was producing when it was first activated?

No, not exactly, while you have the ship with the transmitter active it will continually update the amount of power that it is sending out. Once you switch away from the transmitter ship, the value it had on the last update cycle is stored, the receiver ships will then receive this maximum value. If the power transmitter is powered by solar power it will check line of sight from the sun to the transmitter. It will then check for line of sight between the transmitter and the receiver. If it can satisfy these conditions, it wil then scale the received power down for distance, atmosphere and receiver dish facing angle.

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No, not exactly, while you have the ship with the transmitter active it will continually update the amount of power that it is sending out. Once you switch away from the transmitter ship, the value it had on the last update cycle is stored, the receiver ships will then receive this maximum value. If the power transmitter is powered by solar power it will check line of sight from the sun to the transmitter. It will then check for line of sight between the transmitter and the receiver. If it can satisfy these conditions, it wil then scale the received power down for distance, atmosphere and receiver dish facing angle.
So if I made a craft with an antimatter generator that peaks at some absurdly high power generation and I switch away before it runs out of fuel, it will keep transmitting that high power level even after it would have run out of antimatter?
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Anyone recognise where the design comes from? Yes, I know it's not exact ;)

Did you have problems with centre of thrust? I built a stock Fireflash a while back but it was horrible for nosing down due to the top engines.

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