goldenpsp Posted July 2, 2021 Share Posted July 2, 2021 7 hours ago, NateTheGreat said: idk which config it is in ok and? All of the source code/configs are on github. Everything you need to figure it out. Quote Link to comment Share on other sites More sharing options...
Dobelong Posted September 1, 2021 Share Posted September 1, 2021 Just tried this mod and I can assert its absolutely phenomenal with galaxies unbound that being said does anyone have any tips for actually getting into orbit of another panet without burning a huge amount of deltaV? Usually I’m passing by way too fast to slow down. Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 1, 2021 Share Posted September 1, 2021 (edited) 3 hours ago, Dobelong said: Just tried this mod and I can assert its absolutely phenomenal with galaxies unbound that being said does anyone have any tips for actually getting into orbit of another panet without burning a huge amount of deltaV? Usually I’m passing by way too fast to slow down. The trick is to put yourself on a trajectory directly towards or directly away from Kerbol at relatively close range, then watch your relative speed to target (the target being where it is you want to go). When you're at a relative velocity close to the orbital velocity at your destination, you can warp there directly. If your relative velocity starts to creep upward again, you can either warp from there or reposition yourself over Kerbol such that the relative velocity starts to go back down again. I have a YouTube video on navigating with the mod that's a few years old now; largely still applicable. I'll have to find the link again... EDIT: Here we go. I apologize for the quality; at the time I recorded it on the best terminal I had available to me...which was my work computer. Not designed for gaming even back then. Can't play KSP on it any more... The stock power requirements have increased significantly since the video was made, incidentally. You can read about those in the video's comments. Edited September 1, 2021 by capi3101 Quote Link to comment Share on other sites More sharing options...
Dobelong Posted September 3, 2021 Share Posted September 3, 2021 It seems that the 0.625m drive generates huge amounts of drag even when stowed in a cargo bay or fairing. Is this intentional or a bug? Quote Link to comment Share on other sites More sharing options...
capi3101 Posted September 3, 2021 Share Posted September 3, 2021 (edited) 53 minutes ago, Dobelong said: It seems that the 0.625m drive generates huge amounts of drag even when stowed in a cargo bay or fairing. Is this intentional or a bug? Bug. Been there a while. Not just the 0.625m drive. The Alcubierre Drive doesn't handle atmo well at all - had an Alcubierre-equipped probe (0.625 meter engine again) that I attempted to deorbit once. Thing sped up when it hit the atmo until it blew up. Tried the flight again with a pair of 10 meter heat shields attached. Slowed down until it stopped slowing down, then the stupid thing held velocity until the heat shields exploded, then it sped up again anyway... It's called "exotic matter" for a reason, I guess... Not sure if I ever reported the behavior or not. That was a few versions back and when it happened I failed to grab my log file; no log file, tough dooky (as it should be). EDIT: I made the exotic matter quip as a joke, but out of curiousity does it do the same thing if you empty the tank first? Edited September 3, 2021 by capi3101 Quote Link to comment Share on other sites More sharing options...
Dobelong Posted September 3, 2021 Share Posted September 3, 2021 (edited) 38 minutes ago, capi3101 said: Bug. Been there a while. Not just the 0.625m drive. The Alcubierre Drive doesn't handle atmo well at all - had an Alcubierre-equipped probe (0.625 meter engine again) that I attempted to deorbit once. Thing sped up when it hit the atmo until it blew up. Tried the flight again with a pair of 10 meter heat shields attached. Slowed down until it stopped slowing down, then the stupid thing held velocity until the heat shields exploded, then it sped up again anyway... It's called "exotic matter" for a reason, I guess... Not sure if I ever reported the behavior or not. That was a few versions back and when it happened I failed to grab my log file; no log file, tough dooky (as it should be). EDIT: I made the exotic matter quip as a joke, but out of curiousity does it do the same thing if you empty the tank first? Ah, I didn't consider that exotic matter might be the problem. I'll have to give that a try. Edit: It's not possible to drain exoticmatter before launch, and draining xenon didn't change anything. The drag is still extremely high. Just curious, has anyone else replicated this situaiton (trying to get a warp drive to orbit in a mk2 cargo bay or a fairing using something with fairly low TWR like an SSTO?) Edited September 3, 2021 by Dobelong Tested the drive as said Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted September 14, 2021 Share Posted September 14, 2021 On 9/3/2021 at 11:16 AM, Dobelong said: Just curious, has anyone else replicated this situaiton (trying to get a warp drive to orbit in a mk2 cargo bay or a fairing using something with fairly low TWR like an SSTO?) I gave up on that some time ago, and got another add-on to build the things in orbit: Spoiler Quote Link to comment Share on other sites More sharing options...
Phantom-051 Posted October 8, 2021 Share Posted October 8, 2021 I can't seem to access to download for this mod... Is it still around? Quote Link to comment Share on other sites More sharing options...
modus Posted October 8, 2021 Share Posted October 8, 2021 It sure is. If you use this link you'll download the whole USI suite, and you can pick the one(s) you want. Quote Link to comment Share on other sites More sharing options...
Major_Rafael Posted November 17, 2021 Share Posted November 17, 2021 (edited) Where exactly is the download? The Github link says there aren't any releases. Edited November 17, 2021 by Major_Rafael Quote Link to comment Share on other sites More sharing options...
RoverDude Posted November 18, 2021 Author Share Posted November 18, 2021 https://github.com/UmbraSpaceIndustries/WarpDrive/releases Quote Link to comment Share on other sites More sharing options...
Atlessa Posted February 11, 2022 Share Posted February 11, 2022 (edited) On 9/3/2021 at 6:16 PM, Dobelong said: Ah, I didn't consider that exotic matter might be the problem. I'll have to give that a try. Edit: It's not possible to drain exoticmatter before launch, and draining xenon didn't change anything. The drag is still extremely high. Just curious, has anyone else replicated this situaiton (trying to get a warp drive to orbit in a mk2 cargo bay or a fairing using something with fairly low TWR like an SSTO?) I know it's a late reply but I just reinstalled this mod, noticed the issue, remembered JadeOfMaar had already created a custom config file a few pages back and went to test if that still works. It does. Here's a download link https://drive.google.com/file/d/1tAqJY3oIBeO4biEs6y6Zc97I6K7jsTZY/view?usp=sharing Here's the post in case you don't trust random download links: And if you wanna use your own Mk1 Eyeballs, it's on page 63, posted 17.12.2019 Put the file anywhere in GameData and it should work (and of course if you copy the code from JadeOfMaar's post you need to put it in a file, name it whatever you want and make sure to change the ending to .cfg) @RoverDude Do you think you could include the config file in the download package? Edit: fixed file permissions for the download link just now. Edited February 12, 2022 by Atlessa Quote Link to comment Share on other sites More sharing options...
KSPPhoenixFlyer Posted March 22, 2022 Share Posted March 22, 2022 (edited) On 6/21/2017 at 3:34 AM, luxor00 said: Thanks for the let.The ship is not big, let's say it fits in size 15 bubble.I have the RCS turned off.For greater stability - I have one reaction wheel. Unfortunately it's near the center of mass, I'll test putting on one end. I changed the position of the reaction wheels (with the acceptable value of 300), 1 isolated at the top and then another at the bottom, in either case the stability problem remains What gave rise to the stability problem was the upgrade to 1.3 The ships that were stable began to "tip" at the launch side (even at very low speeds) and to become unstable in space. The attempt for altered reaction wheels in values is an attempt to overcome the problem that has arisen. Without the alcubierre engine, the spacecraft is perfectly stable in space and upon rising. When setting the engine, the ship "falls" to the side between 1000m and 5000m even at low speed. Hey @luxor00 I have figured out that the way to at least get rid of the drag is to delete or rename the file in GameData\UmbraSpaceIndustries\WarpDrive\Assets named WarpBubble.mu With out this file you dont get the visual bubble around the ship but the warpdrive will still work with out the drag bug that has been plaguing me forever on this. Edited March 22, 2022 by Gargamel Fixed Misquote by Poster Quote Link to comment Share on other sites More sharing options...
schlosrat Posted April 4, 2022 Share Posted April 4, 2022 (edited) Hey I'm getting a weird issue where any time I've got a vessel with an Alcubierre drive on it and some other "normal" rocket motor my burn times are invariably red. The vessels I see this with have an Alcubierre drive as well as another drive, and I use action groups to switch one off and the other on so that switching on the Alcubierre drive always shutdowns any normal reaction motors, and vice versa - so both are never active at the same time. With such vessels, when the normal motor is on and the warp drive is shutdown, if I plan a maneuver the burn time is shown as red no matter how much fuel/delta-V I've got. When I execute the burn it progresses normally, but the dang things shows red all the way. For ships built without a warpdrive this is not a problem and I get a green burn time indicator when I should. In the shot below you can see my vessel is almost done with its orbit circularization burn, and it's been red the whole time. The tank is nearly full with astrophage (correct fuel for the motor in use). I get this same effect with any type of reaction motor - chemical, nuclear, kerbstein, OPT DarkDrive, etc. Here's a shot that shows the ship, and shows the Astrophage engine working It appears KSP thinks the active engine has 0 deltaV (as shown in the staging on the lower left in the image above), but when I check with MechJeb it shows I've got plenty (as in 302265352 m/s, could burn for up to 238d 2h 6m 29.6s) Edited April 4, 2022 by schlosrat Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 4, 2022 Author Share Posted April 4, 2022 @schlosrat - likely stock really has no idea of handling the shenanigans this drive does. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 4, 2022 Share Posted April 4, 2022 @schlosrat Don't keep the warp drive in the same stage with chemical engines. The dV calculator doesn't like it when you have engines with different Isp in the same stage. And you don't want to fire reaction engines with warp drive at the same time anyway. If you could, you'd just be making more trouble for yourself when you warp out at the target body. In orbital mechanics, the slightest dV used at point A can have a huge impact on your situation at or near point B. Quote Link to comment Share on other sites More sharing options...
schlosrat Posted April 4, 2022 Share Posted April 4, 2022 20 hours ago, RoverDude said: @schlosrat - likely stock really has no idea of handling the shenanigans this drive does. Oh I agree! I think at one point years ago I made the mistake of giving MechJeb a maneuver command while my warpdrive was active - not effective. The thing is, stock doesn't need to know about the warp drive if it's in a different (later) stage and in a shutdown state. Stock works just fine with motor A (active) in current stage and motor B (shutdown) in a later stage, except when motor B is a warpdrive. In the example above motor A is an astrophage engine, which does have a ludicrous ISP, but is in all other respects like other drives stock does know about. This same thing happens with any other normal drive, chemical, nuclear, ion, OPT Dark Drive, etc. The weirdness is that with a warpdrive that's shutdown and in another stage, stock still can't figure out burn time for the one engine that is activated - but it does so just fine if there's no warpdrive in the vessel. Am I doing something wrong, or is everyone seeing this same effect? Maybe it's some weird interaction with one of the many mods I've got. If others aren't seeing this, then it's time for me to painstakingly cycle through tests until I find which other mod is causing this, but if it's the normal and expected thing then that would be a pointless waste of time and I'll just live with it. 7 hours ago, JadeOfMaar said: @schlosrat Don't keep the warp drive in the same stage with chemical engines. The dV calculator doesn't like it when you have engines with different Isp in the same stage. And you don't want to fire reaction engines with warp drive at the same time anyway. If you could, you'd just be making more trouble for yourself when you warp out at the target body. In orbital mechanics, the slightest dV used at point A can have a huge impact on your situation at or near point B. Yep, that's exactly what I've been doing. Stage 0 is a reaction motor, and Stage 1 is the warp drive. I use action groups to toggle between them so that both are never active at the same time, but both can be off. It's either motor A, Motor B, or no motors active. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted April 4, 2022 Share Posted April 4, 2022 9 minutes ago, schlosrat said: Yep, that's exactly what I've been doing. Ah. Well then it might just be stock having a particular problem with how the warp drive works. Quote Link to comment Share on other sites More sharing options...
BekfastDerp13 Posted April 22, 2022 Share Posted April 22, 2022 @RoverDudeThis mod requires Regolith, but that mod is for version 0.9, any workaround to this? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted April 22, 2022 Author Share Posted April 22, 2022 Just now, BekfastDerp13 said: @RoverDudeThis mod requires Regolith, but that mod is for version 0.9, any workaround to this? Regolith is now stock This mod has no requirements other than itself. Quote Link to comment Share on other sites More sharing options...
BekfastDerp13 Posted April 22, 2022 Share Posted April 22, 2022 Just now, RoverDude said: Regolith is now stock This mod has no requirements other than itself. Ok, thanks! I can't wait to use this mod when I can get to my computer Quote Link to comment Share on other sites More sharing options...
BekfastDerp13 Posted April 23, 2022 Share Posted April 23, 2022 Also @RoverDudewhen i went to spacedock, it didnt show any download file. Quote Link to comment Share on other sites More sharing options...
Rakete Posted April 23, 2022 Share Posted April 23, 2022 (edited) @RoverDude What is the current max. Warpspeed ( in c)? is there a way to limit/tune down the max Warpspeed by the configs ? Does warpfactor 6 mean 6c? Edited April 23, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Foefue Posted April 23, 2022 Share Posted April 23, 2022 Hey my mod seems to be bug, every time I drag out a warp drive engine from the part section, it keeps playing the start engine animation where the ring folds out, i have no idea why it keeps doing this! Engine isnt even on and its deployed for some reason Quote Link to comment Share on other sites More sharing options...
BekfastDerp13 Posted May 5, 2022 Share Posted May 5, 2022 @RoverDudeno download file! Quote Link to comment Share on other sites More sharing options...
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