Starting: 2021-10-20 8:00 UTC
... SpaceDock will be unavailable for a little while to install several fixes and improvements:
... and much more, full details on GitHub.
NOTE: The downtime has been postponed by one week.
This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
Ever wanted to use Trek grade engines in KSP? Well now you can.
The engines come in 3 flavours. Planetary engines, with low enoungh thrust you can throttle accurately enough for things like landings and not burning to a cinder launching. There's the interplanetary engine, which has lots of oompf, but is generally tricky to throttle down accurately enough for landings. And the warp drive. The warp drive currently mostly functions, sort of, and only if you have Roverdude's standalone Alcubierre drive installed (http://forum.kerbalspaceprogram.com/index.php?/topic/90899-12-alcubierre-warp-drive-stand-alone-v050)
The laws of physics are NOT suspended while using the mod. So, the following things need to be watched out for;
Too much acceleration tearing your ship apart - I strongly suggest Kerbal Joint Reinforcement, plus strutting, plus careful design.
Too much speed in an atmosphere burning you up.
Too much acceleration causing blackouts or death of kerbanauts. (this is physics you can choose to suspend, and by default is suspended I think).
Too much giggling over odd craft designs that still manage to work.
Also, don't know how this will show, but it's a kinda cool way of displaying parts;
Released on 2017-05-29
Zip method now zip
Released on 2017-05-28
Updated manufacturer config for 1.3 (only change)
Released on 2017-03-27
Fixed naming on short Eludium tanks. Corrected lack of propellant on RFRCD Added missing Beagleworks Agency
Released on 2017-03-07
This version primarily just increments the version number to 1.0 as a release version. It also adds in a RF resonant cavity device, based on the latest (at time of writing) peer review article. Better known as the "EM Drive". I've used the actual figures, full scale, using the assumption that 1EC=1kJ
Released on 2017-02-09
Updated the unfolding warp drive. Hoping this is the last update before I consider this "production" ready.
Released on 2017-01-29
I rebuilt the warp drive from scratch then decided I also wanted a fold-out warp drive so left the old one where it was. The unfolding warp drive will get replaced, but for now it's a place holder. The new drive (and some minor tweaks to words on the old drive) are the only changes from 0.6
Released on 2017-01-26
"Completed" the warp drive. I'm still not totally happy with it, I'd prefer some more elaborate something regarding unfolding and the part in general. But it's a completed part of sorts, ignoring that I'm not happy with it. I beefed up the warp factor so it's faster.
Released on 2017-01-22
Added more versions of parts that aren't size 4. So, there's now smaller editions of the Eludium tank, Phlebotium tank, as per the existing two sizes of the Handwavium tanks. Also a smaller edition of the Handwavium generator and the P&E Reactor.
The delay though has been deciding on a sane warp bubble to replace RoverDude's warp bubble. There's nothing wrong with RD's bubble, but I felt as it's a space opera/science fantasy type thing, the warp bubble should be different. And after saying all that, there was the rabbit hole of reading about Albucierre Drive warp bubble topographies. So, the warp engine is mildly revised again, and the warp bubble is new. It still requires RD's Alcubierre mod to work.
Techtree. Just recently FirroSeranel reminded me there's this thing called a tech tree. The parts now have tech requirements all at the end of the tree. If you're using Community Tech Tree, then the parts will get requirements set by FirroSeranel's contribution.
Released on 2017-01-08
Fixed the bulkhead profiles.
Updated meshes and parts in general for the "warp parts". They should now approximate the final shapes. The warp drive is still very sketchy.
Added an engine fairing to the long/interplanetary engine.
Released on 2017-01-06
Textures and some remeshing for all non-warp components now completed, including RCS. exhaust FX adjusted for the 3 engines and RCS. Warp system in flux due to crossing of the streams. I've created new parts and new resources to increase the silliness. Starting with DiFranciumMonoAbsurdia crystals, using power you convert those to energized DiFranciumTriAbsurdia crystals. The same warp core can then use those to create QuantumFluxes. QuantumFluxes are passed to the Entangler, which produces NegativeMasses. NegativeMasses can then be used by the FieldGenerator to create PolarityField. And the Warp Drive uses PolarityField. Each stage uses fairly large chunks of electrical charge. But, I just copied the old warp core part model around. I intend to rework the parts, and shrink some so the total size isn't too absurd. At the moment, a full stack of all the listed warp bits is a bit on the large size. And fairly boring, as the part model isn't anywhere near finished.
Released on 2017-01-02
Cleaned up and finalized meshes for the planetary and interplanetary engines. Revised RCS, including updating to 1.2 RCSFX modules. Added manufacturer, Imperial Shipyards, with a tacky logo that's subject to change.
Released on 2016-12-31
Fixed my edit that set max amounts in the warp core to zero instead of just the starting amounts. And tested before uploading. :-)
Released on 2016-12-31
Fixed a texture that DDS4KSP decided was a normal map. It still thinks it is, but manually changing it fixes the enthusiastic pinkness.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.