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[1.8.1 - 1.12.2] KSP Interstellar Extended 1.29.5 Release Thread

FreeThinker

By FreeThinker April 12, 2018 in KSP1 Mod Releases

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Freethinker.

rfaMWk7.jpg

KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in @Fractal_UK original KSP Interstellar vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal is to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. 

This is the KSPI-E release thread where we announce any releases of KSPI Extended

If you want to chat about KSP Interstellar you can do it at our  new Guilded Server   (old:  KSP Interstellar Discord Server )

For technical questions or Mod support, please ask them in the KPIE Support thread

For talk about new development and features request you have to be in the KSPI-E develpment thread

Latest Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2

Download older version from Here

source: GitHub

If you appreciate what I create, please consider donating me a beer

  • step 1: remove any existing KSPI installation (GameData\WarpPlugin folder)
  • step 2: download  KSPI-E  and put the GameData in your KSP Folder (allow overwrite)

License Info

  • KSPI-E code and configfiles:are distributed under KSP INTERSTELLAR LICENSE
  • Molten Salt Reactor model from USI Core by RoverDude licensed under CC 4.0 BY-SA-NC
  • Tokamak model from Deep Space Exploration Vessels by Angel-125 licensed under CC BY-NC SA
  • Solid Coie NTR, Nuclear Ramjet, Nuclear Lightbulb and Nuclear Candle models and textures from Atomic Age by Porkjet all licensed under CC BY-NC SA
  • Super Capacitator Model from Near Future Electric Mod by Nertea  licensed under CC-BY-NC-SA
  • Surface Wrapper Radiators from Heat Control by Nertea  licensed under CC-BY-NC-SA
  • Microchannel radiators from Heat Control by Nertea licensed under CC-BY-NC-SA
  • Inline RCS stack by TiktaalikDreaming   for Inline licensed under MIT
  • Nuclear Ramjet Model by  Lack licensed under CC-BY-NC-SA
  • retractable RCS by  BahamutoD licensed under CC-BY-NC-SA
  • Wrapper Tanks from Kerbal Hacks by enceos license under Creative Commons 4.0
  • Inline Thermal Dish Relay Receiver  by @steedcrugeon licenced under CC-BY-NC-SA at J X2Antenna
  • Plasma Wakefield Particle Accelerator Ring by Sin Phi   CC BY-NC-SA 4.0 at Sin Phi Heavy Industries

If you think I missed something, please notify me

  • @Fractal for developing the original KSP Interstellar
  • @Eleusis La Arwall for most of the new Reactors, new Power Dish transmitters and Beam generators
  • @zzz for most of the original models/texturing
  • @Boris-Barboris for porting KSPI to 0.90 and fixsing many bugs
  • @Northstar1989 for providing theoretical basis for many of the new features in KSP Interstellar Extended
  • @SpaceMouse for Magnetic Nozzle, MHD generator and  EM drive engine
  • @EvilGeorge for programming Solar Wind collector and ISRU processing and several other ISRU processes
  •   @Cyne   Daedalus Fusion Engine Model and Texture
  • @Arivald Ha'gel for helping to fix several issues
  • @MrNukealizer for his help in C# development work on KSPI
  • @Snjo for making the code FSFuelSwitch public available
  • Olympic1 for his help with the integration of KSPI with CTT
  • KaiserSnow for providing Icons for Integration with Filter Extension
  • InsanePlumber for converting part textures to DDS format
  • A2K For helping get KSPI-E on CKAN
  • Bishop149 for Helpi improve the Wiki and OP
  • ABZB for Helping to find many bugs and developing Mk2 EXtension Mod
  • SmallFatFetus for giving permission to use is Vasimr model
  • michaelhester07 for creating Particle Accelerator
  • NathanKell for creating ModuleRCSFX.
  • Trolllception for helping new players understand the tables on the OP and MM scripts
  • Nli2work for creating the Magneto Inertial Fusion Engine
  • @Nansuchao for helping to create documentation and guides for KSPI-E
  • @th0th for providing Icons for the tech node
  • @Tonas1997 for proving new technode nodes

Recommended  Addon Mods

Recommended Planet Packs/Star System/ Galaxy mods:

Recommend Tech Tree:

Recommended Tool mods:

Suggested Challenges:

Documentation & Tutotials

KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources:

KERBAL INTERSTELLAR EXTENDED GUIDE

KSPI-E for Dummies

KSPI-E Guide by Nansuchao

KSPI-E  Technical Guide

KSPI-E Wiki

KSPI-E Youtube Videos:

9 part  Russian Tutorial  by  @ThirdOfSeven

3 part EnglishTurorial by @Aaron Also :

KSPI-E add support for the following mods

  • Community Resource Pack
  • Community Tech Tree
  • Connected Living Spaces
  • CrossFeedEnabler
  • FarFutureTechnologies
  • Filter Extensions
  • Interstellar Fuel Switch
  • Outer Planets Mod
  • Modular Fuel Tanks
  • ModuleRCSFX
  • Near Future Technology
  • Open Resource System
  • TAC Lifesupport
  • Real Solar System
  • Solar Sail Navigator

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Drew Kerman

Drew Kerman

11 hours ago, Drew Kerman said: thanks for bringing this back. I actually missed two updates for 1.3.1 cause I only come here to get them and didn't realize you had moved the thread to the support forum I never look at Those misbehaving launch clamps were driving me nuts!!

One of the mods had accidentally moved my release thread to support thread and converted the first post into a question.  I relealized this only later and decided it wasn't such a bad idea to have 3 thread, onle for development, one for technical and play support and a third for release issues.

Edit: the  misbehaving clamps is a bug fixed some time ago

The Rokh

Hello! I've been trying out this mod in 1.4.2 and it plays awesome so far!

I have a couple of questions:

1- I've noticed the last antimatter reactor uses Hydrogen as well as antimatter. I know how to harvest/produce antimatter in-flight, but is it possible to produce/harvest Hydrogen? I've looked up in the wiki and i couldn't find anything.

2- I've seen a youtuber (beaucoupzero) stack several small alcubierre drives in his designs but, as the newbie i am, i fail to notice the effect of this. Does the warp speed stack with each alcubierre drive, or does it affect the craft in some other way?

On 4/12/2018 at 11:14 PM, The Rokh said: 1- I've noticed the last antimatter reactor uses Hydrogen as well as antimatter. I know how to harvest/produce antimatter in-flight, but is it possible to produce/harvest Hydrogen? I've looked up in the wiki and i couldn't find anything.

There are many ways of collecting hydrogen. The easiest is to collect it above the atmospheres. All that is needed is an air intake and isru refrigerator set on atmospheric processing.

On 4/12/2018 at 11:14 PM, The Rokh said: 2- I've seen a youtuber (beaucoupzero) stack several small alcubierre drives in his designs but, as the newbie i am, i fail to notice the effect of this. Does the warp speed stack with each alcubierre drive, or does it affect the craft in some other way?

Yes KSPIE Alcubiere warp drives stack, but for efficiency it is best to minimize the amount, meaning it is better to have one or 2 big ones than 10 small ones with the same warp strength

Thanks for the response!

I stumbled upon something testing the different reactors. How do i produce/harvest positrons in flight in order to use them in the positron antimatter reactor? I can't produce it in the science lab, i can't harvest it with the antimatter collectors, and the part that produces antimatter and positrons needs anti-hydrogen, which i don't know how to gather either.

I really like that reactor because unlike antimatter, positrons are cheap and it's a great solution for shorter range spaceships. Is it possible to refuel it in-flight ATM?

21 hours ago, The Rokh said: Thanks for the response! I stumbled upon something testing the different reactors. How do i produce/harvest positrons in flight in order to use them in the positron antimatter reactor? I can't produce it in the science lab, i can't harvest it with the antimatter collectors, and the part that produces antimatter and positrons needs anti-hydrogen, which i don't know how to gather either. I really like that reactor because unlike antimatter, positrons are cheap and it's a great solution for shorter range spaceships. Is it possible to refuel it in-flight ATM?

Yes, positrons are much cheaper and for most planetary exploration porposes more than sufficient.  Positron are made in the Free Electron Laser, which is also as Universal Beam Producer (except for X-rays) for beamed Power transmitters. Positron is cheaper than anti anti protons because it is easier to produce with Free Electron Laser. The disadvantage is that you cannot harvest it from a planet radiation belts. The trick is to combine both advantage to create anti hydrogen.

Lordmaddog

@FreeThinker  I don't know why but after update the reactors are not producing  EC any more even though they are still producing GW, MW, and, KW as they should.

I have also had a bug were disconnecting from a base or unloading and object by going out of view would cause EC to stop being generated however i could all ways fix this by quick saving and loading. Now though they have just stopped making EC altogether and I cant get it to restart at all. 

On 4/17/2018 at 5:30 AM, Lordmaddog said: @FreeThinker  I don't know why but after update the reactors are not producing  EC any more even though they are still producing GW, MW, and, KW as they should.

Not sure what the problem is in your install but it appears to work fine in my tests

3nMRIh3.png

As you can see I can provide high amount of EC power without sweat

Is there a specific way to reproduce it?

On 4/17/2018 at 5:30 AM, Lordmaddog said: I have also had a bug were disconnecting from a base or unloading and object by going out of view would cause EC to stop being generated however i could all ways fix this by quick saving and loading.

Yes its a known bug and the work arround is indeed to quick save, quick reload after docking/undocking

Ok all seems to be working ok now except my main ship 

DO6M7TY.png

Poor jeb and his brothers are stranded with me not having the tec for a rescue mission. 

actually after some testing I found that you broke the fission reactor all together some how.

in  vab its max theoretical power out put it 0 at all scales 

I2jPTss.png

  • 2 weeks later...

The-Doctor

Could it be possible to integrate the docking ports of Konstruction without the other parts if the mod maker allows it? Structural integrity on star ships where the super structure is connected by docking ports has proven to be a near insurmountable problem for me on my builds, it just makes it impossible to launch the ships and build them in orbit rather than launching them in one go

May I also thank you for your message, speed has been a major concern for me given that I can't use deepfreeze for this mission, simply because there is no way to mine it on arrival and that just means I only get what I go with, I'm using the Other Worlds Mod for testing as it is far away enough to be a challenge and adds just one star, also the fact it is updated 

A new release kSPIE 1.19.1.1 is available for download from here

* Compiled against KSP 1.4.3

* Added Mach Effect Drive by Spacemouse

* Added Increased maximum timewarp acceleration

* Added Timewarp acceleration to Vista, Z-Pinch Airospike, GasCore Engine, Magneto Inertial Fusion Engine and Plasma Nozzle

* Added Kspi Patch for Far Future Beam Core Antimatter reactor and Mirror Cell Fusion Engine

* Balance: Increased Power Beam Core Antimatter reactor to 10 TW

* Balance: Increased minimum isp Beam Core Antimatter reactor to 1/4 of max Isp

* Balance: Improve mass ratio and gee-force simulation of Anti Hydrogen Containment device

* Balance: reduced thermal wasteheat positron by 50%

* Balance: reduced mass of semi foldable radiators and improved scaling

* Fixed magnetic nozzle mass propellant deficiency

* Fixed issue with Solar Receiver not able to function when wasteheat storage is missing

* Fixed thermal-heat usage leak causing excessive wasteheat

* Fixed issue of loss of acceleration of EM drive at high time warp

* Fixed issue with Em drive causing increased vessel mass

* Fixed Solid Fuel Nuclear Reactor ability to produce power

* Fixed Version file

stephen95s

love the mod mate, however.. um thought i might let you know.. you might of not put the decimal in the right spot on the dawn xenon engine in this release... i uhhh... noticed this while trying to move one of my satellites around.. XD o well unlimited power cheat till that gets fixed on those guys

now i might be wrong.. but something tells me this wasnt intended .. XD 

https://imgur.com/eli4MMq

Gordon Dry

4 hours ago, stephen95s said: you might of not put the decimal in the right spot on the dawn xenon engine

Which one? EC/s?

6 hours ago, Gordon Dry said: Which one? EC/s?

given the fact it uses 17480.85 a sec... yeah i would say so lol

@stephen95s perhaps there is a russian short-circuit built in

3 hours ago, Gordon Dry said: @stephen95s perhaps there is a russian short-circuit built in

:lol:

Version 1.9.2 for Kerbal Space Program 1.4.3 can be downloaded from here

Released on 2018-05-19

  • Added full 360 RCS coverage to Mack Effect engine (credits go to SpaceMouse)
  • Added long static Graphene radiator
  • Added more Chinese localization (credits Yobo Wang)
  • Added timewarp trust to Nuclear Lightbulb
  • Added antiprotons to product of QSR reaction
  • Added gee-force warnings to Antihydrogen container
  • Balance Improved mass scaling Radial Cryogenic Liquid Fuel Tank
  • Balance AntiHydrogen container will not be affected by gravity during pre launch
  • Balance Improve Mass scaling radiators
  • Fixed exhaust effect to plasma Nozzle
  • Fixed thrust of Nuclear Lightbulb in NF-E mode
  • 4 weeks later...

xWojtoPL

Hey i have some problem with resizing

Why i cant resize down kerbstein engine?

On 6/16/2018 at 4:24 PM, xWojtoPL said: Hey i have some problem with resizing Why i cant resize down kerbstein engine?

Because of balance. But also the Kerbstein is based on the fusion engine of the Rocinante (from the Expanse series), which from my understanding is the smallest possible implementation of the Epstein engine.

Andi K.

mumbo jumbo

is it possible to change B9 aerospace fuel tanks to incorporate the mod specific fuels     

On 6/22/2018 at 4:15 AM, AndrewDrawsPrettyPictures said: I remember before you and I were talking about the possibility of adding solar sails that can be propelled faster using lasers into KSPIE. Is this something that has been added or have you not gotten around to it? Sorry I'm just lazy and don't feel like sifting through change logs  .

Certainly not. In fact if you had followed the development tread you would have noticed I'm close to release

pr3bdSH.png

But instead op putting it as yet another part in the KSPIE part catalog to be forgotten, I intend to make it into a stand alone mod which can interact with KSPIE when installed

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Home - sswelm/KSP-Interstellar-Extended GitHub Wiki

Ksp interstellar extended ( kspi-e ), introduction, installation.

KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ ( Wikipedia) resources to expand the reach of Kerbal civilization.

KSP Interstellar Extended aims to continue in Fractal_UK's original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the tech tree and performing more research, it is possible to unlock technologies such as fusion power and even antimatter power.

We attempt to portray both the amazing power of these technologies as well as their drawbacks - including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal is to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are theoretically sound but may or may not ever be realized in practice.

KSPI-E is fully integrated with Community Tech Tree and The Comprehensive Kerbal Archive Network (CKAN) . KSP Interstellar Extended also uses TweakScale and Interstellar Fuel Switch

The easiest way to install KSP Interstellar Extended is using The Comprehensive Kerbal Archive Network (CKAN) , as that will install dependencies for you.

KSPIE Filter Extension

Conventional Propulsion

  • HA-1 Aluminum Hybrid Rocket - Hybrid solid/liquid oxygen rocket that is easy to refuel but has moderate thrust and low specific impulse.
  • Deinonychus 1-D - Advanced Liquid Rocket Engine that uses dense but non-toxic fuel.
  • D-T Vista - A laser pumped inertial fusion engine.
  • Thermal Ramjet Nozzle / Thermal Turbojet - Uses the thermal power of a reactor to heat propellant and produce thrust.
  • Plasma Thruster - Uses electrical power to expel an exhaust plasma.
  • Solar Sail - Uses light to propel your craft.
  • ATTILA Thruster - An electrical engine that produces more thrust than the plasma engine, but at lower efficiency.
  • CANDLE Traveling Wave Reactor Engine - Tiny nuclear engine designed for probes.
  • Closed Cycle Gas Core Engine - Heavy nuclear engine with huge isp.
  • Direct Cycle Nuclear Turbojet - Atomic engine suitable for spaceplanes.
  • Magnetic Nozzle - Advenced electric engine that uses electromagnetic field.
  • Magneto Inertial Fusion Engine - Cheap fusion Engine.
  • Solid NTR NERVA - Basic nuclear engine.
  • Thermal Launch Nozle - Another thermal rocket designed for launches.
  • Tokamak Fusion Engine - Fusion engine with built-in reactor.
  • TORY Nuclear Ramjet Engine - Nuclear open cycle engine.
  • VX-500 VASIMR Engine - Ion engine.

Energy Production

Reactors are devices that are designed to use up some fuel in order to create heat. In this sense, a reactor could be anything from a bonfire to an antimatter reactor. The power output of a reactor is ultimately determined by the energy density of the fuel; in space travel it is important to maximize energy density in order to keep weight to a minimum. In KSP Interstellar Extended , reactors produce Thermal Power , which is consumed by either electrical generators to produce MegaJoules , or thermal rockets and turbojets to produce thrust. Generators and thermal rockets MUST be attached directly to a reactor in order to function.

  • Pebble Bed Reactor - Basic fission reactor.
  • Molten Salt Reactor - Nuclear reactor with liquid core.
  • Dusty Plasma Fission Fragment Reactor - advanced fission reactor.
  • Open Cycle Gas Core Reactor - Nuclear reactor with great thermal power.
  • Magnetic Confinement Fusion Reactor - Basic fusion reactor.
  • Magneto Inertial Fusion Reactor - small version of fusion reactor.
  • IXS Magnetic Confinement Fusion Reactor - Advanced fusion reactor with integrated generator.
  • Antimatter Initiated Fusion Reactor - Fusion reactor that uses antimatter to start fission proces.
  • Plasma Beam Core Antimatter Reactor - Antimatter Reactor.

Electrical Generators

Generators are unique parts in KSPI-E because, depending on the type of Generator it is set to become it can handle different types of energy which is generated by the reactor. The first type of energy is the more traditional thermal power. The second type of energy is only created by certain types of reactors and is made up of charged particles. Regardless of the type of source energy, a properly set generator can utilize it to make both the stock KSP Electric Charge and the KSPI resource called Megajoules. The third type of energy created by reactors is waste heat and is something that must be properly disposed of and is of no use to the generator (see linked article).

All sizes of generators function exactly the same, but suffer from a large penalty if they are attached to a wrong-sized reactor.

The effectiveness of an electric generator is primarily determined by its percentage of Carnot efficiency parameter. An ideal heat engine generates power at the theoretical Carnot efficiency. However, in practice most heat engines operate at a somewhat lesser efficiency. Your true efficiency is dependent on the temperature of your reactor and the temperature of your radiators. The hotter your reactor and the colder your radiators are, the closer your efficiency will be to the maximum.

  • Charged Particles Electric Generator - advanced generator for reactors that produce charged particles.
  • Thermal Electric Generator - generator designed for reactors that generates lot of heat.
  • Super Capacitor - power bank that can unleash huge amount of energy in short burst.

FTL Propulsion

  • Warp Drive - Translates a spacecraft through space without altering its physical momentum.

Resource Detection

  • Dual Technique Magnetometer - Survey planetary magnetic fields and look for Antimatter in radiation belts.
  • Gamma-Ray Spectrometer - Survey planets for Uranium and Thorium deposits.
  • Liquid Chromatograph Mass Spectrometer - Determine the composition of oceans.
  • Gas Chromatograph Mass Spectrometer - Determine the composition of atmosphere.

Resource Gathering

  • Antimatter Collector - Gather Antimatter from radiation belts
  • Atmospheric Scoop - (and large Radial Atmospheric Scoop) Scoop resources from the local atmosphere
  • ISRU Refinery ( and 3,75m , 2,5m ) - Resource gathering from planetary surfaces
  • Microwave Power Transceivers - Transmit or receive microwave beamed power

Resource Storage

  • Antimatter Tanks - Store Antimatter.
  • Cryostats - Store resources at cryogenic temperatures
  • IR Telescope - explore the distant reaches of the universe (wikipedia) with this Infra-red Telescope
  • Computer Core - Computerized control part that can become artificially intelligent and perform its own science research.
  • Science Laboratory - Perform science research, produce antimatter or centrifuge deuterium

Thermal Management

  • Radiators - Dissipate waste heat into space
  • Intake Pre-cooler - A modification to the stock part. Now it cools intake air to reduce engine overheating at high speeds.

Propellants

  • Lithium - Used in the production of tritium , and also as an alternative propellant for Electric Engines.
  • Argon - Alternate noble gas propellant for ion drives. It offers superior specific impulse but lower thrust to the heavier Xenon.
  • Antimatter - Each unit represents 1mg of Anti-Hydrogen. When combined with matter it violently annihilates, producing lots of energy to power your reactors if done in a controlled fashion or exploding with cataclysmic results if handled improperly.
  • Deuterium - Used in fusion engines and fusion reactors, produced via centrifuge at the Science Lab .
  • Tritium - Used in fusion engines and fusion reactors, produced in nuclear reactors via tritium breeding, which consumes Lithium .
  • Helium-3 - Used in fusion reactors, produced via the natural decay of Tritium .
  • UF4 - Uranium Tetraflouride, fuel for powering nuclear reactors
  • ThF4 - Thorium Tetraflouride, alternative fuel for powering nuclear reactors
  • Uranium Nitride - Used in particle bed fission reactors.
  • Aluminum - fuel component of the Aluminum Hybrid Rocket

Other Resources

  • Liquid Helium - this is ordinary He4, used for cryogenic cooling of scientific instruments
  • Actinides - Heavy actinide wastes produced by fission reactors. This stuff is the nasty nuclear waste; it cannot be removed from reactors, so the only way to get rid of it is to reprocess it into fresh nuclear fuel ([UF4](Uranium Tetraflouride) or ThF4 ) and Depleted Fuels .
  • Depleted Fuels - Waste containing some highly radioactive but short lived fission products and non-fissionable heavy elements
  • Exotic Matter - Produced and required by the Alcubierre Drive and consumed on every jump.
  • Thermal Power - All reactors produce heat, which you can then use in several ways
  • MegaJoules - Electrical generators consume Thermal Power to produce electricity. This resource represents large amounts of power produced by large power plants, all of which also produce ElectricCharge. (This unit is odd because electricity is already in the game, but it's actually a technical way of hooking into the game engine to improve the way some components consume energy, allowing very thirsty items like the Alcubierre Drive to consume as much energy as you want to feed it without starving other components.)
  • Waste Heat - Nothing is 100% efficient; much of the heat produced by a reactor is simply wasted. In space, this heat must be dissipated or it will lead it to overheating, causing ship malfunction and death. Once the Waste Heat bar reaches 95%, reactors, solar panels and microwave receivers will shut down to prevent further heat buildup. At 100%, components may explode.
  • Ammonia - a colorless gas which can be used to enhance [UF4](Uranium Tetraflouride) for use in particle bed fission reactors.
  • Water - Used in refinery processes to create various other products.

Current upgradeable parts and the Technologies which unlock upgrades (More soon!)

  • Electric Generator: Brayton Turbine → KTEC Thermoelectric/Direct Conversion (better efficiency)
  • Heat Radiator: Mo Li Heat Pipe → Graphene Radiator (better efficiency)
  • Nuclear Reactor: Solid Core Reactor → Gas Core Reactor (3x power output)
  • Thermal Turbojet: Atmospheric Thermal Jet → Hybrid Thermal Rocket (Basic version can only work in atmosphere, Upgraded version can toggle over to internal fuel)
  • D-T Inertial Fusion Reactor → High-Q Intertial Fusion Reactor
  • Antimatter Reactor: Solid/Liquid Core Reactor → Liquid/Plasma Core Reactor (3x power output)
  • Plasma Thruster: Magnetoplasdynamic → Quantum Vacuum Plasma Thruster (uses no fuel)

Note that technology upgrades only apply to newly launched parts; parts on existing ship will need to be upgraded individually.

Some parts are only ever upgraded individually:

  • Alcubierre Drive: Standard Field Geometry → Advanced Field Geometry (Faster charging times and higher maximum speeds)
  • Computer Core: Standard Mainframe → Artificial General Intelligence (AGI) Core (Guaranteed to open the pod bay doors while within warranty period!)

This is a fairly large and complicated mod, with a lot of interlocking subsystems. As such, it may be helpful to take a guided tour or two. These could be considered spoilers; you should perhaps attempt these yourself as the exploration of these systems is highly satisfying.

The Illustrated Guide to Interstellar

The Illustrated Guide aims to provide a brief introduction to all of the mod's major features in the order in which a career game will encounter them. These chapters are complete:

  • Illustrated Guide Chapter 0: Installing and Patching
  • Illustrated Guide Chapter 1: Heat and Radiators
  • Illustrated Guide Chapter 2: Science

Topic-Specific Guides

These are topics for which we have more specific guides, and a few where we could use a guide if you know the mod and want to write one.

  • Long-duration nuclear airplanes
  • Fusion SSTO spaceplanes
  • Waste heat management
  • Basic microwave-powered plasma spacecraft
  • Solar power satellites
  • Ultra-light beamed-thermal launch craft
  • Antimatter infrastructure
  • Basic warp navigation
  • Advanced warp navigation
  • IR Telescope Science Platform

Have a Question?

Check out the [FAQ](wiki/Frequently Asked Questions). If that doesn't help, either I or another player will be happy to help on the forum thread . Don't be overwhelmed by the hundreds of pages of forum posts for this mod. Use the "search thread" tool near the upper right corner to find your particular issue.

ksp 1 interstellar travel

KSP Interstellar Extended

img

___________________________________________________________________________________________________________________________

KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars.

Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the  CTT  tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice.

If you want to chat about KSP Interstellar you can do it at our KSP Interstellar Discord Server

for more details look at the KSPI forum support thread

About Project

Created: December 20th 2023

Updated: December 20th 2023

Project ID: 46716

License: All Rights Reserved

__________________________________________

Game Versions:

December 20th 2023

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Template:Ksp2featuretemplate Interstellar Travel is a feature that will be in Kerbal Space Program 2. This is one of the biggest features of KSP 2 because in KSP 1 you were limited to just the Kerbol System for exploration and had to get mods to go to other stars and planets outside of the Kerbol System. The way Interstellar Travel will probably be unlocked is through the Tech Tree, after reaching a certain level of technology. One form of Interstellar Travel will be nuclear Pulse propulsion, metallic hydrogen, and torch ships. Not much is currently known about how torch ships will work but we have quite a bit of knowledge on the other 2. Using Interstellar Travel, it will allow players to go to other star systems and celestial bodies, some of which we know are Charr, Ovin, and Rask and Rusk. It is not known at the moment what other forms of interstellar Travel the game will have, but some ideas are Nuclear Fission, Nuclear Pulse, Nuclear Fusion, and Antimatter powered Engines.

Description [ ]

From the game's steam page, the description about interstellar travel reads:

"Next-gen tech, colonies, and systematic resource gathering all lead to a whole new level of exploration: interstellar travel. In Kerbal Space Program 2 , these interstellar technologies pave the way to a host of new celestial bodies, each comprising new challenges and harboring new secret treasures. Among them: Charr, a heat-blasted world of iron; Ovin, a ringed super-Earth with relentless gravity; Rask and Rusk, a binary pair locked in a dance of death; and many more to reward exploration."

More Info About Interstellar Travel, From A KSP Loading Article, Reads: "With their next-gen tech, colonies, and resource gathering, Kerbals will reach new levels of exploration: interstellar travel. That’s right, in Kerbal Space Program 2, you’ll be able to discover extrasolar systems with whole new celestial bodies to explore. What mysteries await in these alien worlds? It will be up to you to find out!"

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ksp 1 interstellar travel

Faster-than-light ‘warp speed’ interstellar travel now thought to be possible

I n another example of how truth is often stranger than fiction, scientists have taken a significant step towards turning the sci-fi concept of "warp drives" into a feasible reality.

According to Einstein's theory of relativity , going faster than the speed of light is off-limits in the real world. For this reason, warp drives, like the one powering spaceships in Star Wars and other science fiction movies, have always been firmly in the realm of imagination -- until now.

New research, led by Dr. Jared Fuchs from Applied Physics and published in the prestigious Classical and Quantum Gravity journal, presents a new solution to one of the long-standing challenges in realizing warp drive technology.

Traditional warp drive concept

The traditional sci-fi concept of a warp drive involves distorting spacetime in a very specific way: compressing it in front of the ship and expanding it behind.

In theory, this would allow the ship to effectively travel faster-than-light without actually exceeding the speed limit locally.

However, previous studies of this idea suggested that it would require exotic forms of matter with "negative energy density."

Understanding negative energy density

In our everyday experience, energy is always positive. Even in a vacuum, there is a small amount of positive energy called the " vacuum energy " or "zero-point energy."

This is a consequence of the Heisenberg uncertainty principle in quantum mechanics , which states that there are always fluctuations in the energy of a system, even at the lowest possible energy state.

The existence of negative energy density is highly speculative and problematic within the framework of known physics. The laws of thermodynamics and the energy conditions in general relativity seem to prohibit the existence of large amounts of negative energy density.

Some theories, such as the Casimir effect and certain quantum field theories, do predict the existence of small amounts of negative energy density under specific conditions. However, these effects are typically very small and confined to microscopic scales.

New approach to warp drive technology

This is where the new study comes in. Applied Physics researchers identified a new way in which warp technology might one day be possible. The team introduced the concept of a "constant-velocity subluminal warp drive" aligned with the principles of relativity.

The new model eliminates the need for exotic energy, using instead a sophisticated blend of traditional and novel gravitational techniques to create a warp bubble that can transport objects at high speeds within the bounds of known physics.

"This study changes the conversation about warp drives," said lead author Dr. Fuchs. "By demonstrating a first-of-its-kind model, we've shown that warp drives might not be relegated to science fiction."

Warp factory: Enabling warp drive spacetimes

The team's theoretical model for a new type of warp bubble uses traditional and innovative gravitational techniques, made possible with their publicly-available tool Warp Factory .

This solution enables the transportation of objects at high but subluminal speeds without the need for exotic energy sources. This can be achieved by engineering warp drive spacetimes to gravitate like ordinary matter, which is a first-of-its-kind solution.

"Although such a design would still require a considerable amount of energy, it demonstrates that warp effects can be achieved without exotic forms of matter ," added Dr. Christopher Helmerich, co-author of the study. "These findings pave the way for future reductions in warp drive energy requirements."

No g-forces for passengers

Unlike in planes or rockets, passengers in a warp craft experience no g-forces. This is a stark contrast to some sci-fi fantasies. The team's research shows how we might construct such a craft using regular matter.

"While we're not yet packing for interstellar voyages, this achievement heralds a new era of possibilities," explained Gianni Martire, CEO of Applied Physics. "We're continuing to make steady progress as humanity embarks on the Warp Age."

Dawn of faster-than-light travel?

The team at Applied Physics is now focused on addressing these challenges as they continue to refine their models and collaborate across disciplines and institutions to turn this once-fantastical dream into reality.

As we stand on the threshold of a new era in space exploration, the prospect of warp drives becoming a reality tantalizes us more than ever. With each new discovery and breakthrough, we inch closer to the stars and the boundless possibilities that await us in the vast expanse of the cosmos.

As humanity begins the chase for faster-than-light travel, perhaps using warp drives, we can only imagine the incredible adventures and revelations that the universe has in store for us.

The full study was published in the journal Classical and Quantum Gravity .

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Faster-than-light ‘warp speed’ interstellar travel now thought to be possible

IMAGES

  1. Kerbal Space Program Interstellar Travel

    ksp 1 interstellar travel

  2. Interstellar Mission

    ksp 1 interstellar travel

  3. KSP: The Interstellar Adventure Begins

    ksp 1 interstellar travel

  4. Kerbal Space Program Interstellar Flight Inc.

    ksp 1 interstellar travel

  5. KSP: Visiting An Interstellar SUPER EARTH (hopefully I don't fail)

    ksp 1 interstellar travel

  6. KSP

    ksp 1 interstellar travel

VIDEO

  1. Kerbal Space Program

  2. Kerbal Space Program (KSP) . Обзор мода Interstellar

  3. Kerbal Space Program 2

  4. Using KSP 2 to Overcomplicate Space Travel

  5. SENDING A SPACE PROBE TO THE MUN!

  6. Can we go Interstellar?

COMMENTS

  1. [1.8.1

    KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. ... Version 1.9.2 for Kerbal Space Program 1.4.3 can be downloaded from here. Released on 2018-05-19. Added ...

  2. KSP Interstellar Extended

    KSP Interstellar Extended. KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing ...

  3. KERBAL INTERSTELLAR EXTENDED GUIDE!

    The upper engines/reactors can be 1.4 million plus! Warp travel isn't cheap. Now you'll have plenty of time to build up funds before your science gets you there, but it matters to have a profitable agency. ... Konstruction (Konstruction v112.0.1) KSP Interstellar Extended (KSPInterstellarExtended 1.29.6) KSP Recall (KSP-Recall v0.3.0.2 ...

  4. Home

    Introduction. KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ ( Wikipedia) resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractal_UK's original KSPI vision in ...

  5. KSP Interstellar Extended

    KSP Interstellar Extended aims to continue in providing a realistic road to the stars. 1.0M Downloads | Mods

  6. KSP Interstellar Extended on SpaceDock

    KSP Interstellar Extended. KSPI-E is a plugin designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. Download (272.08 MiB) License: Custom License included in package. Game Version: 1.12.5. Source code: sswelm/KSP-Interstellar-Extended.

  7. KSP Interstellar Extended

    KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars.

  8. Interstellar Mod Pack on SpaceDock

    The Interstellar Mod contains everything for a good Interstellar Experience. The Mods included are. KSP Interstellar Extended. Interstellar Fuel Switch. Photon Sailor. Persistent Rotation. Filter Extensions. TWeakscale. 1.29.6 for KSP 1.12.5.

  9. A Fresh Start

    Hey folks, Darth Alpha back with some more Kerbal Space Program Interstellar Extended tutorials! Most information about Interstellar Extended is woefully ou...

  10. Interstellar travel

    Interstellar travel. Template:Ksp2featuretemplate Interstellar Travel is a feature that will be in Kerbal Space Program 2. This is one of the biggest features of KSP 2 because in KSP 1 you were limited to just the Kerbol System for exploration and had to get mods to go to other stars and planets outside of the Kerbol System.

  11. Are there any mods for ksp 1 that add interstellar travel ...

    check out Kcalbeloh System Planet Pack. theres a ton of others but thats my favorite, you will also need mods that give interstellar engines. there is a reddit post somewhere here that has a huge modlist that makes KSP KSP2 but not kill. search for a post that is called community lifeboat project or something.

  12. Download KSP Interstellar Extended

    Description . KSP Interstellar Extended is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars.

  13. What mods would you recommend for Interstellar travel (1.8.1)?

    Kerbal Space Program. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews ... What mods would you recommend for Interstellar travel(1.8.1)? As the title states, what mods do you think would go well for interstellar travel? < > Showing 1-1 of 1 comments

  14. KSP Interstellar Extended

    KSP Interstellar Extended aims to continue in providing a realistic road to the stars.

  15. Interstellar Mods : r/KerbalSpaceProgram

    One of the biggest difficulty spikes for KSP has to be being a single person managing everything. Result - insane launches and satellite conveyors that carry everything in as few launches/orbital maneuvers as possible.

  16. Interstellar Travel without Colonies or Interstellar Ships : r ...

    Changing the game engine to accommodate interstellar travel is a whole other ballgame. Maybe someday it'll happen but it doesn't seem likely at this point. Reply reply ForwardState • And this has been done in KSP 1 with interstellar and exoplanet mods. By using the Mun Monument, there is no need to accommodate interstellar travel since ...

  17. Interstellar Update

    The Interstellar Update is the 3rd of 5 currently planned major updates for KSP2 Early Access.. Features. The Interstellar Update will add the Deb Deb system and the parts needed for interstellar travel.. Release Date. Currently the release date is unknown, but will likely be in more than a few months (as of 4/28/24).

  18. Faster-than-light 'warp speed' interstellar travel now ...

    New approach to warp drive technology. This is where the new study comes in. Applied Physics researchers identified a new way in which warp technology might one day be possible. The team ...