Kerbal Space Program

Kerbal Space Program

Lillian NZ Nov 24, 2017 @ 10:57pm
Different Jump Drive
I had an idea for a Jump Drive mod mechanic. But because I can't mod for ♥♥♥♥ I decided to put it here.
Overview:
You can "Jump" to any point along your orbital path, which can be edited using a maneuver, the Jump Drive acting as an OP engine, and Mechjeb to perform the maneuver (Does Mechjeb do maneuvers?)

A little more detail: The jump drive is an OP engine (Huge power cost, no fuel cost) , so you can edit your orbital path significantly over like 5 seconds (Get Mechjeb to do the precision burning), and then 'time warp' along your orbital path, without actually time accelerating (Using the drive).

In order to slow down at the other end you need to select a location to exit "warp". When you do, a simplified maneuver editor pops up, with the prograde and retrograde markers. You then fiddle with it to get a suitable orbit. THIS DOES NOT CONTROL INCLINATION.

So, a step-by-step process:
1. Make a departing maneuver node, as if you were using a vanilla ship.
2. Get mechjeb, or something (probably not yourself) to do the burn (The thrust is severe, and the burn time is like 0.5 seconds.)
3. Travel along orbital path (While doing part 4)
4. Use a special click or something to create a "Jump exit node".
5. Edit the Jump exit node's prograde and retrograde markers until your apopasis or periapsis is at a suitable altitude (You cannot edit the height you exit from)
6. Click 'jump'

Things to make this less OP:
1. Obviously it takes HUGE amounts of power
2. You can't perform maneuvers with the Drive without an AI
3. You cannot edit the inclination you exit from with the Jump exit node
4. Long-range jumps will be inaccurate, as you probably cannot see precisely where you orbit will lie when you're editing (No pinpoint jumps skimming across Jool's atmosphere, you'd be lucky to get within 400000m)

Extra note: Think Peter F Hamilton's Night Dawn trilogy, and the adamist starships there.
Have fun (?????) making this!
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Showing 1-10 of 10 comments
RoofCat Nov 25, 2017 @ 2:18am 
press alt+F12, Orbit and jump wherever you want. Or full time warp and spend years within minute.

Jump drives are impossible, while KSP is about real physics. To bend universe you need energy comparable with the very universe. Sounds fair to me.

Stop reading crap :steammocking:
wim1234 Nov 25, 2017 @ 2:27am 
sounds way too outlandisch to me.
Lillian NZ Nov 25, 2017 @ 4:41pm 
Originally posted by RoofCat:
press alt+F12, Orbit and jump wherever you want. Or full time warp and spend years within minute.

Jump drives are impossible, while KSP is about real physics. To bend universe you need energy comparable with the very universe. Sounds fair to me.

Stop reading crap :steammocking:
chill
Chibbity Nov 25, 2017 @ 4:43pm 
Plenty of warp drive mods exist already for those that like to cheat. Not sure what this idea offers that they don't?

As RoofCat points out, the debug menu is also an option.
Lingluo Nov 25, 2017 @ 6:41pm 
I have another idea: the time warp drive
This allows you to warp your ship forward in time, just like the time warp function, but this will only affect your ship. This will not function in atmosphere.
When in orbit this will enable your ship to warp to anywhere on your orbit.
When in sub-orbit trajectory this will allow you to warp to anywhere on the trajectory in front of you.
This will not give the ship any delta-v.

Another idea for electricity-only propultion:
The quantum vacuum thruster (you can search for it on Wikipedia)
This will consume only electricity to push your ship and doesn't require any fuel.
This thruster has extremely low TWR.
A single drive will cost $30000, have 0.5kN thrust, consume 20 electricity/sec and weigh 5 tons.

If you want overpowered jump drive, you can search "alcubierre drive" in wikipedia.
RoofCat Nov 26, 2017 @ 3:29am 
again, jump and warp drives are not possible in human world. Even if theoretical alcubierre drive is possible, it is not possible to build and use one. Nuclear mini explosions are dangerous? Hell, yeah. Try to ignite huge antimatter amount with energy equivalent of thousand galaxies below your @ss instead :D

Why can't you just Alt+F12? It does the same without bs just yourself. If you know that stage is enough for what you need, just skip it. Deduct funds if you have to or make your orbit look weird if that makes you happy.

Humans will never reach FTL. Never ever. Because of a rather simple energy conservation law disabling all superdrives from a mile away.

Snail Microwave drives, which need 1000 years to accelerate you to 0.5 speed of light, huh?
Instant savings with Superdrives moving the whole universe instead of moving just your ship?
Flying fast through invisible clouds of dust and stone while disintegrating?

Really, stop watching dumb movies if you can't differentiate reality from fantasy. KSP engine is built around approximate real physics. You can't handle non-existant energy amounts fairly here.

Fun fact - you need roughly half a year just to accelerate human body to velocities close to those of light without killing that fragile crap. Do the math. Instant jumps :steamfacepalm:

We started with impossible drives and ended up with time machine. It just gets better and better.
Last edited by RoofCat; Nov 26, 2017 @ 4:49am
Oiff Nov 26, 2017 @ 3:59am 
You would have to suspend physics or enable unbreakable parts to use this sort of drive as otherwise the ship will tear itself apart.
Even the time warp that makes you appear elsewhere on your orbit will incur a huge velocity change as if you are orbiting the sun at 8000m/s and jump to the other side of your orbit that is an instant 16000m/s dv.

Saying that though it would be easy to make a drive that achieves the huge thrust for huge EC bit of this.
Just find a model you like and either copy it or make a patch then give it crazy thrust and isp. Change the input resource to electric charge and you have your cheat drive.
As I mentioned first though using it at full thrust is likely to result in a demonstration of unplanned disassembly unless you tweak the physics.

The alcubierre drive doesn’t change your velocity at all, it just moves you. You then have to work out how to slow down enough to be captured in a gravity well and achieve orbit.
Enorats Nov 26, 2017 @ 5:24am 
Actually, I don't think KSP allows you to use electric charge as a fuel source. I think any fuel needs to have mass or the game doesn't know what to do with it.

If I recall correctly I've seen electric engines that used EC to make a resource and then that resource fueled the engine.

Regardless, this sounds like a kraken drive to me. Instantaneous velocity changes like that could result in destruction.

Not quite sure what the point is here either. Are you trying to explain an idea for how a warp drive could be programmed into the game? Several already exist - Roverdude's Alcubierre drive for example. Heck, Hyperedit is practically a "jump drive", if you linked it's usage to a part with an EC cost.
Oiff Nov 26, 2017 @ 9:23am 
You can definitely transfer electric charge directly into propulsion (even in space) as I have done it when working on an engine mod. The ISP has to be massive though or it will drain even the biggest battery instantly.

It shouldn’t work, I can only assume that the EC does actually have a mass value that is just so small you don’t notice it.
Since thrust / ISP = fuel consumption if the fuel had no mass you would have infinite consumption.

Electrons do have mass of course but not as much as they appear to have in the game (either that or the KSP batteries somehow store an enormous number of electrons).
fauxpas Nov 28, 2017 @ 11:11am 
Not going to get into the "but its not real science" nonsense other than to say that we'll talk once you can explain the universe without simply handwaving 98% of it away as "magical fairies did it". :steammocking: (Also; ITS A GAME!)

"Solaris Hypernautics" has engines that use Virtual Particles, which are in turn created using electrical power, and they don't feel overpowered. (If anything they feel underpowered to me -IF- you are expecting a sci-fi movie thruster. ... Sadly I haven't yet figured out what I need to tweak to get the proper feel myself.)


"FTL_Drive_Continued" has jump drives which require you to place a beacon at your desination but otherwise functions largely as you might expect it to from sci-fi. ... There is another "jump drive" mod whose name escapes me that is basically the same except its much harder to use and eats up K as fuel if you are concerned about "cheatiness".


"Interstellar" has a warp drive, but if you are looking "lighter" mod "WarpDrive" offers its own take on the Alcubierre Drive. (I personally perfer Roverdude's version myself.)
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Date Posted: Nov 24, 2017 @ 10:57pm
Posts: 10