![]() If the only thing you need to do is redefine ElectricCharge, it would be safer if your ResourcesElectricCharge.cfg contained ONLY the RESOURCE_DEFINITION for ElectricCharge. If I ever figure out the propellers, those would be more based on realism. The original reason for this was for electric propellers (very low powered).But I ran into an issue with a non-Firespitter blur disc (since I don't have the time to figure out the motion blur effect I found.) The dV stats on these are off the charts. This is just to have an all electric engine, nothing much more or less. Those that put actual science against it will find that the science would disprove such technology rather than prove. Indeed, the science behind these are DEEP into the Science Fiction realm. So let's not get caught up in scientific arguments about a mod that is, by its own declaration, not "scientific". However, that sort of discussion is off-topic here, since this thread is about this mod. If folks want to discuss the scientific case for various proposed propulsion mechanisms, by all means go open a thread in Science & Spaceflight. As the OP here made quite clear, there is not even any attempt to be realistic- this is a mod just "for fun" and doesn't concern itself with actual science, which of course is perfectly fine. However, all of that is entirely beside the point. However, there are nowhere near enough of them to generate significant amounts of thrust the way these engines do- and even if you could somehow use them, they're so scarce that you'd need planet-wreckingly large amounts of energy to do anything useful with them in terms of ship thrust. There are atoms in space so NEWtons law is not broken This is a fun fictional work, take it as that and nothing more. Come on, I have Star Trek nacelles, hahahaha. My understanding of electromagnetism and the science and rules behind propulsion are fine, but, again, these are not based on real life. They are simply an experiment in modding that worked, some were asking for it, thus here they are. Also I noted "what if it worked" these are a far cry from being realistic. I didn't make the engines based on any actual real life counterparts. While this mod is cool and I have absolutely no problems with you making it, you might take a moment to do a cursory study of electromagnetism and ask yourself, "What IS electricity? What IS magnetism?" Currently, your answers are wrong but very cute. Electromagnetism isn't something from nothing, it's photons pushing ions and larger particles, by definition. ![]() Every other mod or add-on here does this and you could at least make some effort here.īut mostly, this isn't how an E/M ("Em" ) drive works, or any other drive. I mean these are cool to have, glad you made them, but your analysis of physics is just beautiful in its chimerity.īut what VERSION of KSP did you compile this for? You need to indicate it in the title and the body of the post. ![]() The basic engines have thrust based on the stock engine.Ītmospheric & ExtrAtospheric modes (orbital)Ĭomparable to Rapier (Star Trek Nacelles)ģ Wheels, 2 Chassis, EC Generator, Steel Beam, 2 Glass Panes, 1 adapter, 2 Lead weights! They are all tough as nails, so go all out and crash! Go from 0-40 m/s in 9 seconds and jump that crater! YOU are back in control of rovers and survivability! Embrace your inner Kerman Knievel! Take your builds to the next level with PURE Electric Engines! Prosimian Productions has teamed up with us here and he created beautiful set of Star Trek based engines and they are fantastic! OH ME OH MY! On Duna Helicopters now fly! Yes my friends, as of the last update to Pure, we are up to EC11! Added in are side mounted fans, Helicopter blades, EC RCS, and a high alt Trekker engine for REAL speedsters. This set of engines allows you to go FULL GREEN and only use Batteries and/or Solar power. You wanted electric engines without needing additional fuels, now you have them. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |