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Found 3 results

  1. I'm moving this out of the forums of @Angel-125 to here as a more appropriate place for these Mission Reports. Bit of context and back story... The Kerbin Admiralty launched and commissioned their first Kerbin Warp Ship KWS-1 "Oh Please Don't Explode" and Valentina was made captain of said ship. On the first cruise to the Jool system, Valentina came out of warp too close to Vall and did indeed explode the ship all across the planet.. Subsequently, --------------------------------------------------------- Huhhhhh.,.. I'm sad to report that KWS-1 "Oh Please Don't Explode" has indeed exploded all across the surface of Vall. Captain Valentina and 6 other kerbal crew who were on a training mission were lost. Warped in too close to Vall, flamed out the warp drive and couldn't recover in time. Sigh! UPDATE: About the same time that KWS-1 "Oh Please Don't Explode" departed on the training mission to the Jool system, KSP scientists and engineers completed development of technology to allow the upgrade of the tracking station to level-4. This upgrade greatly increased the range of the tracking station and distress beacons have subsequently been detected in the Jool system indicating that at least some of the crew were able to get to life pods and eject before destruction of the ship. KWS-2 "Are We There Yet" is nearly ready for launch and it appears that its maiden voyage will be a rescue mission. in a follow-on ---------------------------------------------------------------- Breaking news from the Kerbin Admiralty about the "Disaster At Vall" Following the disaster at Vall with KWS-1 "Oh Please Don't Explode", Lt Chad Kerman was given command of KWS-2 "Are We There Yet" and dispatched with minimum resources to the Jool system to rescue any surviving crew of KWS-1. In a happy twist of fate, Capt Valentina was able to get the entire crew off of the ship before it exploded all across the landscape of Vall and kept them together in low orbit of Vall in hopes that their distress beacons would bring aid. In spite of having no prior experience with Warp Ships, Lt Chad was able to maneuver the ship into an eccentric orbit around Vall with a dangerously close perigee - well inside the warp cutoff limit - and rescue the crew from KWS-1 and return to Kerbin. In recognition of his skill and bravery in this rescue, Lt Chad was promoted to full Captain (5-star) and given permanent command of KWS-2 "Are We There Yet". Having lost KWS-1 "Oh Please Don't Explode" and over 75% of the Kerbin graviolium supply, Captain Valentina was reduced in rank to Ensign (0-stars) and reassigned to Minmus, piloting a supply shuttle. This over objection of some Kerbin Admiralty members who wanted to just "feed her to Jool".
  2. Inspired by the great works of our most prominent KSP modders, for the last few weeks I've been semi-secretly toiling away at a bunch of parts of my own. With enough content (and courage) to warrant a development thread, I present this mod under the working title of Some Very Alien Stuff (SVAS). Not surprisingly, the focus of this add-on is kerbalkind's discovery and utilization of various bits and bobs of alien origin. As of now, it is planned to depend on Angel-125's magnificent "Blueshift", as it reuses some of its assets, resources and anomaly spawning mechanics. Present Status of Mod is: Highly Experimental FULL ALBUM Currently available: Tetrahedron Scout Ship A variation of the Blueshift's Tetrahedron Anomaly; a two-seat, all-in-one part, controllable alien scout vessel. No IVA model. Uses WaterfallFX for its visuals (hull glow and exhaust). Powered by Blueshift's Graviolium (attitude control) and Electroplasma (very efficient non-atmospheric reaction engine). No RCS thrusters. Spawns as a rare class A space object/anomaly on a fly-by trajectory around a random body. Seize it while you can. There's not much else to it though, as this was a proof of concept intended to gauge my ability to get anything done in Blender and Unity. IMPORTANT: Dock with the anomaly (via a claw or a manually attached docking port of your choice) before boarding to convert it from a SpaceObject into a standard vessel lest the Kraken may disapprove! Alien Scout orbiting Kerbin More images of the scout: https://imgur.com/a/6cidRE6 Alien Excavator A surface attached alien drill. Small, light and efficient (200%/300%/300%), neither affected by heat nor generates any. Its planetary harvester runs on Graviolium and Electroplasma but comet and asteroid modules are (afaik) hard-coded to Electric Charge. Best mounted on an extendable arm. Beam and funnel made with Waterfall. Beam-based drill Alien Powercell A surface attached infinite source of Electroplasma to power the various alien gizmos. The hotter the surroundings, the higher its efficiency. Features a cliche animation (nothing says 'alien' more than a set of rotating rings) and a glowing blob of Waterfall effects. A powercell on a floating pedestal Tetrahedron Modular Ship An extension of the scout concept, this one has bits of mesh sliced off as separate parts for user customization. On a side note, aligning surface nodes on a triangular pyramid is not fun if you hate math. Modular Scout Ship with active Excavator Pylon Alien Pylons Attachable parts for the modular core: Blueshift FTL drive, Powercell, Antigravity generator, Excavator. There are also some other experimental/debug parts included but they should be hidden from view by default. In the works: Alien Fabricator An automated part printer. Requires one of the mods allowing for in-situ part creation (Simple Construction, Sandcastle soon and potentially OSE). The only way to produce new alien parts. Alien Tractor Beam Functions as a standard grappling claw but spurts Waterfall visuals. Alternate Chassis for the modular core: The result of "You discover Blender tutorials. Your blending skill increases by 2.3%". Plans, ideas and general direction: intended as overpowered endgame content for crazy fun and/or storytelling part names, prices, tech and resource requirements are far from intended values and subject to change alien parts should not be available in vab/sph, the only way to obtain them is through exploration and salvage (leveraging Blueshift's Anomaly Spawning system) or the Alien Fabricator ordinary (non-alien) parts should not be attachable to alien vessels add moar parts (isru, thrusters, alien death/heat ray, toggleable forcefield/collider, aerodynamic shell generator, alien themed fluff/fun props) and vessels! IVAs for the vessels rather unlikely? I'm relatively new to KSP modding (had a short stint in '16 but didn't progress very far). I have some coding and modelling experience but only as a hobbyist. Your constructive criticism is welcome and encouraged. Currently struggling at texturing to the point of passionately hating it. Hopefully for now, you will accept all materials as passable placeholders. Also if you happen to know a good tool for procedural textures with emphasis on hard surfaces - let me know. Generally I need something to cover for my utter lack of graphical sense and partial color blindness . And if you'd be willing to detail your workflows, that'd make me additionally happy. Just keep in mind that "I hand paint all my materials in mspaint.exe" is advice too exotic for me to follow. Downloads: Releases: https://github.com/Zorbaq/SVAS/releases Source: https://github.com/Zorbaq/SVAS Dependencies: Blueshift, Waterfall, Module Manager
  3. Starships are large, usually wingless vehicles that have insane range. I challenge you to make the best starship you can that is capable of going to another star system and coming back. Recommended Mods: KSP Interstellar Kopernicus Blueshift FTL OPT Spaceplane Parts
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