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[Min KSP 1.12.2] Blueshift: Kerbal FTL


Angelo Kerman

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Update:
More or less the patches are working... aside some waterfall effects not showing. I'm into another revision.

 

In meanwhile I discovered that I'm an orrible warp pilot. I crashed, in order, on:
- Sarnus,
- Laithe,
- Jool,
- Moho,
- THE SUN(!!!!),
- again Jool,
- another 2 time into the Sun
- and in the end Kerbin itself

I'm incapable to understand how to "bend" my orbit, when I'm closing to anything, in the end always going too low in the gravity well and loosing the warp engine. All thanks my old keyboard that need an hammer to get the inputs right.

Edited by Araym
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1 hour ago, Araym said:

Update:
More or less the patches are working... aside some waterfall effects not showing. I'm into another revision.

 

In meanwhile I discovered that I'm an orrible warp pilot. I crashed, in order, on:
- Sarnus,
- Laithe,
- Jool,
- Moho,
- THE SUN(!!!!),
- again Jool,
- another 2 time into the Sun
- and in the end Kerbin itself

I'm incapable to understand how to "bend" my orbit, when I'm closing to anything, in the end always going too low in the gravity well and loosing the warp engine. All thanks my old keyboard that need an hammer to get the inputs right.

 

12 minutes ago, modus said:

Yeah I'm also having problems getting it right a lot of the time, mostly because of impatience:P

That’s where auto-circularization comes in handy..

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QK8gXik.png

Time for another shakedown: let's see if this time with warp effects, when crashing myself into something flying faster than light.

Edited by Araym
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On 5/9/2021 at 7:06 PM, Raptor22 said:

12,200 ton capital ship, GOOO!

screenshot326.png

Man, I love this mod so much. Being able to send utterly massive ships to warp without having an ungodly number of warp engines and coils is a godsend now.

Wow! This ship looks Impressive. What Mods do u use? And Maybe Carft file plz...? I'm not good at building Beautiful ships :(

Edited by PalowPower
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A night of sleep and a day at work cleared my mind:

@Angel-125 Is it VERY possible that the IXS model are not getting the "warp effects" just because they lack a proper Transform for them???

It was a doubt that, today, crossed my mind without beeing in front of my pc, working, just thinking "... it should then be alike trying to give to a conventional engine some effects, without a thrust transform in them..."

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3 hours ago, Araym said:

A night of sleep and a day at work cleared my mind:

@Angel-125 Is it VERY possible that the IXS model are not getting the "warp effects" just because they lack a proper Transform for them???

It was a doubt that, today, crossed my mind without beeing in front of my pc, working, just thinking "... it should then be alike trying to give to a conventional engine some effects, without a thrust transform in them..."

To get the warp effects you need to make sure that each EFFECT node in ModuleWaterfallFX has the parentName set to the name of the 3D model. So for the S3 Warp engine, parentName = s3WarpEngine. You can find the name of the model in the IXS Enterprise's warp ring's MODEL node. You won't be able to set the bowShockTransformName since that requires a custom 3D model.

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16 minutes ago, Angel-125 said:

To get the warp effects you need to make sure that each EFFECT node in ModuleWaterfallFX has the parentName set to the name of the 3D model. So for the S3 Warp engine, parentName = s3WarpEngine. You can find the name of the model in the IXS Enterprise's warp ring's MODEL node. You won't be able to set the bowShockTransformName since that requires a custom 3D model.

I don't know if you are going to change the Warp Effect for the Warp Drives since Waterfall has Distortion effect, but i can try to add the Effect. I think i just would need a few days because ModuleManager Syntax is weird and i need to read the Waterfall wiki :)

Edited by PalowPower
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MMhhhhhhh... 'kay.... :/@Angel-125

Sarbian's "DebugStuff" for the win, then, to find the model name.

So, basically, resolving this, for sake of simplicity can I simply delete all the Waterfall config related to EFFECT { name = bowShock .... etc etc etc }, not having a custom transform for it?

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2 minutes ago, PalowPower said:

I don't know if you are going to change the Warp Effect for the Warp Drives since Waterfall has Distortion effect, but i can try to add the Effect. I think i just would need a few days because ModuleManager Syntax is weird and i need to read the Waterfall wiki :)

Yup, next update will have distortion effects. I'm holding off until I get more testing/feedback done for the latest changes though.

2 minutes ago, Araym said:

MMhhhhhhh... 'kay.... :/@Angel-125

Sarbian's "DebugStuff" for the win, then, to find the model name.

So, basically, resolving this, for sake of simplicity can I simply delete all the Waterfall config related to EFFECT { name = bowShock .... etc etc etc }, not having a custom transform for it?

Yes. You can get rid of the bowShock effect as it isn't used. Try using the waterfall effects from the S3 Warp Sustainer since it should not have a bowShock effect.

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ADDITION:

... and if could it be possible an "interim" solution, where I'd link the "bowshock" effect (not the transform itself, but just the coded waterfall effects) to the same controller that create the warp distortion effect???

That way it will not be an effect appearing just "after becoming faster than light", but just a progressive effect build up (maybe it will not be so "awesome", but...)

 

(Just wildly guessing... :D)

 

Nevermind.... A bit of waterfall tests gave me the answer...

Edited by Araym
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2 hours ago, PalowPower said:

How many Energy does a warp drive need??
I have two antimatter reactors (from KSPI-E) on my craft, which are producing a ton of energy, but my warp drive still says it has not enough energy. plz help...

Warp engines need Gravity Waves to function. You need Gravitic Generators to produce Gravity Waves.

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46 minutes ago, Angel-125 said:

Warp engines need Gravity Waves to function. You need Gravitic Generators to produce Gravity Waves.

Don't the warp engines also produce their own gravity waves? I've gotten the warp drives to work just fine without a gravitic generator - though I get a lot more power and thus higher C factor if I include a gravitic generator for auxiliary power.

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Now i have this Mothership as it becomes my swiss knife for interplanetary and interstellar travel! 

115 tons

Shower-Case-kerbal.jpg

I also used Outer Planet mod, so there is a Kerbalized Saturn appeared...also I am looking forward to distortion effect when i operated your warp drive..Keep it up! 

 

Edited by kennyc222
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On 5/16/2021 at 10:29 PM, PalowPower said:

Si5jTX0.png

Idk how many tons but i liked @Araym's Nacelle Design. So i made a freighter lol. 3.5 C Max Speeeed ;)
And also, I'm planing to make a cinematic Movie when next update is out. But I'm actually just waiting for my 3080 :/

Can't wait for the movie  Palow 

What other mods do you use? Look like it is a Super Mothership! :)  And it should be used for Intersteller travel...At least Alpha Centuri, Tau and Barnard star!

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On 5/18/2021 at 9:02 AM, kennyc222 said:

Can't wait for the movie  Palow 

What other mods do you use? Look like it is a Super Mothership! :)  And it should be used for Intersteller travel...At least Alpha Centuri, Tau and Barnard star!

Thank you, but i think it will still take a while till i start. One Problem is, my new Graphics Card will be delivered in august :/ . Also I need to learn how Camera tools n' all that stuff works. For now on, i'm currently writing the Script and planing the actions for the Movie.

I don't really know what and how many mods i'll use. I need to find a balance, not too much Mods so the Game runs Smooth, but tons of Graphics Mods for the look.
The Ship you see is "small" compared to my real Mothership. For now on, i'm building the Ships and write the script :)  . (And of course for going interstellar ;) )
 

Quote

What other mods do you use?

If you mean my current Modlist, here you are:

BS7HFVK.png

 

Also, @Angel-125.
How about you the Mod beeing shown on social Media like YouTube etc. Because some Modders don't want that the Mod get's shown on any Streaming Platform.

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IXS - "Blueshift conversion" news:

I took some time off from KSP, because "other stuff" happening in real world.
But aside that, I managed something.

  1. Good news: the part are working as I envisioned (so all the new functions are properly bonded to the corrisponding parts) and any remaining "legacy hardware" is removed.
  2. Good news: I also managed to fit them in the tech tree (Angel-125's "Blueshift" and "Flying Saucers" - and related dependencies - needed, for proper "tech nodes" requirement, both for Stock tech tree and Community Tech Tree - the patches can detect one or the other)
  3.  BAD news: I cannot wrap my head on making any "warp effect" working. NONE. The part are "mechanically" functioning as intended, but with none of the cool effect bonded with "Blueshift" parts.
  4. Good news: For ANYONE (with a bit of knowledge of ModuleManager and KSP cfg coding) willing to help, or just to test out the parts and give me thoughts, i can provide a link for a VERY ALPHA RELEASE : obviously as stated, you will need as dependencies "Blueshift" and also "Flying Saucers" by Angel... and obviously the IXS mod itself:Once you have those three installed, you can grab my own little add-on, install, and (GOD HELP US) everything should work properly:
    IXS "Blueshift conversion", v. "Alpha01": THIS LINK---> https://www.dropbox.com/s/o79d6u2h6k41uai/IXSWarshipsBlueshift_alpha01.zip?dl=0

TESTERS NEEDED!!!
I spent all my ideas (and probably even too much time: I made a full 18 hours session between the last saturday and sunday and probably burnt myself to the point to not seeing any solutions even if in front of my eyes...)

  1. Any idea about fixing the warping FX
  2. Thoughts on balancement: aside the converted parts related to "warping tech" (that follow, mathematically, the "Blueshift" balancement) and some tankage converted to it, I basically left the core of other parts as they are: warp rings and main hull has still TONS of EC and Xenon Gas (more or less on the same level as they have in the original version) for feeding their own, sublight, Xenon engines. That are indeed WAY POWERFUL. I dunno if they are well suited for a "realistic" gameplay, compared to other mods. I was thinking about different tech tree placement but I do not have any clear thoughts about it.

If anyone is willing to help, I can then eventually push a more public release.
Thanks in advance to anyone that could spend a bit of time on it with me. :D

EDIT:
as "licensing" (dunno if it needed, being posted here on the forum), it's totally fine for me a "grab it, modify it and rework it as you want, if you are mentioning me" , because I do not know a lot about "related legal stuff" to choose, at the moment, a proper licensing.
As stated, I'm plenty of willing to make it a public release, once the patch is ironed out, with a proper one once done (and that will be then the final one related to this work, once the "testing phase" will be done)

Edited by Araym
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Oh! i also managed to edit the ISRU further so that it can also convert stock my stock ore into Graviollium other than Fusion Pellet and  ! Since I am too lazy to mine and find the Graviollium with pain and stress and want to simplify the progress on  producing Fusion Pellet. Hence the gameplay will make me easier and anything simplified....

One ISRU rules them all! 

On 5/8/2021 at 4:15 PM, Angel-125 said:

Not with Wild Blue Tools installed, unless you patch the stock ISRU like so:

  Reveal hidden contents




@PART[ISRU]
{
	MODULE
	{
		 name = ModuleResourceConverter
		 ConverterName = Fusion Pellets
		 StartActionName = Start Fusion Pellets
		 StopActionName = Stop Fusion Pellets
		AutoShutdown = true
		TemperatureModifier
		{
			key = 0 100000
			key = 750 50000
			key = 1000 10000
			key = 1250 500	
			key = 2000 50	
			key = 4000 0
		}				
		GeneratesHeat = true
		DefaultShutoffTemp = .8
		ThermalEfficiency 
		{
			key = 0 0 0 0
			key = 500 0.1 0 0
			key = 1000 1.0 0 0
			key = 1250 0.1 0 0
			key = 3000 0 0 0 
		}


		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		UseSpecialistHeatBonus = true
		SpecialistHeatFactor = 0.1
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1
		resourceOutputName = Fusion Pellets

		 
		 INPUT_RESOURCE
		 {
			ResourceName = Ore
			Ratio = 0.001
			FlowMode = STAGE_PRIORITY_FLOW
  		 }
		 INPUT_RESOURCE
		 {
			ResourceName = ElectricCharge
			Ratio = 30
		 }
		 OUTPUT_RESOURCE
	 	 {
			ResourceName = FusionPellets
			Ratio = 0.00045
			DumpExcess = true
			FlowMode = ALL_VESSEL
		 }
	}
}

 

You'd need to create a fusionpellets.cfg file somewhere in your game directory to use that patch. This assumes that you don't delete Wild Blue Tools. To switch to CRP, there is an app button in the Space Center named "WBT" that will let you switch what's called a Play Mode. Just find the one marked CRP and follow the directions.

 

Edited by kennyc222
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On 5/19/2021 at 10:04 AM, Araym said:

IXS - "Blueshift conversion" news:

I took some time off from KSP, because "other stuff" happening in real world.
But aside that, I managed something.

  1. Good news: the part are working as I envisioned (so all the new functions are properly bonded to the corrisponding parts) and any remaining "legacy hardware" is removed.
  2. Good news: I also managed to fit them in the tech tree (Angel-125's "Blueshift" and "Flying Saucers" - and related dependencies - needed, for proper "tech nodes" requirement, both for Stock tech tree and Community Tech Tree - the patches can detect one or the other)
  3.  BAD news: I cannot wrap my head on making any "warp effect" working. NONE. The part are "mechanically" functioning as intended, but with none of the cool effect bonded with "Blueshift" parts.
  4. Good news: For ANYONE (with a bit of knowledge of ModuleManager and KSP cfg coding) willing to help, or just to test out the parts and give me thoughts, i can provide a link for a VERY ALPHA RELEASE : obviously as stated, you will need as dependencies "Blueshift" and also "Flying Saucers" by Angel... and obviously the IXS mod itself:Once you have those three installed, you can grab my own little add-on, install, and (GOD HELP US) everything should work properly:
    IXS "Blueshift conversion", v. "Alpha01": THIS LINK---> https://www.dropbox.com/s/o79d6u2h6k41uai/IXSWarshipsBlueshift_alpha01.zip?dl=0

TESTERS NEEDED!!!
I spent all my ideas (and probably even too much time: I made a full 18 hours session between the last saturday and sunday and probably burnt myself to the point to not seeing any solutions even if in front of my eyes...)

  1. Any idea about fixing the warping FX
  2. Thoughts on balancement: aside the converted parts related to "warping tech" (that follow, mathematically, the "Blueshift" balancement) and some tankage converted to it, I basically left the core of other parts as they are: warp rings and main hull has still TONS of EC and Xenon Gas (more or less on the same level as they have in the original version) for feeding their own, sublight, Xenon engines. That are indeed WAY POWERFUL. I dunno if they are well suited for a "realistic" gameplay, compared to other mods. I was thinking about different tech tree placement but I do not have any clear thoughts about it.

If anyone is willing to help, I can then eventually push a more public release.
Thanks in advance to anyone that could spend a bit of time on it with me. :D

EDIT:
as "licensing" (dunno if it needed, being posted here on the forum), it's totally fine for me a "grab it, modify it and rework it as you want, if you are mentioning me" , because I do not know a lot about "related legal stuff" to choose, at the moment, a proper licensing.
As stated, I'm plenty of willing to make it a public release, once the patch is ironed out, with a proper one once done (and that will be then the final one related to this work, once the "testing phase" will be done)

A98M0hf.png

This will take a small update to Blueshift, which I'll have later this week. I just had to make a genericWarpEngine model (actually just a couple of 3D points), but the side benefit is that it can be used to convert other parts to use Blueshift as well.

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14 minutes ago, Angel-125 said:

This will take a small update to Blueshift, which I'll have later this week. I just had to make a genericWarpEngine model (actually just a couple of 3D points), but the side benefit is that it can be used to convert other parts to use Blueshift as well.

Oh-Oh-Oh-Oh!

IXS with FX!!!

Beside the good news about that: how did you feel the parts converted?
Are they, generally speaking, behaving correctly?

Edited by Araym
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