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[Min KSP 1.11] Blueshift: Kerbal FTL


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On 4/10/2021 at 2:23 AM, Angel-125 said:

Everything is finished up to the jump engines. I'm working on other projects at the moment though, and it sounds like the warp tech needs some tuning.

It would be a lot looking better, if there was a short Visual when you Jump to another Portal. And maybe also a Jump sound like a "Boom" or "Whoosh". Warp Tech is pretty good for now and doesn't needs a lot anymore (in my opinion)

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4 minutes ago, PalowPower said:

Another thing.

Can you pleas add TweakScale compatibility. I was going to build a massive ship, but the Warp Coils were to small...

I don't use TweakScale, nor do I have time to learn it. But if you create a patch and would like to share it then I can post a link to your patch. :)

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33 minutes ago, Angel-125 said:

I don't use TweakScale, nor do I have time to learn it. But if you create a patch and would like to share it then I can post a link to your patch. :)

I can do that, bcuz what to do in quarantine lol. But the Problem is... I'm just a Java Dev and don't know how to add TweakScale to a Part :( 

Edit: But I will try my best to patch it :) 

Edited by PalowPower
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19 hours ago, PalowPower said:

Oh, Patching TweakScale to a part seems pretty easy :)

20 hours ago, Angel-125 said:

I don't use TweakScale, nor do I have time to learn it.

Don't expect Angel-125's modules to work properly or at all, though. I have first-hand experience and I've seen similar reports from others who tried.

You'll have to sacrifice some of your intended design details. Warp rings are 10x ~ 12x better than Warp nacelles in the same bulhead size.

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3 hours ago, JadeOfMaar said:

Don't expect Angel-125's modules to work properly or at all, though. I have first-hand experience and I've seen similar reports from others who tried.

Yes, I changed my mind. Patching the Warp Drives etc. isn't easy....

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