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[Min KSP 1.12.2] Blueshift: Kerbal FTL


Angelo Kerman

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1 hour ago, Grimmas said:

You might have some other mod interfering, maybe. Are you testing in isolation? I would suggest you look through the MM log and cache to see a)what is patching that part and b) what the output patched part looks like. 

Tested in isolation. I just upgraded to SH 0.6.0 from 0.5.6 . - this seems to have been the reason. now it works. Just about to balance stuff.

But one thing is still odd. Systemheat does not respect different values of outlet heat and generated heat and heat/effiency curve. You can change them like you want. SH will do what it wants.

Looked through the MM log. Nothing else is patching the antimatterfactory... strange behavior!

 

 

Here is my current iteration of the patch:

Spoiler

// Optional Patch by KSP-Forum user Rakete

@PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies]
{

  MODULE
  {
    name = ModuleResourceConverter
    // must be unique
    moduleID = GraviConversion
    // ModuleSystemHeat moduleID to link to
    systemHeatModuleID = isru
    // The shutdown temperature of the part
    shutdownTemperature = 1300

    // The temperature the system contributes to loops
    systemOutletTemperature = 500

    // Map loop temperature to system efficiency (0-1.0)
    systemEfficiency
    {
        key = 0 0.0
        key = 500 1.0
        key = 700 0.0
    }
    // Heat generation (kW)
    systemPower = 9500
    ConverterName = Graviolium Conversion
    StartActionName = Start Factory [Graviolium Conversion]
    StopActionName = Stop Factory [Graviolium Conversion]
    ToggleActionName = Toggle Factory [Graviolium Conversion]
    AutoShutdown = true

    GeneratesHeat = false
    DefaultShutoffTemp = .8
    UseSpecialistBonus = true
    SpecialistEfficiencyFactor = 0.2
    SpecialistBonusBase = 0.05
    ExperienceEffect = ConverterSkill
    EfficiencyBonus = 1


    INPUT_RESOURCE
    {
      ResourceName = Antimatter
      Ratio = 0.25
      FlowMode = STAGE_PRIORITY_FLOW
    }
    INPUT_RESOURCE
    {

      ResourceName = ElectricCharge
      Ratio = 10000
    }
    OUTPUT_RESOURCE
    {
      ResourceName = Graviolium
      Ratio = 0.0625
      DumpExcess = false
      FlowMode = STAGE_PRIORITY_FLOW
    }
  }

 
}

 

 

Maybe @Angelo Kerman wants to offer it in the next Blueshift release as optional patch. This way you can use the complex production chain to generate some graviolium in the late game out of antimatter, which is rather difficult to create. This patch suggests a 4:1 rate to generate even more precious graviolium. Because it's an industrial process it's faster than harvesting the material as spacedust for several years. But you have to have the production chain and the power to do so (Feed the hungry FFT fusion reactors, to make Antimatter and than make Graviolium of it).

 

 

Edited by Rakete
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@Angelo KermanSo, I may have found a bug.  Specifically, its a bug with the mk2 warp core and grav generators.  I can attach the core/gen to any part in series/stacking.  But once I do, I cannot attach anything to the node on the other end.  If I start a new craft, and pick the core/gen as the first part, then none of the stack nodes work at all.  And its only with those 2 parts.

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14 hours ago, skygunner58203 said:

Correction:  I found that, for some reason, if I install it by itself, it works fine.  The only mod I haven't installed is JadeofMarr's Impulse Party.  I'm wondering if something there is causing the issue.

Have you then installed and uninstalled Impulse Party to confirm that my mod is causing the problem? The only possible source of problems would be IMPP_WarpCoilsUpgrades.cfg which affects Angel's parts. And that config is in my mod's Extra's folder. It shouldn't be in your GameData by default.

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7 hours ago, JadeOfMaar said:

Have you then installed and uninstalled Impulse Party to confirm that my mod is causing the problem? The only possible source of problems would be IMPP_WarpCoilsUpgrades.cfg which affects Angel's parts. And that config is in my mod's Extra's folder. It shouldn't be in your GameData by default.

Just tested this.  It was indeed the IMPP_WarpCoilsUpgrades.cfg causing the problem.  A standard install of Impulse Party did not cause the issue to occur.  Not sure what in the config does it, but something does.

@JadeOfMaarJust had a thought, should I be downloading the 0.5 release or the main branch?

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  • 2 weeks later...

Preparing to install the Nova-Facility to my orbital fuel station. It will also create graviolium in an industrial process... Here with orbital tug.

lRZYuv0.png

 

And this is where it shall be docked to: The Cochrane-Center in 120x120 km LKO. Fitted with all the needed Hi-tech (from the Nertea-Mods) to create Antimatter and then to make Graviolium out of it...

Left-hand-side: The docking arm for SSTO, Capsules and later on FTL-driven vehicles. Center: There are some nice ressource converters.... two reactors (one in fission (on top, below the golden AM-Storage)  for sustaining the operation and AM-containment, and one in Fusion (bottom end - the donut-shaped tokamak) for delivering the needed electricity to run the nova-facility to make AM and Graviolium using large amounts of Deuterium and He-3 - only in operation while doing ... stuff... :D ... Also there: Ore-, gravi-, Antimatter-containment-, uranium-, LqDe-, LqHe3-, and Fissionpellet-Storages. Making Gravi is difficult, but is worth the effort....

The cooling radiators aren't deployed yet....

 

RjBZaZ6.png

 

 

Edited by Rakete
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Now fully operational with deployed graphite cooling panels... Just needs supply of... LqHe, LqDe, Uranium, Ore........ Stuff.... :D

RTzeKKF.png

Used Mods besides Blueshift: Near Future-Suite (esp. NF electrical & NF propulsion), Far Future tech, System heat, Heat control, station parts expansion redux by Nertea.... and planetside by benjee10 for some cute little spotlights.

 

Edited by Rakete
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The long section is only one part. It is the nova facility from FFT to make Antimatter. (Even launching this big un-splitable thing is a challenge by itself! ) I patched it (patch: see some posts above) to make it produce gravi out of produced antimatter using huge amounts of electricity. This whole station is a rather big industrial complex. 

About 20.000 EC/s production and consumption iirc. Also big ore tanks and a convertotron. This is kinda a omni-fuel-station. It can create almost every fueltype... almost... AM, Gravi, LF, Ox, LqH2, LqMethane, Lithium, Monoprop, Nuclear Saltwater, ... there is also the vulcan smelter just on top of the big fusion reactor. (Forget about solar power, we need the fire of the sun, to make AM and gravi!) 

And Antimatter is nicely unstable. Without proper containment (eating many EC/s) it goes booom and takes your station with it... partially. A great material to make the more stable graviolium out of it by exposing it with Tucker-Rays, named after charles tucker III, while eating chocolate with one hand and and holding jelly beans in the other. Therefore you need a skilled engineer for it, how manages to eat large amounts of jelly beans and chocolate, because we need huge amounts of graviolium, right? Why not do it on kerbin? Cause it's too dangerous.... (The sweets could get eaten by other kerbals !!!)

 

 

This is what I meant, when I said, the Nertea Mods and Blueshift can nicely hook into each other. Nerteas propulsion systems are all sub-light-systems. So Blueshift forms naturally a nice evolution step. Aaaaand: BS fits nicely aesteticswise e.g. to the NF commandpods (Near future spacecraft mod). My advice: combine Blueshift with the nertea mod compendium. Great user experience and much deeper gameplay loops. It also makes the transition from a non-FTL-era to the FTL-age much more plausible.

 

(E.g. get your LqHe3 for powering the highest tier fusion reactors from Regolith from the mun with special harvesters... drills are for noobs): Here a two fission reactor driven regolith harvester, that stores LqHe3 in its tanks. All for the great target to make graviolium one day by themselves. The Kerbals found evidence of the existence of gravi in magic asteroids and on dres, but.... only small samples to carry all the way home aren't the way to go... let's do in an industrial process!

dw26ITC.png

(This regolith crawler features parts from the Near Future Tech Suite, Far Future Tech and the Planetside mod by Benjee10. ) the parts are perfect to mix and match.

 

 

Meanwhile at the cassiopeia station: the scientists struggle with painting blueprints for first warp engines, because the whiteboard markers always float away....

@JadeOfMaar a little more eyecandy... here all the science happens to make the warp drives work one day... Cassiopeia space dock in 500x500 LKO with big science labs. Currently docked with an ugly early-tech-vessel (just to gather science from the edge of Kerbins SOI) on the docking arm in the foreground. This station is also rather huge. Mostly 5m-stationparts iirc.

CnZg1YE.png

Since the day, those pictures were taken, the station was fitted with sandcastle 3Dprinters.... for even more fun... and some defensive lasers by BDA+ ... because of.... the klingons.... and ... the tribbles.... you never know. Now that I see the station i kinda think of the K7 station in TOS. Yes, tribbles are probably a real threat!

 

All this feels way better than KSP2 right now... and will do so for the next years, I guess.

 

Righthandside on the bottom: the dock and construction area. This is where the sub-light-deep-space-vessels come in and deliver their data to the lab. And get refits. The trusses are equiped with lights. Unfortunately the station is older than my sandcastle mod installment, so i better could have used angelos dock construction parts.

LqtrLGZ.png

Edited by Rakete
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I mean.... you can also harvest your first graviolium from asteroids and take samples back to the ksc. That was that mission about: Finding evidence for the existence of graviolium, an element, that was more a theoretical thought on some scientist's coffee sprinkled paper.

May I introduce the Wyvern Mk2 graviolium harvester SSTO? Completely stock except from the gravitanks and a truss piece (from NF Construction) at the tip of the robotic arm and some tiny lamps there (from Planetside mod). Sooo feel free to build something similar, if you like....

Powered by 20 Rapiers and 3 Nerva-engines. (Yes, some engines from KARE (by @JadeOfMaar) would have fitted as well. But I took my manticore-class SSTO as template and evolved it to this thing by adding some features of my sphinx-class-sstos... both run on rapier/nerva-combos)

Challenge accepted, anyone ???

HtWfeRA.png 

74WkEYx.png

nU9Bqu9.jpg

JFznItk.png

 

But for this kind of operation, you'd better put your desired rock into a stable LKO.  It took almost 2 months to extract only 100 graviolium from that rock.

Here is the positioning of a rock in LKO performed by my hercules asteroid tug. Powered by a really advanced nuclear saltwater rocket engine (from Far Future Tech).... every mod hooks nicely into each other.... That's the kind of gameplay I love.

PKIhlww.jpg

See the four slightly glowing cooling panels made of graphite, to cool that monster of an engine ?! They can get even hotter...

 

 

Edited by Rakete
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Now with crew on board and filled up storage tanks the antimatter and than the graviolium production can start. The Cochrane Center is now in service. Wilhelm Conrad Kerman and Reginald Kerman are the ones to start the facility and supervise its function. Soon the first warp drives will leave the concept phase - as soon as we have made enough of the fabulous graviolium.... Antimatter, X-Rays, Tucker-Rays, Snacks...

Currently Reginald is hyperventilating checking the fusion reactor before its start up.

J2Namcz.png

The docked vessel is the Stardream I, a small plane built of parts from the SpikeX Mod by NESD.

 

Edited by Rakete
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  • 2 weeks later...

@Angelo Kerman I'm wondering if you might be willing to make a slight change to the Blueshift warp drives.  Set them so that when in Interstellar space, graviolium usage is reduced by 10%.

The thought is that they would work more efficiently in flat space out of a gravity well.  The more pressing issue is that of the very real - though not yet quantified issue of diminishing returns for use of the warp drives over big interstellar distances.  More distance requires more resources which adds more mass and reduces max C for the drive.

Right now, it looks like like the sweet spot is around 180-220 days of range with a pair of the S3 engines (but running only 1) and getting right about 10C.  It drops off pretty fast as mass is added and making a really light ship that will go super fast ends up with it unusable in-system.

@JadeOfMaar have discussed this and I hope they'll chime in on this.

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On 4/7/2023 at 12:30 PM, Rakete said:

Now with crew on board and filled up storage tanks the antimatter and than the graviolium production can start. The Cochrane Center is now in service. Wilhelm Conrad Kerman and Reginald Kerman are the ones to start the facility and supervise its function. Soon the first warp drives will leave the concept phase - as soon as we have made enough of the fabulous graviolium.... Antimatter, X-Rays, Tucker-Rays, Snacks...

Currently Reginald is hyperventilating checking the fusion reactor before its start up.

 

That beats traveling to some place where a star is going supernova to harvest graviolium...

18 minutes ago, Ooglak Kerman said:

@Angelo Kerman I'm wondering if you might be willing to make a slight change to the Blueshift warp drives.  Set them so that when in Interstellar space, graviolium usage is reduced by 10%.

The thought is that they would work more efficiently in flat space out of a gravity well.  The more pressing issue is that of the very real - though not yet quantified issue of diminishing returns for use of the warp drives over big interstellar distances.  More distance requires more resources which adds more mass and reduces max C for the drive.

Right now, it looks like like the sweet spot is around 180-220 days of range with a pair of the S3 engines (but running only 1) and getting right about 10C.  It drops off pretty fast as mass is added and making a really light ship that will go super fast ends up with it unusable in-system.

@JadeOfMaar have discussed this and I hope they'll chime in on this.

I think this is feasible. I'll work on it over the weekend along with a KFS update for an "afterburner" mode for the gravitic engines. It'll let you burn graviolium fast, but also let you accelerate rapidly- up to 99.99% of light speed.

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9 minutes ago, Angelo Kerman said:

That beats traveling to some place where a star is going supernova to harvest graviolium...

I think this is feasible. I'll work on it over the weekend along with a KFS update for an "afterburner" mode for the gravitic engines. It'll let you burn graviolium fast, but also let you accelerate rapidly- up to 99.99% of light speed.

Oh my.  That will take some getting used to.  My strategy is gravatic for operations inside the warp cutoff and warp operations otherwise.  This will add a new dynamic.

The wonders that come from the workshop of Angelo!

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12 minutes ago, Ooglak Kerman said:

Oh my.  That will take some getting used to.  My strategy is gravatic for operations inside the warp cutoff and warp operations otherwise.  This will add a new dynamic.

The wonders that come from the workshop of Angelo!

The KFS change is to reflect my approach for gravitic engines in KSP 2. The idea is that you'd use gravitics for in-system travel and jump tech for interstellar travel.

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20 minutes ago, Angelo Kerman said:

The KFS change is to reflect my approach for gravitic engines in KSP 2. The idea is that you'd use gravitics for in-system travel and jump tech for interstellar travel.

I have to agree with this strategy.  I enjoy the ease of moving around in-system with warp, but it feels kind of too easy at this point.

So, orbital transfers would be handled "conventionally" as well as circularization with the gravitic drives?  Just with a LOT more effective dV.

What is your thought on a 10% reduction in graviolium usage for the warp engines while Interstellar?  JadeOfMaar and I didn't really reach a consensus on a good number but that <feels> good for extending range.  I don't think that will let you achieve Kax-A - but there is the wormhole for that.

Edited by Ooglak Kerman
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40 minutes ago, Ooglak Kerman said:

I have to agree with this strategy.  I enjoy the ease of moving around in-system with warp, but it feels kind of too easy at this point.

So, orbital transfers would be handled "conventionally" as well as circularization with the gravitic drives?  Just with a LOT more effective dV.

What is your thought on a 10% reduction in graviolium usage for the warp engines while Interstellar?  JadeOfMaar and I didn't really reach a consensus on a good number but that <feels> good for extending range.  I don't think that will let you achieve Kax-A - but there is the wormhole for that.

Yup, as you do now, gravitics can be used for standard orbital maneuvers.  If you want to circularize your orbit, then plot the maneuver and execute it. And like in KSP 1, your gravitics will have a lot of delta-v. With "Afterburner" mode, you'll accelerate a lot faster than the engine's rated acceleration at the cost of more graviolium. But you'll be limited to just below lightspeed.

I also plan on letting gravitic engines run during KSP 2's timewarp. Essentially, with KSP 2's timewarp engine burns and optional "Afterburner" mode, the gravitics in KSP 2 become the replacement for warp engines.

And with KSP 2 spreading resources around to different planets, I want to spread out where you find Graviolium as well- not just in asteroids.

10% seems reasonable, though you'll be able to adjust it manually in the settings.cfg file...

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18 minutes ago, Angelo Kerman said:

Yup, as you do now, gravitics can be used for standard orbital maneuvers.  If you want to circularize your orbit, then plot the maneuver and execute it. And like in KSP 1, your gravitics will have a lot of delta-v. With "Afterburner" mode, you'll accelerate a lot faster than the engine's rated acceleration at the cost of more graviolium. But you'll be limited to just below lightspeed.

I also plan on letting gravitic engines run during KSP 2's timewarp. Essentially, with KSP 2's timewarp engine burns and optional "Afterburner" mode, the gravitics in KSP 2 become the replacement for warp engines.

And with KSP 2 spreading resources around to different planets, I want to spread out where you find Graviolium as well- not just in asteroids.

10% seems reasonable, though you'll be able to adjust it manually in the settings.cfg file...

Nice.  The gravatics becomes a very nice in-system replacement for the warp drive and will require more attention and finesse.

Thanks for thinking to add the efficiency into the settings.cfg. That will give me the opportunity to tune for serious range.  This makes a mission to the Leethe pulsar a possibility - though I'll have to do it in GU 1.3.

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11 hours ago, Angelo Kerman said:

That beats traveling to some place where a star is going supernova to harvest graviolium...

So,... you like the concept of Blueshift hooking into a complex FFT-production chain to create graviolium? I thought, it would be a nice idea to setup an industrial process in the late game.

Edited by Rakete
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4 hours ago, Rakete said:

So,... you like the concept of Blueshift hooking into a complex FFT-production chain to create graviolium? I thought, it would be a nice idea to setup an industrial process in the late game.

What is the recipe for cooking up graviolium?

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