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[Min KSP 1.12.2] Blueshift: Kerbal FTL


Angel-125
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4 hours ago, Rakete said:

This sounds great. We have a saying in german: translated literally it would say "I draw a my hat" to your programming/fixing skills. Maybe it doesn't make sense in english, but let's just say I am very impressed how fast you dig through the issue. 

Does this solution also work with multiple displacement wave generator setups like a warp core and also a wave generator in case of bigger vessels? Do they all sync with each other?

Thanks! I think the English version is "tip my hat." Fixing this issue is one of those cases where to get a break from programming, I do some programming on something else.

Yes, it will work with multiple generators. The active warp engine already knows about all the generators on the ship. It adjusts their production rate when you venture into or out of interstellar space. My biggest concern is ensuring that the bypass that I put in doesn't cause problems with the generator when a warp engine isn't running, so I'm working on putting in safeguards. At worse, you might need to stop and restart the generator if something like that should happen (the engines are smart, they automagically disable the bypass when they stop running).

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8 minutes ago, Angel-125 said:

Thanks! I think the English version is "tip my hat." Fixing this issue is one of those cases where to get a break from programming, I do some programming on something else.

Yes, it will work with multiple generators. The active warp engine already knows about all the generators on the ship. It adjusts their production rate when you venture into or out of interstellar space. My biggest concern is ensuring that the bypass that I put in doesn't cause problems with the generator when a warp engine isn't running, so I'm working on putting in safeguards. At worse, you might need to stop and restart the generator if something like that should happen (the engines are smart, they automagically disable the bypass when they stop running).

Sounds amazing. Really looking forward to the next stable release ;-)

Another stupid sidequestion as I am getting into this Mod: Is the minimum warpable height above the celestial bodies always the same? Can I look it up somewhere or does it follow a certain rule (like planetradius times factorX)?

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6 minutes ago, Rakete said:

Sounds amazing. Really looking forward to the next stable release ;-)

Another stupid sidequestion as I am getting into this Mod: Is the minimum warpable height above the celestial bodies always the same? Can I look it up somewhere or does it follow a certain rule (like planetradius times factorX)?

It's always one orbital radius of the planet/moon/star that you're orbiting.

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1 minute ago, Angel-125 said:

It's always one orbital radius of the planet/moon/star that you're orbiting.

One orbital radius? meaning the 70km in case of Kerbin where you leave the atmosphere? thought it would have been more, last time I tried to warp

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38 minutes ago, Rakete said:

One orbital radius? meaning the 70km in case of Kerbin where you leave the atmosphere? thought it would have been more, last time I tried to warp

Yup, that's correct. From WBIWarpEngine:

        // Minimum planetary radii needed to go to warp.
        minPlanetaryRadius = 1.0

@Ooglak Kerman Random thought: I wonder if an Engineer 6 is a Stark instead of a Scotty... :)

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Posted (edited)
53 minutes ago, Rakete said:

One orbital radius? meaning the 70km in case of Kerbin where you leave the atmosphere? thought it would have been more, last time I tried to warp

Past experimence tells me that the minimum radius is that of the planet -- Kerbin's 600km. I do hope that @Angel-125 is having a senior coder moment :D or the restriction now uses atmosphere height if the body has an atmosphere.

Edited by JadeOfMaar
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13 minutes ago, JadeOfMaar said:

Past experimence tells me that the minimum radius is that of the planet -- Kerbin's 600km. I do hope that @Angel-125 is having a senior coder moment :D or the restriction now uses atmosphere height if the body has an atmosphere.

Lots of spinning plates at the moment. 600km is right for Kerbin.

Anyway, I've got several safeguards in place to disable the converter's run cycle bypass, and the Supercharger slider is working as well. If set to 0% then the warp engine will only use the minimum required GravityWaves to power the ship's warp coils and ignore excess production. At 100%, it'll use every available units of Gravity Waves and push the coils to produce more warp capacity (and potentially burning them out faster).

Also, here's a new promo to describe the warp engine controls:

UaiDoSE.png

i411PC5.png
WX-01 Warp Core Breech undergoing a shakedown cruise after a "minor refit." The "fusion timing belt" is working; no warp stutter. Supercharging the warp coil enables ship to travel at warp- which it can't do without the supercharger and with only one coil running.

More pics:

UsXAC1o.png
Flying with all her coils enabled.

sANDMbI.png
Successful test of the new supercharger powering all the warp coils. Speed is much higher.

1kw1TWR.png
Arrival at Eeloo. Using low throttle, disabling supercharger, and using thrust limiter to fly visually instead of using map view.

aRoIdof.png
Warp Core Breech flies well enough in atmosphere too.

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Posted (edited)
52 minutes ago, Angel-125 said:

Lots of spinning plates at the moment. 600km is right for Kerbin.

Anyway, I've got several safeguards in place to disable the converter's run cycle bypass, and the Supercharger slider is working as well. If set to 0% then the warp engine will only use the minimum required GravityWaves to power the ship's warp coils and ignore excess production. At 100%, it'll use every available units of Gravity Waves and push the coils to produce more warp capacity (and potentially burning them out faster).

Also, here's a new promo to describe the warp engine controls:

UaiDoSE.png

i411PC5.png
WX-01 Warp Core Breech undergoing a shakedown cruise after a "minor refit." The "fusion timing belt" is working; no warp stutter. Supercharging the warp coil enables ship to travel at warp- which it can't do without the supercharger and with only one coil running.

More pics:

UsXAC1o.png
Flying with all her coils enabled.

sANDMbI.png
Successful test of the new supercharger powering all the warp coils. Speed is much higher.

1kw1TWR.png
Arrival at Eeloo. Using low throttle, disabling supercharger, and using thrust limiter to fly visually instead of using map view.

aRoIdof.png
Warp Core Breech flies well enough in atmosphere too.

Wow... I have some stupid user questions. Firstly: What is this lightning engine in the last picture? Where to get it ? :D  It looks nasty.

Secondly: The supercharger: The supercharging setting has now nothing to do to prevent warp stutters, since the issue is fixed at its root cause? So no stutters will happen even when supercharged?

Thirdly... Seems like a release is almost in the pipeline? :-) Looking forward to it.

 

Great job, I am kinda hyped ;-)

 

Edited by Rakete
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12 minutes ago, Rakete said:

Wow... I have some stupid user questions. Firstly: What is this lightning engine in the last picture? Where to get it ? :D  It looks nasty.

Secondly: The supercharger: The supercharging setting has now nothing to do to prevent warp stutters, since the issue is fixed at its root cause? So no stutters will happen even when supercharged?

Thirdly... Seems like a release is almost in the pipeline? :-) Looking forward to it.

 

Great job, I am kinda hyped ;-)

 

That engine is from Kerbal Flying Saucers.

No stuttering even with the supercharger. Now it just lets you use the excess Gravity Waves produced by your generators to coax more warp capacity out of the warp coils- and wear them out faster.

New release is being worked on, yes. :) I have some cleanup to do first.

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Posted (edited)
50 minutes ago, Angel-125 said:

That engine is from Kerbal Flying Saucers.

Sounds great. eeeh.... is an update for Flying Saucers also inbound, since they also seem to use gravitic waves? (Means: Should I wait a bit, to do the install only once, or is it not affected from the oscillation issue and can be installed already as an stable version?). Wow... it has a big package of dependencies, which have much more subdependencies... have to sleep it over. :cool:

Edited by Rakete
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3 hours ago, Angel-125 said:

Yup, that's correct. From WBIWarpEngine:

        // Minimum planetary radii needed to go to warp.
        minPlanetaryRadius = 1.0

@Ooglak Kerman Random thought: I wonder if an Engineer 6 is a Stark instead of a Scotty... :)

Huh.. not enough that lesser level Engineers wax his car and keep it filled.  Now he wants his own title.  I think it should be obvious though - since there can be only one..
Eng-6 --> Angelo

 

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1 hour ago, Angel-125 said:

Lots of spinning plates at the moment. 600km is right for Kerbin.

Anyway, I've got several safeguards in place to disable the converter's run cycle bypass, and the Supercharger slider is working as well. If set to 0% then the warp engine will only use the minimum required GravityWaves to power the ship's warp coils and ignore excess production. At 100%, it'll use every available units of Gravity Waves and push the coils to produce more warp capacity (and potentially burning them out faster).

Also, here's a new promo to describe the warp engine controls:

 


WX-01 Warp Core Breech undergoing a shakedown cruise after a "minor refit." The "fusion timing belt" is working; no warp stutter. Supercharging the warp coil enables ship to travel at warp- which it can't do without the supercharger and with only one coil running.

More pics:


Flying with all her coils enabled.


Successful test of the new supercharger powering all the warp coils. Speed is much higher.


Arrival at Eeloo. Using low throttle, disabling supercharger, and using thrust limiter to fly visually instead of using map view.

aRoIdof.png
Warp Core Breech flies well enough in atmosphere too.

Oh dang!  Me want! Looks like what... 4x S-1 coils per side?  That there is rocket ranger.

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1 hour ago, Rakete said:

Sounds great. eeeh.... is an update for Flying Saucers also inbound, since they also seem to use gravitic waves? (Means: Should I wait a bit, to do the install only once, or is it not affected from the oscillation issue and can be installed already as an stable version?). Wow... it has a big package of dependencies, which have much more subdependencies... have to sleep it over. :cool:

Not needed. Blueshift will patch KFS' gravitic engines to use the proper resource converter from Blueshift. If anything, I'll patch the Excalibur's engineering cores to use the proper converter from KFS, which will then get patched when using Blueshift. But given how incomplete the KFS mothership is, it can wait.

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3 hours ago, Rakete said:

Sounds great. eeeh.... is an update for Flying Saucers also inbound, since they also seem to use gravitic waves? (Means: Should I wait a bit, to do the install only once, or is it not affected from the oscillation issue and can be installed already as an stable version?). Wow... it has a big package of dependencies, which have much more subdependencies... have to sleep it over. :cool:

As it turns out, I needed to make a small bug fix for Kerbal Flying Saucers. Here is the fix. The fix also updates compatibility with Blueshift. When Blueshift is installed, KFS will use Blueshift's converters.

57 minutes ago, Ooglak Kerman said:

@Angel-125 do you have a close-up pic of Warp Core Breech sitting still?  Please sir.

Sure, here you go:

4M2GT35.png

Craft file here.

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Ok.  I thought so.  I was going to ask about the S-2 Gravatic Displacement Generator, but remembered you discussing the ability to supercharge and I assume that is for the extra gravity waves.  I left that off with this quick POC.  It does hover just fine though.  COM is right dead center.  It isn't gonna "fly" but you sure gave me some ideas.

JwrtSLy.png

 

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Oh my.  It's fast.  Splattered it all over Eve.  This thing will take a bit of work for the driving.  I really like being able to take warp coils out of the circuit to give me the capacity I want though.

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Blueshift 1.7.5 is now available:

- Fixed warp stutter issue where warp engines would rapidly vary their warp speed and cause repeated photonic booms as ships dropped below and exceeded the speed of light.

- Added new Supercharger slider to the warp engine. With a value above zero, excess Gravity Waves will be funneled into active warp coils to improve their warp capacity. With EVA Repairs installed, they will wear out faster when supercharged.

- Updated the warp engine sound effects.

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It's definitely an interesting concept - using multiple S-1 coils.  I never thought of that before.  The ship is hard to drive compared to a fully in-line ship.  It rolls badly.   This Star Trek setup is kinda not so good.

It has 8.5C capacity interplanetary.  Made it from Kerbin orbit to the Urlum SOI in 3:45 - including getting oriented and past Kerbin.  At 7:51, I was in orbit of Thatmo with no drama.  It seems to have a wider throttle range and the thrust limiter seems to have more authority with this setup.

I need to do a pretty big redesign of this for enhanced controllability.

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Posted (edited)
8 hours ago, Ooglak Kerman said:

Ok.  I thought so.  I was going to ask about the S-2 Gravatic Displacement Generator, but remembered you discussing the ability to supercharge and I assume that is for the extra gravity waves.  I left that off with this quick POC.  It does hover just fine though.  COM is right dead center.  It isn't gonna "fly" but you sure gave me some ideas.

JwrtSLy.png

 

 

9 hours ago, Angel-125 said:

As it turns out, I needed to make a small bug fix for Kerbal Flying Saucers. Here is the fix. The fix also updates compatibility with Blueshift. When Blueshift is installed, KFS will use Blueshift's converters.

Sure, here you go:

4M2GT35.png

Craft file here.

What are these dishes on the vehicles from angel and ooglak? Are they some kind of nav deflector like on the beloved Enterprise? (Yes, I'mma trekkie and love the kerbalization of this concept)? Are they there for style or for a purpose?

Can't wait to get home from work to play around with the now fixed warp drives.

Edited by Rakete
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Posted (edited)
11 hours ago, Angel-125 said:

But given how incomplete the KFS mothership is, it can wait.

KFS is not yet feature complete? Is Blueshift or are there more things to come?

And another question. How much graviolium is to be planned for a ship, that goes through a space-Stargate?

Edited by Rakete
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4 hours ago, Rakete said:

 

What are these dishes on the vehicles from angel and ooglak? Are they some kind of nav deflector like on the beloved Enterprise? (Yes, I'mma trekkie and love the kerbalization of this concept)? Are they there for style or for a purpose?

Can't wait to get home from work to play around with the now fixed warp drives.

The big dish on my POC ship is from GU_Parts from the Galaxies Unbound mod.  I have the Outer Planets Mod installed and beyond Jool, the stock antennas do not have the range to communicate with Kerbin.

If you have the OPM mod and also CustomBarnKit installed, the Tracking Station will upgrade to level 4 to give extra range.  Still the stock antennas are not enough.

 

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Posted (edited)

@Angel-125

Bug Report

Type: Calculations, Severity: Minor - Medium

 

If the Supercharger is set to zero it results in a higher Max.Warp compared to when set to values between 5 - 25% percent in interplanetary space:

Reproduceable at the ugly testvehicle I gave you several days ago. ;-) But it's just a minor inconsistency.

 

 

Oscillations seem to be gone in the newest release. Great job!

Edited by Rakete
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6 hours ago, Rakete said:

KFS is not yet feature complete? Is Blueshift or are there more things to come?

And another question. How much graviolium is to be planned for a ship, that goes through a space-Stargate?

That's... an interesting question. KFS's Flapjack is feature complete. You can build everything from a jet vtol (Avrocar inspired) to a rocket saucer (based on a USAF lenticular reentry vehicle concept) to the gravitic flying saucer. You can even use the saucer parts to form the front of the IXS Enterprise. The Excalibur mothership, which was the original plan for KFS  (the Flapjack was originally a proof of concept) is nowhere near complete- I started making the IVAs a couple of years ago, got frustrated, and stopped, so I made Blueshift instead. I've almost removed it from the mod a couple of times, but stopped at the last moment. But with KFS 2 on the horizon, I don't think I'll finish it. Instead, I'll wait for KSP 2 and start again.

As for Blueshift, my original plan was to make just a couple of parts for each mode of transport: warp, jump gate, and jump engine. The warp tech really expanded as it proved very popular, and I managed to build the jump gates- and space anomalies! But when it came to the jump engines, I just ran out of steam, so I scaled the mod back. So, today, you have warp tech for local travel, and jump gates for the really long distance stuff- kind of like Mass Effect, which provided inspiration for both Blueshift and Kerbal Flying Saucers.

For the Graviolium toll, it is 5 units per metric ton of vessel mass, paid by the vessel making the transit.

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6 hours ago, Rakete said:

KFS is not yet feature complete? Is Blueshift or are there more things to come?

And another question. How much graviolium is to be planned for a ship, that goes through a space-Stargate?

The graviolium "tax" for using a jumpgate is set at 5 units per ton of the vessel.

		// In order to jump a vessel, gates can require that the vessel pay a toll of one or more resources.
		// If the vessel doesn't have sufficient resources then it cannot jump. Simply add one or more Resource nodes.
		// The cost is per metric ton of the vessel.
		RESOURCE
		{
			name = Graviolium
			rate = 5
			FlowMode = STAGE_PRIORITY_FLOW

 

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