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Angelo Kerman

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Everything posted by Angelo Kerman

  1. 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.
  2. That remains to be seen. If the rotation module is separate from the docking port, then there is definitely a possibility.
  3. I'm slowly working on node-attached wings to make this much easier. Ideally everything just snaps into place but you might need to do some small rotations to line everything up. Hopefully that will make it easier to assemble.
  4. I got my other diving suit done: I'm contemplating some kind of liquid breathing part that you can wear in place of the SCUBA tank. It would let you dive to the bottom of the ocean...
  5. I finished my diving suit to complement the SCUBA gear cargo part I made:
  6. I wrote a small ModuleManager patch to let me drop the EVA parts that I keep forgetting to remove from the crew: I'd LOVE to be able to deploy ground parts while splashed down in the water (they would be aquatic parts), but @SQUAD's ModuleInventoryPart doesn't let me override what I need in order to do that, unfortunately. But still, this is pretty convenient for me. For those interested, here's the patch:
  7. Warp engines need Gravity Waves to function. You need Gravitic Generators to produce Gravity Waves.
  8. Yup, next update will have distortion effects. I'm holding off until I get more testing/feedback done for the latest changes though. 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.
  9. 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.
  10. The animated texture module is just for the glowing parts of the warp engine and can be safely ignored. There should be comments in the warp engine and generator modules that tell them to use the animated texture module. Just comment those lines out. for the warp curve I would leave it as is. The IXS rings will be plenty powerful as is.
  11. @Araym I forgot to mention what ElectroPlasma is for: in Kerbal Flying Saucers, there are plasma-based RCS thrusters that are powered by ElectroPlasma.
  12. For anything needed from Blueshift, it should read NEEDS[Blueshift]. Similar for Kerbal Flying Saucers: NEEDS[FlyingSaucers].
  13. Not sure where to put the craft file but it's incredibly basic. The key elements were the S3 Warp Engine, the S3 Heavy Warp Sustainer, and 3 of the D2 habitat modules from Deep Space Exploration Vessels. It wasn't meant to do anything but loosely resemble the IXS Enterprise. For the Community Tech Tree, the warp tech parts are incorporated into the Unified Field Theory node. Without CTT, Blueshift uses its own Warp Tech node.
  14. @Araym That is definitely a lot to take in! It sounds like you are on the right track to reworking the IXS Enterprise mod to use Blueshift. Since you indicated that you're relatively new to the mod, the wiki might be of help to you. Specifically for warp tech mechanics: https://github.com/Angel-125/Blueshift/wiki/Warp-Engine-Mechanics With all the discussions going on, did you need help with specific parts?
  15. A - While there are changes coming to Kerbal Flying Saucers in terms of how you acquire Graviolium, they both use the resource but in different ways. For KFS it uses Graviolium for the gravitic engine and Crazy Mode. If you look at the part descriptions, Crazy Mode implies that it's a prototype for the warp engine. In Blueshift, that prototype is realized in a fully functioning warp engine. B - For the IXS Warpship: 1. I'd definitely create one of the rings as the engine and one as a heavy sustainer. See my reference pics below. 2. The KFS gravitic engine runs on Graviolium but it apply gravitic acceleration instead of traditiona thrust. As I recall from the IXS mod, its sublight engine produces thrust, so I'd go with some high thrust, high specific impulse engine, like the Hypernova from Deep Space Exploration Vessels or one of Nert's comparable engines. 3. The parallel to the animatter collector would be Kerbal Flying Saucers' Stardust Graviolium Collector. 4. The Tokamak Reactors could easily use Blueshift's fusion reactor configs, while the Zero Point Generators could be advanced generators available when you unlock Jump Tech. The Warp LqdDeuterium parts sound like something that could store Fusion Pellets and/or Graviolium. The gas collector could become a large static discharger. I'd also take that science pod and turn it into a bigger version of the Mobile Processing Lab MPL-LG-2. Given how much larger the IXS warp rings are, I'd definitely go with more capable warp coils with a corresponding increase in power requirements. I'd say take the coil from the S3 Warp Engine or S3 Heavy Warp Sustainer, and double its stats and double its power requirements. What that'll do is allow you to make larger and heavier starships with the ability to haul heavy cargo. Reference pics from a ship I made last night:
  16. Blueshift 1.5.0 is now available: New Part - S-3 Heavy Warp Sustainer: This part is a larger version of the S-3 Warp Sustainer that has greater Warp Capacity and a more powerful gravitic generator. Changes - Redesigned how warp speed is calculated in order to fix issues where adding additional generators and warp sustainers would decrease max speed. With this redesign: - Warp Coils determine how much mass can be displaced at warp. The more you have and/or the larger the coil, the more mass you can displace. - You can also add more generators to overcharge the warp coils and gain additional speed, but they will wear out faster if you have maintenance enabled. - As before, if your ship is more massive than the total warp displacement, then you'll move slower, but less massive ships will gain a speed boost. - Similarly, a ship that's underpowered won't move as fast as one that is overpowered. - The displacementImpulse field on the warp engine is no longer used and has been discarded. - The Supercharge toggle switch on the warp engine is no longer used and has been discarded. It is now automatically factored into the new equations. - Added new warpIgnitionThreshold to the warp engine. If the starship's total Gravity Waves produced per second divided by the total Gravity Waves consumed per second drops below this value, then the engine will flame out. - In the editor, you'll see two new fields in the warp engine PAW: Displacement Multiplier, and Power Multiplier. - Displacement Multiplier is the ratio between the total mass displaced by the warp coils divided by the vessel's current mass. If it is less than one then the ship won't move as fast as a vessel with a ratio that is equal to or greater than 1. - Power Multiplier is the ratio between the total Gravity Waves generated per second divided by the total Gravity Waves consumed per second by the warp coils. If it is less than one then the ship won't move as fast as a vessel with a ratio that is equal to or greater than 1. NOTE: If the Power Multiplier drops below the warp engine's warpIgnitionThreshold then the warp engine will flame out. - To calculate the Effective Warp Capacity: - Calculate the Displacement Multiplier - Calculate the Power Multiplier - Take the sum of the vessel's total Warp Capacity, and multiply by the Displacement Multiplier and the Power Multiplier. - Updated the warp tech parts to reflect the redesigned warp speed calculations. In general: - Size 3 parts got a buff to their power generation to reflect their use in large starships. - The displacementImpulse ratings of the S1, S2, and Mk2 Warp Coils were adjusted to reflect that they have 1/10 the Warp Capacity and mass displacement of their corresponding Warp Ring. - The warp curves of all the engines were redrawn and given a speed boost, with the S3 engines getting the biggest boost. - Warp engines now let you set the desired inclination when you auto-circularize your orbit. This setting doesn't apply when you rendezvous with another vessel. - Fixed issue where the warp engine would flame out when transitioning from interplanetary to interstellar space, or when throttling up or down. - Fixed issue where max warp speed wasn't being calculated when you loaded a ship into the editor. - Fixed issue where a space anomaly would be deleted after its spawn timer expired and the player had visited it.
  17. Sure, just put it in your GameData folder. That way you can update Blueshift and still keep the file.
  18. You can open up Notepad and paste the text there, then save the file. In the SaveAs field, select "All Files" and be sure to give it a file name of Fusionpellets.cfg.
  19. Not with Wild Blue Tools installed, unless you patch the stock ISRU like so: 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.
  20. It provides an alternative set of resources based on the game's original resources that were never implemented: https://github.com/Angel-125/ClassicStockResources You can switch to using Community Resource Pack if desired, but you'll still need to find resources off-world to produce fusion pellets. The stock ISRU resource scanners should tell you what concentrations of what resources a planet has, and then you can set up resource drilling to extract what you need for the Micro ISRU to convert the resources into fusion pellets.
  21. All that can be found on other planets. But from your mod list, unless you are using the SAFER reactor or other parts from Wild Blue Tools, you can safely delete it along with the 000BARISBridgeDoNotDelete. If you're not using the single-piece robot arm or the crane from Kerbal Actuators, you can safely delete that as well. If you do that then you can remove Classic Stock Resources too... What other mods do you use? Blueshift doesn't come with Wild Blue Tools, and Snacks doesn't either. Did you get them when you downloaded another mod?
  22. It is completely separate, called the Micro ISRU, and found in the Utility tab. If you have Career mode, then it can be fond in the Advanced Science Tech node.
  23. Ah ok, from what I'm seeing, you should have a Micro ISRU that can handle conversions. It should have an option to select which converter you want to use. One of them should be to make fusion pellets.
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