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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Jump engines are indeed instantaneous- once you complete the jump calculations. Simply select a target, whether a celestial body or another vessel, wait for the calculations to finish, and press the jump button. When you jump, you end up in an orbit around or near your target. If you don't have a target then you'll jump forward up to your maximum jump distance. There are a variety of things that factor into jump calculations like mass of the jump ship, travel distance, how far down the gravity well the jump ship currently is, how far down the gravity well the destination orbit is, the maximum jump range of the engine, and others. You can jump before the calculations are done, but you risk a misjump and could end up anywhere- including falling towards a celestial body without any orbital velocity. There is also a small chance that any jump will misjump despite a high chance of success. In addition to the jump engine itself, you need sufficient gravitic generators to generate the gravity waves needed to make the jump (the amount varies with engine efficiency and vessel mass). Jump computers can also help by improving the calculation rate (timewarping will also help) and increasing the maximum jump distance. So, all in all, jump engines are quite different than warp tech and jump gates. They don't require physical travel to the destination, but they have their own set of problems. They're also likely to be more expensive given their convenience. And hey, if you deliberately decide that you don't want to enter orbit, you can do the Adama Maneuver...
  2. Blueshift 1.3.0 is now available: New Parts - Astria Porta Arbitrium: This is the control segment of an Astria Porta, a jumpgate that can be built. - Astria Porta Auxilium: This is a ring segment for an Astria Porta. You'll need 9 of these along with the control segment to complete a gate. The stock Clamp-O-Tron Sr is ideally suited for this part and the Astria Porta Arbitrium. - Astria Porta Accommodare: This is a small adapter part for putting ring segments in cargo bays. Changes - Added an alignment helper to the stock Clamp-O-Tron Sr. docking port to help with docking Astria Porta parts together. - Added new Jump Tech research node. The Astria Porta parts are located in the new node. - Added new Wormhole Space Anomaly. You can see it in use if you have Galaxies Unbound installed, but it can support other mods as well if config files are written for them. - fixedOrbit now accounts for planetary radius and, if it has one, atmospheric depth. - Removed pairedGateAddress and gateAddress from SPACE_ANOMALY. These fields proved unnecessary. To make a paired jumpgate, simply make sure that both gates use the same network ID and ensure that the network ID is unique. - Moved the GR series of graviolium tanks to the Advanced Science Tech node, where you also get the stock Drill-O-Matic' Mining Excavator. - Fixed issue where vessels are teleported to their destination gate during a jumpgate's startup sequence. - Fixed issue where anomalies weren't being removed after their expiration date. - Fixed missing lift on mk2 parts. - Fixed issue where the warp engine wasn't respecting the vessel's control point direction. - Fixed issue where several part modules were attempting to send controller value updates to Waterfall controllers that didn't exist. At this point, Blueshift has both warp engine tech and jump gate tech. The last FTL mode are the jump engines. I have an idea of how to make these, but it's not solidified yet, and given that the warp tech parts expanded greatly, I'm not entirely sure that the jump engines are needed. And since I gave myself until end of February to finish Blueshift, it's time for me to take a break for a bit and work on some other projects.
  3. @Sky The Heck It's an issue in Blueshift. It'll get fixed this weekend with the next update. And cool, new Waterfall release!
  4. This is great feedback, thank you. It will take a fix on my end, but I have an idea on what is going on.
  5. I'm not familiar with Elite Dangerous, but when you hit interstellar space your ship automatically gets a warp speed multiplier. So it's more like one second you're going 5.6c, the next you are going 5600c. Sadly no, the singularity shader applies to planets, not parts.
  6. No speed limit, other than what your engines can do with the ship's warp capacity and mass. In planetary space your top speed is limited so you don't blow past planets and moons. In Interstellar space your top speed is greatly accelerated so that it doesn't take too long to go between star systems. In interplanetary space, you have no speed restrictions or bonuses, so 5.6c sounds right. If you add additional warp coils/rings and gravitic generators, you can go faster, but it takes more to do so. The other option is to change the cost of going certain speeds. Each engine has a warpCurve that tells it the cost of going specific velocities that you can easily ModuleManager patch to your liking. Here is the standard curve: To patch the curve: No plans for a jump animation at this time. Cool! Waterfall lets you edit the effects, I look forward to seeing what you create. Yup, I've been busy!
  7. Blueshift doesn't work with persistent thrust or in timewarp. Instead, when in interstellar space, the warp engines gain a large speed boost, greatly improving travel rates. In testing it takes just a few minutes to leave Kerbol and reach Nova Kirbani (the nearest star in GU). Plus, with jumpgates, you only need to warp in interstellar space once to a new system in order to discover its jumpgate. After that you just need to reach the system's jumpgate and select a destination. Finally, for those who are too impatient for warp travel, the last set of FTL parts will let you simply select a desired target and initiate a jump.
  8. The wormhole is a new space anomaly part that will be added to the next release. It is a simple sphere with a trigger on its surface. Blueshift's jumpgate part module handles the heavy lifting and works just like the ringed gate, except that the wormhole has no effects to play, and does not require resources to use. For GU, I defined two SPACE_ANOMALY nodes, one for each end of the wormhole. I set them into fixed orbits, set their max instances to 1, their max jump range to -1 (unlimited), and gave them unlimited lifetime. I also gave them a unique network address that only the two wormhole endpoints use. Blueshift is smart enough to know that when you only have 2 gates in the network, it won't show you the destination selector since it already knows what the destination gate is. Then it's just a matter of flying into the wormhole and letting Blueshift move your ship. Here are the configs: I use a starmap texture for the wormhole, and while I did experiment with grabbing the skybox, I couldn't find it.
  9. Well, if you have a better effects setup that you'd like to create, I'd be happy to use it.
  10. Glad you like it! I have another space anomaly brewing for next update. Blueshift will automatically add it if you have @StarCrusher96' Galaxies Unbound installed, but it supports other mods as well if someone wants to make configs. Here is a preview: That's Jool off to the right. A selectable and targetable part. Good luck trying to move it though. A selectable and targetable- uh, other part. Um, where are we?
  11. Annnd a quick bug fix.... I suggest you try it and find out. There's a known issue where the vessel will be teleported to the destination gate during the jumpgate startup sequence (if you uncheck destructive effects). It'll get fixed in the next update.
  12. Blueshift 1.2.5 is now available: Changes - Added new jumpgate anomaly. Jumpgates can be enabled/disabled from the Game Difficulty menu. By default, they aren't enabled. When you discover a new jumpgate, it will be added to your network of known gates, and the more that you discover, the more destinations that you can reach. It does cost some Graviolium to traverse a gate, and be sure to make a vessel that isn't too tall or wide in order to fit. - Warp engines have a new engine sound. Next up is the player-built jumpgate. Hopefully it'll be done next week. I'm also debating whether or not to vaporize vessels caught in the gate startup sequence...
  13. Yup, it costs Graviolium to pass through the ring. You also need to make sure that the vessel you build can fit through the portal. Jumpgates also have limited range. You can only jump to gates within range. And for the jumpgate anomaly, you'll need to find them in order to add them to your destination network.
  14. The Blueshift parts don't affect asteroid resource distribution. I think what is going on is that for existing saves, existing asteroids already have their distributions set, but for a new save the asteroids are newly generated. If that's the case, maybe I can make a utility re-spawns the asteroids for existing saves..
  15. At the very least you need the S-3 Warp Engine. That is the complete solution. Otherwise you need a warp core and either a warp ring or 10 of the warp coils. To improve speed you can add additional warp coils and gravitic generators to power them.
  16. It's important to make sure that the flameout reason is saying that the altitude is too low... There are other reasons for the craft to flameout, such as a lack of graviolium or a lack of warp capacity. There should also be a readout in the PAW that tells you what altitude you need.
  17. It is possible to just use the launch tower. The launch tower is in the WildBlueIndustries/Mk-33/Parts/Structural folder. You can delete the other folders. Better yet though, @AlphaMensae has a really great mod dedicated to launch towers: They offer a much greater variety of launch tower parts than what the Mk-33 provides.
  18. The next anomaly: The jump gate anomaly texturing is inspired by the crashed saucer anomaly- hence the chrome finish.
  19. Are you still having trouble even with Blueshift 1.2? As mentioned it will work like stock cheat menu’s vessel rendezvous.
  20. Blueshift 1.2 is now available: - The auto-circularize PAW button won't appear unless you're in planetary space or in interplanetary space and the star has no planets. - There's an easter egg built into auto-circularization. I'm sure it won't take long for people to figure it out. - Fixed issue with starships "warp dragging" other starships around that are in physics range. - Fixed issue with last planet overrides where the parent star was mistakenly added as the last planet.
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