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Everything posted by Angelo Kerman
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ooo, does that mean a potential for JNSQ compatibility?
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Space Anomalies are discovered and tracked like asteroids. They show up as unknown objects in the Tracking Station. When you rendezvous and get up close, they function like the green monoliths. The jump gates will work the same way, except instead of bestowing random tech node unlocks, they let you select another gate in your known network of gates and teleport your ship to it. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift 0.6 is now available: New Features - Space Anomalies now exist! Like asteroids and comets, space anomalies can randomly spawn and de-spawn in solar orbit. If visited, then they'll stick around- and might help out your quest for knowledge... You can disable Space Anomalies in the Settings menu. - Added new WBITechUnlock part module. It is designed for anomalies and has the ability to randomly unlock a tech tree node in Career or Science Sandbox mode. - Added celestialBlacklist value to the Settings.cfg file. This value lets you blacklist celestial bodies from being counted as stars and planets. This is to help ignore things like barycenters. - Added LAST_PLANET node that helps Blueshift determine what is the last planet for the specified star. This is to help in situations where Blueshift can't figure out what is the last planet for a given star system. You can see an example in Settings.cfg. - Added Graviolium support for SpaceDust and Far Future Technologies. These will need testing... Changes - Fixed issue where the warp multiplier couldn't figure out where the edge of the SOI is for the home system. - Fixed NRE in WBIWarpEngine that occurs during starup. Sample Space Anomaly node: --- With Space Anomalies now working, next up is the discoverable/buildable jump gate. If you have Space Anomalies enabled and a mod like Galaxies Unbound installed, then you'll get a discoverable jump gate in orbit around the last planet in each solar system. If such a thing isn't desired, either disable Space Anomalies or just rename the part config... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, I know what the problem is. With Galaxies Unbound, there are some pseudo-celestial bodies called barycenters that don't identify as stars. For instance, I just found one called "AlphaCentauriBarycenter." Since it's not a star, it is considered to be a "planet" and is throwing off Blueshift's calculations. I can fix that, but we may run into this issue for other planet packs. So I will have a two-pronged approach: Add a blacklist that will ignore celestial bodies that contain words like "barycenter" Add a LAST_PLANET config node that will help Blueshift out when it can't automatically figure out the last planet in a star system. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I will have to try it out with Galaxies Unbound installed. Thanks for pointing that out. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah, latest bleeding edge Kopernicus has heating issues in interstellar space. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That's a possibility. The warp rings have the option to remove the endcaps and have nodes, so a magnetic scoop could go there. Meanwhile, I've got a space anomaly... But static images don't do it justice thanks to @Nertea's Waterfall: Thanks to @Beale for the mesh! I retextured it and added Waterfall effects so it's easier to spot in space. I'm in the process of making a space anomaly spawner. Once that's done I'll kick out a new release... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Blueshift doesn't have the parts for it but think of a magnetic scoop similar to what is used on a Bussard ramjet: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Auto-circularizing happens 3 seconds after you drop out of warp. It isn't tied to a specific altitude. But if you warp slow enough, you can hit the minimum altitude trigger (currently one planetary radius) and the ship will automatically drop out of warp. Then 3 seconds after that you'll circularize. @Nertea's SpaceDust is not supported in the 0.5 release but it is definitely on my radar. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
And here you go! Blueshift 0.5 is now available: New Parts S-2 Fusion Reactor GR-06 Graviolium Container GR-12 Graviolium Container GR-25 Graviolium Container Changes - Stock ISRU Surface Scanner can now scan for Graviolium. - Added exospheric resource definitions for Graviolium. - Comets might contain Graviolium along with asteroids. - Gravitic generators will now drain their Gravity Waves when shut off. Forgot to add that before... - You can now enable "Auto-circularize orbit after warp" from the Game Settings -> Custom -> Blueshift menu. If enabled, ships will auto-circularize their orbit around a planet or moon 3 seconds after you cut the throttle and stop warp travel. Going to warp again or shutting down the engine will cancel the timer. You can change the delay by editing the autoCircularizationDelay field in Blueshift's Settings.cfg file. NOTE: Auto-circularization costs a small amount of Graviolium and is based on vessel mass. See circularizationResource and circularizationCostPerTonne in Settings.cfg. --- That was a bit of a detour from the jump gate tech, but I realized that the mod needed dedicated tanks for mining graviolium. As the "Finding Graviolium" infographic hinted at, you can find dust-form graviolium out in interplanetary space. You can also mine it from hard to reach planets like Eve and Dres, but those options are more for companion mods like Kerbal Flying Saucers. Next up is a key component for jump gates and something I've wanted to make since the days of Kerbal Komets: Space Anomalies! For Blueshift, jump gates are discovered instead of built, but for that to work I need to build a system similar to asteroid spawns that let you discover anomalies in the void. I have one anomaly in mind in addition to the jump gates, but the system will be open enough that others could build additional space anomalies if desired. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Simply wait until the next release. It's not done yet. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Coming soon... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That actually shouldn't be an issue with Blueshift. I have no dependencies to BARISBridge or to WBT. It is completely stand-alone. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hm, without any logs I won’t be able to tell. Blueshift is made to be stand-alone and does not depend on any of my other mods, and the part names and resources and plugin classes are unique as well. If you have any of my other mods installed try removing them one by one. Also try installing KSPIE by itself with no other mods. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Not that I'm aware, the two are separate. What errors are you getting for Blueshift? -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That's actually something that I alluded to and am currently working on. There will be an option that you set in Game Settings -> Custom -> Blueshift that will let you "Auto-circulate orbit after warp." -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
New infographics: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The default 1.1 multiplier put the home SOI 10% past the distance of the furthest planet from the Sun. For the stock game, that would put it just past Eeloo. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Warp Tech parts completed! Get Blueshift 0.4 here. New Parts S-2 "Planet's Edge" Warp Core S-2 Gravitic Generator S-2 FTL Propellant Tank S3-2 Warp Ring* S-1 Warp Coil* S-1 FTL Endcap Tank Mk2 "Starflight" Warp Core Mk2 Gravimetric Displacement Generator Mk2 FTL Propellant Tank Mk2 Warp Ring* Mk2 Warp Coil* * Has part variants Changes - Adjusted costs on the parts. - Most of the parts can now be surface attached. - Due to their versatility, warp coils now cost more to obtain the same performance as an equivalent Warp Ring. - When in interstellar space, vessels can go much faster. You can change how much of a speed boost ships get by setting the interstellarWarpSpeedMultiplier in the settings.cfg file. The default is 1000, which is about 2.74 light-years per day. - Warp engines now require a minimum planetary radius of 1 (down from 3) in order to go to warp. - You can now combine warp engines to increase the displacement impulse (lets you move more massive ships). - WBIWarpCoil and WBIModuleGeneratorFX can now support Waterfall along with animated textures and more traditional EFFECTS nodes. - Added new WBIModuleHarvesterFX. In addition to resource harvesting, it can drive WBIAnimatedTexture modules, a Waterfall effects module, and EFFECT nodes. --- Next up are some infographics to help new players, then on to the next FTL mode: jump gates! -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Got Waterfall running on the new warp ring: It also occurred to me that I just needed to radially attach the ring instead of dealing with wonky part offsets due to using stack nodes... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
To do that would need some kind of distortion shader. I don't know if Waterfall can do that. But on the plus side, I have a new S3-2 Warp Ring to go along with the Size 2 warp tech parts (I really need to cap the warp tech at the Size 2 parts...). This is just the S3 Warp Sustainer's ring, but with the ability to configure the pylons for Size 3 and Size 2 parts, with or without endcaps. Since I have to configure the pylons, one of the options is no pylons at all: This part is a bit trickier to use since you'll have to offset parts that attach to it. But you can do stuff like this: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Successfully integrated the Mk2 Warp Ring into the game: Now I just need to finish texturing the warp ring and tweak the colliders a bit. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
You do not get infinite Graviolium. When you "Graviolium CHEAT: Enable Graviolium tweak" all you do is make the Graviolium resource indicator visible in the VAB/SPH. That allows you to adjust the amount of Graviolium in the tank like you would with Liquid Fuel and Oxidizer. Nothing more. When you "Graviolium CHEAT: Disable Graviolium tweak" you simply hide the Graviolium resource again so you can no longer edit its value. In both cases, once you launch, your vessel will deplete Graviolium when you run the generators, and you will see the Graviolium resource. Meanwhile, thanks to @StarCrusher96's consultation, next update the warp engine will know when it is in interstellar space. Check out what happens... Now you're really hauling the mail! Now the warp engines have three speed modes: Within a planetary sphere of influence, warp speed is limited by the engine's planetary sphere of influence curve. Meaning you will go fast but not faster than light. In interplanetary space, your ship can go faster than light, but the engine's warp curve, but you're limited to at most 10C and it'll cost you a lot of Gravity Waves to get there. Out in interstellar space, which is either out past the furthest planet from the Sun or outside of another star system's sphere of influence, you'll get a significant speed boost. The interstellarWarpSpeedModifier can be configured from Blueshift's new settings.cfg file, and will need some tuning to work well without making things too easy. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I don't see a screenshot, but from the sounds of it, you're expecting the Graviolium cheat to give you infinite Graviolium? If so, that is not the case. All the cheat does is let you fill up your tanks without needing to mine asteroids. The Graviolium will still be depleted when you run the warp tech.