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Everything posted by Angelo Kerman
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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
And lastly for tonight, I've started in on the Mk2 warp engine parts: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Last of the S-3 parts are done: With @cineboxandrew's help, I've finally matched the Restock specularity. Much appreciated, thank you! Anyway, here is Blueshift 0.3: New Parts S-3 FTL Propellant Tank* Mk3-S3 Adapter Tank S-2 Warp Coil* * Has part variants Changes - Warp coils are now rated for tonnage efficiency, much like warp engines. This allows smaller warp coils to power smaller vessels faster than light, but when used with larger vessels, it will take more of the coils to match the capabilities of larger coils. It also lets you mix and match warp cores and engines with warp coils; a ship may have underpowered warp coils for its mass, but it could have an overpowered warp core to compensate, or vice-versa. In general it takes 4 coils to achieve the same performance as a single coil in the next size class. The same holds true for warp engines. Fixes - Updated materials to better match Restock parts. - Updated warp field effects to match latest Waterfall release. - Warp Coils are enabled by default. The Size 3 warp engine parts are done at this point. I was going to stop there with the warp engine parts but I've expanded the parts list to include Mk2. I'm debating whether to add Size 2 parts as well, but I still need to create the jump gate and jump engine parts, and I'd like to be done making Blueshift by no later than end of February... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm hoping to have the next batch of parts done in the next week or two, but in the meantime, this is the finished S-2 Warp Coil: It has 4 different mesh configuration options- 3 are shown here. 10 of these equates to the S-3 Warp Engine's ring-shaped warp coil. -
Welcome back!
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Community “Playmode USI” for Wild Blue Industries mods
Angelo Kerman replied to TheDog's topic in KSP1 Mod Releases
@TheDog The WBI PlayMode was always designed to allow modular functionality, and let players choose their own play styles. While support CRP in addition to Classic Stock Resources became too much of a chore, I'm delighted to see someone like you take up the torch and build configs that suit your needs- and share them! You're quite right, my mods rely heavily on KIS/KAS, and presently don't support stock inventory system. I've debated how to handle that, including perhaps making something new- my art skills have improved considerably since Pathfinder was released in 2015. But I think adding stock inventory system support to Pathfinder's existing parts is pretty straightforward, and shouldn't affect your mod. -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Hi HebaruSan: Thanks for your diligence in solving the issue with integrating my WBI mods with CKAN. I think the changes you made will work out well and are worth the minor inconvenience. Thanks again!- 3,523 replies
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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
Thanks folks, that helped! I was able to reproduce Sky's issue. It's a result of how the game does things, but I know the workaround. Anyway, here is 0.2.1. It includes the new S-2 Warp Coil but it isn't done yet... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok, can you go to the s3WarpEngine.cfg, find the MODULE named WBIWarpEngine, and uncomment the like that says "// debugMode = true" ? I'll need to see a screenshot of the part action window and see what the debug information is saying. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Can you try using the part menu to deactivate and reactivate the warp engine? See if that helps any. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
That is part of my BARIS mod, it's not part of Blueshift. Don't worry, BARIS won't ship with Blueshift. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Starting to work on the next part: -
Great mission report! I enjoyed reading about the first crewed landing on Laythe, and how it developed over the years. Are you planning a mission to Grannus?
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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
Happy New Year! Hopefully 2021 will be less brutal than 2020... Anyway, here is Blueshift version 0.2! This release tweaks the warp effects to be based on current velocity instead of throttle setting, and adds an auditory indicator for when you break light speed. It also cleans up the debug fields in the Part Action Window. Finally, I've added new parts: S-3 Warp Sustainer - This is designed to increase the vessel mass for efficient travel and/or help ships go faster. S-3 Warp Core - This part is a warp engine- but without the ringed warp coil. Right now it's of limited utility but next release will add another warp coil. S-3 Gravimetric Displacement Generator- This part generates additional gravity waves. S-3 Fusion Reactor- This part produces a lot of Electric Charge. Finally, I've started filling out the wiki as well. Here's a sample page. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Sadly I won't have this done tonight but I got pretty far today: And the fusion reactor is also sold separately: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Looks great, I like the design! Thanks for the screenshots! I'm currently only supporting github during development, but it'll be available on CKAN once finished. Thanks for the feedback and the screenshots. The current release has debug information turned on. If you go into the config file, find WBIWarpEngine, and set debugMode = false, it will clean up the menu. You can also adjust the safety distance- set minPlanetaryRadius to something other than 3.0 and you'll be good to go. Meanwhile, I've been working on the next update. This go around, I've got the warp effects controlled by speed and not throttle- there's no change to you except that they'll appear based on how fast you're going. Also, there's an auditory indicator for when you hit light speed. And I'm fleshing out the S-3 Warp Sustainer: In regards to the fuel, you need Fuel Pellets as well as Graviolium. You can fill your tanks with Fuel Pellets in the VAB/SPH. Graviolium can be mined from asteroids and comets unless you use the cheat button to fill it in the editor. As I get more parts done I'll make an infographic to teach players about acquiring Graviolium... -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup! The plugin lets you build other parts or adapt existing ones. Definitely. Once launched into orbit you'll be able to go to warp. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yeah that's kind of the effect that I want, but I have to figure out how to do that... -
Moved to the KSP 2 discussion forum.
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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
Sadly no. The mod author said that the mod works on planets instead of parts. But good thought. On the other hand, I did some research and there may be a way to make a shader that can produce the effect. Waterfall supports custom shaders and I found an article on how to make a black hole shader. So this might be possible. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I look forward to seeing that too. The mechanics are there, so the warp engine is indeed usable today. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Thanks! It's an alpha release- I'm just starting to work on the Warp Sustainer- but the effects are working. I want to write a controller for Waterfall that adjusts the warp effects based on speed, but for now it works. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
This is as far as I could get: Oh yeah, and there's this: https://github.com/Angel-125/Blueshift/releases/tag/v0.1 And you'll need this: -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Making progress... Inspired by Stargate Universe's Destiny (good theme music..), and Star Citizen.. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Now that I've got the mechanics of warp-powered FTL working, I'm investigating how to do the warp field effects. @Nertea's Waterfall mod looks very promising: This was done with just a few minutes of playing around... -
@StarCrusher96 Congratulations on release! Does this include Nova Kirbani or is that separate? I look forward to warping around to visiting the planets.
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