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Sophia

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Everything posted by Sophia

  1. Yes, I definitely will contribute back once my code is a bit more stable and I'm reasonably sure it doesn't have any bugs.I've renamed everything, and I actually had both my plugin and RoverDude's installed at the same time during most of early development, so it should work fine without conflicts, but I'm not 100% sure. And now here's an update. I've added an emissive texture and a new particle effect to the QV Engine. It looks much nicer now, so I think it'll be ready to go in v0.2.
  2. That sounds great. Thank you! Actually, protecting users from things breaking is why I did it this way: the Firespitter code that I've used works with my mod and does what it needs to, so I can just leave it there and let it do its thing. If later versions of Firespitter end up having changes, improvements, or bugs or whatever that would break my mod, this way nobody has to worry about that. Anyway, the amount of code I needed was actually quite small, so introducing an external dependency just for this one thing didn't seem worth it in a mod that otherwise wouldn't have any and would otherwise not use Firespitter at all. I think RoverDude's plugin is quite nice, and I certainly couldn't have made my mod without it, so nothing I say should be taken as disparaging it. It's just that there was simply stuff I wanted to do with with my warp drive that wasn't possible to do, like adding a "Warp Enhancer" to increase the bubble's size, tweaking the warp bubble's color and animation, playing a warning sound when the drive's failsafe kicks in, or a few other little hacks and minor bug fixes. I also removed any link to ModuleEngines because I preferred a warp drive not using math meant for rocket engines, which required a fair amount of restructuring from the original version. Thanks, I'll do my best.
  3. I agree. I was disappointed to see it go idle and wanted to do my part.I didn't include the Quantum Vacuum engine in this version because it needs some heavy tweaking, in my opinion. Ideally, I'd like to give it a new mechanic to make it feel different than just being a high-ISP electricity hog; we've already got ion engines for that. It'll definitely make its way back in eventually, though. Anyway, sorry for the confusion. I'll try to post a visual reference at some point but for now I'll at least attempt to explain a bit. I liked the amount of flexibility inherent in the original parts and I tried to make sure that any additions or changes I made continued to support a wide variety of ships, so there's no one thing I had in mind. The Alcubierre Warp Drive (which is the heart of WarpShip, after all) requires Electric Charge and Warp Plasma to run. A Plasma Reactor simply converts Warp Plasma to Electric Charge. You don't strictly need one, because it's not that much better than a few Gigantor XLs, so it really depends on where you're going and what other sources of power your ship has available. The Xenon Concentrator is used along with the Jool Gas Collector to use gas you've scooped from the atmosphere of Jool to generate Xenon for your ion engines. You can also use an Antimatter Collector to (slowly) re-energize Warp Plasma. I've tested a few different ship configurations but of course I'm open to suggestions for parts that will improve balance or make more designs feasible. I'm hoping to be able to do more with scooped gas from Jool, too. (I'll admit there will probably be somewhat of a Jool bias to this mod, because it's my favorite place to go with a warp-capable ship!) Among other improvements, v0.2 will include WarpTech Industries as a manufacturer you can see in the VAB, so you can see all of the parts included here at once. I'm not totally sure what this could be, but I have a feeling that any weirdness if you escape the sun is just because you're doing something KSP wasn't really designed for. It certainly doesn't seem like any sort of a bug I can fix, anyway.
  4. Thanks for making this, and double thanks for releasing it under a CC license so people like me can poke around with it and hack it to pieces.
  5. I haven't tried this particular mod yet, but I've had this issue in the past and for me it always came from one particular texture taking up too much memory. What counts as "too much" is something I'm not too sure of, because KSP itself wasn't running out of memory or anything, but reducing the amount of memory used by that one texture always made it show up again. So you could try converting the offending texture to DDS, perhaps.
  6. WarpShip WarpShip is an update and expansion of the IXS Enterprise, focusing on updating everything to work properly in 1.0.2, adding some futuristic functionality while maintaining good integration with stock parts, and creating some new gameplay options but not adding too much complexity to the game. The core of the mod is, of course, Stevie_D's IXS Enterprise parts, but it also adds several models from KSP Interstellar in order to give more flexibility when building your WarpShip. However, WarpShip itself is not all that compatible with KSP Interstellar and the parts generally do vastly different things. WarpShip also uses quite a bit of code from the USI Alcubierre Warp Drive by RoverDude and Helaeon. If you are upgrading from an earlier version of WarpShip, you should delete your old GameData/WarpShip directory or there will probably be issues with textures. This mod probably won't break your saves but it is a WIP so I can't and won't guarantee anything. Things I need to work on next: More testing and debugging Continue to work on game balance Add new parts that do crazy things Download link Source Code If you aren't careful about the bubble size, this is what will happen... - IXS Command Module - IXS Command Module - IXS Main Hull - IXS Crew Habitat - IXS Mobile Science Laboratory - IXS Holding Tank - IXS Fuel Tank - Alcubierre Warp Drive - Warp Drive Enhancer - WT-01 Magnetoplasmadynamic Thruster - WT-02 Quantum Vacuum Thruster - Advanced Science Pod - Advanced Sensor Array - Antimatter Collector - Develocitizer - Jool Gas Collector - Xenon Concentrator - Plasma Reactor - Warp Plasma Tank - Zero Point Generator - Communotron 99-99 - Enhanced Inline Stabilizer - Mk3 to 3.75m Adapter (Xenon) - Clamp-O-Tron 3.75m Docking Port - Spacedocks WarpShip is a standalone mod, but it borrows extensively from: Stevie_D's IXS Enterprise (http://forum.kerbalspaceprogram.com/threads/92816-NASA-IXS-Class-Warpship-and-Spacedocks-For-KSP-I-and-Stock-KSP) USI Alcubierre Warp Drive Warp Drive (http://forum.kerbalspaceprogram.com/threads/100798-1-0-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-2-0-2015-04-27) KSP Interstellar (http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13) I am simply giving credit where credit is due; none of these mods are required to use WarpShip and in fact will probably clash with it. Firespitter is also no longer required, as I've borrowed the needed code from it as well. Derivatives of stuff from KSP Interstellar, the USI Alcubierre Warp Drive, Firespitter, and the original IXS Enterprise are covered by the same license as the original. My own additions are distributed under the CC BY-NC-SA 4.0 license. I did not make any of the models used except for the Zero Point Generator. All credit for the other models goes to their original authors. For details as to where everything came from, please consult the individual files.
  7. The issue is that Kerbals go MIA when you recover a vessel, as though it just disappeared rather than being recovered. I'm not sure if this is a common problem or not, but other people do have it apparently. I'm pretty sure it has to do with importing a pre-0.90 savegame because it's apparently connected to missing data. So, not having found a fix anywhere on the internet, I thought I'd register and post what I did, just in case anyone else has the same problem I do. I'm not sure if this is the "right" way to fix the problem, but it worked for me. I fixed a Sandbox game, so I'm not sure about the other modes. 1. Back up your persistent.sfs, of course. 2. Start a new game. 3. Open the new game's persistent.sfs and look for two SCENARIO blocks, one named "VesselRecovery" and one named "ScenarioDestructibles"; they should be found right after the one named "ProgressTracking". 4. Your current game (i.e., the one you are fixing) should lack these two blocks. Cut and paste them from the new game into your game where they are supposed to be. 5. Reload your game. Recover a Kerbal and be happy.
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