linuxgurugamer Posted October 16, 2016 Share Posted October 16, 2016 (edited) This is a continuation of the old FTL Drive mod, written by @krh42, original thread here: https://forum.kerbalspaceprogram.com/index.php?/topic/103056-102-ftl-drive-updates-on-development/& New Dependency Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Ever wished you where somewhere else instantly. With the Kerbin Science Foundry faster than light (FTL) drive you can! Just spin it up to create an instant reality dysfunction that might, just might transport you instantly to another point in space. To actually end up where you want to go, instead of experiencing a permanent fatal reality dis-coherence (i.e. your ship goes puff, aka. explodes) there are a few recommendations to observe: Place a FTL beacon where you want to go, otherwise, the FTL drive cannot get a lock on your target destination and will refuse to even spin up. Never, never, ever spin up the drive in a strong gravity field, keep far away from planets, suns, and other heavy objects. Other than that the FTL drive holds the promise to revolutionize interplanetary transfers and to take the grind out of flying vessels from one point in the Kerbol system to another. Downloads: http://spacedock.info/mod/835/FTL Drive Continued Source: https://github.com/linuxgurugamer/FTLDriveContinued License: CC-BY-NC-SA-3.0 https://www.patreon.com/linuxgurugamer New parts: Edited December 15, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Leo_G. Posted October 16, 2016 Share Posted October 16, 2016 Sweet! It lives! Of all the FTL mods that exist, I think this one is by far the best. It still forces you to get (at least) a probe to the place you eventually want to jump to, which is a huge challenge. But it saves you the tedium of having to do that over and over if you do things right. One request: Could you make it compatible with CKAN? (Or did I just miss it in the list?) Quote Link to comment Share on other sites More sharing options...
TheReadPanda Posted October 16, 2016 Share Posted October 16, 2016 Oh My Kerbals! YES! *downloads immediately* Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 16, 2016 Share Posted October 16, 2016 Nice to see the return of a classic. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2016 Author Share Posted October 17, 2016 4 hours ago, Leo_G. said: Sweet! It lives! Of all the FTL mods that exist, I think this one is by far the best. It still forces you to get (at least) a probe to the place you eventually want to jump to, which is a huge challenge. But it saves you the tedium of having to do that over and over if you do things right. One request: Could you make it compatible with CKAN? (Or did I just miss it in the list?) Already in CKAN Quote Link to comment Share on other sites More sharing options...
Leo_G. Posted October 17, 2016 Share Posted October 17, 2016 2 hours ago, linuxgurugamer said: Already in CKAN I noticed. It seems the updated version just hadn't been posted there at the time I made post. Thanks. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 17, 2016 Share Posted October 17, 2016 How about making it look like a Star Gate It pretty much does exactly that from the movie/series Quote Link to comment Share on other sites More sharing options...
Malich Posted October 17, 2016 Share Posted October 17, 2016 Looking forward to trying this out and making myself some orbital jump gates! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2016 Author Share Posted October 17, 2016 4 hours ago, Jimbodiah said: How about making it look like a Star Gate It pretty much does exactly that from the movie/series Well, if you want to go ahead and make the model, I'll try it out. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 17, 2016 Share Posted October 17, 2016 I'm afraid my modding skills end at MM patches. Quote Link to comment Share on other sites More sharing options...
DaniDE Posted October 18, 2016 Share Posted October 18, 2016 Thanks @linuxgurugamer This will become especially helpful when kopernicus has been updated :-) Quote Link to comment Share on other sites More sharing options...
SR Posted October 18, 2016 Share Posted October 18, 2016 How strong does a gravitational field need to be to prevent a warp drive working? Quote Link to comment Share on other sites More sharing options...
eddiew Posted October 23, 2016 Share Posted October 23, 2016 Oh, nice, just as I was debating what the sci-fi tech should be in my next career Is it still the, um, placeholder models? (I haven't updated to 1.2 yet, sorry ^^;) Quote Link to comment Share on other sites More sharing options...
g_BonE Posted November 5, 2016 Share Posted November 5, 2016 so... about 10.000.000km from the plantet is about the right distance to get 100% FTL probability? Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 10, 2016 Share Posted November 10, 2016 Can you please add some new screenshots/video? That video is (apparently) from 0.1. Also, is there a way to change the minimum distance from planet needed? I'd like to be able to use this within 600km. Quote Link to comment Share on other sites More sharing options...
g_BonE Posted November 11, 2016 Share Posted November 11, 2016 my findings: use multiple jump drives and spin them up simultaenously to build up more "mass" i.e. jump closer to a planets gravity well or edit the ftl drive part configs: MODULE { name = FTLDriveModule maxGeneratorForce = 5000 maxChargeTime = 8 requiredElectricalCharge = 250 } increase the maxGeneratorForce to create more "mass" and probably increase electrical charge cost to balance it. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 11, 2016 Share Posted November 11, 2016 Just as a question: What's the compare/contrast between this and ESLD beacons? (Just wondering how to chose between the two - should I ever be able to.) Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 11, 2016 Share Posted November 11, 2016 On 10/23/2016 at 5:18 PM, eddiew said: Oh, nice, just as I was debating what the sci-fi tech should be in my next career Is it still the, um, placeholder models? (I haven't updated to 1.2 yet, sorry ^^;) probably, as they are still in png and tga format. @linuxgurugamer Converted the textures to DDS. Will test in a second, but you can find them here if you want them. License is same as original CC-BY-NC-SA-3.0 Quote Link to comment Share on other sites More sharing options...
g_BonE Posted November 11, 2016 Share Posted November 11, 2016 i think its easier to use, doesnt require karbonite / karbonundrum, just electricity. but its all a matter of choice Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 11, 2016 Share Posted November 11, 2016 7 minutes ago, DStaal said: Just as a question: What's the compare/contrast between this and ESLD beacons? (Just wondering how to chose between the two - should I ever be able to.) I'm sure you'd like a detailed breakdown, but I don't have a firm grasp on the mechanics of ESLD. I believe on first blush, this is the easier of the two, as it uses ElectricCharge, not Karborundum, and it's more forgiving with it's gravity wells and orbital mechanics. Personally I prefer the concept of ESLD, but the convenience of this mod, but at present...use neither. I know, I'm a real help. Quote Link to comment Share on other sites More sharing options...
eddiew Posted November 11, 2016 Share Posted November 11, 2016 From what I understand, the other mod preserves orbital velocity, while this one matches it to the beacon. This one is how it works in fiction ;) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 11, 2016 Author Share Posted November 11, 2016 1 hour ago, Deimos Rast said: probably, as they are still in png and tga format. @linuxgurugamer Converted the textures to DDS. Will test in a second, but you can find them here if you want them. License is same as original CC-BY-NC-SA-3.0 Thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 20, 2016 Author Share Posted November 20, 2016 New release: 0.1.3: New animated models supplied by forum user @steedcrugeon Code added to control animations Drives can now stack Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 23, 2016 Author Share Posted November 23, 2016 New releaes: 0.1.4 Fixed UI after ftl drive used Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 24, 2016 Author Share Posted November 24, 2016 New release: 0.1.5: * Updated stacking to be a descending exponential curve for additional drives. It is now using the formula: force * 1.4 ^ (-cnt) Where force = generated force by drive cnt = cnt of additional drive mode. So this means that the following applies to additional drives: Drive # Multiplier 2 0.714285714 3 0.510204082 4 0.364431487 5 0.260308205 6 0.185934432 7 0.132810309 8 0.094864506 9 0.067760362 10 0.048400258 * Updated display of generated force and chances to take multiple drives into account Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.