Jump to content

KSP wormholes?


Thor Wotansen

Recommended Posts

Does anyone know if it would be possible to create a wormhole that orbits Kerbol and leads to another star system?  I don't know if this is at all possible, but perhaps it could use some form of instancing and the trigger to load the new system is dependent on flying through a specific volume in space.

Link to comment
Share on other sites

It is perceivable that you could create a part that would act like one of the existing 'jump drives' (for instance FTLdrive continued) that has a part which would trigger the function of a 'wormhole'.

Let me make a couple of assumptions here:

  1. the KSP install in question already has a mod that provides another kerbol 'system'
  2. You have tame programmer to write or modify and existing plugin.

Hypothetically, here is how a 'wormhole part' could work;

The part it self is a relatively large 'object'. It is unsearchable (basically you cannot buy one and wit will never show up in the VAB). The plugin would need to generate this part at 'X' orbit around 'Y' planet/moon.

Each wormhole has a mated partner

A quick and dirty way of implementing it would be to make any vessel with a potential to traverse said wormhole need a special wormhole navigation device (in actuality a part with a docking port module of type "wormhole"). The 'wormhole' part floating in orbit would have the same docking port of type "wormhole". The part itself could be physic-less, this would allow you to target the wormhole as a docking port but only 'pass through it' with the appropriate navigation module attached (there would also be the issue that you would have to actually approach the wormhole very carefully otherwise it won't work (you'd have to 'dock' with it).

Now here's the part which requires a plugin guru and I'm not sure how achievable this would be; once docked to the wormhole the vessel goes 'on-rails' and is transported to the vicinity of the wormhole's mated pair (as if you used the rendezvous function in the cheat menu). Immediately after the jump is complete and before control is return to the player the docked wormhole part is forcibly undocked and destroyed (aesthetically this would be done without the usual explosions and just disappear on arrival). Once the original wormhole part is destroyed the plugin would then re-generate/re-instantiate) the original wormhole back at the original prescribed orbit (alternatively you could write it so the wormhole randomly jumps around the system after each use, meaning you'd have to find it again? just an idea).

I can see how it would be implemented parts/model wise but alas my plugin writing limit me from actually creating this :(

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...