TheRoland Posted August 12, 2012 Share Posted August 12, 2012 (edited) Tired of silly reaction rockets? Want to explore new worlds with a minimum of fuel? Ion engines and solar sails too slow for your taste? Thanks to the latest advances in Kerbal science fiction, now there's an alternative. Almost!Based largely on code developed by Zorkinian for his excellent Orbital Construction plugin, this mod removes resource management and adds a sci-fi twist. I'm still working on improvements. See the "Work In Progress" thread for more information. As of Version 0.2, it is now fit for human consumption!This plugin gives you two new parts:1. Hyperjump Drive: This drive, which operates on the scientific principle of “magicâ€Â, has two wondrous functions. First, this drive can jump locally up to 75km to any other vessel which mounts a Hyperspace Endpoint (distance subject to change). Second, if you're already near an Endpoint, it allows you to “tunnel†to any other endpoint, no matter how far away! 2. Hyperspace Endpoints: When placed on a vessel, this gives allows future travelers to “target†your vessel. As described above, it also allows any nearby Drives to “tunnel†to any other endpoint. Vessels can have both a Hyperjump Drive and an Endpoint, but a vessel can't use its own Endpoint to do long-range “tunnel†jumps, because I say so. Clearly, magic doesn't work that way.A typical use-case would be to put an Endpoint in Kerbal orbit, an Endpoint in Munar orbit, and jump ships from one to the other, allowing transfer with minimum use of reaction drives.There's not much to see, but here's a picture:[ATTACH=CONFIG]31164[/ATTACH]Be warned, since this is held together with Kerbal-glue and duct-tape, you're likely to explode occasionally.WARNING: Very, very broken in 0.17. Investigating.0.17 Version: Untested! Download at:https://github.com/downloads/TheRoland/HyperjumpSystem/HyperJumpSystem0.3.zip Edited September 23, 2012 by TheRoland Link to comment Share on other sites More sharing options...
Wjolcz Posted August 12, 2012 Share Posted August 12, 2012 Wow! I am trying this out tomorrow! Link to comment Share on other sites More sharing options...
FM Posted August 13, 2012 Share Posted August 13, 2012 Cool mod! But... Hyperjump menu takes up space on the screen. Is it possible to hide it? Like Mechjeb or Lazor. Link to comment Share on other sites More sharing options...
Wjolcz Posted August 13, 2012 Share Posted August 13, 2012 Cool mod! But... Hyperjump menu takes up space on the screen. Is it possible to hide it? Like Mechjeb or Lazor.I just came here to suggest this! : D Link to comment Share on other sites More sharing options...
TheRoland Posted August 13, 2012 Author Share Posted August 13, 2012 I just came here to suggest this! : DI'll make the GUI collapsible in the next version; maybe tonight. Link to comment Share on other sites More sharing options...
Wjolcz Posted August 13, 2012 Share Posted August 13, 2012 I'll make the GUI collapsible in the next version; maybe tonight.Awesome! Great plugin btw Link to comment Share on other sites More sharing options...
ALILOOOONG Posted August 17, 2012 Share Posted August 17, 2012 Makes it so easy to rondevous! brilliant saves hours of manouvering Link to comment Share on other sites More sharing options...
Asmosdeus Posted August 21, 2012 Share Posted August 21, 2012 First of, I absolutely love this mod and it is coming in very useful for me.But I have a question... How do I disable that god awful blue cloud effect? It's annoying to see coming from my ships and it is slowing down my frame rate. Trust me, with the stuff I build every last frame counts. Link to comment Share on other sites More sharing options...
Yamacrane Posted August 24, 2012 Share Posted August 24, 2012 (edited) Trying this out, sounds awesomeEDIT: Tried it. Am keeping. Awesome work! Edited August 24, 2012 by Yamacrane Link to comment Share on other sites More sharing options...
CarolRawley Posted August 24, 2012 Share Posted August 24, 2012 May I just say, YES!Can't wait to see continuity on this mod. Link to comment Share on other sites More sharing options...
Xel_AI Posted August 25, 2012 Share Posted August 25, 2012 Just a question , if I were to land ship A carrying an endpoint near my launchpad , and launch ship B carrying the drive , after ship B gets off the ground can it use ship A's endpoint to do a tunnel jump? Link to comment Share on other sites More sharing options...
Lazurkri Posted August 26, 2012 Share Posted August 26, 2012 Hmmmn, think you could cobble up a deployable "Jumpgate" that you could rendezvous with that would do all of what the jump drive does without it being as.... cheap, as some people call it? Link to comment Share on other sites More sharing options...
tiger336 Posted August 26, 2012 Share Posted August 26, 2012 so cool i will love this in .17 Link to comment Share on other sites More sharing options...
UKDan89 Posted August 26, 2012 Share Posted August 26, 2012 Is there anyway of making this go further than 75km? This would be awesome to use to jump to other planets once they're implemented but with a 75km jump ability it's not so useful, good for rendezvousing with close objects but with no docking it's not very useful. Link to comment Share on other sites More sharing options...
andrew8098 Posted August 27, 2012 Share Posted August 27, 2012 (edited) the 75 km limit is only in relation to "jumping" to the endpoint. if you place an endpoint in low kerbin orbit, and another one in Munar orbit, you can get within 75km of the kerbit orbit one, "jump" near this, then you can "tunnel" your way to the 2nd endpoint in Munar orbit.I am curious if it is possible to alter the 75km jump limit, or 15km tunnelling limit?I just used my low kerbin orbit (75km) "Jumpgate" and my 100km Munar "Jumpgate" to send a 3 kerbal crewed capsule that consisted of the capsule with 6 side mounted engines on a short 2m tank. with a jump engine and mechjeb on top, also have ladders to get out of pod.i timed my launch until the jumpgate was 100 km away then launched, once the distance was around 78 km i cut my rocket engines and coasted until the jump engine button came on, then activated it to jump to the kerbin jumpgate. from there i targeted the munar jumpgate and tunneled to it, then i set my mechjeb to auto land, and within just a few minutes i had a team of kerbals on the mun ready to explore. that being said i do sort feel like this is cheating, mods are great fun and im glad this is available, but I am looking forward to the day this really becomes a game with actual objectives instead of just beign a very very very cool simulator. Edited August 27, 2012 by andrew8098 Link to comment Share on other sites More sharing options...
andrew8098 Posted August 27, 2012 Share Posted August 27, 2012 Just a question , if I were to land ship A carrying an endpoint near my launchpad , and launch ship B carrying the drive , after ship B gets off the ground can it use ship A's endpoint to do a tunnel jump?i am going to test this now. Link to comment Share on other sites More sharing options...
andrew8098 Posted August 27, 2012 Share Posted August 27, 2012 i am going to test this now.yes. i was able to tunnel right from the launchpad to munar orbit. Link to comment Share on other sites More sharing options...
Wjolcz Posted August 27, 2012 Share Posted August 27, 2012 I think I ****ed up my Hyperjump by updating MechJeb :L Link to comment Share on other sites More sharing options...
ptaylor25 Posted August 27, 2012 Share Posted August 27, 2012 I seem to be having an issue with the ship containing the endpoint in Kerbin orbit. It's ok if I jump a ship to it, but when I use it as an endpoint for an outbound tunnel, chunks of the ship tend to disappear. I've even tried backing off a half a klick, and still parts go missing from my orbiting endpoint. Link to comment Share on other sites More sharing options...
ptaylor25 Posted August 27, 2012 Share Posted August 27, 2012 yes. i was able to tunnel right from the launchpad to munar orbit.I've found it easy enough to get up that way (mounted mine on a kart) but landing is a whole 'nother kettle of fish. Link to comment Share on other sites More sharing options...
andrew8098 Posted August 28, 2012 Share Posted August 28, 2012 I've found it easy enough to get up that way (mounted mine on a kart) but landing is a whole 'nother kettle of fish.i tried to tunnel from KSP pad to Mun orbit and wound up stuck on the Mun's service. Link to comment Share on other sites More sharing options...
prefim Posted August 28, 2012 Share Posted August 28, 2012 (edited) Hi Fellas,I tried this out last week. Initially very good. I put an endpoint around kerbin, mun, minmus and kerbol adn could jump back and forth with ease. After some game time had passed and a few reloads later. It seemed that the ship around minmus and mun forgot they were orbiting and switched to a massive orbit around kerbol so over time, they drifted away from the object and ended up on a huge orbit round the sun. Any ideas? Was great at first but as I say, after a few reloads its like just forgot!EDIT: to add more info, I use mechjeb to pilot the craft and have a number of the extendable solar panels on board which generate electricity. Could either of these be causing an issue? Edited August 28, 2012 by prefim Link to comment Share on other sites More sharing options...
TheRoland Posted August 28, 2012 Author Share Posted August 28, 2012 I've had an endpoint go "walking" from Minimus orbit back to Kerbin, but have been unable to reproduce. I've been away from the forum for a while, but should have a new, small, update tonight with mostly GUI improvments. Link to comment Share on other sites More sharing options...
Ben_jamin Posted August 28, 2012 Share Posted August 28, 2012 Tutorial video please! i can figure it out D: Link to comment Share on other sites More sharing options...
TheRoland Posted August 29, 2012 Author Share Posted August 29, 2012 Update delayed due to finding real bugs! This is a good thing :-) Link to comment Share on other sites More sharing options...
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