iJosshh Posted August 30, 2012 Share Posted August 30, 2012 Tried this mod out and it is awesome! I've put tunnels in Mun and Minmus orbit and i plan to have one at the sun soon. I will use this for 0.17 once i have actually gotten to a planet without using this first. (then again I will have to get there first anyway) But keep it up! I'm surprised no one has made a Stargate mod yet as they seem to be very popular on mod-able games where they can be applied. Link to comment Share on other sites More sharing options...
Rabblerouser Posted August 30, 2012 Share Posted August 30, 2012 Well this is one way to put a plane into orbit! Link to comment Share on other sites More sharing options...
prefim Posted August 30, 2012 Share Posted August 30, 2012 looking forward to the update theroland. would be nice to set some variables for where (based on the actual endpoint module location) you reappear. This would allow circular vehicles where you reappear through the middle (ala stargate) and mass effect relay stations etc. Hoping the wandering endpoint bug (if indeed it is a bug) is squashed as a permanent network of these will be just the thing for 0.17 Link to comment Share on other sites More sharing options...
haydn1997 Posted September 2, 2012 Share Posted September 2, 2012 have been reading and am launching KSP with the mod loaded atm, would i be able to jump a rover directly from the surface of kerbin to mun if i already had endpoints on each celestial body? Link to comment Share on other sites More sharing options...
Whatshtisthis Posted September 3, 2012 Share Posted September 3, 2012 Great mod, sent up my first space stations(a little simple though, some remote tech parts, some solar panels) to Kerbin and Mun orbit. Link to comment Share on other sites More sharing options...
Whatshtisthis Posted September 6, 2012 Share Posted September 6, 2012 I think I found a bug.. for some strange reasons, I cannot end the flights that I sent up via the hyperjump parts. Link to comment Share on other sites More sharing options...
Uburian Posted September 12, 2012 Share Posted September 12, 2012 I think I found another bug.When you change from a ship with a jumpdrive to another one not equipped with it, the jump interface does not disappear.Also, shortly after doing my first test jumps i used the tracking station to change to another ship and the game crashed making a fatal error. (I hope this is not caused by the mod)This mod is amazing. It is really useful to transfer big stations and buildings from kerbin to orbit or the Moon, especially because we don't have orbital assembly.Keep up the good work Link to comment Share on other sites More sharing options...
PLB Posted September 16, 2012 Share Posted September 16, 2012 Did someone say STARGATE!?[ATTACH=CONFIG]33033[/ATTACH]And a download for all those who think that this is something they would like, or not. Sadly immobile, so YOU get to mobilize this thing. Needs NovaPunch Remix and Damned Robotics For the body and moving parts, so grab those first. Download is the last word in this sentence, and it's name is [ATTACH]33034[/ATTACH]. Link to comment Share on other sites More sharing options...
blueshirt21 Posted September 20, 2012 Share Posted September 20, 2012 Does this do anything besides explode? Ive tried to jump to Minmus, but just...BOOM. Link to comment Share on other sites More sharing options...
prefim Posted September 21, 2012 Share Posted September 21, 2012 Seems since 0.17 the exploding to hyperjump ratio has swung very heavily in favour of explode! looking forward to an update of this as now we really need it! Link to comment Share on other sites More sharing options...
Wjolcz Posted September 21, 2012 Share Posted September 21, 2012 It's impossible to make any hyper jump now in 0.17. It's a great mod and I'm waiting for it to update. :3 Link to comment Share on other sites More sharing options...
ptaylor25 Posted September 21, 2012 Share Posted September 21, 2012 Just to confirm .... many exploding spaceships in 0.17 Link to comment Share on other sites More sharing options...
Tommygun Posted September 22, 2012 Share Posted September 22, 2012 I'm having the same issues of exploding the others have stated in 0.17 .This mod is extremely useful and hope it can be updated.-Thanks for the work you have done in creating this mod. Link to comment Share on other sites More sharing options...
TheRoland Posted September 22, 2012 Author Share Posted September 22, 2012 As some people have noticed, jumping in 0.17 causes a big boom. I think it has to do with kracken's bane.Investigating, but initial expiriments did not lead to a fix. Link to comment Share on other sites More sharing options...
Russian Flame Posted September 22, 2012 Share Posted September 22, 2012 i could use this for .17 Link to comment Share on other sites More sharing options...
Lazurkri Posted September 22, 2012 Share Posted September 22, 2012 Jesus I could really use this for .17! Mechjeb seems to keep disintegrating my ships over half the time, so it'd be nice to simply skip having to fly all the way there and back again. Link to comment Share on other sites More sharing options...
ptaylor25 Posted September 23, 2012 Share Posted September 23, 2012 So is there any chance for hyperjump technology to work in 0.17? ... or did Harv intentionally redesign the Kerbalverse to eliminate the ability to travel FTL? Link to comment Share on other sites More sharing options...
Johncon Posted September 23, 2012 Share Posted September 23, 2012 So is there any chance for hyperjump technology to work in 0.17? ... or did Harv intentionally redesign the Kerbalverse to eliminate the ability to travel FTL?Yeah, it seems when I try to use it my ship breaks apart when it arrives at the endpoint Link to comment Share on other sites More sharing options...
Rabblerouser Posted September 23, 2012 Share Posted September 23, 2012 This mod would help tons since my computer is slow and can't handle GIGANTIC ships used to get to the planets manually.Asking for a fix won't make it go any faster, so I'll just send an e-hug. Link to comment Share on other sites More sharing options...
TheRoland Posted September 23, 2012 Author Share Posted September 23, 2012 (edited) So, here's a Progress update:I spent several hours yesterday experimenting and looking for a fix to the tragic explosion 'issue'. It seems like ships are coming apart due to huge acceleration, that going onto and off of rails is no longer preventing. While I have not yet verified this, I suspect the physics change this version which killed off the space-kraken may have also killed this version of teleporting.There are a few things I'm going to try; from doing a larger, more inaccurate, but possibly less violent jump to eliminating jumps in favor of moving more slowly (warp drive instead of teleport). Possibly there's simply new functions that need to be used to prevent physics. Either way, it's going to be a little while before I know what will work here; then longer to rewrite. I really wants this to work on .17 but do far, I don't even know where I'm going, much less how to get there. I'll keep my eyes open, and will try to keep posting progress.... Even if it's "still no idea!" Edited September 23, 2012 by TheRoland Link to comment Share on other sites More sharing options...
Lazurkri Posted September 23, 2012 Share Posted September 23, 2012 At least we know this isn't abandoned; I'm content to wait for my ships to make their way to other planets. Link to comment Share on other sites More sharing options...
prefim Posted September 23, 2012 Share Posted September 23, 2012 I second that. glad to hear you are still onboard roland. Hoping a fix or alternative approach presents itself soon for you (and us all!). You might want to take a look at the 'teleport to target' feature on the ORDA docking mod. this seems to be pretty good at jumping (at least ground to orbital distances). I no bugger all about coding mods but I'm wondering if there is literally a 'move object to position' type command. I remember hearing of people moving the mun in early versions but it sort of makes sense to me to calculate the position of our target and move our ship to target (including some sort of offset so you don't appear inside it!) Link to comment Share on other sites More sharing options...
blueshirt21 Posted September 23, 2012 Share Posted September 23, 2012 I'm fine with a Warp Drive feature. I'd rather get there slowly but accurately.....just my two cents. Link to comment Share on other sites More sharing options...
TheRoland Posted September 23, 2012 Author Share Posted September 23, 2012 You might want to take a look at the 'teleport to target' feature on the ORDA docking mod. this seems to be pretty good at jumping (at least ground to orbital distances).I've actually been looking at this this morning, because it uses the same teleporting method, but is somewhat cleaner code. Unfortunately, it also results in explosions for me. Link to comment Share on other sites More sharing options...
TheRoland Posted September 23, 2012 Author Share Posted September 23, 2012 (edited) Progress Update:I've put in a few hours today, and made some progress! The problem seems to be in large teleports. "But wait!" you say, "I'm only trying to teleport to the Mun/into orbit/down the street/. But if you're trying to teleport at low altitude, all of our sequences will give you a "kick" into deep space so you don't impact anything you shouldn't. So even if you're trying to get 60km, the teleporter will kick you a few hundred K into space, first. This doesn't work in 0.17."So just do a few small jumps!" is what you're thinking. Only that doesn't work, either. Going on and off rails quickly seems to cause just as much trouble as making the whole jump all at once.So here's what I'm going to do:1. Reduce or eliminate the "kick" into deep space. You may have to worry more about things in your way, or air pressure or.... but at least you won't explode.2. Figure out the rest of the jumps and if they make you explode or not.Right now, I have a prototype that will get very complicated ships into space... but into orbit and into the proper place are still pending. I have about another hour to work on this today, am not going to finish. But I have way more information than I did before.EDIT: BUT WAIT, WHAT'S THIS? https://github.com/downloads/TheRoland/HyperjumpSystem/HyperJumpSystem0.3.zipTotally untested.... but I can get into orbit with it. Can you jump from planet to planet now? I have no idea. But a fiery death is no longer sure...Edit2:Jumping to Duna = Boom! Edited September 23, 2012 by TheRoland Link to comment Share on other sites More sharing options...
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