prefim Posted September 23, 2012 Share Posted September 23, 2012 (edited) Just gave it a try. kept having the engine fall off my ship after a KSC to orbit jump. turning on debug stuff solved that. when I jump to duna with debug on i get a two step jump. once to orbit, then another to a higher orbit both kerbin. I'm wondering if turning on and off the debug (via code) is a way to get around alot of the problems?I think its fair to say FTL is bending the rules anyway so a quick 'godmode on, godmode off' wouldnt hurt! Edited September 23, 2012 by prefim Link to comment Share on other sites More sharing options...
Zorkinian Posted September 24, 2012 Share Posted September 24, 2012 Just a quick note - I'm also looking into solutions (though I'm a bit behind you). Since you're already doing a bunch of investigation into translation, I'm going to spend some time looking at creation (creating the ship at the target coordinate). I'll keep you posted. =] Link to comment Share on other sites More sharing options...
magfried Posted September 24, 2012 Share Posted September 24, 2012 Just tested the 0.3 VersionIt can jump without borken but the speed is not correct after jump.Say I am V m/s before jump, after the first jump, it becomes 2V m/s, and after the second jump, it becomes 3V m/s... and so on.Support and look forward to the update! Link to comment Share on other sites More sharing options...
ptaylor25 Posted September 26, 2012 Share Posted September 26, 2012 This seems to work OK from the surface to an endpoint in Kerban orbit .... but anything beyond that, like an orbiting endpoint at the Mun or Minmus causes a big big boom. Link to comment Share on other sites More sharing options...
Oicani Posted September 27, 2012 Share Posted September 27, 2012 Would you be interested in adding this type of functionality to your mod?http://kerbalspaceprogram.com/forum/showthread.php/21241-X3-like-jumpgate Link to comment Share on other sites More sharing options...
TheRoland Posted September 27, 2012 Author Share Posted September 27, 2012 Would you be interested in adding this type of functionality to your mod?http://kerbalspaceprogram.com/forum/showthread.php/21241-X3-like-jumpgateI'm really working on not horribly killing the kerbals, first, which is slow going. Link to comment Share on other sites More sharing options...
Lazurkri Posted September 27, 2012 Share Posted September 27, 2012 yes, get it working first, then get the aesthetics nice Link to comment Share on other sites More sharing options...
ondik55 Posted September 27, 2012 Share Posted September 27, 2012 Hello i dont have activate or jump button in hyperspace jumpdrive Link to comment Share on other sites More sharing options...
Mekan1k Posted September 27, 2012 Share Posted September 27, 2012 Yeah, umm, I used to use this mod to building Jumpgates (Between kerbin and Mun, Mun and Minnimus), and I tried to do this in 0.17- it just would not work right. Is it working yet? Also- almighty creator of the mod- could you put a part in that allows people to change the minimum distance that a ship needs to be to jump from one endpoint to a different endpoint? Like having a part that is the drive, and another that forms the reciver end.Just a Question and Request here. Link to comment Share on other sites More sharing options...
rhysfm Posted September 27, 2012 Share Posted September 27, 2012 me too it say drive off line Link to comment Share on other sites More sharing options...
SinPistones Posted October 7, 2012 Share Posted October 7, 2012 So, I tried 0.3 in 0.17 just for poops and giggles and like TheRoland said, it is very broken indeed, I've had a 100% BOOM rate trying to jump to Duna. Use with caution, and I hope you find the source of the problem, this addon is too damn awesome to fail. Link to comment Share on other sites More sharing options...
Joshmo Posted October 8, 2012 Share Posted October 8, 2012 I will wait patiently for .17 compatibility. Link to comment Share on other sites More sharing options...
Mekan1k Posted October 8, 2012 Share Posted October 8, 2012 Mr. TheRoland, is there any news to tell us? Anything new concerning this amazing mod? I am getting a little annoyed with my ships exploding upon re-entering normal space.... Link to comment Share on other sites More sharing options...
SinPistones Posted October 9, 2012 Share Posted October 9, 2012 I've been running some experiments and after a while I figured the reason behind the explosions: You're crashing into Kerbin (???)The only "fix" I could think of was to put the endpoints in higher orbits, it works sometimes but the explosion rate is still pretty high. Link to comment Share on other sites More sharing options...
ptaylor25 Posted October 10, 2012 Share Posted October 10, 2012 I've found that I can pretty consistently get from a surface endpoint to an orbit of 140km around Kerbin, but any other planet or moon causes a massive explosion .... (Not that Jeb doesn't appreciate so many pretty lights) Link to comment Share on other sites More sharing options...
prefim Posted October 10, 2012 Share Posted October 10, 2012 I just did some more testing based on the above comments.Put one jumpgate near the KSC. another in a 500Km orbit around kerbin. The 3rd in orbit around Duna. With the kerbin gate that high, I'm not seeing explosions on coming out of warp above kerbin. However once up next to the jumpgate, if I attempt to jump to Duna, it just puts me around kerbin again! so it looks like it might be two issues, 1) too close to the planet causes explosions2) wont jump to another planet. Link to comment Share on other sites More sharing options...
Ketoth Posted October 13, 2012 Share Posted October 13, 2012 (edited) Well I have tried to do it from solar orbit,no deal still get blown upso its not because we are too close to a planet Edited October 14, 2012 by Ketoth Link to comment Share on other sites More sharing options...
agentexeider Posted April 21, 2013 Share Posted April 21, 2013 has there been any progress to this mod, there is a jump gate mod I wish to combine this with. Link to comment Share on other sites More sharing options...
COL.Neville Posted April 21, 2013 Share Posted April 21, 2013 yeah its only been on the spaceport forever. http://kerbalspaceprogram.com/hyperjump-system/ be careful of the other imposter one from april this year. Link to comment Share on other sites More sharing options...
agentexeider Posted April 22, 2013 Share Posted April 22, 2013 yeah its only been on the spaceport forever. http://kerbalspaceprogram.com/hyperjump-system/ be careful of the other imposter one from april this year.already ran into him, posted a scathing comment. in either case, any progress on this mod? I saw this assembleable jump gate that I would love to combined this withhttp://kerbalspaceprogram.com/jump-gate-2/ Link to comment Share on other sites More sharing options...
COL.Neville Posted April 22, 2013 Share Posted April 22, 2013 that's easy enough to do. just change the part.cfg on the jumpgate and make it hyperendpoint done. Link to comment Share on other sites More sharing options...
agentexeider Posted April 23, 2013 Share Posted April 23, 2013 that's easy enough to do. just change the part.cfg on the jumpgate and make it hyperendpoint done.thats not what I mean, the end point will mount to anything you attach it to in the VAB, what I mean is, has there been progress to fix the broken nature of the system, when you tunnel from one end point to another, the endpoint and whatever you attack it to, say a probe, is sent off at NaRN speeds, and the planet your around disappears and borks your game, the destination for all intents and purposes is toast. I would like to see this fixed at the very least.I would also like to see maybe some kind of game play with it, like maybe it needs power, or kethane, or element zero,etc for it to work. Something that challenges the construction effort to get it to work.I would also like to see some kind of effects, Sounds, Lights, etc, something to give it that feeling that your actually going somewhere.Development, I want to see some kind of development, because I want to use this thing SO bad.-AE Link to comment Share on other sites More sharing options...
agentexeider Posted April 25, 2013 Share Posted April 25, 2013 Roland, please respond back, fix the mod please..... Link to comment Share on other sites More sharing options...
Tacit_cast Posted May 12, 2013 Share Posted May 12, 2013 I think i have found a really important bug:O When i tunneled to my mun space station, the space station changed orbit! It was crashing into them mun:( I had to delete the persistence But the good news is that I always back up my persistence To ALL rocket scientist, BACK UP you saves, it is a good habit Link to comment Share on other sites More sharing options...
TheRoland Posted May 12, 2013 Author Share Posted May 12, 2013 Sadly, I don't have the time to work on the mod at this time. It still has several problems, but it'll be a version or two before I can work on it. Link to comment Share on other sites More sharing options...
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