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Jump drive mod idea


Kev1n8088

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POSSIBILITY ONLY

Thought of a new, less OP jump drive mod that requires more work by the player. I can code, but don't really have the time to develop or maintain a mod, so if anyone can help develop this that would be awesome!

Parts:

Jump drive

Jump capactitor

Jump computer

Jump waypoint

Mechanics:

To jump, you need a Jump Drive and a Jump Capacitor. Other parts will assist, but the bare minimum are these two parts. A Jump Capacitor can store an amount of "Jump Energy", which is basically Electric charge. It will fill up like any other electric battery with electricty provided by reactors, solar arrays, etc, but can only be drained by a jump drive. THERE CAN BE MULTIPLE JUMP CAPCITORS ON ONE SHIP.

A Jump Drive will have a maximum range and a maximum mass the ship it can carry. The more capable a jump drive is, the more massive and large it is. To jump, you have to enter in the XYZ coordinate (centered at the sun) of your jump location, your target direction of movement using a vector, and your target orbital speed. A jump will drain your jump capacitors using this formula: Jump energy use = mass^2 * distance * change in speed^2. As the planets are rotating around the sun, if you enter the same thing twice at different times, you will end up in different places. If you jump into a planet, RIP. After a jump, a jump drive will have to recalibrate itself by cooling down for a predetermined amount of time, possibly affected by the jump distance. If you mess up your coords, you end up in a different location. If you mess up your direction or speed, your orbit will be messed up. 

Due to the difficulty in calculating your jump, the Jump Computer will assist you. You can enter the planet, the altitude, the inclination of your target orbit, and the time of the jump. It will then drain EC and Karborundum continuously while calculating (Karborundum is already in community resource pack). After some time, it will spit out the coords, vector and speed of your target orbit, which can be entered into your jump drive. If you run out of EC or Karborundum while it is calculating, it will shut down and you lose all your previous calculations, wasting EC and Karborundum. There can be multiple jump computers on one ship, which can accelerate the calculations.

To not constantly use Karborundum, you can set a Jump Waypoint on where you want to jump. A jump waypoint will constantly drain EC, and will only function if there is enough EC. You can set your Jump waypoint anywhere, although it is recommended to place it in stable orbit for a healthy jump. You can then choose the jump waypoint in your Jump drive instead of entering coords and such, and you will be jumped within 150 meters of it. For this guidance to work, you must have a comm link to the Waypoint directly or with one relay connecting the two. THE KSC DOES NOT COUNT AS A RELAY, AND WILL NOT WORK.

Due to these mechanics, if you want a efficient jump system, you should deploy waypoints around the solar system. You can also have a large "carrier" with a large jump drive and lots of jump capacitors, where other ships can dock to to be carried to their respective destination, so you don't need a jump drive on every ship. 

This is a concept, and I may develop it, but it would be awesome if anyone would help the development or have experience in this sort of instant transport mechanics. 

 

Edited by Kev1n8088
clarification
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Looks very alike to hardly reconfigured ESLD jump beacons. But the constant EC consumption needs some background processing plugins, it is not that simple. Install 1.7.3 KSP and take a try. Caretaker of that mod vanished and it is not adopted to 1.9.1 and 1.8.1 yet.

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16 minutes ago, Hohmannson said:

Looks very alike to hardly reconfigured ESLD jump beacons. But the constant EC consumption needs some background processing plugins, it is not that simple. Install 1.7.3 KSP and take a try. Caretaker of that mod vanished and it is not adopted to 1.9.1 and 1.8.1 yet.

Are you sure he left?  In that case, I'll take a look at it with an eye towards adopting it

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I haven't tried ESLD JBs, but from what I've heard you need a jump beacon to jump. I'm proposing to make the player have to program the jump him/herself, and the becons only be assistance.

Maybe have the jump waypoint harder to establish.

Also, I'm pretty sure you could use the mechanics for life support, like how they drain supplies and stuff, you can use that to drain EC instead.

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