kennyc222 Posted January 27, 2021 Share Posted January 27, 2021 I see now...so it is about adjust the amount of Graviolium same as Liquid Fuel and Oxidize...... can't wait for the next update! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 28, 2021 Author Share Posted January 28, 2021 Successfully integrated the Mk2 Warp Ring into the game: Now I just need to finish texturing the warp ring and tweak the colliders a bit. Quote Link to comment Share on other sites More sharing options...
Souptime Posted January 28, 2021 Share Posted January 28, 2021 now all you need is llong wheels to get off kerbin Quote Link to comment Share on other sites More sharing options...
PalowPower Posted January 28, 2021 Share Posted January 28, 2021 While i was messing around with Waterfall, i got some weird distortion effect, maybe i could help to make this Warping Warp bubble like it was seen in Star Trek: Beyond www.youtube.com/watch?v=2ALY692Tm_4&feature=youtu.be How t do: Use Intergalactic Sizes of the Waterfall effect... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 29, 2021 Author Share Posted January 29, 2021 7 hours ago, PalowPower said: While i was messing around with Waterfall, i got some weird distortion effect, maybe i could help to make this Warping Warp bubble like it was seen in Star Trek: Beyond www.youtube.com/watch?v=2ALY692Tm_4&feature=youtu.be How t do: Use Intergalactic Sizes of the Waterfall effect... To do that would need some kind of distortion shader. I don't know if Waterfall can do that. But on the plus side, I have a new S3-2 Warp Ring to go along with the Size 2 warp tech parts (I really need to cap the warp tech at the Size 2 parts...). This is just the S3 Warp Sustainer's ring, but with the ability to configure the pylons for Size 3 and Size 2 parts, with or without endcaps. Since I have to configure the pylons, one of the options is no pylons at all: This part is a bit trickier to use since you'll have to offset parts that attach to it. But you can do stuff like this: Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted January 29, 2021 Share Posted January 29, 2021 3 minutes ago, Angel-125 said: distortion shader I think Nertea said he would do that at some point in the future. Probably not soon though. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 29, 2021 Author Share Posted January 29, 2021 Got Waterfall running on the new warp ring: It also occurred to me that I just needed to radially attach the ring instead of dealing with wonky part offsets due to using stack nodes... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 31, 2021 Author Share Posted January 31, 2021 Warp Tech parts completed! Get Blueshift 0.4 here. New Parts S-2 "Planet's Edge" Warp Core S-2 Gravitic Generator S-2 FTL Propellant Tank S3-2 Warp Ring* S-1 Warp Coil* S-1 FTL Endcap Tank Mk2 "Starflight" Warp Core Mk2 Gravimetric Displacement Generator Mk2 FTL Propellant Tank Mk2 Warp Ring* Mk2 Warp Coil* * Has part variants Changes - Adjusted costs on the parts. - Most of the parts can now be surface attached. - Due to their versatility, warp coils now cost more to obtain the same performance as an equivalent Warp Ring. - When in interstellar space, vessels can go much faster. You can change how much of a speed boost ships get by setting the interstellarWarpSpeedMultiplier in the settings.cfg file. The default is 1000, which is about 2.74 light-years per day. - Warp engines now require a minimum planetary radius of 1 (down from 3) in order to go to warp. - You can now combine warp engines to increase the displacement impulse (lets you move more massive ships). - WBIWarpCoil and WBIModuleGeneratorFX can now support Waterfall along with animated textures and more traditional EFFECTS nodes. - Added new WBIModuleHarvesterFX. In addition to resource harvesting, it can drive WBIAnimatedTexture modules, a Waterfall effects module, and EFFECT nodes. --- Next up are some infographics to help new players, then on to the next FTL mode: jump gates! Quote Link to comment Share on other sites More sharing options...
warp_08 Posted January 31, 2021 Share Posted January 31, 2021 The distance from the sun where the interstellar speed multiplier is active is really far. How can I change that? Quote Link to comment Share on other sites More sharing options...
PalowPower Posted January 31, 2021 Share Posted January 31, 2021 8 minutes ago, warp_08 said: The distance from the sun where the interstellar speed multiplier is active is really far. How can I change that? GameData > WBI (WildBlueIndustries) > Blueshift > settings.cfg There's a setting called homeSOIMultiplie, i think you need to set it lower Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted January 31, 2021 Author Share Posted January 31, 2021 4 hours ago, warp_08 said: The distance from the sun where the interstellar speed multiplier is active is really far. How can I change that? 3 hours ago, PalowPower said: GameData > WBI (WildBlueIndustries) > Blueshift > settings.cfg There's a setting called homeSOIMultiplie, i think you need to set it lower The default 1.1 multiplier put the home SOI 10% past the distance of the furthest planet from the Sun. For the stock game, that would put it just past Eeloo. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 1, 2021 Author Share Posted February 1, 2021 New infographics: Quote Link to comment Share on other sites More sharing options...
PalowPower Posted February 1, 2021 Share Posted February 1, 2021 (edited) 11 hours ago, Angel-125 said: New infographics: Can you make it like in KSPI, that you can choose if you want to have instant an orbit when you go out of warp? Bcuz it's a bit complicated and This method spaghettifies my brain.... Edited February 1, 2021 by PalowPower Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 1, 2021 Author Share Posted February 1, 2021 31 minutes ago, PalowPower said: Can you make it like in KSPI, that you can choose if you want to have instant an orbit when you go out of warp? Bcuz it's a bit complicated and This method spaghettifies my brain.... That's actually something that I alluded to and am currently working on. There will be an option that you set in Game Settings -> Custom -> Blueshift that will let you "Auto-circulate orbit after warp." Quote Link to comment Share on other sites More sharing options...
PalowPower Posted February 2, 2021 Share Posted February 2, 2021 it is possible that Kerbal space program interstellar extended isn't compatible with blueshift, because my ksp will not start when KSPIE and Blueshift are installed... Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted February 2, 2021 Share Posted February 2, 2021 (edited) EDIT: On second thought, disregard this post. Edited February 2, 2021 by Stone Blue Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 2, 2021 Author Share Posted February 2, 2021 9 hours ago, PalowPower said: it is possible that Kerbal space program interstellar extended isn't compatible with blueshift, because my ksp will not start when KSPIE and Blueshift are installed... Not that I'm aware, the two are separate. What errors are you getting for Blueshift? Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted February 2, 2021 Share Posted February 2, 2021 (edited) On 2/1/2021 at 11:36 AM, Angel-125 said: "Auto-circulate orbit after warp." I think that's a great idea. I feel like it should use extra Gravity Waves or Graviolium to balance it out. Edited February 2, 2021 by Spaceman.Spiff Quote Link to comment Share on other sites More sharing options...
PalowPower Posted February 3, 2021 Share Posted February 3, 2021 13 hours ago, Angel-125 said: Not that I'm aware, the two are separate. What errors are you getting for Blueshift? I don't get any messages, but my Ksp stops loading at "Loading asset bundle definitions". That was not until i installed Kspie. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 3, 2021 Author Share Posted February 3, 2021 7 hours ago, PalowPower said: I don't get any messages, but my Ksp stops loading at "Loading asset bundle definitions". That was not until i installed Kspie. Hm, without any logs I won’t be able to tell. Blueshift is made to be stand-alone and does not depend on any of my other mods, and the part names and resources and plugin classes are unique as well. If you have any of my other mods installed try removing them one by one. Also try installing KSPIE by itself with no other mods. Quote Link to comment Share on other sites More sharing options...
PalowPower Posted February 3, 2021 Share Posted February 3, 2021 Just now, Angel-125 said: Hm, without any logs I won’t be able to tell. Blueshift is made to be stand-alone and does not depend on any of my other mods, and the part names and resources and plugin classes are unique as well. If you have any of my other mods installed try removing them one by one. Also try installing KSPIE by itself with no other mods. It's has nothing to do with mods, i reinstalled KSP so it's pure stock, but it doesn't load... Idk whats happend to KSP but i guess Steam overrides some files, that are important to start KSP. And i don't know how to delete cloud files in Steam. So i will not be able to play ksp for now... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 3, 2021 Share Posted February 3, 2021 @Angel-125 I was pointed by a 3rd party to a support thread that was created to address this issue. It would seem that @PalowPower didn't install BARISBridge or WBT itself which are hard dependencies in anything you make. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted February 3, 2021 Author Share Posted February 3, 2021 1 hour ago, JadeOfMaar said: @Angel-125 I was pointed by a 3rd party to a support thread that was created to address this issue. It would seem that @PalowPower didn't install BARISBridge or WBT itself which are hard dependencies in anything you make. That actually shouldn't be an issue with Blueshift. I have no dependencies to BARISBridge or to WBT. It is completely stand-alone. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 3, 2021 Share Posted February 3, 2021 ... ohhh. Well in that case there may just be a hard conflict with KSPI. There's nothing to be done about that then. KSPI contains its own warp drive features, after all. Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted February 3, 2021 Share Posted February 3, 2021 (edited) 25 minutes ago, JadeOfMaar said: KSPI contains its own warp drive features, after all. Yep, tho most are uncontrollable and you get launched off at at least a few million c lol Edited February 3, 2021 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
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