Jump to content

[Min KSP 1.12.2] Blueshift: Kerbal FTL


Angelo Kerman

Recommended Posts

3 minutes ago, JadeOfMaar said:

@Ooglak Kerman Having similarly come up with your entire response there ........I chose not to entertain @Admiral Fluffy's request. In short: To properly engage in such a shenanigan, you must forget about warp drive (because of how it works) and gain your acceleration and direction via any of the "old fashioned ways:" whatever combination of cheats or krakens lights your solids. :P

 

In his defense, it took me a bit to get wrapped around the whole translation vs acceleration thing.  Mostly hours of messing with the Alcubierre Drive mod and the associated exploding close to Kerbol while trying to adjust said vectors - many many times.  And... there is that matter that the game will render the encounter with the "dust puff" - regardless of the actually energy that should be involved.

I know a couple people who are <very> adept at using the standalone Alcubierre Drive mod and I'm just in awe of them.

But yeah...  as any number of folks have shown, dropping a Class E asteroid onto Kerbin certainly lacks....  gravitas....ium????  Which bodes ill for messing with mighty Jool.  And lets not forget the show of Shoemaker-Levy 9 when it kerschmacked Jupiter.  Super cool, but those marks are long gone.  Gas giants are... gigantic.

For general amusement and reference, here is a great on-line calculator for the Special Relativity Equation 
If you just need to know the energy of...say a 1,000 KG iron rod at 1C.  Hint - more than Tzar Bomba.  I'm continually awed that Einstein could wrap his mind around such stupendous numbers.

Link to comment
Share on other sites

@Angel-125 a thing that would be pretty funny but apropos I think, would be - if you tried to start a Warp or Gravatic engine on a craft that lacks an Engineer, that it would have perhaps a 50% chance making a coughing, wheezing sound and fail to start.

Huhhhh...  pump the gas and turn the key again.   <cough><wheeze>...  "%$#!%##&... we're approaching warp limit... start you...."

Just idly tossing something out there.

Link to comment
Share on other sites

13 hours ago, Ooglak Kerman said:

@Angel-125 a thing that would be pretty funny but apropos I think, would be - if you tried to start a Warp or Gravatic engine on a craft that lacks an Engineer, that it would have perhaps a 50% chance making a coughing, wheezing sound and fail to start.

Huhhhh...  pump the gas and turn the key again.   <cough><wheeze>...  "%$#!%##&... we're approaching warp limit... start you...."

Just idly tossing something out there.

I think there's a difficulty setting where it can break down and need repair.

Link to comment
Share on other sites

1 hour ago, Clancythecat said:

I think there's a difficulty setting where it can break down and need repair.

I think that is with the EVA Repairs mod.  I'm not ready to add that complexity into my game yet.  I was just idly thinking it would fun to jump into ye olde VW (Volks-Warper), turn the key and... <cough> <wheeze>...  I guess that's a thing with folks with old VWs.

I have a number of drone ships (chem rockets only) that handle mundane tasks.  My personal thought is that highly complex systems like Warp or Gravatic should require the presence of at least a pilot and possibly engineer.

Link to comment
Share on other sites

@Angel-125 Please sir..  can I have some clarification..

Initially I was having issues detecting and harvesting asteroidal graviolium.  Sorted that out.

But..  the PPD-10 hitchhiker container now has an Omniconverter.  However, it always gripes about "Zero Efficiency" in spite of having all of the things it needs on board and a "Scotty" engineer.  Slapping a micro-ISRU onto the side of the PPD-10 works like a champ.

I can't find in the configs for the PPD-10 and whatever exclusions there may be.  what I'm missing here? 

Edited by Ooglak Kerman
Link to comment
Share on other sites

On 3/17/2022 at 9:04 PM, Ooglak Kerman said:

thing that would be pretty funny but apropos I think, would be - if you tried to start a Warp or Gravatic engine on a craft that lacks an Engineer, that it would have perhaps a 50% chance making a coughing, wheezing sound and fail to start.

Huhhhh...  pump the gas and turn the key again.   <cough><wheeze>...  "%$#!%##&... we're approaching warp limit... start you...."

I'm sorry, Dave. I can't allow you to commit that idea. :ph34r:

17 minutes ago, Ooglak Kerman said:

//update...  looks like graviolium isn't a given on asteroids.  sorry for troubling you//

I think you should have Graviolium on asteroids. Why would Angel deprive himself of his own resource when his own resource pack (CSR) is installed?

My one guess is you happen to have my mod (Rational Resources) and it's misbehaving again somehow. :huh:

- - -

EVA Repairs is actually pretty nice. Much gentler with the horse-kicks than BARIS. There's a generous degree to where you can make the mod even easier on you. Angel generally makes his mods very tweakable for more or less difficulty. You can say it's only just as hard as life support (USI or Snacks' level) so if you consider adding life support, skip it and throw in EVA Repairs instead. It gives you a lot of use for the kerbals' stock inventory slots and the stock repair kit. Your focus is not on keeping the food stash full but on designing with redundant engines and reaction wheels (especially if unmanned), and you can keep the repair kit supply full via an Ore drill and Angel's SandCastle mod.

Link to comment
Share on other sites

@JadeOfMaar Ugg.. sorry there.  I had edited my post to indicate that indeed I had found graviolium on an asteroid - and another without any.  I thought that all would have.  Live and learn (hopefully).

2 minutes ago, JadeOfMaar said:

I'm sorry, Dave. I can't allow you to commit that idea. :ph34r:

Dangit HAL.  You're harshin on my ideas.

Link to comment
Share on other sites

There is still the issue of the omniconverter on the  stock PPD-10 always complaining about "Zero Efficiency".  Any ideas?

Bob and Bill need sufficient space away from Jeb and the PPD-10 is great for this.  A MK-2 lander can will do in a pinch and then slap on micro-ISRUs though

Link to comment
Share on other sites

On 3/19/2022 at 11:18 PM, jonescat010 said:

I was wondering, how do you activate the wormhole

 

If you have only one wormhole, and no other star systems, then you'll need to make another wormhole. With two wormholes, the gates are automatically activated. With 3 or more, you can select the destination. If you don't have Waterfall installed then you won't see the blue shimering.

6FWzs5C.png

Link to comment
Share on other sites

10 hours ago, Ooglak Kerman said:

@Angel-125 or @JadeOfMaar Are alien jump rings "aware" of one another?  I've visited 2 so far and neither offer the other as a destination.  Is it that they need to be renamed?

 

Oops.  Never mind.  I read more carefully.  "With two wormholes, the gates are automatically activated."
RTFM - eh?

Edited by Ooglak Kerman
Link to comment
Share on other sites

On 3/21/2022 at 2:37 PM, Angel-125 said:

If you have only one wormhole, and no other star systems, then you'll need to make another wormhole. With two wormholes, the gates are automatically activated. With 3 or more, you can select the destination. If you don't have Waterfall installed then you won't see the blue shimering.

6FWzs5C.png

Alright  thanks for sharing, 

Im also having a problem with the shift drive, It will say it needs more power even though I added in like 2 4 stacks of gravolium and some fusion pellets. Do you know how to fix this problem? 

Link to comment
Share on other sites

3 hours ago, jonescat010 said:

Alright  thanks for sharing, 

Im also having a problem with the shift drive, It will say it needs more power even though I added in like 2 4 stacks of gravolium and some fusion pellets. Do you know how to fix this problem? 

Which drive are you using? 

If you are using the S-3 "Star Frontiers" then it is fully self-contained with all you need
For the most part otherwise, you will need a warp core and a warp coil.
The easiest test to do is to put a MK1-3 capsule on top.  Then a S-2 "Planets Edge" Warp core.  Then a S-2 Warp Coil.  Slap on some antenna.  Hyper edit it up to orbit above 600KM.
Activate main power, Activate warp engine.  Advance the throttle. (make sure you're not pointing at Kerbin).

Also, make sure you are at Blueshift 1.7.3

Edited by Ooglak Kerman
Link to comment
Share on other sites

On 3/24/2022 at 5:05 PM, jonescat010 said:

It will say it needs more power

Blueshift is very sensitive about the mass of your ship unlike other warp drive mods. Your ship may be too heavy for its warp drive assembly.

Edited by JadeOfMaar
Link to comment
Share on other sites

On 3/24/2022 at 7:39 PM, Ooglak Kerman said:

Which drive are you using? 

If you are using the S-3 "Star Frontiers" then it is fully self-contained with all you need
For the most part otherwise, you will need a warp core and a warp coil.
The easiest test to do is to put a MK1-3 capsule on top.  Then a S-2 "Planets Edge" Warp core.  Then a S-2 Warp Coil.  Slap on some antenna.  Hyper edit it up to orbit above 600KM.
Activate main power, Activate warp engine.  Advance the throttle. (make sure you're not pointing at Kerbin).

Also, make sure you are at Blueshift 1.7.3

Got it, thanks!

20 hours ago, JadeOfMaar said:

Blueshift is very sensitive about the mass of your ship unlike other warp drive mods. Your ship may be too heavy for its warp drive assembly.

Jade of maar, someone already above you gave me the answer but thanks telling me this

Link to comment
Share on other sites

@Angel-125 I'm a bit interested to see what the behavior is WRT the spawning of space anomalies if I send missions out to drag them back to orbit around Kerbin.  I can seriously see building a structure out of tetrahedrons if they keep respawning.  Ground anchor maybe?

They are pretty heavy.  WS-8675309 "Hold Mah Beer" was struggling getting that one back.

Edited by Ooglak Kerman
Link to comment
Share on other sites

5 minutes ago, Ooglak Kerman said:

@Angel-125 I'm a bit interested to see what the behavior is WRT the spawning of space anomalies if I send missions out to drag them back to orbit around Kerbin.  I can seriously see building a structure out of tetrahedrons if they keep respawning.  Ground anchor maybe?

They are pretty heavy.  WS-8675309 "Hold Mah Beer" was struggling getting that one back.

Space anomalies aren't required to remain in a specific location. Technically, they're just single-part vessels that are spawned into the game. As such, you can move them around if desired- that's something that I expected players to do, in fact. For instance, you might find an alien jumpgate way out in Eeloo's orbit and decide to haul it into Kerbin orbit for convenience. Or you might collect the tetrahedrons and make a theme park out of them. Or you might take that intact flying saucer that's based on the statics in the game and fly around with it. It's all up to what you want to do with them- when in doubt, try out your idea and see what happens. :)

Link to comment
Share on other sites

5 hours ago, Angel-125 said:

Space anomalies aren't required to remain in a specific location. Technically, they're just single-part vessels that are spawned into the game. As such, you can move them around if desired- that's something that I expected players to do, in fact. For instance, you might find an alien jumpgate way out in Eeloo's orbit and decide to haul it into Kerbin orbit for convenience. Or you might collect the tetrahedrons and make a theme park out of them. Or you might take that intact flying saucer that's based on the statics in the game and fly around with it. It's all up to what you want to do with them- when in doubt, try out your idea and see what happens. :)

The saucer is functional?  I anticipate an emergency mission for Jeb.  The League Of Smart Technologists will be slavering to get their hands on this.
Hopefully there will be plenty-o-tetrahedrons.  I have an inkling of a plan.

Thanks

Link to comment
Share on other sites

@Angel-125 regarding micro-ISRU requirements to make fusion pellets...

54,000 / hour ore  (15.00/sec)
5400 / hr H2O (1.50/sec)
36/hr minerite (36.00/hr)
360/hr hexagene (0.10/sec)

to get 1.62/hr fusion pellet

Ummmm..   you need 540,000 kg of ore (10kg/unit) to make 1.62 fusion pellet.  That is 50% of the class-H asteroid available ore resources I'm mining.  Did you maybe get a decimal place off?
Similarly, the H2O seems excessive.  This class-H has 1500 T total resources.  10% is H2O.  My rough math gets 77 fusion pellets from the asteroid going only by the available H2O.  Another decimal place here?

Edited by Ooglak Kerman
correct H2O per hour
Link to comment
Share on other sites

Observations From Using Blueshift

I've been focused on Blueshift now for some time and have compiled some basic observations regarding the mod.

  1. It really is frikkin awesome.  A whole different game.  MUCH more or much less complicated depending on how you do it.  I've taken the "blended" hard approach.
  2. Don't be afraid of the other WildBlue mods (Flying Saucers, etc). They add a lot of capability, but introduce some "interesting" limitations to other capabilities.  It can be frustrating, but I've found that the fun outweighs the frustration.  Plus, I've learned a whole lot about the way this game works under the hood.
  3. You REALLY want Outer Planets Mod.  With Warp capability, the stock system is way way too small. 
  4. With OPM, you really need to have some other bits that Galaxies Unbound will give.   Hint... distance scales are just stupid.  Comms relay is a must.  Hmmmmm..
  5. Time scale is totally different.  It now takes 10-15 minutes to get to Jool in a woefully under-powered warp ship.  This does not equal easy.  Read on.
  6. Reaction time with ships is way different.  Barging into a system with your warp ship means splattering it all over some planet.   You are constantly managing the thrust limiter.
  7. Unless you use the cheats, you have to set up a whole resource chain.  Say hello to the demons of critical path analysis.  You need graviolium, fusion pellets, and zenon gas NOW.  Not in 10 years.  This mean mining asteroids and using graviolium scoops.  And now you need to distribute that oh so vital resource.
  8. You really do need to balance the warp capability of the ship with the mission.  OP is a real problem here.  Things happen really fast.  A ship that can get to Nova Kirbani in a couple minutes might just be useless once it has arrive there since you can't turn it down enough to do anything useful.
  9. Pilots and Engineers are a must.  Slapping on a probe core and calling it good will get you in trouble at the extended ranges.  You need Pilot-5's and Eng-5's also.
  10. You will need tons of funds.  100s of millions worth.  Tourist contracts are your friend.

There are a lot more observations, but this is a good start.  If you have any specific questions about my experiences, feel free to PM me.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...