Angelo Kerman Posted June 6, 2022 Author Share Posted June 6, 2022 Blueshift 1.8.6 is now available: Fixes - Fixed jumpgate selection unable to select gates when only 2 gates are in the network. - Fixed jumpgate trigger scaling on Miniature Jumpgate that would cause nearby vessels to explode. I think Blueshift is in a good place at last, so I'll be focused on Buffalo 2 for the near future. Thanks for the feedback. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted June 6, 2022 Share Posted June 6, 2022 11 hours ago, Rakete said: It's the Mr. Warp, right next Mr Radar and Mr. Coffee. Hope we don't get jammed, while we prepare for ludicrous speed. (Anyone get the movie reference?) Yes Space Balls. Quote Link to comment Share on other sites More sharing options...
Rakete Posted June 7, 2022 Share Posted June 7, 2022 (edited) @Angel-125 A Minor Bug to the calculations: Remember this Testrig? In VAB it says 0.643C Crewed with 5-stars-Kerbals (Jeb, Bill and Bob, all 5-stars in their category) it does 1.093C. This is not the 50% (= 5*0.1 + 1) Boost as defaulted in the config, where it says: // The formula is: skillMultiplier = 1.0 + (warpSpeedSkillMultiplier * skill rank) // newMaxWarpSpeed = maxWarpSpeed * skillMultiplier // Ex: skillMultiplier = 1.0 + (0.1 * 5) = 1.5 // If maxWarpSpeed = 2c then newMaxWarpSpeed = 3c The boost is 70,78 % not the calculated 50%. It's rather neglectable, but there seems to be a minor or bigger warp calculation bug. Maybe something for your dev stack. Strangely: If I put Bill (5-Stars) and two other 5-Star-Engineer-Kerbals in it, the value changes from 1.093C to 1.029C. This is kinda odd. ... Each kerbal tunes the Graviolium intermix differently I suppose. Jeb on board makes the ship go slightly faster, than having three engineer kerbals discuss the warp field equotations. Strange side effects - Supposed to be like that @Angel-125? It's a minor thing... but I kinda think it's funny. You haven't added Kerbal Stupidity Level values in your calculations for fun, haven't you ?! Without any Kerbals the VAB-predictions exactly meet the inflight-values. P.S.: Finding the reference to Mass Effects Tempest in the config made me smile. Edited June 7, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted June 8, 2022 Share Posted June 8, 2022 On 6/6/2022 at 10:03 AM, Angel-125 said: Blueshift 1.8.6 is now available: Fixes - Fixed jumpgate selection unable to select gates when only 2 gates are in the network. - Fixed jumpgate trigger scaling on Miniature Jumpgate that would cause nearby vessels to explode. I think Blueshift is in a good place at last, so I'll be focused on Buffalo 2 for the near future. Thanks for the feedback. But... who wouldn't want nearby vessels to explode. Exciting! Quote Link to comment Share on other sites More sharing options...
Ooglak Kerman Posted June 8, 2022 Share Posted June 8, 2022 On 6/6/2022 at 1:06 AM, Rakete said: It's the Mr. Warp, right next Mr Radar and Mr. Coffee. Hope we don't get jammed, while we prepare for ludicrous speed. (Anyone get the movie reference?) Mr. Warp it is! And I did get the reference. Quote Link to comment Share on other sites More sharing options...
obnox twin Posted June 8, 2022 Share Posted June 8, 2022 Oh when I saw hope we don't get jammed I throught it was spaceballs haven't seen it fully but I heard its funny Quote Link to comment Share on other sites More sharing options...
Rakete Posted June 8, 2022 Share Posted June 8, 2022 7 hours ago, obnox twin said: Oh when I saw hope we don't get jammed I throught it was spaceballs haven't seen it fully but I heard its funny It definetly is. But humour has its timeframe. So some jokes and style of fun may be kinda outdated today. Give it a try. We defininetly need a Spaceballs mod some day. Can't wait to build a flying kitchen maid with a vacuum cleaner to steal Laythe's atmosphere... Quote Link to comment Share on other sites More sharing options...
obnox twin Posted June 8, 2022 Share Posted June 8, 2022 10 hours ago, Rakete said: We defininetly need a Spaceballs mod some day. Can't wait to build a flying kitchen maid with a vacuum cleaner to steal Laythe's atmosphere... Or even a action group on a radar part that gets jammed Quote Link to comment Share on other sites More sharing options...
TycoonTitian01 Posted June 8, 2022 Share Posted June 8, 2022 (edited) happy spacedust issue fixed Edited June 8, 2022 by TycoonTitian01 deleting bc im dum Quote Link to comment Share on other sites More sharing options...
chaos113 Posted June 11, 2022 Share Posted June 11, 2022 i have a question. where did the name wild blue industrys come from, was it from here http://www.spellflight.com/pages/ContactLost Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 11, 2022 Author Share Posted June 11, 2022 1 hour ago, chaos113 said: i have a question. where did the name wild blue industrys come from, was it from here http://www.spellflight.com/pages/ContactLost Yup! Quote Link to comment Share on other sites More sharing options...
chaos113 Posted June 11, 2022 Share Posted June 11, 2022 10 hours ago, Angel-125 said: Yup! dam, i accidently stumbled onto deep lore Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 11, 2022 Author Share Posted June 11, 2022 4 hours ago, chaos113 said: dam, i accidently stumbled onto deep lore Contact Lost was a fun 3D art project that I did before discovering KSP way back in 2013. The basic premise was that Ancient Astronauts were actually humans that discovered magic and leapt to the stars. They left artifacts behind that were discovered in modern day (the setting took place in the far off year of 2018, heh) that allowed modern society to rediscover magic. Given that implication, various nations spun the discovery as "Black Box Technology." Anyway, the setting allowed me to explore what effects magic would have on spacecraft tech. Some elements of that setting appear in my mods and mission reports. Quote Link to comment Share on other sites More sharing options...
chaos113 Posted June 11, 2022 Share Posted June 11, 2022 Just now, Angel-125 said: Contact Lost was a fun 3D art project that I did before discovering KSP way back in 2013. The basic premise was that Ancient Astronauts were actually humans that discovered magic and leapt to the stars. They left artifacts behind that were discovered in modern day (the setting took place in the far off year of 2018, heh) that allowed modern society to rediscover magic. Given that implication, various nations spun the discovery as "Black Box Technology." Anyway, the setting allowed me to explore what effects magic would have on spacecraft tech. Some elements of that setting appear in my mods and mission reports. im curently trying to make the shuttle 2 in ksp Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 11, 2022 Author Share Posted June 11, 2022 43 minutes ago, chaos113 said: im curently trying to make the shuttle 2 in ksp That was a fun 3D model to make. My skills are much better than what I made back then. Have you tried using @JadeOfMaar’s OPT? It might have the shapes you would need. The Mk33 mod is also kind of like it but without the long nose. I DO have the 3D mesh still, but it was never designed for KSP and would need a lot of work to put it in game. I’d guess that the aerospikes could be fusion engines that use water for reaction mass, similar to the Epstein Drive from The Expanse. Quote Link to comment Share on other sites More sharing options...
chaos113 Posted June 11, 2022 Share Posted June 11, 2022 15 minutes ago, Angel-125 said: That was a fun 3D model to make. My skills are much better than what I made back then. Have you tried using @JadeOfMaar’s OPT? It might have the shapes you would need. The Mk33 mod is also kind of like it but without the long nose. I DO have the 3D mesh still, but it was never designed for KSP and would need a lot of work to put it in game. I’d guess that the aerospikes could be fusion engines that use water for reaction mass, similar to the Epstein Drive from The Expanse. im going full custom with procedural wings and carnations redflexable parts but also it would be cool to have an official version of it in ksp if you ever did make it. perhaps that could be one of your first projects for ksp 2 Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 11, 2022 Share Posted June 11, 2022 (edited) @Angel-125 @chaos113 Can I get a reference for this Shuttle 2? I'm curious. nvm: I found it. It's quite interesting. Edited June 11, 2022 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
chaos113 Posted June 11, 2022 Share Posted June 11, 2022 50 minutes ago, JadeOfMaar said: @Angel-125 @chaos113 Can I get a reference for this Shuttle 2? I'm curious. nvm: I found it. It's quite interesting. it really is, thats why im making my own version in ksp, and im gonna use the mk33 cockpit as the shuttle 2 cockpit Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted June 11, 2022 Share Posted June 11, 2022 2 hours ago, Angel-125 said: Contact Lost was a fun 3D art project that I did before discovering KSP way back in 2013. The basic premise was that Ancient Astronauts were actually humans that discovered magic and leapt to the stars. They left artifacts behind that were discovered in modern day (the setting took place in the far off year of 2018, heh) that allowed modern society to rediscover magic. Given that implication, various nations spun the discovery as "Black Box Technology." Anyway, the setting allowed me to explore what effects magic would have on spacecraft tech. Some elements of that setting appear in my mods and mission reports. Nice content. I like the RABBIT. make me remember about a mod from space simulator ORBITER TTM24 : To The Moon in 24 Hours. Quote Link to comment Share on other sites More sharing options...
Steigleder Posted June 12, 2022 Share Posted June 12, 2022 Hello, I want to make a ship with 1,000,000C or more speed, but I had only reached 135,000C using many S3 parts... My goal is to visit Proxima Centauri with fewer snacks Does anyone know the secret recipe? Thank you! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 12, 2022 Author Share Posted June 12, 2022 12 minutes ago, Steigleder said: Hello, I want to make a ship with 1,000,000C or more speed, but I had only reached 135,000C using many S3 parts... My goal is to visit Proxima Centauri with fewer snacks Does anyone know the secret recipe? Thank you! One way to do this is turn on the jumpgate space anomalies. Then you'd only have to fly to the remote star system once, find the jumpgate, and from then on, you'll be able to just warp to the in-system gate and jump to the desired gate. Alternately, warp to the system and deploy a mini-jumpgate (if in range of your previous star system) or build the larger jumpgate. Quote Link to comment Share on other sites More sharing options...
Steigleder Posted June 12, 2022 Share Posted June 12, 2022 23 minutes ago, Angel-125 said: One way to do this is turn on the jumpgate space anomalies. Then you'd only have to fly to the remote star system once, find the jumpgate, and from then on, you'll be able to just warp to the in-system gate and jump to the desired gate. Alternately, warp to the system and deploy a mini-jumpgate (if in range of your previous star system) or build the larger jumpgate. Thank you very much, I will experiment with the jumpgates. Quote Link to comment Share on other sites More sharing options...
chaos113 Posted June 12, 2022 Share Posted June 12, 2022 1 hour ago, Angel-125 said: One way to do this is turn on the jumpgate space anomalies. Then you'd only have to fly to the remote star system once, find the jumpgate, and from then on, you'll be able to just warp to the in-system gate and jump to the desired gate. Alternately, warp to the system and deploy a mini-jumpgate (if in range of your previous star system) or build the larger jumpgate. the mini jumpgate it a cool device, you can use it for a star trek transporter if you could put the code into a circular pad Quote Link to comment Share on other sites More sharing options...
Steigleder Posted June 13, 2022 Share Posted June 13, 2022 18 hours ago, Angel-125 said: One way to do this is turn on the jumpgate space anomalies. Then you'd only have to fly to the remote star system once, find the jumpgate, and from then on, you'll be able to just warp to the in-system gate and jump to the desired gate. Alternately, warp to the system and deploy a mini-jumpgate (if in range of your previous star system) or build the larger jumpgate. 18 hours ago, Steigleder said: Thank you very much, I will experiment with the jumpgates. Hi @Angel-125, I installed two jumpgates for a test and I have a new problem. The jump needs more graviolum. I'm using a small pod with two large "ball tanks" filled with graviolum. Am I missing something to do? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 13, 2022 Author Share Posted June 13, 2022 4 hours ago, Steigleder said: Hi @Angel-125, I installed two jumpgates for a test and I have a new problem. The jump needs more graviolum. I'm using a small pod with two large "ball tanks" filled with graviolum. Am I missing something to do? What kind of jumpgates? Quote Link to comment Share on other sites More sharing options...
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