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[Min KSP 1.12.2] Blueshift: Kerbal FTL


Angelo Kerman

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4 hours ago, SM_2023 said:

True, but I was referencing Liquid Deuterium, not Graviolium, but I'm assuming this applies for Liquid Deuterium as well

You have a choice of fuel other than graviolium for the FTL and for the gravatic.  LqD or Fusion Pellets.  I've gone with the pellets.  In either case though, consumption of <not graviolium> is really insignificant.

Edited by Ooglak Kerman
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12 hours ago, Ooglak Kerman said:

You have a choice of fuel other than graviolium for the FTL and for the gravatic.  LqD or Fusion Pellets.  I've gone with the pellets.  In either case though, consumption of <not graviolium> is really insignificant.

Wait, really? I tested this out by adding a Fusion Pellets storage container, and both my warp engine and gravitic engine said "Missing LqdDeuterium"

I used a fresh instance of KSP + Blueshift, and was able to use Blueshift's FTL Propellant tank with no problem, tried that in my normal modded instance and I got the same "Missing LqdDeuterium", so I'm not sure what's causing the issue...

 

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  • 3 weeks later...
On 7/5/2023 at 10:13 PM, GalliaRaxus said:

Would it be possible for larger parts to be made? like a bussard an plasma vent for the S-3, as well as a warp coil?

 

I guess this is rather easy by making up a new config for a part, using the a copy of the s2 parts. Then give the part a new name, edit the rescale factor in the config (you will have to experiment with it), edit the mass, edit ingame name and description and you should be done.

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On 7/5/2023 at 11:13 PM, GalliaRaxus said:

Would it be possible for larger parts to be made? like a bussard an plasma vent for the S-3, as well as a warp coil?

 

I think you should try this mod , It has a variety of huuge and nice looking shiny warp coils (they actually shine while active), as well as size0 warp coils and some graviollium collectors.

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  • 4 weeks later...

The bow wave effect is very cool but the outer effect is very hard on my eyes and head.  @JadeOfMaar helped me out here.
This MM patch will remove the outer effect, but leave the bow wave and works a treat.
 

@PART:HAS[@MODULE[WBIWarpEngine]]:AFTER[Waterfall]
{
    @MODULE[ModuleWaterfallFX]
    {
        !TEMPLATE:HAS[#templateName[ftlWarpField]] {}
    }
}

I agree that the overall effect is very very cool - it just hurts me.

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  • 1 month later...
  • 1 month later...

Hi, I am looking to modify the alien jump gates such that I can access other gates before I have ever discovered them. I see you have a setting: "isKnown" which seems to do exactly that however I have set it to "true" and I seemingly cannot use other gates unless I have first rendezvoused with them. Could you let me know how I can edit a save to make a spawned gate usable without ever actually rendezvousing with it? Let me know if you know of some way to accomplish what I am trying to do or if I am being unclear.

Thank you for the fun mod!

Edited by StormxWolf
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@Angelo Kerman there seems to be a math error with regard to interstellar resource utilization for Blueshift.  It is set to the default (10%) but as soon as you go IS, resource utilization goes to zero.  Planetary and Interplanetary utilization is correct.

I found the portion in the code for the warp engine, but it is....  arcane to me.

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  • 3 weeks later...

Hey all, apologies for going radio silent. I started a new job about this time last year, and since June, the work has been excessive. That, and the huge disappointment of KSP 2 drove me away from both games. Anyway, I'll see what I can do about addressing these issues.

@Ooglak Kerman: I don't think you can select what parts of the waterfall effects to switch on or off, but @JadeOfMaar has you covered with a Module Manager patch. It's no secret that I based the effects on Star Citizen, and I'm looking to revise the "neon tube" effect with more of a streaking lights effect (and yes, Star Citizen recently updated their warp effects). I'll look into interstellar resource utilization as well...

Spoiler

zn055uN.png

@StormxWolf I'll have to look into why the isKnown isn't working for you; I suspect that it may be related to not having visited the destination gate yet.

@JoE_BoT That's a quirk of how KSP 1 calculates part cost; I'll have to account for the cost of the graviolium that's not added by default.

@dprostock With sufficient engine power and warp coils, yes. But keep in mind that asteroids and comets weigh thousands of metric tons.

@GalliaRaxus Yeah, I'd suggest cloning the config files and setting the rescaleFactor accordingly. For Size three, you could take the Size 2 warp coils/bussard collector/plasma vents and setting rescaleFactor to 1.5. You'd also need to scale up the particle effects.

It's also clear that I need to review the cost of some parts... the Size 2 Bussard Collectors and plasma vents are the same cost as the Size 1 parts!

Making whole new parts is more difficult right now since my 3DS MAX license expired last year, and it became cost prohibitive renew it. I'm slowly learning Blender, but work, life, and a disappointing KSP 2 killed my interest and put that effort on hold. Regardless, there are a few tricks that I can do in Unity to make some small tweaks. One thing I'd like to do is build some S1, S2, and Mk2 Warp Coil part variants that let you specify the number of segments that you want- with corresponding cost, mass, and performance increases. That should also help reduce vessel part count.

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