Angelo Kerman Posted May 31 Author Share Posted May 31 16 hours ago, AbnormalVenegrade said: This may have been already asked before (I tried checking), but is it possible to have a "warp bubble" when zooming outside the warp area of the effect? Very similar to the gravitational lensing achievable with the singularity mod, since the outside of an Alcubierre drive would appear to look like a stretched, moving black hole. I doubt this is possible with the limitations of KSP, but I was curious. That would take some advanced shader knowledge to pull off, which I presently don't have, unfortunately. I know that the Singularity mod can make it work for planets, but I've not heard it working for parts. I even asked this very question several years ago... I'm still trying to get it together enough to finish updating the multi-segment warp coils.. Quote Link to comment Share on other sites More sharing options...
AbnormalVenegrade Posted June 1 Share Posted June 1 1 hour ago, Angelo Kerman said: That would take some advanced shader knowledge to pull off, which I presently don't have, unfortunately. I know that the Singularity mod can make it work for planets, but I've not heard it working for parts. I even asked this very question several years ago... I'm still trying to get it together enough to finish updating the multi-segment warp coils.. Thanks for the answer! Too bad that it is most likely unachievable (for now), but it was worth asking. Maybe someday we could actually see the effect, and pair that with multiplayer to visibly warp out of a battle or something. Maybe. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 17 Author Share Posted June 17 Overdue, but work in progress: The S2 Multi-Segment Warp Coil is done, and I'm currently working on the mk2 Mult-Segment Warp Coil. Hopefully I'll have another pre-release by end of the week. Quote Link to comment Share on other sites More sharing options...
Geblag.Xelvari Posted June 18 Share Posted June 18 is it possible to customize the warp look/color because i would think thats cool Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 18 Author Share Posted June 18 1 hour ago, Geblag.Xelvari said: is it possible to customize the warp look/color because i would think thats cool You can edit the Waterfall config to do that. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 20 Author Share Posted June 20 And the mk2 mult-segment warp coil: I've also refactored the tech tree to disperse the parts and unify the tree with Kerbal Flying Saucers. You can find the latest pre-release here. If you also have Kerbal Flying Saucers, you can download the latest here. Be sure to delete your Module Manager cache. Quote Link to comment Share on other sites More sharing options...
Iapetus7342 Posted June 30 Share Posted June 30 THAT LOOKS CRAZY COOL! I'm hyped for the next update! Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 9 Share Posted July 9 (edited) On 5/17/2024 at 4:35 AM, KspNoobUsernameTaken said: From what I have seen, @Rakete seems to have a magic install that Just Works(tm). No reason to get offensive. I currently have to time to boot up ksp make an image as proof. You may change your config to you liking. If you found a config, that works for you, fine. If Blueshift adopts your config, also fine. I will put in my config in my game anyways... so... do what you like. Maybe I changed some values later on in my config, that are not in BS''s package... maybe not. Don't know anymore... I currently have no time to play ksp, so I can't tell. Haven't booted up my computer for months... Other RL stuff is currently more fun. So... have some fun... if the majority has the same issues like you, i don't mind if BS will be adopting your config. I just say, I have no issues. You pic shows no Gravi belt... have you scanned for it using right scanner? Edited July 9 by Rakete Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 9 Author Share Posted July 9 Putting on my moderator hat for a moment, let’s keep things civil, please. I get that we have different issues and desires on how mods should work. @Rakete is sharing what works for their setup, as is @KspNoobUsernameTaken. The nice thing about config files is having the ability to change them. If anything, Blueshift should make sure that you have enough levers to pull to suit your play style. Personally I haven’t seen issues with the Graviolium belts but mostly I mine asteroids and the occasional GoldStrike deposits. I also use the Bussard collectors mostly for show. Anyway, I am banging my head on the wall trying to redo the warp effects so it doesn’t look like you’re traveling through a neon tube. Once that is done I will work on a proper 3D model for the contragravity generator. Once that is done, Blueshift will be out of pre-release. Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 9 Share Posted July 9 12 minutes ago, Angelo Kerman said: Personally I haven’t seen issues with the Graviolium belts but mostly I mine asteroids and the occasional GoldStrike deposits. I also use the Bussard collectors mostly for show. I personally use the orbital graviolium facillity that turns antimatter into graviolium (see page 66 of this thread). Patch is there, for those who like the idea. Works for me and hopefully for others too. Near and Fae Future Mods by Nertea required. Last time I played I had a lot of fun by feeding the production chain,... producing gravi is kinda more fun to me than collecting natural gravi particles. I love, that there are so many ways now to get the illusive particle. 17 minutes ago, Angelo Kerman said: Putting on my moderator hat for a moment, let’s keep things civil, please. Alright for me. My text was meant totally un-emotional. But i am not a native english speaker, so I may not have met the correct tone (?). I can only provide, what worked for me. But sinnce I hadn't have any gaming time in ksp in the last months i can't help debugging. I juat can tell that I had no issues last time i collected gravi from a belt. But since I cook gravi nowadays, I didn't test for at least 1,5 years for sure. But as far as I remember everything worked, since the last time i worked on the gravibelt config. That's all I can say. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 9 Author Share Posted July 9 Using antimatter to generate Graviolium is a novel idea. The Planet That Shall Not Be Named also can be mined since it’s an analog to Ceres, but I’ve yet to go there in my JNSQ game. Graviolium is pretty rare for me right now, only the Magic Boulder caught by Kerbin’s gravity well and one other asteroid has the stuff. My kerbals are concerned that they won’t find much more, and are rethinking having gravitic ships burning through the stuff. As a result they’re looking at reducing their consumption rates by using Graviolium as a catalyst for fusion power. That uses up a lot less. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 9 Share Posted July 9 (edited) 3 hours ago, Rakete said: No reason to get offensive. This was just a way to say I can't replicate it in any way, I apologize for any offense caused. Same apology to you @Angelo Kerman. Also, either way both @Rakete and I seem to have working graviolium belts, so in the end there really isn't any issue to speak of. Edited July 9 by KspNoobUsernameTaken Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 10 Share Posted July 10 (edited) Wow, so many Winupdates after booting up the computer after such a long time.... soooo here is my current config - live from my KSP install: Spoiler // SpaceDust config for Blueshift // affects visibility of Graviolium belts in UI @SPACEDUSTSETTINGS:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { @ResourceVisibilities { name = Graviolium } @ResourceColors { Graviolium = 0, 0.63, 0.91, 1 } } // Space Dust bands SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { resourceName = Graviolium body = Sun RESOURCEBAND { name = KerbolGraviolium title = Kerbol Graviolium Belt minAbundance = 0.000000000000000000000000000017 maxAbundance = 0.000000000000000000000000000020 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 261600000 altUpperBound = 2616000000 altPeak = 0 altVariability = 0 altFalloffType = Linear latLowerBound = -5 latUpperBound = 5 latPeak = 0 latVariability = 0 latFalloffType = Linear countScale = 200000 } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { resourceName = Graviolium body = Eve RESOURCEBAND { name = EveGraviolium title = Eve Graviolium Belt minAbundance = 0.00000000000000000000000000000013 maxAbundance = 0.00000000000000000000000000000015 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 80000 altUpperBound = 500000 altPeak = 90000 altVariability = 0 altFalloffType = Linear latLowerBound = -5 latUpperBound = 5 latPeak = 0 latVariability = 0 latFalloffType = Linear } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { resourceName = Graviolium body = Kerbin RESOURCEBAND { name = KerbinGraviolium title = Kerbin Graviolium Belt minAbundance = 0.00000000000000000000000000000010 maxAbundance = 0.00000000000000000000000000000012 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 60000 altUpperBound = 525000 altPeak = 130000 altVariability = 0 altFalloffType = Linear latLowerBound = -5 latUpperBound = 5 latPeak = 0 latVariability = 0 latFalloffType = Linear } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { resourceName = Graviolium body = Jool RESOURCEBAND { name = JoolGraviolium title = Jool Graviolium Belt minAbundance = 0.00000000000000000000000000000017 maxAbundance = 0.00000000000000000000000000000020 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 180000 altUpperBound = 10000000 altPeak = 200000 altVariability = 0 altFalloffType = Linear altitudeSquish = 0.9 latLowerBound = -15 latUpperBound = 15 latPeak = 0 latVariability = 1 latFalloffType = Linear countScale = 20 } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,OPM] { resourceName = Graviolium body = Sarnus RESOURCEBAND { name = SarnusGraviolium title = Sarnus Graviolium Belt minAbundance = 0.00000000000000000000000000000023 maxAbundance = 0.00000000000000000000000000000025 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 1325000 altUpperBound = 6625000 altPeak = 2000000 altVariability = 0 altFalloffType = Linear altitudeSquish = 0.9 latLowerBound = -5 latUpperBound = 5 latPeak = 0 latVariability = 1 latFalloffType = Linear countScale = 20 } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,OPM] { resourceName = Graviolium body = Urlum RESOURCEBAND { name = UrlumGraviolium title = Urlum Graviolium Belt minAbundance = 0.00000000000000000000000000000027 maxAbundance = 0.00000000000000000000000000000030 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 5442500 altUpperBound = 8163750 altPeak = 7000000 altVariability = 0 altFalloffType = Linear altitudeSquish = 0.9 latLowerBound = -1 latUpperBound = 1 latPeak = 0 latVariability = 1 latFalloffType = Linear countScale = 20 } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,OPM] { resourceName = Graviolium body = Neidon RESOURCEBAND { name = NeidonGraviolium title = Neidon Atmospheric Graviolium minAbundance = 0.000000000000000000000000000038 maxAbundance = 0.00000000000000000000000040 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 0 altUpperBound = 260000 altPeak = 180000 altVariability = 0 altFalloffType = Linear altitudeSquish = 0.9 latLowerBound = -90 latUpperBound = 90 latPeak = 0 latVariability = 1 latFalloffType = Linear countScale = 20 } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,JNSQ] { resourceName = Graviolium body = Lindor RESOURCEBAND { name = LindorGraviolium title = Lindor Graviolium Belt minAbundance = 0.0000000000000000012 maxAbundance = 0.00000000000000000250 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 0 altUpperBound = 5400000 altPeak = 0 altVariability = 0 altFalloffType = Linear latLowerBound = -5 latUpperBound = 5 latPeak = 0 latVariability = 0 latFalloffType = Linear countScale = 1000 } } SPACEDUST_RESOURCE:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust,GEP] { resourceName = Graviolium body = Grannus RESOURCEBAND { name = GrannusGraviolium title = Grannus Graviolium Belt minAbundance = 0.0000000000000012 maxAbundance = 0.00000000000000125 alwaysDiscovered = false alwaysIdentified = false allowRemoteDiscovery = true allowRemoteIdentification = true remoteDiscoveryScale = 0.1 remoteIdentifyScale = 0.1 useAirDensity = false distributionType = Spherical altLowerBound = 1000000 altUpperBound = 5000000 altPeak = 2500000 altVariability = 0 altFalloffType = Linear latLowerBound = -5 latUpperBound = 5 latPeak = 0 latVariability = 0 latFalloffType = Linear countScale = 1000 } } // adds Graviolium scanning to FFT gas scanner @PART[fft-scanner-gas-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,FarFutureTechnologies] { @MODULE[ModuleSpaceDustScanner] { SCANNED_RESOURCE { name = Graviolium // How to discover resources. Possible values are None, Local, SOI, Altitude DiscoverMode = Altitude // How to discover resources. Possible values are None, Local, SOI, Altitude IdentifyMode = Altitude // Range for Altitude mode DiscoverRange = 5000000 // Range for Altitude mode IdentifyRange = 500000 } } } // SpaceDust scanning parts @PART[spacedust-gas-analyzer-1,spacedust-spectrometer-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { @MODULE[ModuleSpaceDustScanner] { SCANNED_RESOURCE { name = Graviolium // How to discover resources. Possible values are None, Local, SOI, Altitude DiscoverMode = Altitude // How to discover resources. Possible values are None, Local, SOI, Altitude IdentifyMode = Altitude // Range for Altitude mode DiscoverRange = 5000000 // Range for Altitude mode IdentifyRange = 500000 } } } SPACEDUST_INSTRUMENT:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { Name = GravioliumSpectrometer Title = Graviolium Spectrometer ResourceName = Graviolium Discovers = true Identifies = true Wavelength = 500 Sensitivity = 20 } @PART[spacedust-telescope-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[instrumentSlot1]] { SUBTYPE { name = GravioliumInstrument title = Graviolium Spectrometer descriptionSummary = Detects <b>Graviolium</b> around celestial bodies descriptionDetail = <b>Discovers:</b> <color=#06ff00>Yes</color> \n<b>Identifies:</b> <color=#06ff00>Yes</color> \n<b>Wavelength:</b> 500 nm \n<b>Sensitivity:</b> <color=#f3a000>Medium</color> primaryColor = #00A2E8 secondaryColor = #00A2E8 addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot1 Instrument = GravioliumSpectrometer } } } } } @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[instrumentSlot2]] { SUBTYPE { name = GravioliumInstrument title = Graviolium Spectrometer descriptionSummary = Detects <b>Graviolium</b> around celestial bodies descriptionDetail = <b>Discovers:</b> <color=#06ff00>Yes</color> \n<b>Identifies:</b> <color=#06ff00>Yes</color> \n<b>Wavelength:</b> 500 nm \n<b>Sensitivity:</b> <color=#f3a000>Medium</color> primaryColor = #00A2E8 secondaryColor = #00A2E8 addedMass = 0.2 addedCost = 50000 MODULE { IDENTIFIER { name = ModuleSpaceDustTelescope } DATA { SLOT { name = slot2 Instrument = GravioliumSpectrometer } } } } } } @PART[spacedust-atmosphere-processor-125-1,spacedust-atmosphere-processor-25-1]:NEEDS[!WildBlueIndustries/FlyingSaucers,SpaceDust] { @MODULE[ModuleSpaceDustHarvester] { HARVESTED_RESOURCE { Name = Graviolium MinHarvestValue = 0.00000000000000000001 BaseEfficiency = 1 } } } @PART[wbiS2BussardCollector]:NEEDS[SpaceDust] { !MODULE[ModuleResourceHarvester] {} MODULE { name = ModuleSpaceDustHarvester ModuleID = harvester SystemPower = 150 SystemEfficiency { key = 0 1.0 key = 400 1.0 key = 600 0.0 } PowerCost = 200 CheckOcclusion = false HarvestType = Exosphere HarvestIntakeTransformName = Intake IntakeArea = 1000 IntakeSpeedStatic = 0 IntakeVelocityScale { key = 0 0 key = 1 1 } HARVESTED_RESOURCE { Name = XenonGas BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE { Name = Oxidizer BaseEfficiency = .25 MinHarvestValue = 0.00000001 } HARVESTED_RESOURCE { Name = LiquidFuel BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Hexagen BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Hydrokerbon BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Oxium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Propellium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Rock BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Water BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdHydrogen BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdHe3 BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdDeuterium BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = Antimatter BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } } } @PART[wbiS1BussardCollector]:NEEDS[SpaceDust] { !MODULE[ModuleResourceHarvester] {} MODULE { name = ModuleSpaceDustHarvester ModuleID = harvester SystemPower = 37.5 SystemEfficiency { key = 0 1.0 key = 400 1.0 key = 600 0.0 } PowerCost = 50 CheckOcclusion = false HarvestType = Exosphere HarvestIntakeTransformName = Intake // HarvestAnimationName = // LoopAnimationName = IntakeArea = 250 IntakeSpeedStatic = 0 IntakeVelocityScale { key = 0 0 key = 1 1 } HARVESTED_RESOURCE { Name = XenonGas BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE { Name = Oxidizer BaseEfficiency = .125 MinHarvestValue = 0.00000001 } HARVESTED_RESOURCE { Name = LiquidFuel BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Hexagen BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Hydrokerbon BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Oxium BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Propellium BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Rock BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Water BaseEfficiency = .1 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdHydrogen BaseEfficiency = .1 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdHe3 BaseEfficiency = .1 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdDeuterium BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = Antimatter BaseEfficiency = .1 MinHarvestValue = 0.00000000000000000001 } } } @PART[wbiMk2BussardCollector]:NEEDS[SpaceDust] { !MODULE[ModuleResourceHarvester] {} MODULE { name = ModuleSpaceDustHarvester ModuleID = harvester SystemPower = 75 SystemEfficiency { key = 0 1.0 key = 400 1.0 key = 600 0.0 } PowerCost = 100 CheckOcclusion = false HarvestType = Exosphere HarvestIntakeTransformName = Intake // HarvestAnimationName = // LoopAnimationName = IntakeArea = 500 IntakeSpeedStatic = 0 IntakeVelocityScale { key = 0 0 key = 1 1 } HARVESTED_RESOURCE { Name = XenonGas BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE { Name = Oxidizer BaseEfficiency = .25 MinHarvestValue = 0.00000001 } HARVESTED_RESOURCE { Name = LiquidFuel BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE { Name = Graviolium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Hexagen BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Hydrokerbon BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Oxium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Propellium BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Rock BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[WildBlueIndustries/ClassicStock] { Name = Water BaseEfficiency = .2 MinHarvestValue = 0.0000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdHydrogen BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdHe3 BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = LqdDeuterium BaseEfficiency = .4 MinHarvestValue = 0.00000000000000000001 } HARVESTED_RESOURCE:NEEDS[FarFutureTechnologies] { Name = Antimatter BaseEfficiency = .2 MinHarvestValue = 0.00000000000000000001 } } } and here is some footage right from my KSP install: Here my Gravi-Ring. Here an ugly test vessel. You can see the gravi flow in the harvester part itself, in the ressource panel (0.00, since the value is very very low). Also the gravi tank is filled with 0.01 unit (started absolutely empty). hope it helps... Maybe I changed my config after delivering it to be inputed into Blueshift. So that's why I delivered my current version from my live install on my computer. Maybe give it a try. @KspNoobUsernameTaken. So for completeness: Here is my Mod setup: But I tend to change things in the mod configs make them fit to each other balancingwise... so your results may vary... I'm not trying to deliver proof, but only want to help... There must be some reason, why this works on my computer and does not work for you. I run KSP on a Win 10 x64. Edited July 10 by Rakete Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 10 Share Posted July 10 (edited) 20 hours ago, Angelo Kerman said: Using antimatter to generate Graviolium is a novel idea. Yeah... I had much fun patching the stuff and building a highly experimental station in LKO. The antimatter (part of Nerteas Far Future Tech Mod) is highly instable and can go boooom if not contained properly. Really nice mechanisms... Patch and pics of the respective facility in orbit should be somewhere around page 66 of this thread. So here is the way to go for me: This monstrosity is needed to produce gravi in LKO instead of harvesting it. There is many a cooling loop to keep stuff stable. All the black panels are just cooling... for reactors, for ressource converters and so on. On the bottom you can the Tokamak-style fusion reactor (FFT by Nertea) to power that huge machine. The long huge part in the foreground is just one giant part (FFT -> Nova Facility) This is the Cochrane Center in LKO. Anyways... here is my patch from my live-game: Spoiler // Optional Patch by KSP-Forum user Rakete @PART[fft-antimatter-factory-1]:NEEDS[FarFutureTechnologies] { MODULE { name = ModuleResourceConverter // must be unique moduleID = GraviConversion // ModuleSystemHeat moduleID to link to systemHeatModuleID = isru // The shutdown temperature of the part shutdownTemperature = 1300 // The temperature the system contributes to loops systemOutletTemperature = 500 // Map loop temperature to system efficiency (0-1.0) systemEfficiency { key = 0 0.0 key = 500 1.0 key = 700 0.0 } // Heat generation (kW) systemPower = 9500 ConverterName = Graviolium Conversion StartActionName = Start Factory [Graviolium Conversion] StopActionName = Stop Factory [Graviolium Conversion] ToggleActionName = Toggle Factory [Graviolium Conversion] AutoShutdown = true GeneratesHeat = false DefaultShutoffTemp = .8 UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Antimatter Ratio = 0.125 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10000 } OUTPUT_RESOURCE { ResourceName = Graviolium Ratio = 0.25 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } The thing is.... you need to build a very complex production chain to turn natural ressources into graviolium. There is a whole path from stuff you find in Nerteas Near and Far future mods to finally make antimatter. The patch above does offer one last conversion step, which can be done using huge amounts of electricity... (which requires to master Nerteas Fusion reactor tech)... So it fits quite well in a technological evolution of the kerbal race... Mining is a step before producing the stuff by technology. In my head it makes sense for the kerbal race to have an industrial production of gravi before going interstellar... Yes, first warp flights are done using harvested natural gravi... Later on the tech evolution kicks in and makes it produceable thus making the kerbals really an independent interstellar travelling race. Edited July 10 by Rakete Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 10 Author Share Posted July 10 I like it. It’s a great alternative to going out and mining the stuff? Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 10 Share Posted July 10 (edited) 1 hour ago, Angelo Kerman said: I like it. It’s a great alternative to going out and mining the stuff? Honestly, I do both. Just like what ever i like more innthat very moment. Going to dres is also fun. And if I need to fill up a huge warp vessel, than I use the orbital facility to avoid grinding. I also have an Gravi-harvester ssto to mine asteroids,... so to me everything is fun and i alter my sources just depending on mood. Out in the wild of other star systems I will define some gravibelts (my planet mods come without those spacedust belt patches, so I will have to define them myself unfortunately.... it breaks the moment of surprise, since I define it beforehand, but... anyway,... maybe I'll forget what I defined until next time playing) and construct a harvester to replenish the warp fleet out there in the middle of nowhere. Edited July 10 by Rakete Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 10 Share Posted July 10 1 hour ago, Angelo Kerman said: I like it. It’s a great alternative to going out and mining the stuff? Unless I'm mistaken, @Rakete is approaching things from the perspective of a Factorio player, "I love heavy industry gameplay. I love lengthy and specific resource chains leading to the thing I want. I love having a sprawling factory that does all the things and needs lots of good-looking, functional, supportive hardware. But also, Graviolium is my choice end-game resource so I see far more pleasure in having an infrastructure leading to synthesizing this. Simply finding it and planting a drill is underwhelming." ... ... 24 minutes ago, Rakete said: Honestly, I do both. Just like what ever i like more innthat very moment. Going to dres is also fun. And if I need to fill up a huge warp vessel, than I use the orbital facility to avoid grinding. I also have an Gravi-harvester ssto to mine asteroids,... so to me everything is fun and i alter my sources just depending on mood. Out in the wild of other star systems I will define some gravibelts (my planet mods come without those spacedust belt patches, so I will have to define them myself unfortunately.... it breaks the moment of surprise, since I define it beforehand, but... anyway,... maybe I'll forget what I defined until next time playing) and construct a harvester to replenish the warp fleet out there in the middle of nowhere. I wish the forum notified me of this post at some point other than the very moment I posted my guesstimate above. Then my guestimate could have been better or I wouldn't have felt the need to try it. Ignore me, then. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 10 Author Share Posted July 10 32 minutes ago, Rakete said: Honestly, I do both. Just like what ever i like more innthat very moment. Going to dres is also fun. And if I need to fill up a huge warp vessel, than I use the orbital facility to avoid grinding. I also have an Gravi-harvester ssto to mine asteroids,... so to me everything is fun and i alter my sources just depending on mood. Out in the wild of other star systems I will define some gravibelts (my planet mods come without those spacedust belt patches, so I will have to define them myself unfortunately.... it breaks the moment of surprise, since I define it beforehand, but... anyway,... maybe I'll forget what I defined until next time playing) and construct a harvester to replenish the warp fleet out there in the middle of nowhere. When I get to interstellar travel in my game, I’ll set up a large Graviolium collection farm out in Jool orbit. Even though it’s pretty easy to obtain on Dres, I am keeping it rare in my game. Magic boulders already have a lot of Graviolium and asteroids have trace amounts, so that’s ok. Making it rare means that I still have a need for more conventional rockets. The exception is graviolium-catalyzed fusion technology. In my game, the graviolium catalyst isn’t used up anywhere near as fast as a gravitic engine does. That way, my main exploration ships can use graviolium fueled engines while others remain more conventional. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 10 Share Posted July 10 ... ... 24 minutes ago, Rakete said: Honestly, I do both. Just like what ever i like more innthat very moment. Going to dres is also fun. And if I need to fill up a huge warp vessel, than I use the orbital facility to avoid grinding. I also have an Gravi-harvester ssto to mine asteroids,... so to me everything is fun and i alter my sources just depending on mood. Out in the wild of other star systems I will define some gravibelts (my planet mods come without those spacedust belt patches, so I will have to define them myself unfortunately.... it breaks the moment of surprise, since I define it beforehand, but... anyway,... maybe I'll forget what I defined until next time playing) and construct a harvester to replenish the warp fleet out there in the middle of nowhere. I wish the forum notified me of this post at some point other than the very moment I posted my guesstimate above. Then my guestimate could have been better or I wouldn't have felt the need to try it. Ignore me, then. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 11 Share Posted July 11 11 hours ago, Rakete said: You can see the gravi flow in the harvester part itself, in the ressource panel (0.00, since the value is very very low). I believe a possible explanation is that the FFT harvesters have a much lower minHarvestValue. Not enough to actually gather graviolium from kerbin, but someone had pointed out that orbital velocity increases the detected resource amount. So my theory is that the vessel is moving fast enough to push the detected resource amount above the minHarvestValue for FFT harvesters, but due to blueshift parts having an even higher minHarvestValue, this effect isn't enough for them to gather graviolium. 11 hours ago, Rakete said: This is the Cochrane Center in LKO. Ooh, that lines up perfectly with my preferred playstyle. The whole reason I messed around with Space Dust was because I like dedicated stations in orbit, dedicated to providing infrastructure for future missions. I might try that patch, once I finish my current modding endeavor. Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 11 Share Posted July 11 (edited) 5 hours ago, KspNoobUsernameTaken said: Ooh, that lines up perfectly with my preferred playstyle. The whole reason I messed around with Space Dust was because I like dedicated stations in orbit, dedicated to providing infrastructure for future missions. I might try that patch, once I finish my current modding endeavor. Feel free to try it and to adjust the values to your liking. Keep in mind, you'll need the almost complete compendium of Nertea's near and far future tech mod suite as it is full of dependencies. I'd also propose the Station Part Part Expansion Redux Mod (SSPXr) by Nertea for such huge stations. - and some heavy lifter tech. The patch above just adds another conversion mode to the nova facility. Once you get antimatter, you have gravi. You may add other ressources to your liking, e.g. some Hydrogen do make those protons interact with the antimatter to generate those exotic gravi particles. 11 hours ago, JadeOfMaar said: Unless I'm mistaken, @Rakete is approaching things from the perspective of a Factorio player, "I love heavy industry gameplay. I love lengthy and specific resource chains leading to the thing I want. I love having a sprawling factory that does all the things and needs lots of good-looking, functional, supportive hardware. But also, Graviolium is my choice end-game resource so I see far more pleasure in having an infrastructure leading to synthesizing this. Simply finding it and planting a drill is underwhelming." Kinda true. I like building dedicated orbital installations that offer new gameplay loops. Yes, i also have a fleet of particle harvesters and drilling machines. But once you built one, you simple exchange the storage tanks and use it for every drillable / collectable ressource. That might become a grind a some point. That's why I like to have the possibility to have several ways to do so... e.g. send a harvest mission to jool for several kerbal years... or invest many funds/sciencepoints in technology to create the stuff at home in an efficient industrial process. I wish, that I could enable the process of making graviolium after natural gravi was found and brought home. But that would be to complex. I just play it that way. Here some eyecandy on how I got my first graviolium by getting an ansteroid to kerbin (using a big nuclear salt water rocket propelled tug) and using a gravi harvester SSTO afterwards. Sending a harvester directly would have been too easy. The SSTO is inspired by Matt Lowne's Argus class Edited July 11 by Rakete Quote Link to comment Share on other sites More sharing options...
Rakete Posted July 11 Share Posted July 11 On 7/9/2024 at 9:52 PM, Angelo Kerman said: Anyway, I am banging my head on the wall trying to redo the warp effects so it doesn’t look like you’re traveling through a neon tube. Once that is done I will work on a proper 3D model for the contragravity generator. Once that is done, Blueshift will be out of pre-release. What are you going to change about the warp effects? I like them. Maybe you want to collect feedback about new visuals with some photos? Whats that new device gonna be? Does it make the craft hover? Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 11 Share Posted July 11 2 hours ago, Rakete said: Whats that new device gonna be? Does it make the craft hover? He mentioned above it cancels out part of the planets gravity. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 11 Share Posted July 11 On 4/21/2024 at 5:40 AM, Angelo Kerman said: In lieu of a true mass effect core, I'm looking into a contragravity generator. Think of hover mode from my Kerbal Flying Saucers' gravitic engine, but built for Blueshift as an alternative. The generator cancels 95% of a planet's gravity, leaving the craft's inertial mass- and its delta-v- intact. Here's a quick look (with the S2 warp core standing in for the generator's 3D model): @Rakete, here's where he mentioned it. Quote Link to comment Share on other sites More sharing options...
Manul Posted July 11 Share Posted July 11 On 7/10/2024 at 7:08 PM, Rakete said: Yeah... I had much fun patching the stuff and building a highly experimental station in LKO. The antimatter (part of Nerteas Far Future Tech Mod) is highly instable and can go boooom if not contained properly. Really nice mechanisms... Patch and pics of the respective facility in orbit should be somewhere around page 66 of this thread. I had always been skeptical about orbital resource processing plants because the only two "resources" available in orbit are vacuum and microgravity, while every other resource should be brought from elsewhere by huuuge freighters that burn huge amounts of fuel, compromising the whole idea of accelerating resources to orbital velocity before processing them. And this station utilizes both vacuum and microgravity while using very little mass of physical resources so it is a totally reasonable and efficient orbital processing plant. Quote Link to comment Share on other sites More sharing options...
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