TrekDrive by ShadowWorks v. 0.7.5w

License:
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TrekDrive code and configs are licensed under the GPL v3 License.  All models (.mu) and textures (.dds) are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

All bundled dependency mods are distributed under their own licenses.

What's Included:
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* SW_WarpDrive.dll
* WarpCore test article (Part) - a modified cfg of the Rockomax16 tank
* WarpCoil test article (Part) - a modified cfg of the Size1Tank_02
* Phoenix warp ship and launcher.
* Phoenix Warp Ship Test (craft file)
* Falcon Warpship (craft file) - uses the above parts and other stock parts
* Source code for TrekDrive.dll

INSTALLATION:
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In the unpacked archive you will find three (3) folders:  "Craft", "GameData", and "Source".  To install the mod simply copy the contents of the "GameData" folder into your KSP installation's GameData folder.  Do not "merge", but "replace" any perviously installed TrekDrive folders.  As long as you have the most up-to-date versions of the bundled dependencies you don't need to worry about copying them.  If you do not already have the bundled dependencies installed, you must copy those folders into your KSP GameData folder as well.

To Install Craft Files:  If you want to use the included craft files, simply copy the ".craft" files into your desired craft file location.  Installed in the "Ships" -> "VAB" folder in your main KSP directory will make the craft available to all saves.  If you wish to install the craft in a particular save, copy the ".craft" files in "saves" -> name of the save -> "Ships" -> "VAB".


Change Log:
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v0.7.5w - OnLoad Hotfix:
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* Corrected an issue that prevented engaging the warp drive after switching to another vessel, after reloading the game, or any other loading action.  Upon switching back to the warp ship, or loading the save, the warp drive will be automatically disengaged and set to "Not Ready" status.  Simply clicking "Check Ready Status" and then engaging the warp drive will get you ready to go.

v0.7w - Phoenix IVA release:
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* Added Phoenix IVA (Stock and MOARdV's Avionics System)
* The MAS version replaces some of the central props with MAS props, and replaces the Main Display with a functional MFD
* MAS version of the IVA will only be available with MAS is installed.

v0.6w - Phoenix Initial release:
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* Updated Code:
	* Added nacelle glow animation capability, giving a visual indicator of coil charge.
	* Fixed coil charge logic to allow charging a partially discharged coil
	* Fixed a logic issue with the Warp Field Generator code.  Now the "not enough charge" warning will only occur if the warp drive is active.
* Moved to LqdDeuterium and Antimatter from Community Resource Pack
* Added Phoenix Parts:
	* Phoenix Crew Cabin (no IVA currently, built-in RCS, no effects yet)
	* Phoenix SAS (contains Monopropellant and Electric Charge)
	* Phoenix Fuselage (contains LqdDeuterium and Antimatter)
	* Phoenix Nacelle (deployable warp nacelle)
	* Phoenix Warp Core/Warp Field Generator
	* Phoenix Main Thruster (matter-antimatter rocket engine)
	* Phoenix Vernier Thruster (matter-antimatter rocket engine)
	* Phoenix Fairing (to conceal the warp nacelles during launch)
	* Phoenix Interstage Decoupler
	* Phoenix Launcher First Stage
	* Phoenix Launcher Main Engine (Liquid Fuel Oxidizer engine)
* Added Phoenix Warp Ship Test craft.
* Added Community Resource Pack and Waterfall as hard dependencies (bundled)

v0.5w - Initial WIP release:
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* Added TrekDrive.dll plugin
* Added Warp Core Test Article
* Added Warp Coil Test Article
* Added Falcon Warpship craft
* Source code



How to Use the TrekDrive:
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Steps to Activate the Drive:
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(All actions are in the Part Action Windows [PAW])
Step 1: Activate the Warp Core by clicking the "Warp Core Status" toggle
Step 2: Charge the Warp Coil(s) by clicking "Charge Warp Coils" in the coil PAW
Step 3: Once the coils are charged click "Check Ready Status" on the Warp Generator (combined with the Warp Core Test Article here)
Step 4: Once the "Ready Status" reads "Ready", click "Engage Warp Drive" on the Warp Generator.  This will change from "Drive Inactive" to "Drive Engaged"

NOTE: Once the drive is engaged, any throttle input will move the ship at warp speeds.  To return to non-warp operations simply click the "Engage Warp Drive" toggle to disengage the drive.

Step 5: (with the drive engaged) Simply apply throttle to move at warp speeds.  50% throttle is 50% of maximum warp, 100% throttle is maximum warp

Other Usage Notes:
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Cutting the Throttle:  Throttling to 0% drops the ship from warp.  If the "Easy" orbit mode is selected (it is by default), it will place the vessel in as close to a circular orbit as possible automatically based on the current reference body and the ship's distance from the reference body.  If the "Realistic" orbit mode is selected, the orbit is automatically determined based on the ship's original velocity vector and the current position relative to the current reference body.

Running out of Electricity:  The Warp Generator, or Warp Field Generator, required electric charge to operate, and if there is not enough electric charge to operate, the drive automatically disengages, dropping the ship immediately from warp.

Discharging the Coils:  As the ship moves at warp speeds, the warp plasma in the coils is consumed.  If the supply of warp plasma ends (i.e. the warp core is shutdown or matter or anti-matter are depleted) the coils will eventually completely discharge.  If this occurs, the drive will automatically disengage, dropping the ship from warp immediately.

Warp Coil Efficiency:  Warp coils heat up as they consume warp plasma.  Heating occurs at an exponential rate, reaching maximum heating at maximum warp.  Each coil has an efficiency rating that counters the heating (the more efficient the coil the longer it can run at maximum warp).  Right now there is an enforced upper limit of 1.0 efficiency (100%) such that if the efficiency of the coil is defined to be larger than 1.0, a random float between 0.0 and 1.0 will be chosen by the plugin.

Warp Core, Warp Generator, Warp Coil:  For a ship to travel at warp it requires a warp core (to generate warp plasma and electric charge), a warp coil (that requires a constant supply of warp plasma), and a warp generator (that requires warp coils to generate the warp field [not visualized]).

	Warp Core: requires matter (deuterium) and anti-matter (anti-deuterium) to generate warp plasma and electric charge

	Warp Coil: requires warp plasma to charge the coil for operation

	Warp Field Generator: requires a predetermined minimum number of warp coils and electric charge to generate the warp field.  This is where the drive is implemented, without a Warp Field Generator, or simply Warp Generator, the ship cannot travel at warp speeds.