This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
Blueshift is a parts mod that provides stand-alone faster than light travel. Features include:
You can check out the SpaceDock markdown documentation for tips.
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Released on 2022-12-22
Released on 2022-09-07
Released on 2022-07-26
Released on 2022-06-18
Fixes
Released on 2022-06-06
Fixes
Released on 2022-06-04
Changes
New Parts
Mk2 Bussard Collector: This collector collects particles while at warp similar to the S1 and S2 Bussard Collectors.
Mk2 Plasma Vent: This part vents plasma and eliminates Static Charge when Kerbal Flying Saucers is installed. Without it, it just looks cool.
WBIJumpGate
Jumpgates will no longer automatically activate when there are only two gates in the network unless the autoActivate flag in WBIJumpGate is set.
Added the ability to switch vesel focus back to the source jumpgate after making the jump. This makes it easier to bring multiple vessels through the gate.
WBIWarpEngine & Settings
Added warpEngineerSkill to the global settings.cfg file, and changed the default value for WBIWarpEngine's warpEngineerSkill to an empty value. If WBIWarpEngine's warpEngineerSkill is defined, then it will override the global warpEngineerSkill value.
Added warpSpeedBoostRank to the global settings.cfg file, and changed the default value for WBIWarpEngine's warpSpeedBoostRank to -1. If WBIWarpEngine's warpSpeedSkiwarpSpeedBoostRank is greater than 0, then it will override the global warpSpeedBoostRank value.
Added warpSpeedSkillMultiplier to the global settings.cfg file, and changed the default value for WBIWarpEngine's warpSpeedSkillMultiplier to -1. If WBIWarpEngine's warpSpeedSkillMultiplier is greater than 0, then it will override the global warpSpeedSkillMultiplier value.
Fixes
Released on 2022-05-30
Released on 2022-05-27
New Parts
Module Manager Patches
Part Modules
WBIModuleAnimation: This animation module lets you loop animations, play the animation in forward/reverse, and adjust the emissive textures on desired model transforms. Its state can be synchronized with a warp engine on the vessel and/or with a converter on the part if desired.
WBIWarpSpeedHarvester: This specialized resource harvester collects resources while the vessel is at warp. Resource distributions are defined by INTERSTELLAR_DISTRIBUTION, GLOBAL_INTERPLANETARY_DISTRIBUTION, and INTERPLANETARY_DISTRIBUTION config nodes. Check out WildBlueIndustries/Blueshift/Resources/ResourceDefinitions.cfg for examples.
WBIResourceVent: This is a souped up version of Kerbal Flying Saucers' WBIResourceDischarger. It is affected by warp engines.
WBIJumpgate: Implemented ability to jump a vessel to a gate on the ground. Disabled the portal trigger when in the editor.
WBIWarpEngine: Updated max warp speed calculations. Added Planetary Speed Brake toggle button. When enabled, the ship's max speed is limited based on how far down the planet's gravity well it is. When disabled, the ship can travel at interplanetary speeds within interplanetary space. Use with caution.
Released on 2022-04-14
Released on 2022-03-13
Fixes interaction issue with Kerbal Flying Saucers
Released on 2022-03-01
Changes
Added minRendezvousDistancePlanetary and minRendezvousDistanceInterplanetary to Blueshift/settings.cfg. They specify, in meters, the minimum distance required to rendezvous with a vessel via the warp engine's auto-circularization feature. They apply to planetary and interplanetart space, respectively.
Added rendezvousDistance to Blueshift/settings.cfg. It specifies, in meters, how close to the targed vessel should you end up at when you rendezvous with it during auto-circularization or a jump.
WBIJumpGate's rendezvousDistance will defer to the rendezvousDistance in Blueshift/settings.cfg if set to -1 (it is -1 by default).
Released on 2022-02-25
Released on 2021-10-02
Released on 2021-09-21
Released on 2021-08-04
Released on 2021-05-24
Changes
Added genericWarpEngine model to enable non-Blueshift parts to use Blueshift's Waterfall warp effects. There's nothing visual, just a couple of transforms.
Added templates for the Waterfall warp engine effects and converted the warp tech parts to use them.
New wiki pages https://github.com/Angel-125/Blueshift/wiki/Adding-Blueshift-Support:-Gravitic-Generators https://github.com/Angel-125/Blueshift/wiki/Adding-Blueshift-Support:-Warp-Coils https://github.com/Angel-125/Blueshift/wiki/Adding-Blueshift-Support:-Warp-Engines
Released on 2021-05-09
New Part
Changes
Added new warpIgnitionThreshold to the warp engine. If the starship's total Gravity Waves produced per second divided by the total Gravity Waves consumed per second drops below this value, then the engine will flame out.
In the editor, you'll see two new fields in the warp engine PAW: Displacement Multiplier, and Power Multiplier.
Power Multiplier is the ratio between the total Gravity Waves generated per second divided by the total Gravity Waves consumed per second by the warp coils. If it is less than one then the ship won't move as fast as a vessel with a ratio that is equal to or greater than 1. NOTE: If the Power Multiplier drops below the warp engine's warpIgnitionThreshold then the warp engine will flame out.
To calculate the Effective Warp Capacity:
Take the sum of the vessel's total Warp Capacity, and multiply by the Dispacement Multiplier and the Power Multiplier.
Updated the warp tech parts to reflect the redesigned warp speed calculations. In general:
The warp curves of all the engines were redrawn and given a speed boost, with the S3 engines getting the biggest boost.
Warp engines now let you set the desired inclination when you auto-circularize your orbit. This setting doesn't apply when you rendezvous with another vessel.
Fixed issue where the warp engine would flame out when transitioning from interplanetary to interstellar space, or when throttling up or down.
Released on 2021-05-01
Warp engines, gravitic generators, warp coils, resource harvesters, and the Astria Porta Arbitrium can now require maintenance in the form of one or more EVA Repair Kits after operating for long periods of time. This is enabled through the "Parts require maintenance" Game Settings difficulty option, and it is turned off by default.
Warp engines have a new option to "Supercharge Warp Coils." When enabled (it is enabled by default), the engine will use any excess Gravity Waves- or whatever resources the warp coils consume- to gain as much Warp Capacity as possible from the coils. Now you don't need to spam warp coils and gravitic generators to make heavy haulers; just spam gravitic generators instead. NOTE: If you have part maintenance turned on, then warp coils will wear out faster when you also have "Supercharge Warp Coils" enabled.
Highly skilled 5-star kerbals with the Converter Skill (Engineers have this) can coax a bit more power out of the warp engines and enable them to go just a bit faster. Scottish accent is optional. NOTE: You can configure the WBIWarpEngine's warpEngineerSkill (defaults to "ConverterSkill"), warpSpeedBoostRank (defaults to 5), and warpSpeedSkillMultiplier (defaults to 0.01) to adjust which skills provide which speed benefits.
Released on 2021-03-24
NOTE: Be sure to delete your Module Manager cache before applying this update. NOTE: After this update, be sure to scout new asteroids for Graviolium; existing asteroids might not have any. - Adjusted Module Manager patches for adding Graviolium to asteroids and comets; in some circumstances the patches wouldn't be applied. - Added new Asteroid & Comet Scanner to the stock surface scanner. This new UI will let you know what resources the asteroid or comet has.
Released on 2021-03-01
Changes
Released on 2021-02-28
Released on 2021-02-27
NOTE: After installing this update: 1. Disable space anomalies from the Game Difficulty menu. Be sure to apply the changes. 2. Exit the game back to the main menu. 3. Re-load your save. 4. Re-enable space anomalies and/or jumpgates.
Changes
Released on 2021-02-27
New Parts
Changes
Released on 2021-02-21
Changes
Added new jumpgate anomaly. Jumpgates can be enabled/disabled from the Game Difficulty menu. By default, they aren't enabled. When you discover a new jumpgate, it will be added to your network of known gates, and the more that you discover, the more destinations that you can reach. It does cost some Graviolium to traverse a gate, and be sure to make a vessel that isn't too tall or wide in order to fit.
Warp engines have a new engine sound.
Released on 2021-02-17
Released on 2021-02-13
Resources
The resource requirements to power warp tech parts will scale upwards when traveling in interstellar space, but retain their minimum power requirements when in interplanetary or planetary space. To accomplish this, WBIWarpEngine adds two new fields: warpPowerGeneratorID: controls WBIModuleGeneratorFX when its moduleID matches this value. interstellarPowerMultiplier: Multiplies resource consumption and productions rates. Defaults to 10.
Added conversion from Ore to Fusion Pellets to the stock Size 2 ISRU (available if you don't have Wild Blue Tools & Far Future Technologies installed, which have their own resource chains).
Warp Travel
To gradually accelerate to interstellar speed, engines now have an interstellarAccelerationCurve, which is explained below: Whenever you cross into interstellar space, or are already in interstellar space and throttled down, then this acceleration curve will be applied. The warp speed will be max warp speed * curve's speed modifier, and it is affected by how long ago you made a speed change. The first number represents the number of seconds since crossing the boundary or throttling up, and the second number is the multiplier. We don't apply this curve when going from interstellar to interplanetary space, so you'll slow down pretty quick. You can override the engine's interstellarAccelerationCurve, but this the default curve: interstellarAccelerationCurve { key = 0 0.001 key = 5 0.01 key = 7 0.1 key = 9 0.5 key = 10 1 } TIP: warp engines have a Thrust Limiter just like any other engine, and it will affect your top speed along with your throttle setting.
Changed "Auto-circularize orbit after warp" game option to "Enable circularization helper." This change enables the "Auto-circularize orbit" button in the warp engine's Part Action Window that will auto-circularize orbit the starship's orbit- but it still costs Graviolium to do so.
Far Future Technologies - Warp engines, warp cores, and gravitic generators will use Liquid Deuterium instead of Fusion Pellets when Far Future Technologies is installed. - Stand-alone fusion reactors are removed when Far Future Technologies is installed. - S2 and S3 FTL tanks are hidden when Far Future Technologies is installed. Use the FFT tanks instead. The dedicated Graviolium tanks and the Mk2, S1 Endcap, and S2 Endcap tanks are still available.
Released on 2021-02-11
No changelog provided
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.