Blueshift: Kerbal FTL CKAN

Modular parts for faster than light travel

License: Source: GPLV3, Art: All Rights Reserved

Game Version: 1.11.1

Downloads: 999

Author: Angel125

Mod Website: Forum Thread

Followers: 25

Information Changelog Stats

Blueshift is a parts mod that provides stand-alone faster than light travel. Features include:

  • A set of modular FTL parts that enable players to create custom starships with varying capabilities.
  • A new use for asteroids and comets- mine them for Graviolium, the mysterious substance that makes FTL possible.
  • New Space Anomalies that can be discovered- and might confer technological breakthroughs.
  • Coming soon: Three different and optional FTL modes: warp engines (the main emphasis), jump gates that can be discovered and/or built, and jump drives.

You can check out the SpaceDock markdown documentation for tips.

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Version 1.3.5 for Kerbal Space Program 1.11.1

Released on 2021-03-01

Changes

  • Added Max Warp Speed display field to the warp engine PAW. It is available both in flight and in the editor.
  • Added Effective Warp Capacity field to the warp engine PAW. It is available in the editor.
  • Added new FTL Check field to the warp engine PAW. It is available both in flight and in the editor. It will let you know if the warp engine lacks sufficient effective warp capacity to achieve FTL.
  • Removed vessel size restriction on jumpgates; the stock vessel size calculations are too inaccurate.

Download (88.84 MiB)

Version 1.3.1.1 for Kerbal Space Program 1.11.1

Released on 2021-02-28

  • Fixed issue where jumpgate tech wasn't showing up when Community Tech Tree is installed.

Download (88.84 MiB)

Version 1.3.1 for Kerbal Space Program 1.11.1

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

  • Fixed issue where jumpgate anomalies would continually spawn at the last planet in the star system.
  • Fixed issue where newly created anomalies were immediately cleaned up.
  • Fixed issue where expired anomalies weren't being cleaned up properly.
  • Fixed issue where jumpgate anomalies would spawn even when the option to do so was turned off.

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Version 1.3 for Kerbal Space Program 1.11.1

Released on 2021-02-27

New Parts

  • Astria Porta Arbitrium: This is the control segment of an Astria Porta, a jumpgate that can be built.
  • Astria Porta Auxilium: This is a ring segment for an Astria Porta. You'll need 9 of these along with the control segment to complete a gate. The stock Clamp-O-Tron Sr is ideally suited for this part and the Astria Porta Arbitrium.
  • Astria Porta Accommodare: This is a small adapter part for putting ring segments in cargo bays.

Changes

  • Added an alignment helper to the stock Clamp-O-Tron Sr. docking port to help with docking Astria Porta parts together.
  • Added new Jump Tech research node. The Astria Porta parts are located in the new node.
  • Added new Wormhole Space Anomaly. You can see it in use if you have Galaxies Unbound installed, but it can support other mods as well if config files are written for them.
  • fixedOrbit now accounts for planetary radius and, if it has one, atmospheric depth.
  • Removed pairedGateAddress and gateAddress from SPACE_ANOMALY. These fields proved unnecessary. To make a paired jumpgate, simply make sure that both gates use the same network ID and ensure that the network ID is unique.
  • Moved the GR series of graviolium tanks to the Advanced Science Tech node, where you also get the stock Drill-O-Matic' Mining Excavator.
  • Fixed issue where vessels are teleported to their destination gate during a jumpgate's startup sequence.
  • Fixed issue where anomalies weren't being removed after their expiration date.
  • Fixed missing lift on mk2 parts.
  • Fixed issue where the warp engine wasn't respecting the vessel's control point direction.
  • Fixed issue where several part modules were attempting to send controller value updates to Waterfall controllers that didn't exist.

Download (88.84 MiB)

Version 1.2.5 for Kerbal Space Program 1.11.1

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.

Download (59.93 MiB)

Version 1.2 for Kerbal Space Program 1.11.1

Released on 2021-02-17

  • The auto-circularize PAW button won't appear unless you're in planetary space or in interplanetary space and the star has no planets.
  • There's an easter egg built into auto-circularization. I'm sure it won't take long for people to figure it out. :)
  • Fixed issue with starships "warp dragging" other starships around that are in physics range.
  • Fixed issue with last planet overrides where the parent star was mistakenly added as the last planet.

Download (53.44 MiB)

Version 1.1 for Kerbal Space Program 1.11.1

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.

  • The "Auto-circularize orbit" button can be mapped to an action key.
  • Removed the "autoCircularizationDelay" field from Settings.cfg.

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.

Download (53.44 MiB)

Version 1.0 for Kerbal Space Program 1.11.1

Released on 2021-02-11

No changelog provided

Download (53.28 MiB)

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