ESLD Jump Beacons CKAN

Jump from planet to planet in no time at all!* *Subject to high cost, clear line-of-sight, gravity well restrictions, potential explosions and/or fatalities. Use with care.

License: GPLv2

Game Version: 1.11.2

Source code: DBooots/ESLDBeacons

Downloads: 26,901

Author: Booots

Mod Website: Forum Thread

Followers: 131

Outdated Mod

This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.


The Extra-Kerbin Space Technology Research Agency's Superluminal Logicstics Division (EKSTRA SLD) (ESLD) is proud to present their first-ever public release of technology. As colony-building becomes a more common project, Kerbals are spending too much idle time between the stars. This will not do! The ESLD Beacon network will get your Kerbals from point A to points B through Z in no time at all, presuming you've positioned and fueled them, read the warning manual and installed all necessary safeguards. The ESLD is not liable for any deaths or insurance claims that result from the use of our beacons.


These are not cheaty, easy jump beacons. They incorporate: * Line of sight checking. * Gravity restrictions (also checked under LoS). * Incredibly costly fuel. More on that in a second. * Scaling fuel costs with tonnage/distance. * Tech advancements that allow increased capability. * Proximity requirements for activation. * Unique beacon models optimized for different transport scenarios.

The general process to use this network is to place at least two beacons, then approach one with a hailer (currently just MM'd into the stock antennas). The hailer allows you to open a dialog window with the active beacon, where it will tell you what other active beacons it can see and if it has enough fuel to send you there. Assuming it does on both counts, press the button and off you go.

Fuel is an important consideration, because it's what keeps the beacon system balanced in career mode. True to the maxim that you can choose two from the list of fast, cheap and high-quality, the jump fuel that makes the system tick is incredibly costly, to the extent that most transfers the beacon system performs are more expensive than or comparable to traditional rocketry-based solutions. Time is the ONLY thing you save with beacons, and some players may even plow more into logistics than they would otherwise have cause to do if they feel like maintaining an accessible and fueled beacon network at all times. The mod includes a cfg to allow players to use stock extraction parts to obtain Karborundum.

I'll put this here for my own sanity: if you're playing career, at the start your beacons won't be able to safely transport Kerbals, Karborundum or a variety of other high-energy resources. There will be warnings in the pre-jump window if something bad is about to happen. READ THE WARNINGS.

Jump Beacon in Action

Link to post outlining optimal beacon types to use

Part.cfg changes powered by sarbian & ialdabaoth's ModuleManager plugin; used with permission.

Released under the GPL2 license.

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