This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
Ever wished you where somewhere else instantly. With the Kerbin Science Foundry faster than light (FTL) drive you can! Just spin it up to create an instant reality dysfunction that might, just might transport you instantly to another point in space.
To actually end up where you want to go, instead of experiencing a permanent fatal reality dis-coherence (i.e. your ship goes puff, aka. explodes) there are a few recommendations to observe:
Place a FTL beacon where you want to go, otherwise, the FTL drive cannot get a lock on your target destination and will refuse to even spin up. Never, never, ever spin up the drive in a strong gravity field, keep far away from planets, suns, and other heavy objects. Other than that the FTL drive holds the promise to revolutionize interplanetary transfers and to take the grind out of flying vessels from one point in the Kerbol system to another.
Released on 2022-04-25
Fixed harmless exception reverting to the editor from flight
Thanks to github user @epower53 for this:
Fixed the non-EC resource consumption on jump execution. Now only EC will be drained, while other resources are left as-is.
Released on 2022-03-31
Fixed exceptions in the Editor
Fixed error in Forecast window when in flight (was incorrectly calculating the Optimum height)
Released on 2022-03-30
Thanks to github user @unquietwiki for these: Fix null power issu Changes the "explode" event to do a 50% chance of that, and a 50% chance of doing an "Event Horizon" event (FTL drive kills crew, but not ship). Unknown if lost Kerbals go to Hell
Released on 2022-02-13
Thanks to github user @unquietwiki for these:
Fix null power issu
Changes the "explode" event to do a 50% chance of that, and a 50% chance of doing an "Event Horizon" event (FTL drive kills crew, but not ship). Unknown if lost Kerbals go to Hell
Released on 2021-09-15
Added AssemblyFileVersion Updated version file for 1.12
Released on 2019-12-05
Fixed vars initialization
Released on 2019-10-27
Added InstallChecker
Updated for KSP 1.8
Released on 2019-07-11
Version bump for 1.7.2
Updated AssemblyVersion.tt
Released on 2019-01-22
Added missing bulkheadProfiles lines
Released on 2019-01-09
No changelog provided
Released on 2018-10-22
Added some missing text in the editor
Version bump for 1.5 rebuild
Released on 2018-08-21
Optimized destination window a bit by moving the init for the GUIStyles out of the loop
Made FTL Destination window more obvious
Added choice of skin for windows.
Added code to make window KSP skin a bit wider
Added hiding of UI on F2
Released on 2018-08-17
Replaced some Debug.Log statements with LogsManager.Info to reduce log spam
Replaced some extremely inefficient code to adjust a value to within a range in CreateOrbit with a simple Modulo operator
Released on 2018-05-20
Removed check for ToolbarController Fixed nullref when loading vessel in Editor More optimizations of loops, putting the Count() at the first and decrementing, eliminates the need to recalculate the count every loop Moved all calculations out of the Update() and FixedUpdate() methods into a CoRoutine
Added following functionality: Drives have a resource in the game and a value However much EC was used for the jump, that much of the additional resource would be used also. For example, if the line jumpResourceDef = ExoticMatter, 0.05
was added to the drive config and 400EC was used for the jump, then 20 Exotic Matter would also be used.
Added new field to support this: jumpResourceDef = ExoticMatter, 0.10
Added new setting for initial horizontal window position Fixed exploding the parts of the vessel in a failed jump (was getting issue with a foreach having entries removed)
Released on 2018-05-06
Added dependency checks
Released on 2018-03-27
Updated version file
Released on 2018-03-27
Updated for 1.4.1
Added support for ClickThroughBlocker
Released on 2018-01-05
Target vessel is also FTL target. Can select targets using the window or Engineer Redux mod.
Optimum altitude is min altitude over current body that has 100% success provided EC supply.
Analysis window shows all beacons and their force requirements and optimal altitudes.
Uses CommunityTechTree mod (10.000sc to unlock largest drive).
Uses TweakScale mod (2x drive has 2x force but 8x mass and 8x cost).
FixedUpdate changed back to Update
OnStart changed back to Start
Calculations of the totalGeneratedforce, totalChargeRate an, totalChargeCapacity and totalChargeTime into a separate function
Added back visual message when jump not possible
Implemented code to hide Jump button when drive not spinning
Added context info in editor
Source body is changable by clicking the left/right arrows
Starting orbit is configurable with slider, going from just above the atmosphere to the edge of the SOI
Added "x" to allow the window to be closed
Changed FindAllSourceDrives to function, so it can be used both in Editor and in Flight
Added settings window
driveStopsUponVesselSwitch
autoJump = false
multipleDriveExponent = 1.4f
Hide the Execute Jump button after a jump is executed
Removed double debug.log line in LogsManager
Added code to save window position, both in Editor and in Flight (separate values)
Released on 2017-10-09
KSP 1.3.1 update
Released on 2017-05-28
Updated for 1.3
Released on 2017-04-17
Fixed the display of power in the editore, thanks @Warezcrawler
Released on 2017-01-20
Added more data to FTL Analysis window Fixed problem with multiple drives not being combined properly
Released on 2017-01-19
Added FTL Analysis window
Released on 2016-11-27
Added additional debugging statements
Released on 2016-11-25
Rebuild to remove bad files
Released on 2016-11-25
Fixed issues with config values not appearing properly in mod Fixed issues with stacking drives not working properly Fixed stacking scale Pre-calculated exponents to save time
Released on 2016-11-24
Updated stacking to be a descending exponential curve for additional drives. It is now using the formula: force * 1.4 ^ (-cnt) Where force = generated force by drive cnt = cnt of additional drive mode. So this means that the following applies to additional drives: Drive # Multiplier 2 0.714285714 3 0.510204082 4 0.364431487 5 0.260308205 6 0.185934432 7 0.132810309 8 0.094864506 9 0.067760362 10 0.048400258
Updated display of generated force and chances to take multiple drives into account
Released on 2016-11-23
Fixed ui after ftk drive used
Released on 2016-11-20
New animated models supplied by forum user @steedcrugeon Code added to control animations Drives can now stack
Released on 2016-11-02
updated version file
Released on 2016-10-16
updated for 1.2
Released on 2016-07-11
fixed directory paths in parts
Released on 2016-07-10
Initial release
Released on 2016-07-10
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.