Adding Blueshift Support‐ Warp Coils - Angel-125/Blueshift GitHub Wiki
Blueshift comes with a variety of Restock-quality parts, but what if you want to add a custom warp coil? Here's how:
// Warp Coils are simple part modules that don't need the full functionality of a resource converter just to generate warp capacity.
// Instead, they specify the warp capacity pseudo-resource and the vessel resources needed to produce it.
// Warp engines themselves will tally up a vessel's total warp capacity and resources needed to generate warp capacity, and
// handle the resource requests itself. The result is faster game performance.
MODULE
{
name = WBIWarpCoil
// debugMode = true
// Warp coils can control a running effect too. This requires the part to have an EFFECT node.
// runningEffect =
// How much warp capacity can the coil produce?
// For Blueshift, a single coil produces 1 Warp Capacity, while a warp ring 10 times a single coil.
warpCapacity = 1
// Warp coils determine how much mass can be displaced during warp travel.
// Each coil is rated for the number of metric tonnes that it can move. The more coils you have, the more mass that you can move.
// Alternately, you can add more generators to power the warp coils and "supercharge" them to displace more mass,
// but then they'll also wear out faster.
// A vessel that is more massive than the total displacement will move slower than a vessel that is less massive than the total displacement.
// Similarly, a coil that is underpowered will displace less mass than one that is overpowered.
// In Blueshift, a Size 1 coil can displace 2.5 metric tonnes. A mk2 coil displaces 1.25 metric tonnes. A Size 2 can displace 10 metric tonnes.
// Warp rings displace more - mk2: 25 tonnes; S2/S3: 100 tonnes
displacementImpulse = 2.5
// In hours, the mean time between failures. Assumes that parts require maintenance.
mtbf = 100
// The minimum level of skill required to repair the part.
// You can also change repairSkill, which defaults to "RepairSkill" (Engineers have this).
// You can also change the repairKitName, which defaults to "evaRepairKit" (the stock EVA Repair Kit).
// In Blueshift, Size 1 requires 1 point, Size 2 requires 2 points, and Size 3 requires 3 points.
minimumSkillLevel = 1
// When parts require maintenance, how many repair kits are required to repair the part.
// In Blueshift, Size 1 requires 1 kit, Size 2 requires 2 kits, and Size 3 requires 3 kits.
repairKitsRequired = 1
// What resources are consumed to produce the warp capacity.
// How much warp capacity can the coil produce?
// In Blueshift, 10 Gravity Waves can displace 5 metric tonnes.
RESOURCE
{
name = GravityWaves
rate = 5
FlowMode = STAGE_PRIORITY_FLOW
}
}