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
		}	
	}