Space Engineers

Space Engineers

[STABLE/DEV] Advanced FTL Jump Drive/Interdictor
 This topic has been pinned, so it's probably important
Gwindalmir  [developer] 30 Dec, 2014 @ 9:57pm
Suggestions
Please enter suggestions for what you'd like in the mod.
I can't guarantee I'll implement everything, but I want to know what everyone wants!

Current list:
* More sounds - Added 11 Jan 2014
* Visual effect, such as hyperspace window or lighting effects - Added 12 Jul 2015
* Smaller FTL block for small ship - Added 16 Feb 2015
* Some mechanism for pre-charging power (like a battery) - Added 12 Jul 2015
* Use surplus power to lower spool time - High possibility
* Instead of power, consume resource - Possible
* Output details, including countdown, to LCD panels - Added 10 May 2015
* Use block groups for output, instead of just a single block (ie. sounds, lcd) - Added 10 May 2015
* Server-side administrative settings to customize mod settings
Last edited by Gwindalmir; 11 Sep, 2015 @ 9:20pm
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Showing 1-15 of 163 comments
Geneticus 1 Jan, 2015 @ 6:18pm 
Can you link in a lighting effect like you do with sound blocks? For Instance Using the Super Lights Mod, flash a bright whight strobe just as the ship departs and again when it arrives? Giving a similar effect to the Jump Drives in BSG...
Gwindalmir  [developer] 1 Jan, 2015 @ 6:20pm 
Originally posted by Geneticus:
Can you link in a lighting effect like you do with sound blocks? For Instance Using the Super Lights Mod, flash a bright whight strobe just as the ship departs and again when it arrives? Giving a similar effect to the Jump Drives in BSG...
I've been thinking how to do an effect.
I'll look into that idea, and that mod. Thanks!
Geneticus 1 Jan, 2015 @ 6:20pm 
A sound for the spooling would be nice, like a windup from low to high pitch, then a faster sound in reverse after the jump is complete.
Jones 2 Jan, 2015 @ 4:54pm 
entering coordinates in the name of the ftl drive [ABS,x2,445.1112.3334] instead of using sliders
TheHazelnoot 2 Jan, 2015 @ 7:10pm 
maybe a smaller FTL drive with less range for lighter ships?
Morloc 3 Jan, 2015 @ 9:04am 
Great idea, and very important now that we have the infinite universe.
The problem I see is that it's too cheap to operate. If you could make it so you couldn't jump without sufficient power, and then increase the amount a bit, that might work.

The best solution, though it'd be a lot more complicated, would be to have the drive work off some assembled fuel module, requiring lots of resources. For example, you'd need to make quantum entanglement matrices (QEMs) in your assembler which would be slow to produce, and require a wide variety of rarer elements....your FTL drive would then compute the fuel needed for the jump...not enough fuel, no jump. The cooldown period (even longer) should still apply too since it leaves you vulnerable after jumping to avoid exploits.

Thanks,

-Morloc
Last edited by Morloc; 3 Jan, 2015 @ 9:04am
Spaceleviathan 3 Jan, 2015 @ 10:15am 
Originally posted by Bulbadonk:
maybe a smaller FTL drive with less range for lighter ships?

I would also like a short range drive if possible. Maybe extending the large range to 50 and the small to 25?
Spaceleviathan 3 Jan, 2015 @ 10:15am 
Originally posted by Phoenix:
Originally posted by Geneticus:
Can you link in a lighting effect like you do with sound blocks? For Instance Using the Super Lights Mod, flash a bright whight strobe just as the ship departs and again when it arrives? Giving a similar effect to the Jump Drives in BSG...
I've been thinking how to do an effect.
I'll look into that idea, and that mod. Thanks!

I like that idea!
Spaceleviathan 3 Jan, 2015 @ 10:17am 
If you add interdiction capability (prevent jumping in an area), could you have it so ships jumping through a stop area are stopped?
Mike 3 Jan, 2015 @ 10:52am 
i know this would be very hard to create but when the developer add more mod tool or unlock the max speed you could add a warp effect like eve onlines
Gwindalmir  [developer] 3 Jan, 2015 @ 3:01pm 
Originally posted by The Abyss:
If you add interdiction capability (prevent jumping in an area), could you have it so ships jumping through a stop area are stopped?


Originally posted by DukeSpook'em:
i know this would be very hard to create but when the developer add more mod tool or unlock the max speed you could add a warp effect like eve onlines

It might be semantics to some, but this is a jump drive. What you are describing is a warp drive. They are fundamentally different technology. A jump drive doesn't operate on an 'as the crow flies' trajectory, if that makes sense. It also doesn't have an 'acceleration' to reach max speed. It just 'blinks' and it's at the destination (by folding space over on itself and poking a hole through), vs warp drive that bends space in such a way that the bubble you are in is traversing faster than light can (as the universe already does), but the ship, relative to the bubble its in, does not.
However if I do add an actual warp drive, then both of those two suggestions I would certainly consider. :-)

Originally posted by Morloc:
Great idea, and very important now that we have the infinite universe.
The problem I see is that it's too cheap to operate. If you could make it so you couldn't jump without sufficient power, and then increase the amount a bit, that might work.

The best solution, though it'd be a lot more complicated, would be to have the drive work off some assembled fuel module, requiring lots of resources. For example, you'd need to make quantum entanglement matrices (QEMs) in your assembler which would be slow to produce, and require a wide variety of rarer elements....your FTL drive would then compute the fuel needed for the jump...not enough fuel, no jump. The cooldown period (even longer) should still apply too since it leaves you vulnerable after jumping to avoid exploits.

Thanks,

-Morloc
I found out I can at least verify there are enough active power generation devices. This will allow it to verify if enough reactors are present before spooling. I'm working on adding that.
Onion 4 Jan, 2015 @ 5:06am 
animation
Spaceleviathan 4 Jan, 2015 @ 10:04am 
Originally posted by Phoenix:
Originally posted by The Abyss:
If you add interdiction capability (prevent jumping in an area), could you have it so ships jumping through a stop area are stopped?


Originally posted by DukeSpook'em:
i know this would be very hard to create but when the developer add more mod tool or unlock the max speed you could add a warp effect like eve onlines

It might be semantics to some, but this is a jump drive. What you are describing is a warp drive. They are fundamentally different technology. A jump drive doesn't operate on an 'as the crow flies' trajectory, if that makes sense. It also doesn't have an 'acceleration' to reach max speed. It just 'blinks' and it's at the destination (by folding space over on itself and poking a hole through), vs warp drive that bends space in such a way that the bubble you are in is traversing faster than light can (as the universe already does), but the ship, relative to the bubble its in, does not.
However if I do add an actual warp drive, then both of those two suggestions I would certainly consider. :-)

Originally posted by Morloc:
Great idea, and very important now that we have the infinite universe.
The problem I see is that it's too cheap to operate. If you could make it so you couldn't jump without sufficient power, and then increase the amount a bit, that might work.

The best solution, though it'd be a lot more complicated, would be to have the drive work off some assembled fuel module, requiring lots of resources. For example, you'd need to make quantum entanglement matrices (QEMs) in your assembler which would be slow to produce, and require a wide variety of rarer elements....your FTL drive would then compute the fuel needed for the jump...not enough fuel, no jump. The cooldown period (even longer) should still apply too since it leaves you vulnerable after jumping to avoid exploits.

Thanks,

-Morloc
I found out I can at least verify there are enough active power generation devices. This will allow it to verify if enough reactors are present before spooling. I'm working on adding that.


gotcha! great work! look forward to that warp drive ;)
iKlootch 4 Jan, 2015 @ 1:34pm 
My capital ship weighs 290,469,120 KG and there is no way I can jump in a realistic timeframe with the way the FTL currently works.
Could you provide an additional/alternative FTL that is able to jump ships this big in a realistic timeframe?

Two minutes would seem reasonable for huge ships with "ultra heavy" FTL drives is what I'm thinking.

Thanks in advance!
Last edited by iKlootch; 4 Jan, 2015 @ 1:37pm
Gwindalmir  [developer] 4 Jan, 2015 @ 1:51pm 
Originally posted by Seren:
My capital ship weighs 290,469,120 KG and there is no way I can jump in a realistic timeframe with the way the FTL currently works.
Could you provide an additional/alternative FTL that is able to jump ships this big in a realistic timeframe?

Two minutes would seem reasonable for huge ships with "ultra heavy" FTL drives is what I'm thinking.

Thanks in advance!
Wow, that is massive. I'll revisit the spool time. I can't say it'll be two minutes, but it should be less than the time it takes to move there with thrusters alone (ie. at 104.4 m/s).
Last edited by Gwindalmir; 4 Jan, 2015 @ 1:55pm
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