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JadeOfMaar

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  • About me
    22nd century kerbal engineer
  • Interests
    Graphic design; Aliens and sci-fi/far future things; Near future things too; Hypersonic craft; Anime; Learning to make mods;

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  1. Given the kinds of velocities involved with gas planets, leaning on chemical is easily the worst option by far. This is only practical at tiny worlds like Titan.
  2. @ColdJ A method of animating material properties is the use of ModuleColorChanger{}. For engines, the driver module (which supplies current state information) is FXModuleThrottleEffects{}. In engines made by Nertea there are two instances of this pair of modules. One for throttle glow and one for heat glow. I'm not aware of how to (via config alone) make something turn transparent when exposed to heat. Things like that would have to be arranged as a Unity animation and controlled by ModuleAnimateHeat{} which has no keys worth mention. The pair of modules for throttle glow. Heads-up, the effect only works around 50% of throttle and is like a light switch, which sucks. Better to use a Waterfall plume that fills in the nozzle and skip this bit. The pair of modules for heat glow. Note that the RGBA curve is different here vs the one for throttle glow. It's not the best curve...but it works. The pair of modules for recoloring an ablator part. ModuleAblator{} drives ModuleColorChanger{}.
  3. If you're willing and able to sail through the radiation belts of Jupiter, of all places, you're not going to be afraid of onbord nuclear. And nothing less than onboard nuclear will keep your ship adequately powered in the time it takes to get to Jupiter and at any distance beyond Mars. Someone correct me if I'm wrong. Electric is also limited in that it doesn't give heat to the air passing through it. Electric engines would have a hard time reaching transsonic speeds, meanwhile, any turbofan (nuclear or chemical afterburning) could do so and even go well into supersonic. Magnesium. Some Mars jet engine concepts use that
  4. If you mean to use both resource switchers on a part then no, that's an actual nightmare and the switchers themselves won't like it. I've made it so the WBI switcher is optional (it was a bit of a hassle to do this) but currently I've only made it available as part of the big update I'm working on. Feel free to try it out: OPT 3.4.9.2 beta. The changelog is quite tall so be sure to read it. If you use TURD then TURD gets broken, sorry.
  5. That's an oops on my part. I've caught the exact issue elsewhere but not there. The loop temperature value is the same as the shutdown temperature value. In SterlingSystems\Engines\zPatches\SystemHeatFusionEngines.cfg go to line 70 and raise the value there. The shutdown temperature for the ICF engines is 2000. You stack them via their stack nodes. What you saw features custom configs that scale them very far in one axis and raises their power to match their custom length. Look closely and you'll realize the part is literally stretched.
  6. Absolutely. Loop temperatures are given in the promo image.
  7. @METHUSMIT Be sure to have version 3.4.9.2, not 3.4.9 in order to get to the new parts. As for parts with near zero mass that's a little oops (leftovers from an early action in my mass balance pass). I'll deal with that.
  8. Release 0.3.8 Additions Added Stackable liquid film radiators. Added World Power parts: Solar Thermal Panel Solar Thermal Tower Air-breathing radiator suite Added equivalent to Rational Resources Nuclear Family, removing external requirement. Created custom Waterfall template for BCAM engine. Changes Adjusted volume calculation for inline heatsinks. The larger ones get a bit more loop volume. Buffed thrust on BCAM engine (Undid excessive nerf). Raised some engines' loop temperature since the liquid film radiators now exist and can cover their great needs. Changed Olympian and Icarus ICF engines to be single-mode. Reduced System Heat power of BCAM engine. Its scale factor was 10x what it should be. Fixes Fixed Icarus engine's System Heat engine module and converter module using the same heat loop. Fixed possible missing/incomplete KerbalismSystemHeat patches. Fixed tank shroud issue and antimatter issues with Sterling Tankage. Fixed turbine generators missing System Heat modules (resulting in -1% efficiency). @Fanta_Racer Here's hoping that B9 fatal issue is gone. Between this and OPT recently I've reached a new level of stretching myself making/fixing mods.
  9. Familiar card: [Cannot timewarp while vessel is under acceleration]
  10. Banned after I just ate a Chinese meat ban
  11. Banned because the debantors are not Cuban
  12. @Viisuri Are you using Kcalbeloh's home switch options? The first thing to assume is that Sun is being replaced and Kopernicus is disagreeing with the order of things between the mods.
  13. Sterling Systems Exotic Radiators The kind that everyone is expecting! This is a Liquid Film Radiator where the coolant is exposed as a contiguous curtain-like shower (flowing at several meters per second) and is caught and recycled. Each quality listed in the screenshot is associated with a catcher type (standard or magnetic) and a System Heat loop temperature (650K, 1100K, 1600K). This one and its 20m tall brother will be available on release and they include stack nodes for ease of clustering. I have some very welcome helpers working on things so these parts don't totally have to rely on a basic emissive gradient (like in 2nd pic) for the fluid film. Kerbal and Heat Control's Graphene radiator for scale.
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