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JadeOfMaar

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Everything posted by JadeOfMaar

  1. 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.
  2. 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.
  3. Absolutely. Loop temperatures are given in the promo image.
  4. @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.
  5. 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.
  6. Familiar card: [Cannot timewarp while vessel is under acceleration]
  7. Banned after I just ate a Chinese meat ban
  8. Banned because the debantors are not Cuban
  9. @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.
  10. 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.
  11. I am not sure what to hope to find in this case. I can only say, be absolutely sure that you have OPT 3.9.4.2 (the current beta), not 3.4.9 (previous beta) and always, always, cleanly install the mod (delete the the mod folders completely from your GameData before installing another version) unless told otherwise for some niche situation. No. This release is experimental and there is more that I want to add or change. A cockpit that is, itself, KH? Nope, never happening.
  12. GU would work just fine except where it alters Sun/Kerbol (it may clash with other mods that do the same).
  13. Sterling Systems Solar Thermal Where Sterling Systems really seeks to stand apart from other mods that provide solar panels is the provision of solar furnaces. In-game this means solar panels that produce ThermalPower, not ElectricCharge. This part and its kin operate much better at distance from Kerbol than the same size PV panel. Being a member of the World Power suite, this part unlocks after the previously shown World Power solar panel, has attach nodes for easy clustering and will directly compete with your base's nuclear reactor for the role of primary power source. The solar tower. Its inner clearing is 50m and its outer diameter is 120m. The reflector arrays can be configured (full, 2/3, 1/3) in case space or distance is a concern. The reflectors themselves won't have colliders (to prevent complications). This part is a solar thermal source so bring generators and radiators in order to use this. Sterling Systems Exotic Radiators Not the kind of exotic anyone was expecting, but still qualifying as far as how it works and how much it works. Per its requirement of IntakeAtm or Water in order to function and being aimed at use as part of a sprawling industrial settlement, this item is also a member of the World Power suite. An air-breathing radiator can handle quite the amount of waste heat. Just one of these fans will be more than what most players will ever need on their base. For System Heat players, the condenser block supports the fans and provides generous loop volume. This part is also intended to have some measure of loop temperature selection and not be subject to the penalty of mismatched temperature where it needs to serve.
  14. Actually, the keys for JNSQ's added planets should have the @ prefix on them. idk how but I confused myself and did that and the experiment gives the default answer "unsupported planets" for all of those. That's fixed now.
  15. @RedDwarfIV I just noticed your highly modded colonization [mission report] in which you use OPT spaceplanes. I'd really like it if you were to try out this WIP update, linked above, and give feedback.
  16. Keep a supply of survey stakes and use a single one, or a pair, and their direction functionality to control the position and heading of the segment you want to spawn. The position of the root part and the orientation of the ship editor you built the particular craft in are to be fully minded.
  17. @Krazy1 As it so happens I left a null in a JNSQ config. Please open GameData\RationalResources\Deployment\Pack_JNSQ\JNSQ_Custom.cfg and go to line 237 (if you have an advanced text editor) or (if you don't) find ResourceName = RareMetals then where you see MinAbundance with no value, give it a value. BIOME_RESOURCE:NEEDS[JNSQ] { ResourceName = RareMetals ResourceType = 0 PlanetName = Edna BiomeName = Whites Tag = Applied Distribution { PresenceChance = 100 MinAbundance = 8 // There was no value here MaxAbundance = 12 Variance = 50 Dispersal = 10 } } If the exact error continues, let me know.
  18. Release 2.0.6 Updated RationalResources: Added Kerbal Star Systems 2 support. Updated JNSQ support. Removed an odd need of RationalResourcesCompanion that resulted in B9PS fatal errors. Updated RationalResourcesKerbalism: Added MaterialKits prcoess. Updated RationalResourcesParts: Added boiloff configs to RR CryoTanks for a rather wide array of cryo resources. Updated RationalResourcesNuclearFamily: Removed Sterling Engines. RRNF will be baked into Sterling Engines.
  19. @KawaiiLucy 2021 is correct. The amount of changes I stared in the face of wanting/having to make had put me off for the longest time, but I'm finally over it. I've posted a pre-release (GitHub only, and on someone else's that I've been sharing in). It's pretty complete, except for what isn't. DOWNLOAD :: 3.4.9.2 (beta)
  20. It's bundled with FAR and Kopernicus. Download either of those. If you need the source then you might need to upgrade your search skills. I found its Git too easily https://github.com/sarbian/ModularFlightIntegrator
  21. The parts never left the stock category tabs (unlike what parts from some other mods do). They're always there.
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