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Grond's Micrometeorite Shield Mod


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Grond's Micrometeorite Shield Mod

 

A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships.

Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna.

 

Download: SpaceDock

It is also available on CKAN!

Dependencies:

Community Tech Tree

Recommended:

Near Future Construction (heavily recommend)

Near Future Propulsion

Near Future Electrical (this one as well)

Far Future Technologies

Restock

Restock+

 

Spoiler

EuecUUC.jpeg

-10 meter shield

su1OFZz.jpeg

Spoiler

vSRIxl5.jpeg

-50 meter shield

dBWdUS8.jpeg

Changelog:

  • 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible;
  • 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science;

 

Licensing:

All code and cfgs are distributed under the MIT License

All art assets (textures, models, animations) are distributed under an All Rights Reserved License.

Edited by Grond
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7 minutes ago, Gordon Dry said:

Congrats.

What came to my mind first: these parts need proper support for Kerbalism, to be real shields. This could be a project for WIP Kerbalism v4.

That would be awesome! I made them purely as aesthetic parts, but it would really be great to have them working as shields for Kerbalism!

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21 minutes ago, Gordon Dry said:

hide the thread and remove the latest update

It seems that editing thread when you are on a 5 moderated posts limit(for new users) results in thread being automatically hidden until it will be moderated again. Also - possible compat for Kerbalism (3) should look like that but i don't know about proper absorbtion numbers because don't play Kerbalism enough.

@PART[AsteroidShield25m]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
    MODULE
    {
        name = PassiveShield
        radiation = 1        // absorbation, rad/s
        toggle = false         // can be toggled
    }
}

@PART[AsteroidShield50m]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
    MODULE
    {
        name = PassiveShield
        radiation = 1        // absorbation, rad/s
        toggle = false         // can be toggled
    }
}

 

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49 minutes ago, Gordon Dry said:

Why did you hide the thread and remove the latest update on Spacedock?

It seems that the .dds texture conversion completely broke the normals, sorry for the inconvenience, but I didn't expect it to get hidden after editing the changelog. But yeah the latest update got removed because it broke the normals (don't worry it didn't add anything, just changed the texture format)

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55 minutes ago, Hohmannson said:
name = PassiveShield

I guess that is outdated, something like this is more common: a negative radiation emitter!

GameData\GrondsMicroasteroidShield\Patches\Kerbalism.cfg

@PART[AsteroidShield25m]:NEEDS[ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
	MODULE
	{
		name = Emitter
		radiation = -0.0000005555 // -0.002 rad/h
		toggle = true
		ec_rate = 1.25
		active = e10
	}
}

@PART[AsteroidShield25m]:NEEDS[ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
{
	MODULE
	{
		name = Reliability
		type = Emitter
		title = Shield
		repair = Engineer
		mtbf = 72576000
		extra_cost = 2.5
		extra_mass = 0.1
	}
}

@PART[AsteroidShield50m]:NEEDS[ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
{
	MODULE
	{
		name = Emitter
		radiation = -0.00000277775 // 0.01 rad/h
		@radiation *= 4 // 0.04 rad/h
		toggle = true
		ec_rate = 2.5
		active = e10
	}
}

@PART[AsteroidShield50m]:NEEDS[ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
{
	MODULE
	{
		name = Reliability
		type = Emitter
		title = Shield
		repair = Engineer
		mtbf = 72576000
		extra_cost = 2.5
		extra_mass = 0.1
	}
}

I also moved the CTTPatch.cfg to the new Patches\ folder and renamed it to CTT.cfg for a better structure.

Edited by Gordon Dry
switched the modules
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23 hours ago, Cloakedwand72 said:

Does this mod have any trouble decoupling like the default inflatable shield or is this fixed in this mod?

I think it should be fine, the reason the default inflatable shield doesn't decouple properly is because it has a little truss structure around the mount, so the colliders get stuck. This has very simple collision meshes so it should be fine.

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  • 5 months later...
On 11/9/2021 at 2:18 AM, Gordon Dry said:

I guess that is outdated, something like this is more common: a negative radiation emitter!

GameData\GrondsMicroasteroidShield\Patches\Kerbalism.cfg

Hey @Gordon Dry and others,

Did someone test this patch?

 

EDIT: It seems to work.

 

But can somebody please explain to me how to add a patch to make it a heat shield?

Or maybe an "emergency" or "High altitude break" heat shield?

Edited by N3N
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