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soundnfury

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  1. It gets even more complicated. See, I reckon the right terminology to use is not from ships, but from airships. At least on the R.101, rather than a helmsman, there were two coxswains, the rudder cox'n and the elevator cox'n. Admittedly, that was because the controls were large, mechanical, and took a lot of effort to move (so a single person couldn't manage both). But since the Intrepid can move in three dimensions (like an airship) rather than two (like a ship), I think the 'helmsman' should be called a cox'n. Confusingly, at sea, a cox'n is the person in charge of a boat. But since the Intrepid carries other vessels, it's clearly not a boat. I think?
  2. Now updated with Venera 2 landing, Mars '61 en route and Pioneer X visits Jupiter and Io. The more recent missions have plenty of screenshots, but not enough mission patches. Hopefully artistic inspiration will strike again soon.
  3. Not quite sure what you mean by "non shadow shielded" - parts will always shield stuff on one side of them from radiation coming from the other side. Radiation from nuclear engines is already supported, and implemented for the stock LV-N. Pull requests adding MM patches for other nuclear engines are welcomed! Orion-style nuclear pulse engines are a more complicated situation: Kappa-Ray has API hooks for other mods to call, but you will have to badger the authors of those other mods to actually use those hooks.
  4. Oh yeah, I always run massively parallel as well Rather than messing around with spreadsheets, though, I just use KAC to keep track of everything. I used to use a text file with all various events planned out in it, but that just got to be too much effort.
  5. So I noticed a couple of bugs in how the Ribbonator handled your merits - in particular, it wasn't displaying your "kerbal saved" cross for Earth. This was because of insufficient URL quoting, and is now fixed - URLs generated in the future will (hopefully) display correctly. However, it's not smart enough to get old URLs right, so I suggest you re-generate your image. By the way, it's probably not a good idea to link directly to the generated image, as that means your ribbons will disappear if my server dies, moves, or changes in any way — and I can't promise it won't. (It's not exactly what you'd call professional hosting...) Also, you orbited Pluto? Either you used a Hohmann transfer, in which case you've got tons of patience, or you went a bit more direct, in which case you had tons of delta-V. Either way, I take my hat off to you. One thing that strikes me as odd, though: having orbited all those planets, why haven't you visited any of their moons? All that exciting science, there for the taking! I haven't even reached Saturn yet and I've already visited Phobos and Deimos — and launched follow-up probes to land on them. (Though I'm not sure how well that'll go, what with signal delay and all.)
  6. I've been recording my RP-0 progress in Ijkslander Space Program; my biggest achievements thus far are landing a probe on the Moon and getting probe fly-bys of both Phobos and Deimos. I haven't yet sent crewed vessels beyond LEO, but that's partly because Kappa-Ray makes that extra-dangerous. Also, check out the ribbons I've made for RSS, a convenient way of answering the question in the thread title!
  7. I've been documenting my current RSS/RO/RP-0 game, and making mission patches and stuff. It's fairly dry and technical (I keep the kerbal humour for non-RSS play! Mostly.) and doesn't have nearly enough screenshots, but might be interesting. Find it here, on my website. Why Ijkslander? I don't have any personal connection to Iceland, but I think Icelanders (and especially saga-period Viking Icelanders) are pretty cool. So when I was choosing a flag for my new KSP game, and I spotted Ijksland in the 'Kerbalized Flagpack', I decided my Kerbals Earthlings would be Vikings... In... Space. The fact that 'Ijkslander Space Program' abbreviates to Isp is just a serendipitous bonus. Why document all this? It's basically so I have an excuse to make mission patches.
  8. I've made a ribbon set and generator for bragging about your RSS achievements - see http://forum.kerbalspaceprogram.com/index.php?/topic/128880-ribbons-for-rss/
  9. The RSS Ribbonator is now live! Go to http://jttlov.no-ip.org:8080/ to generate your ribbons, or download from GitHub and run it yourself. Unlike the Kerbaltek generator, The RSS Ribbonator doesn't save your selections. Instead, they're encoded in the URL of the image (and a 'job card' URL you can bookmark, so you don't have to re-enter it all when you want to add a new device). This means I don't need lots of storage, but I do have to generate the image on-the-fly every time it's requested. Moreover, if you add new devices, any old links won't be updated. Also, I'm hosting this on my desktop PC, so it may get slow if lots of people use it. Therefore, if you have image hosting you can use, please host your generated image yourself to save my poor PC from the load. Also, of course, that will avoid the old-links problem. Please note that the web interface is in beta and might break or disappear at any time. Also, I know it's ugly and takes a lot of scrolling, but I'm not much of a web dev, and I don't feel like tackling a Javascript interface.
  10. RealSolarSystem is great. Unistrut's Ribbons are great. But what if... we could combine them? I'm working on a ribbon set (and, hopefully, eventually, a generator) for the planets and moons in RealSolarSystem. I've done a first draft and composited a layout: Above: the ribbon layout (using Earth bars for the Asteroid ribbon). Below: the same, with labels. (Charon is defined but disabled in RSS.) I'm open to suggestions regarding both the colour choices and the layout. Particular things I've had trouble with: Jupiter. It's hard to pick two colours to represent the planet's banded atmosphere. I guess the red bars represent the Spot? Also, I've just noticed that technically the bars on the Jovian moons are the wrong way round - but I think it's actually better that way. Saturn's moons. Five of them (Mimas, Enceladus, Tethys, Dione, Rhea) are basically grey and icy. Enceladus is pushing into white, but that still leaves four rather similar moons. Indeed, I had to cheat a bit and make Dione's bars a stylised representation of the "wispy terrain" (ice cliffs), just to stop it being identical to Rhea. Incidentally, take a good look at Titan and you may notice it's a bit fuzzy. That represents the fact that Titan is the only moon with a thick atmosphere. I was lazy with Mars and just copied the Duna colours from the original. As Mars doesn't have oversized ice caps, I should probably change it. Phobos and Deimos are also rather similar: both resemble carbonaceous asteroids. The current colour means that if you lose a Kerbal at Phobos, no-one will be able to tell. (Black bar on a black backgroud isn't the most contrastive of combinations...) EDIT: I've recoloured them, they're now different enough and Phobos isn't black any more. It's still fairly dark though - it has one of the lowest albedos in the Solar System, though RSS doesn't seem to reflect that (pun intended). Of course if you want to use these, you'll probably need the source layers. Get them from the XCF. EDIT: Or scroll down a few posts to find the generator. As an example, this is my progress in my current RSS/RP-0 save: RSS and Ribbons: two great tastes that taste great together!
  11. 0.3.4 released - improved RSS support by adding KREs for the inner planets, and fixed a few bugs. Updated download link in the OP.
  12. [quote name='Gaarst']I don't know much about modding, but can't you put a config file with: [code]@PART [*]:HAS[@RESOURCE[SolidFuel]]{ MODULE{ name = //whatever your module name is }}[/code] to target all parts using solid fuel ?[/QUOTE] In general yes; but Boosteriferous needs some parameters on the module (segOptions and maxSegments) which should be different for different boosters. (Higher-tech boosters have more options and more segments.) [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='jonrd463']Does this work with all SRBs. including mods? I've already got a few in mind that I want to use this with.[/QUOTE] See upthread: http://forum.kerbalspaceprogram.com/threads/139681-1-0-5-alpha-Boosteriferous-SRB-Thrust-Profiles?p=2298265&viewfull=1#post2298265 If you point me at the mods you want support for, I may be able to write .cfgs for them... [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='DECQ']It's almost what I was looking for, there is only one question, it can only be applied to the solid booster?[/QUOTE] You could apply the mod to a liquid engine as well, I suppose, if you also set throttleLocked = True, but it doesn't really make physical sense (liquid engines have different kinds of restrictions on throttling and can't have a thrust profile built into them the way solid rockets can). I wouldn't recommend it.
  13. [b]Boosteriferous 0.1.1 released[/b] - mainly a bugfix release. [list] [*]Feature: add Thrust Termination Ports to the "Kickback" SRB, in the "Abort" action group by default. [*]Feature: add editor part info. [*]Fix: Propagate thrust profile changes to symmetry counterparts. [*]Fix:Trigger vessel cost recomputation when changing the number of segments. [*]Interop: add a .version file for use if the user has AVC / MiniAVC installed. [/list] Updated download links in the OP.
  14. It's compatible in principle, but you will need a .cfg file to define the radiation environments around the added worlds. In 0.3.3 there's an example config for Real Solar System, but it's incomplete, only covering the Earth, Sun and Moon. Moreover, the stock bodies are also configured in this way, so that file (kapparay_Squad_planets.cfg) can also be used as an example. Because of the way the game reads config files, it should be possible for mods like OPM to include the relevant .cfg files in their own packages if they decide to implement kappa-ray support. Documentation (because everyone loves Documentation) The config required consists of KappaRayEnvironment nodes, which require four values: name, vanAllen, directSolar and galactic. The name is used to match up environments to the CelestialBody they apply to; the other three define the models used for the three energy levels of kappa rays. The models consist of a model name followed by a list of parameters, and generally give kappa ray flux as a function of altitude; the models are: Corona strength scale: exponential decrease, flux = strength * e-altitude/scale * current solar activity level. (Yes, these params are backwards compared to all the other models. A foolish consistency is the hobgoblin of little minds.) VanAllen scale [strength]: generic Van Allen model, peaks at a flux of strength (default 1.0) at an altitude scale above the equator; at higher latitudes both the peak flux and the altitude at which it occurs are lower. Also, if you're inside an atmosphere that will block some of the rads. DirectSolar scale [strength]: generic Direct Solar model, to be used in conjunction with the generic Van Allen model and ideally the same scale value. Reduction of direct solar flux is roughly proportional to how much of the Van Allen belts you're inside. Again, reduced by atmDensity. Galactic scale: generic Galactic Cosmic Ray model, flux = escale/altitude - atmDensity. Typically uses a scale 10 or 20 times bigger than the VanAllen and DirectSolar models. ScaledDS scale add divide: equals (DirectSolar(scale) + add) / divide. ScaledG scale add divide: equals (Galactic(scale) + add) / divide. DS+G dsScale dsStrength gScale gStrength: equals DirectSolar(dsScale, dsStrength) + Galactic(gScale) * gStrength. Surface scale [strength]: used for radioactive bodies; flux = strength * e-altitude/scale. Basically like the Corona model but not affected by solar activity level. Fixed flux: Use the given flux value everywhere within this body's SOI. Also note that the directSolar flux will be scaled by current solar activity level, and the galactic flux will be multiplied by 0.05. For moons it's usually best to fix all three values at whatever their parent body's values are at the moon's orbital radius, unless the moon is big enough to have an atmosphere and/or magnetic field. Terrestrial planets probably want to use the three generic models (the scale for VanAllen and DirectSolar will probably be about equal to the planet's radius), while gas giants may be terrifying, like Jool, or may be a well-shielded enclave of tranquillity, depending on taste. Any body for which no environment is defined will default to vanAllen = Fixed 0, directSolar = Fixed 1, galactic = Fixed 1. If any modder wants to give their planet or moon a radiation environment that doesn't match any of these models, feel free to PM or ask me on IRC.
  15. [quote name='Nansuchao']Wonderful idea. Will it works also for modded SRBs?[/QUOTE] Not automatically; you'll need a ModuleManager config to add the partmodule and parameters. See the included 'Squad_Boosters.cfg' file for an example. The segOptions should be listed in descending order, and must all be in (0, 1].
  16. The Space Shuttle's SRBs were designed to have a burn rate that varied with time, decreasing the thrust while the vehicle was passing through Max Q. So why can't KSP solid rockets do the same? Now they can! Boosteriferous allows you to set up a thrust profile in the VAB / SPH. Instead of that dowdy old 'Thrust Limiter' slider, you can now set up your solid rockets with a variety of configurable thrust profiles, some of which require technologies to unlock. Higher-tech SRBs can be throttled down further, and the "Kickback" SRB even has Thrust Termination Ports to shut it down when you need to abort! Source code: https://github.com/ec429/boosteriferous License: GPLv2 Download: from GitHub or direct from my website.
  17. 0.3.3 released - minor bugfixes and rebuilt against KSP 1.0.5. Updated download link in the OP.
  18. alpha8 released - minor bugfixes and rebuilt against KSP 1.0.5. Updated download link in the OP.
  19. (This occurred while using my kappa-ray mod. Other mods in use include Kerbal Engineer Redux and Persistent Rotation.) Tragedy on the Mun It was about 50 days into the second year that the story which I shall now relate took place. Twice before, single Kerbals had bravely travelled to the surface of the Mun and returned. The doctors, eager to learn of the health effects of travel beyond the Van Allen belts, had examined Jebediah and Valentina after their respective returns. The results of these examinations had been submitted in reports to the Space Program leadership, reports which stated that such a mission carried about a 1 in 20 risk of radiation-related medical conditions. For this reason, the new Mk1-2 Command Pod was built with much better shielding than the old single-seat Mk1. Once rockets powerful enough to launch it were ready, the exploration of the Mun could continue where it had left off. The great day had at last come. Kerpollo-3 stood on the launchpad, 180 tons of the finest Kerbal engineering. The designers would have preferred to add still more shielding below the pod, but the weight could not be spared. The pilot would be Berbelle Kerman, who not long before had been rescued from low Kerbin orbit after her previous employers failed to use sufficient struts. Alongside her were Bill and Bob Kerman. Bill, the engineer, had been kicking his heels for some months after a spell on-orbit supervising the construction of the Kerbal Space Station; Bob had recently returned from that same station where he had been pursuing fruitful scientific research in the microgravity lab environment. The launch itself went according to plan, and some ten or twelve minutes later the ship was heading out through the Van Allen belts, on course for the Mun. To minimise radiation exposure, the bulk of the vessel  including the 700-gallon fuel tank  was kept between the command pod and the sun, the idea being that kappa rays would be absorbed by the rocket fuel, and prevented from striking the crew. However, it would be necessary to deviate from this alignment when making maneuver burns, as well as to perform the munar landing and ascent. Moreover, there are other sources of kappa rays besides the sun; the galactic background of cosmic rays is of low intensity, but the individual particles often have very high energies. The three Kerbals on board were, nonetheless, confident that their capsule, with its brand-new shielding, would protect them well enough; after all, had not Jeb and Val survived in their primitive Mk1 pods? A little over a day after launch, Kerpollo-3 arrived at the Mun. Berbelle flew an absolutely nominal orbital insertion, and tilted up the orbit to pass over the mission target: the Southwest Crater. Soon enough they were crossing the crater rim and slowing down for the landing. Though Berbelle had seemed a little tired, the other two were not overly worried; she was an experienced pilot and the approach was on course. Until, that is, Berbelle lost consciousness and slumped forward onto the controls. Terrified, Bill and Bob leapt into action, pulling her off the control stick which had already sent the ship way off track. While Bob tried to rouse Berbelle, Bill grabbed the controls and steadied the ship. They were already late in the descent  too late to abort the landing  so Bill would have to land the ship himself. A non-pilot, with no SAS to help, while distracted by anxiety about his friend Berbelle. "Bad news," Bob's voice pierced his concentration, "I think she's bought it. Kraken knows how, she seemed fine two minutes ago." "Then put her down and give me a hand with this throttle," Bill replied. "I can't land this thing myself, there's more levers than I can handle." As they struggled to set the ship down gently, they realised how much they had relied on their pilot. "I'll never be rude about stick-jockeys again," said Bill, "how they cope with this I'll never know." At last the capsule touched down on the surface. Though some distance from the intended location, the landing was still inside the Southwest Crater. With the immediate panic over, the crew could at last radio back to a nervous Mission Control, who had been asking for some time 'what was going on' and 'why you've all stopped talking to us'. "Yeah, we're down," Bill told them. "Something's happened to Berbelle, though; she just passed out halfway through the landing." "I think she's dead," Bob added, "I can't find a pulse anywhere." "Roger, we copy. Any idea why?" came the crackly reply from the radio. "Not a clue." "So what do we do now?" asked Bob. "Head for home?" "I guess we try to finish the mission. Otherwise 'belle will have died for nothing," said Bill. So Bob gathered up his sensors, his shovel and his sample bags, and climbed out of the ship and took his first step on the Munar surface. Next to the flag that he had firmly planted in the regolith, Bob built a little dolmen from brecciated Mun rocks, as a memorial of Berbelle's sacrifice. Not long later, his scientific observations were completed and Bob clambered back aboard the lander. "All done," he said, "let's set off for home." If anything, the take-off was a more harrowing task even than the landing for the two untrained pilots. Keenly aware of the falling fuel gauge, they wrestled with the controls and managed to bring Kerpollo-3 back into Munar orbit - and then onto an escape trajectory. But the latitude of their landing-site meant they were on an inclined orbit, and would end up on an even more steeply inclined orbit of Kerbin, and struggle to hit re-entry. Patiently, Mission Control talked them through the final maneuver to leave the Mun in the right direction. By now, it was well over 10 hours since the three kerbonauts had blasted off from the Space Center; but at least two of them would make it safely home. They had run it fairly close  there was less than seven seconds' fuel left in the tanks (which would have given them just 160m/s more delta-V)  but they were on course for Entry Interface with a 37km Kerbin periapsis. Yet danger still threatened these hardy explorers, for the solar radiation continued to stream by. Without the help of SAS, keeping the pod pointed away from the sun proved a daunting task. A steady axial rotation of about 4rpm helped to stabilise the craft, but the axis still drifted over time and required regular corrections. Shortly after the two-day mark, Kerpollo-3 passed into Kerbin's shadow, shutting down the solar panels. To conserve the batteries, Bill retracted the antennas  there was, after all, little to tell Mission Control that they didn't already know  and turned out the lights. The two kerbonauts settled into a grim silence in the eerie cockpit, dark but for the blue glow of the navball and the streaks of stars seen through the window; what little light there was seemed to limn the body of their fallen companion. And yet in that cockpit there seemed to be another source of light, inexplicably tinged with green. "Hey!" interjected Bob, "it's those samples. Look, they're glowing. They must be radioactive!" He grabbed a piece of photo film, as a makeshift dosimeter (there was no Keiger-Müller tube on board) and wrapped it around one of the samples; sure enough, the rocks he'd collected from the Southwest Crater were emitting low but detectable amounts of radiation. Was it deadly kappa particles, or something benign like alphas? There was no way to tell; better to err on the side of caution. Quickly Bob took the samples out through the hatch and stuck them to the outside of the ship; the pod's shielding would protect them, and the samples could be brought back in just before re-entry. "Better check our personal dosimeters," said Bob as he climbed back into the pod. They were both reading 0.129, standing for a 1-in-8 chance of cancer. This was far higher than Jeb and Val had experienced, and it was sobering for the kerbonauts to think that they might by now easily have tumours growing within them. A little over an hour later, the sun rose over the limb of Kerbin. Though the sunlight and solar power were welcome, the resumption of solar kappa rays was not; Kerpollo-3 was still more than 6600km from Kerbin and re-entry was almost two hours away. Bill steered the ship back to point away from the sun, and restarted the slow gyroscopic roll. From his window, Bob could see the Mun go past once per roll  the Mun whose exploration had claimed Berbelle's life. Fifteen hours into the mission, and at 3200km the ship was just nudging into the outer reaches of the Van Allen belts. Soon the crew would be safely inside the protective embrace of Kerbin's magnetosphere, shielded once more from the sun's harsh kappa rays. Soon the crew  or at least, those members of it who were still alive  would be able to kiss the ground of their home planet, would be able to sleep in their own beds, would be able to bury their unfortunate pilot in a solemn grave. Soon the nightmare that was the Kerpollo-3 mission would be over. "This is Kerpollo-3 calling Mission Control, do you read?" Bill had turned the radio back on and was calling via the Chromium-5 satellite. "Loud and clear," came the answer, "How are you coping up there?" "As well as can be expected," Bill replied, "we're about half an hour from Entry Interface. Can you get us on radar, check our trajectory? Neither of us really know how to shoot a re-entry and I can't read the handwriting on Berbelle's notes." "Roger, we'll give Tracking a kick," said the voice of Mission Control. About five minutes later, the numbers came through from Tracking Central. "Yeah, we've got a fairly tight ellipse on your flyby, it looks like a bit above a 38km perikerb." "Is that good, bad, what? We don't know what height Entry Interface should be," Bob spoke up testily. "We reckon it's a bit high, you want more like 36." "Roger. You think you can work out a burn for us?" "Sure, give us a minute to crunch the numbers." "OK, it's going to be a really small one," Mission Control came through on the radio, "just 3.6m/s retrograde. You wanna make it real precise now." "Wilco," Bill acknowledged the instructions. On the dregs of its fuel, Kerpollo-3 made the correction burn; the periapsis was now within tens of metres of the 36km Entry Interface. A short while later, the ship was down to 300km and safely inside the bulk of the Van Allen belts. Bill's dosimeter read 0.147; Bob's, 0.149. Had they taken too much? They would have to wait for the doctors on the ground to check them over; until then they could only guess. They passed by the Kerbin Space Station, only 18km away; they could see the light reflecting off its solar panels. Then it was time to drop the service module and prepare for the re-entry. The kerbonauts were grateful for the pod's stability; otherwise, keeping the heat shield pointed the right way as they slammed into the atmosphere at Mach 9 might have been rather difficult. Re-entry always feels endless; it certainly did for Bob and Bill in 'the hearse'. But at last it was over, and they were drifting down under the 'chutes. Two days, four hours and forty-five minutes after launch, they splashed down at 114° East and called up the recovery team. They were back. A crack medical team gave the two surviving kerbonauts a thorough examination; to everyone's relief, neither of them showed any signs of cancer despite their elevated dose. They also performed an autopsy on Berbelle's body, and found severe ionisation damage to the Kerbal equivalent of the liver. Bob's observations and samples weighed in at around 200 science points, and a priority for the labs examining the rock samples was to investigate their radioactivity. But it seemed they were only emitting alpha particles; Berbelle's killer was not a crater full of radioactive rock. Did the sun strain itself to produce an extra-high-energy particle? Or was Berbelle the victim of an unlucky hit from a cosmic ray? The statisticians say it was probably the latter, but we'll never know for sure. In the years that followed, this tragedy hung over the Space Program, leaving them reluctant to send any Kerbal further than low orbit. The exploration of the Kerbol System would be carried out by robots, driven by ever-smarter computers (not that those are immune to kappa rays either...), and the dream of landing kerbals on other planets would remain unfulfilled for decades. Even after Kerbalkind at last travelled to its destiny in the stars, Berbelle was never forgotten as the first to give her life pioneering that destiny. Her gravestone reads: "Berbelle Kerman, d. y2d053, just above the Mun. Determined to explore space, even if it killed her."
  20. 0.3.2 released - fixes a bunch of bugs: tanks full of resources are now actually effective as shielding; the core no longer gets confused by Unowned kerbals (i.e. rescue missions), and when the mod kills Kerbals, they stay dead. Updated download link in the OP. - - - Updated - - - It doesn't display them, but the "Kappa Ray Fluxes" window does. (You don't need a K-M detector on board to use it...) To open that window, just click the Kappa-Ray button on the (stock) toolbar. It looks like this:
  21. alpha7 released - adds a 'library' where you can save programs & re-use them on other probes. It displays the 'system requirements' (processor capabilities, IMEM, inputs used) of each program, colour-coded to indicate whether the current vessel supports it. Saved programs are local to a savegame. There are two explanations for this: (i) the practical reason. It's much easier to implement this way as I can just save everything in a Scenario node (ii) the in-universe justification. The accumulated collection of debugged and tested programs is part of your Space Program's technological base; other Space Programs shouldn't be allowed to steal it! Updated download link in the OP.
  22. 0.3.1 released - updated download link in the OP. Fixed the handling of timewarp by using rootPart.partTransform.position (instead of vessel.CoM) as the centre of the target area. Now vessels in timewarp get irradiated like they should (as long as they're the active vessel, of course). Added a section to the readme on risk assessment: examples of total dose for a well-run and a badly-run Mun mission, how to convert between dose and probability of death (it's not quite linear, particularly for large doses), and related advice.
  23. Having looked at some other mods (namely both Orion mods) and thought about what they might want to do, I've created an interface IRadiationTracker, which RadiationTracker implements, and which should allow for mods to emit radiation in ways not handled by ModuleKappaRayEmitter. For example, an Orion might want to call rt.IrradiateVector(lots, lots, bomb.position, rt.randomVector()) a few times each time it detonates a bomb. This interface, along with a bunch of rejigging of shielding (by things like water tanks), and a big increase in how much radiation things like the LV-N chuck out, is in the new build, 0.3.0. (Despite the change in naming format, it's still an alpha; it's just that this release doesn't have an accompanying KPU release, and the two normally share tags.) Updated download link in the OP.
  24. Yes, if you add any kind of shielding part (two are included in the mod), it will only absorb rads which pass through it, meaning that if you have a point source in your vessel (like an NTR), it will effectively shield a cone. (Although, it won't block 100% of the radiation, because no shielding is perfect. I presume that's why you put 'no' in quotes.) Similarly, for direct solar radiation, which comes from a point sufficiently distant to be parallel rays, only parts in the shield's shadow will be shielded. However, there is not (currently) any way to integrate shielding of this kind into the NTR itself; you have to have two separate parts, one for the engine and one for the shielding.
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