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About me
22nd century kerbal engineer
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Graphic design; Aliens and sci-fi/far future things; Near future things too; Hypersonic craft; Anime; Learning to make mods;
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
At the very basic, the solar tower is a concentrating solar panel, a solar panel which produces useful heat, not electricity. It only captures and stores heat (because it does not have a built-in generator. I want heat storage or power generation capacity to be stackable around it) so it doesn't immedately need a Gulf Stream. You'll need a Gulf Stream when you attach a few of the 3.75m or 5m Delta Electro series parts which provide high volume electric generation. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
The idea of the thermal nozzles is that instead of an internal nuclear core they have a heat exchanger with relatively enormous contact area (or volume, whichever way you want to look at it) for the propellant to receive thermal energy. The power source is a separate part, a reactor which produces ThermalPower, not ElectricCharge. If you have no such reactor then you get no ThermalPower and have no dV. Since you mention the solar thermal shield I must also mention that the thermal nozzles use the stock thrust curve function. Effective thrust scales with the fill % of ThermalPower. If you're low on ThermalPower, thrust and dV go down. But even then, you should still have dV at minimal fill %. Perhaps you have too little capacity for it or some mod is interfering somehow. -
@loki130 Congrats on the huge release. You have my attention. I may send PRs your way very soon. I have two things to poke you about: Sterling Systems includes a vertical windmill and currently 3 parts for air-breathing TCS, all in the World Power family. None of these are placed properly. related: I have air-breathing TCS panels coming, for use on spaceplanes. It's curious that the advanced windmill node is distinguished by a certain specific parameter (being a vertical tower) and not by a more abstract parameter (great volume or sheer height). I've given consideration to making another windmill part that is neither tiny nor a looming tower. The part may be an analog to one of the two brands of airborne wind turbines featured late in this video:
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SCON (SimpleConstruction) bundles its own trimmed version of EL so you have to make sure that EL is not already installed when you want SCON. Make sure to come to a point where neither mod is installed, whenever you decide you want to change which is/are installed. You'll have to install and use SandCastle, or (if it is allowed), have EL print a disposable vessel which is an inventory that's full of the repair kit and whatever other inventory items. EL isn't an inventory-focused mod afaik.
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DareMightyThingsJPL started following JadeOfMaar
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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@aspct I assume you have Deadly Reentry. I learned the other day that DRE renames the ablator module. Sine that shield's B9 config also targets that module it gets broken now, hence the problem. Save this as a new .cfg file to handle it. @B9_TANK_TYPE[STRL_AB]:NEEDS[DeadlyReentry] { @RESOURCE[Ablator] { @name = AblativeShielding } } @PART[strl-shl-sun01]:NEEDS[DeadlyReentry] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[Service]] { @SUBTYPE,* { @MODULE:HAS[@IDENTIFIER[ModuleAblator]] { @IDENTIFIER { @name = ModuleHeatShield } } } } } Your install is broken somehow. Perhaps you have CRP installed and the engines should be asking for LH2 but the resource definition is missing (CommonResources.cfg does not exist) or you have some mod that contains a patch :FOR[CommunityResourcePack] but you don't use CRP yourself. -
Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Hi @moyashii. Have you tried deleting GameData\RationalResourcesCompanion\CRPDefault\ProceduralTanks.cfg or the patch from other mods (namely CryoTanks) that may also affect proc tanks? My config should be error-free. It definitely doesn't try to subtract anything (which would be an easy cause of problems). If there's a mod other than CryoTanks that affects proc tanks then I'll need to know in order to troubleshoot it.- 1,054 replies
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Rational HydroDynamics 1.1 [Apr 23, 2021]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I would believe so. I know that cargo shielding affects whether a kerbal will sink or swim while on EVA inside a submerged cargo bay... Unless I'm somehow remembering very wrongly. -
Is there a mod that makes part pressure relevant?
JadeOfMaar replied to eatU4myT's topic in KSP1 Mods Discussions
You can make use of B9PS' integration with the part upgrade system and have subtypes unlock with the tech node that the given upgrade object is placed in. This is technically how it would look but it's untested. I leave that to you. // Upgrade definitions PARTUPGRADE { name = PresVessels1 partIcon = radialRCSTank // name (not title) value of an existing part title = Pressure Vessels Upgrade 1 techRequired = specializedConstruction entryCost = 2000 cost = 0 // for display only; To make this value effective, use it as addedCost in a mesh switcher basicInfo = // Short desc. Goes in a side panel in part info window. manufacturer = // Any description = // Detailed info. Goes in part description section of part info window. } PARTUPGRADE { name = PresVessels2 partIcon = radialRCSTank // name (not title) value of an existing part title = Pressure Vessels Upgrade 2 techRequired = advMetalworks entryCost = 2000 cost = 0 // for display only; To make this value effective, use it as addedCost in a mesh switcher basicInfo = // Short desc. Goes in a side panel in part info window. manufacturer = // Any description = // Detailed info. Goes in part description section of part info window. } // TBD. Insert config here to add hasPresUpgrades = Yes to choice parts or all parts // Insert switcher into part(s) @PART:HAS[#hasPresUpgrades[Yes]] { @hasPresUpgrades = Joined maxPressure = 300 MODULE { name = ModuleB9PartSwitch baseVolume = 0 moduleID = Blacksmith switcherDescription = Blacksmith Level switcherDescriptionPlural = Blacksmith Levels // switchInFlight = False SUBTYPE { name = Basic title = Default pressure limits maxPressure = 300 } SUBTYPE { name = Improved title = Improved pressure limits defaultSubtypePriority = 1 // Higher value = more preference to be selected by default upgradeRequired = PresVessels1 maxPressure = 500 } SUBTYPE { name = Advanced title = Advanced pressure limits defaultSubtypePriority = 2 // Higher value = more preference to be selected by default upgradeRequired = PresVessels2 maxPressure = 700 } } } Not a problem. Genuine thread bumps like this are actually welcome. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I've sworn to myself not to add features to stock parts where this mod is concerned. I've had enough of having to respond to clashes with other mods that affect the stock parts. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I have plans but I honestly dreaded doing those because I have to provide angle/shape options for the slanted ones. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@DareMightyThingsJPL There is a specific detail about those parts (and they are liquid film, not dusty plasma) that gets rubbed the wrong way by KSP Community Fixes. Another person who reported this issue has confirmed that KSPCF 1.35.2 doesn't agitate these parts so do grab that version and let me know. I have an idea what that detail is and I'll take a swing at it. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Aircraft engines: Yes. Actually, there might be too much on the drawing board there as I'm entertaining ideas for several engine types. Nuclear core aerospikes: No. Thermal nozzle aerospikes: Yes. That's really nice to see. Thanks for sharing it. I may change my mind on nuclear core aerospikes. -
[WIP] Nert's Dev Thread - Current: various updates
JadeOfMaar replied to Nertea's topic in KSP1 Mod Development
Howdy @IBIS-CELL . Try Rational Resources Parts. It's an ISRU pack which includes intakes that produce in-flight Oxidizer for LACEs (but also some atmospheric cryo resources in case you have a use for those). -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Howdy. I tend to depend on Stock Waterfall Effects, which isn't exactly the most popular of the Waterfall template packs. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
It does. Better batteries for EC storage for and from the fusion reactors; Tanks that can change height and hold (nearly?) all the resources; Wrapper radiators; Radiators that operate at 1600K and are sufficient for the antimatter engines... Those are the obvious points.