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Everything posted by JadeOfMaar
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Ohhh. I vaguely remembered that this was a thing. Sorry about that.
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Are there any good command modules/cockpit mods?
JadeOfMaar replied to mrneon's topic in KSP1 Mods Discussions
I'd like to know what those parts are. Sterling Systems currently does not contain any parts that hold crew, let alone any command pods. -
SXT doesn't need a batch file. It needs a restockwhitelist file. Mk2 Expansion has one.
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[1.12.x] Civilian Population Modernized
JadeOfMaar replied to linuxgurugamer's topic in KSP1 Mod Releases
Some things explicity won't work, namely the greenhouses, but otherwise, the two mods should work fine. You'll find out much sooner if you try for yourself and find out. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@DareMightyThingsJPL The nuclear family config for the SULEU not working is because I forgot to remove the RRNF detection from the copy of it that I packaged in Sterling Systems. That detection isn't necessary now but was put there while I temporarily had Sterling depend on RRNF. I'm working through a couple of fixes now and should get to release something very soon. -
It properly lets you dynamically set fuel mixes for a supported engine and takes care of ratios, thrust multiplier and Isp multiplier.
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Find a mod that can indicate my landing position
JadeOfMaar replied to MarkedZero's topic in KSP1 Mods Discussions
@MarkedZero KER's LANDING panel will show the estimated touchdown details (alt, lat, lon, biome but not slope). In case you might also want this: You'll want SCANsat for its ability to show lat, lon and slope in scaled space. That would make a fabulous pairing with Trajectories' impact marker in map view. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I could do that but Sterling's thermal nozzle package answers the call for that. The current nozzles lean toward thrust optimized but lately I've entertained (rather, stopped resisting) the request for ones that grant more impulse. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Clearly, someone has not yet fully grasped the weight of the kerbal in kerbal engineer. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@Fizzlebop Smith MKS is firmly tied with Firespitter for mesh and texture switching. Maybe you're thinking of Planetside Exploration Tech which is rather lightweight (like KPBS) and would likely use B9PS for whatever parts has variants. The whole point of PCAM is to fill that slot for entry level Antimatter propulsion. Sorry, I'm not going bother with "BCAM but initially underperforms." Another thing I'm considering is implementing a lego system among the fusion and antimatter parts. It's such that the reactor and nozzle pieces fit into a standardized hexagon truss system (with standardized socket modeling) and can be mixed and matched for more engineering fun. If I go the whole way it would require that the magnetic nozzle pieces all require a resource produced by the reactor pieces and which represents the energy to be given to the reaction mass just like how the thermal nozzles work. The truss system I just mentioned would lock parts into just under the frames of their sizes: 3.75m, 7.5m, 15m. Bruh. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Antimatter Solid Core AntiMatter (SCAM). If you actually think this is a good idea, you fell for it. With all the investment required to produce the Antimatter it's entirely wasteful to spend it this way. No one wants "Low Isp Antimatter." Instead, consider that I have plans for Antimatter Catalyzed Fission sail for probes. I do have Plasma Core Antimatter planned. From my understanding (and I might be very wrong) it's what if you take Open Cycle GCNTR then swap out the Uranium vapor and the heavy machinery supporting it for a low spec Antimatter reaction chamber. It has the feel of a classic MCF reactor and relatively terrible Isp (same as GCNTR, 2500s ~ 5000s) but much less massive (vs GCNTR) and you're not afraid of the gammas. I want to revise the existing 10m BCAM and provide a smaller and a larger BCAM as well. Fusion & Breeding I still struggle to wrap my head around the pros, cons and other big things to consider about fusion fuel mixes and KSP's lack of functions to implement the cons. I don't want to provide D+D because it's neutronic and would need to have a mechanic for declining reactor health. I contemplate adding a health resource as an input or a damage resource as an output.... I do want to provide a breeder option, actually, as it leads to T production and I'm interested in that as T decays into 3He which fusion enjoyers absolutely enjoy. I think you hav D+D and D+T confused. D+T is the easiest to ignite while D+D is harder than D+3He. Afterburning Deuterium? Maybe, but very unlikely. Mass Drivers As the engines of a ship I typically don't give this any consideration and like @Manul said, there's a mod for that for those who like it, and I'd use my own Z-Pinch engines (once they exist) to do it. Extract only Hydrates (the asteroid's entire mass becomes what you choose to extract), burn the water and keep the metals for building other things with. I'm much more interested in mass drivers as weapons or ship throwers powered by the likes of Netherdyne. Microwave Electrothermal Rational Resources Parts has this one. Look for the "RR MET" engine. It's currently just a clone of the stock ion and it's indeed really nice. You're definitely experiencing a bug induced by some other mod. Smells like the bug you get when you attempt symmetry with a tweakscaled tank that uses B9PS. I've sworn off of Tweakscale for that bug ...but never got around to seeing if Tweakscale Rescaled gets around that. Thanks. I'm glad you like. By the way I was clued in on a big issue with the height selectors on the batteries. Unfortunately they add much more mass and cost than they should and I didn't realize it. So look forward to that issue going away. Sterling's been on CKAN since late September (the release date of v 0.4.9). Until then there wasn't enough of this mod to justify bothering the CKAN staff to put it on there. The (current) one Conical Shadow Shield is nearly this. It has an overheat animation and serves as a System Heat heatsink but I did not give it the radiator module as then it invites itself to be used to cool everything. It has span options from 1.25m ~ 5m but I know people want extra wide ones to go with the 5m ICF engine and scratch their Daedalus itch... Functioning like an actual shield is a thing that won't happen unless someone writes a mod exclusively for area radioactivity and shadow shielding. All of the mods I can name that have a radioactivity are technically bloated with their other, more central purposes and I typically don't use them: Kerbalism: I had a shielding resource config for it (and the super heavy shield) but I've had to delete this to deal with a very bad bug caused by Kerbalism profile issues (that don't involve me at all, for once). Kerbal Health: Haven't used this at all so I don't make configs for it. KSP Interstellar Extended: I rather like that has the full 9 yards with hazards and penalties attached to reactors and engines, but it is by far, the heaviest and most miserable part pack around. EL's disposable pad comes in at this point. It's a part that replaces itself with the subassembly that it spawns. Once you spawn one instance of Sterling's Construction Field, use this pad to spawn more and weld them on. One big thing, though, is I have not provided any configs for tethering/anti-drift so either have someone write those configs for you or spawn your Construction Fields with launch clamps attached. If there's an alternate route I'm all ears. I'm not as wise as I'd like to be to dealing with the gameplay issues around deploying huge base parts. In SterlingSystems/Engines/ you'll see a bunch of System Heat configs. Open the one(s) for the engine type(s) you're interested in and scale down the numerical value of the systemPower key. I might not have released the fixes where the value for some engine types (namely the thermal nozzles) has been 10x what it should be. Sterling Systems is one of a few mods that's made to be modular featuring several subfolders, each representing a sub-mod on its own. You've likely installed one sub-mod inside another and broken the folder structure. Please look closely at how things are laid out in the ZIP files and move what needs to be moved to its proper place. Example: It should be SterlingSystems/Agency + SterlingSystems/Thermals, not SterlingSystems/Agency/Thermals. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
If you have an empty FerramAerospaceResearch folder or you have FARCustomAeroData.cfg (I might be remembering this name wrong but in any case these exist because you had FAR but uninstalled it) be sure to delete them. MM still counts FAR as installed if these remain. This is quite possible. You can write your own config to "opt in" with your choice OPT engines into Rational Resources Jet Family or Nuclear Family. There are official configs for OPT and the RR modlets but these wait to be released. -
Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yes. RR Squad still fully works as intended. I had confirmed that but didn't post because I intended to test the RealFuels thing and report on that. RealFuels doesn't concern itself with nuclear propulsion afaik and LqdNitrogen is among the poorest propellant choices for Isp. With all stock-ish nuke engine mods inheriting the weaknesses of the stock NERV no one is going to dare make LN2 an option. Harvesting Nitrogen without Kerbalism is very much provided by RR Parts. The MISPLACED series ram intakes have you covered. "Glorious?" Nah. I'm by no stretch a majestic being. There is no such list but all planet packs that this mod contains support for have files and folders prefixed with "Pack_" within GameData/RationalResources/Deployment/ . Kcalbeloh is the only planet pack I know of which is RR-compatible but holds the configs for itself.- 1,058 replies
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@miklkit That's news to me. I might be very rusty since I haven't played in a hot minute. I tend to turn up my main gear to 75% or very near 100% and might place extra main gear for more brakes but I turn up my nose gear to no more than 75% or not touch it at all. I guarantee you will get rekt if your nose brakes are too strong. This might be why life is hard. If you're interested you can run away with this config which simply multiplies the baseline values to compensate for the sliders. @PART[GearFixed] // LY-01 Fixed Landing Gear { @MODULE[ModuleWheelBrakes] { @maxBrakeTorque *= 2 } } @PART[GearFree] // LY-05 Steerable Landing Gear { @MODULE[ModuleWheelBrakes] { @maxBrakeTorque *= 2 } } @PART[SmallGearBay] // LY-10 Small Landing Gear { @MODULE[ModuleWheelBrakes] { @maxBrakeTorque *= 2 } } @PART[GearSmall] // LY-35 Medium Landing Gear { @MODULE[ModuleWheelBrakes] { @maxBrakeTorque *= 2 } } @PART[GearMedium] // LY-60 Large Landing Gear { @MODULE[ModuleWheelBrakes] { @maxBrakeTorque *= 2 } } @PART[GearLarge] // LY-99 Extra Large Landing Gear { @MODULE[ModuleWheelBrakes] { @maxBrakeTorque *= 2 } }
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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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[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.- 1,058 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.