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Everything posted by JadeOfMaar
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Yeah, that is pretty bold. I've tested this alternate setup (for part description updates and ensuring the syntax isn't bad) and it worked out. This exact config should work quite fine. // Let's assume everything is a landing gear by default. // Let's target by the primary module these parts will always have. @PART:HAS[@MODULE[ModuleWheelBase]] { %VABORGANIZER { %organizerSubcategory = gear } } // Sift out motorized wheels as they cannot be landing gear. // Evidently a wheel cannot be deployable and motorized simultaneously. @PART:HAS[@MODULE[ModuleWheelBase]:HAS[#wheelType[MOTORIZED]]] { %VABORGANIZER { %organizerSubcategory = wheels } } // Sift out legs. @PART:HAS[@MODULE[ModuleWheelBase]:HAS[#wheelType[LEG]]] { %VABORGANIZER { %organizerSubcategory = legs } } This works: !ORGANIZERBULKHEAD[size*]:BEFORE[VABOrganizer] {} !ORGANIZERBULKHEAD[srf]:BEFORE[VABOrganizer] {}
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[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@shuggaloaf You're welcome. I forgot to update the KSP version (since it stopped mattering and updating this is tough now with how much I want to fix or overhaul). OPT is just fine at KSP 1.9 and anywhere after, really. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Fixed and published.- 1,069 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
A circular liquid film radiator or a curie fountain would make more sense for that. Oops. That's a bug. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Those would be mag focused -- I'd only avail them in 1100K + if I make them. I'd really like to make dusty plasma ones but I've only managed to find barely helpful youtube video on just observing some suspended plasma and nothing about shaping it into useful forms that heat or other energy could be passed through it. I have a concept for shining plasma loop radiators but these need a custom shader and a custom partmodule to work properly and the model would include a skeletal loop of coils and supporting trusses. It wouldn't be the whimsical blade-like forms that we all dream of, afaik. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I hadn't published said config anywhere. But since you do want to try it out, here : @PART[strl-rctrms-*]:AFTER[SterlingSystems] { +MODULE[ModuleResourceConverter],0:NEEDS[!SystemHeat] { @ConverterName = Tritium Breeder @StartActionName = Start Tritium Breeder @StopActionName = Stop Tritium Breeder @ToggleActionName = Toggle Tritium Breeder INPUT_RESOURCE { ResourceName = Lithium Ratio = 0.00000988946 @Ratio *= #$/refPower$ FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = LqdTritium Ratio = 0.00000988946 @Ratio *= #$/refPower$ DumpExcess = false FlowMode = ALL_VESSEL } } +MODULE[ModuleSystemHeatConverter],0:NEEDS[SystemHeat] { @ConverterName = Tritium Breeder @StartActionName = Start Tritium Breeder @StopActionName = Stop Tritium Breeder @ToggleActionName = Toggle Tritium Breeder INPUT_RESOURCE { ResourceName = Lithium Ratio = 0.00000988946 @Ratio *= #$/refPower$ FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = LqdTritium Ratio = 0.00000988946 @Ratio *= #$/refPower$ DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[strl-tankdrumb-*]:AFTER[SterlingSystems] { @MODULE[ModuleB9PartSwitch],0 { SUBTYPE { name = Tritium title = LqdTritium // primaryColor = BoringGreen // secondaryColor = BoringGreen RESOURCE { name = LqdTritium unitsPerVolume = 5 } } } MODULE { name = ModuleGenerator isAlwaysActive = true decayTime = 220838400 // 24 yr @ 6 hr/dd decayRate = #$/refVolume$ @decayRate /= #$decayTime$ INPUT_RESOURCE { name = LqdTritium rate = #$../decayRate$ } OUTPUT_RESOURCE { name = LqdHe3 rate = #$../decayRate$ } OUTPUT_RESOURCE { name = ThermalPower rate = #$/refVolume$ @rate /= 200 } } }- 1,069 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Just for comparison. I paid attention to volume of the body vs entire volume. That makes a world of a difference, huh. So... just half Mk2? That's quite specific but less work is always good lol. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Sorry about that. Currently only my other mod Sterling Systems provides the kinds of ThermalPower necessary to run that engine. I'm half-asleep on an update to rewrite the power spheres (again) and introduce a wider reactor (for the K fuselage bays) and fuselage generator bays to convert decent amounts of ElectricCharge from that ThermalPower. Wooo! Yeah it's been a while. About your problem you'll need to do away with OPT Reconfig CryoEngines (an optional modlet) if you have that. If there's nothing else that tries to affect that engine, install Rational Resources Jet Family (available on CKAN) which does the job proper, and save this config: @PART[opt_mk2_engine_short|opt_nebula_engine|turboRamJetj_60|J61]:BEFORE[RationalResourcesJetFamily] { RRJF = Yes } @PART[opt_vtol_jumpa1|j81turbojet|opt_vtol_hc1|opt_vtol_lpr2]:BEFORE[RationalResourcesNuclearFamily] { RRTN = Yes } @PART[arie73]:BEFORE[RationalResourcesNuclearFamily] { RRTN = Yes // Thermal nozzle RRLATN = Yes // Liquid air thermal nozzle } @PART[turboRamJetj_60d]:BEFORE[RationalResourcesJetFamily] { RRJCC = Yes // Jet: Combined Cycle } @PART[opt_vtol_wrap?1|AAengine]:BEFORE[RationalResourcesJetFamily] { RRJCC = Yes // Jet: Combined Cycle } @PART[opt_vtol_heli1|opt_vtol_lpj1]:BEFORE[RationalResourcesJetFamily] { RRJHE = Yes // Jet: Hybrid Electric } @PART[?_linear_aerospike|opt_vtol_lpr1|opt_vtol_egg|opt_egg]:BEFORE[RationalResourcesJetFamily] { RRJSR = Yes // Jet Family: Switchable Rocket } You may need to edit/reorganize this config for yourself as, for example, it has the Valkyrie tilt treated as a thermal nozzle. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Split fuselages huh. I've taken a swing at it so it might happen. Which bulhkead profiles am I supposed to pay attention to? I'm really not inclined to make those as they're even less friendly to acceleration than the square ones and I know everyone's going to want to put them on something that has engines. @DareMightyThingsJPL About betavoltaics, I drafted something and am pretty happy with initial looks. Included some reference stats in the corner. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
About this, I've written a sample config for Sterling Systems. It works as far as not having errors but is missing an actual playtest (the stock generator module is an odd one) and a B9PS config so the decay rate may scale with added tank volume (I'm seeking to have a fixed decay time so the rate scales with volume). I'm avoiding gaseous resources because it becomes a load of micromanagement that I personally don't need.- 1,069 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Release 0.4.10 Fixes Updated Sterling Electric: Model path was incorrect for the SubCritical Multiplier and the KRUSTY. They are selectable again. Super batteries no longer have excessive mass and cost applied through their height selector. Updated Sterling Engines: Nuclear Family patch will apply to SULEU engines. (It had a bad and obsolete detection for Rational Resources Nuclear Family.) Nuclear Family patch will no longer divide and clone the SULEU engines. Updated Sterling Tankage: Added Kerbalism FFT Antimatter tank module to Antimatter tanks. Updated Sterling Thermals: Added SHINY to Super Heavy shield. ⭐ Added emissive overheat to wrapper heatshields. Added detection for Deadly Reentry on the Super Heavy Shield. Fixes related B9PS error. Reduced Conical Shadow Shield's dry mass and added mass by its size selector. Reduced dry masses of larger fission reactors. The huge mass was realistic...but questionable for long enough. Updated Sterling Utilities: Added thermal powered Metals smelting recipe. Added missing length colliders to runway. ⭐ Omniconverter system will no longer appear when Kerbalism installed. (Rational Resources Kerbalism updated to cover for this.) Updated World Power: Added patch to reverse Kerbalism's effects on the solar thermal panels. They do not produce ElectricCharge and so should not be considered by the Planner but also, Kerbalism's solar panel fix module makes them entirely unusable. Added patch to remove the generator function from the tracking solar thermal panel under Kerbalism. The Planner does not recognize it. Reduced boxed part masses to < 1 ton. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 3.0.3 Updated RationalResources: Added Far Frontiers support. (Authored by 3rd party.) Updated RationalResourcesCompanion, RationalResourcesKerbalism: Added recipe for FFT Orion's pulse units. Added recipe ExoticMinerals Splitter. Outputs are of value to certain other mods. Added recipe Minerals Splitter.- 1,069 replies
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
I'm afraid to ask how you messed up that badly. I've been contemplating adding a Tritium ecosystem to Sterling Systems. Molten salt reactors are breeder capable so the idea goes: Add an alternate recipe to Sterling's MSRs: They will sip on FissileFuel + Lithium --> Additionally produce Tritium --> This Tritium goes into Sterling Tankage --> The hazardous substance tanks receive a generator module --> Simulate decay/half-life by passively and very slowly eating the Tritium and producing Helium-3 + ThermalPower --> Mining Lithium leads to Helium-3 for fusion fuel systems.- 1,069 replies
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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Mmmm. Carbon. Diamond radiators The higher the operating temperature, the more a radiator radiates and the less surface area it needs. A colder radiator needs more space. I don't want to provide radiators that operate between the current stantdards: High temp/Full Metal (1100K) and Higher/Graphene (1300K). The window is too narrow. I do contemplate making a suite of radiators for 650K which would be aimed at some ISRU devices. The stackable liquid film radiators provide that but they're rather bulky and too big for anything less than some sort of mothership. I'd like to possibly go with Aluminium Oxynitride instead as it's commercially available and shares its melting point with the stock wing boards. That, paired with molten Tin for coolant would make for a very visually pleasing potential rival to liquid film radiators. But I'm not wise enough in Thermodynamics to anticipate what all might be very wrong with this. I've had a nerd friend shoot down my proposal for such radiators before, so I'm slow to be excited again. Diamond batteries Betavoltaics. I'm aware of them but only that they're strong enough for use as watch batteries. Volume-inefficient and underpowered but safer and easier to buy or build vs tockalike RTGs, eh? I may just run away with this one. Providing a rival pathway vs NFE's advanced RTG and the size0 reactor or adding to that branch of progression oddly appeals strongly to me. I'd rather not have anything to do with defining a new resource and having it be consumed. It won't do well with high timewarp. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Dixiecapt If you're willing and able to make custom biome maps and the per-biome configs for resource placement, you can get it done. For the most part, water extraction/purification is handwaved as: When you mine Hydrates (which is quite common) from the ground, put it through RR's Hydrates Splitter and dump everything else that comes out. If the planet has ice caps (the ice being water) and lacks RR configs, do make the biome configs and send them to me. RR is mostly just configs so posting updates can be a quick job. If the planet has ice caps (the ice being water) and has RR configs, consider it a very fortunate situation that the planet heaped up that pure water. The water you get from a water ocean or ice cap is filtered of its salt and gunk as you grab it, saving you the extra step of dealing with a resource representing dirty water or cleaned water. If you're asking about KSPIE's distinct Clean Water resource I'm gonna have to leave you high and dry (pun intended). Support for KSPIE is a subject that I tread lightly with.- 1,069 replies
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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 v0.4.10 [Feb 02, 2025]
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 v0.4.10 [Feb 02, 2025]
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 v0.4.10 [Feb 02, 2025]
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.