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Everything posted by JadeOfMaar
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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
It finally occurred to me that the default RGBA curve in ModuleSystemHeatColorAnimator { } is the reason my radiators have their ugly emissive pattern when warming up so I wrote a new one based on an emissive gradient I have in the Unity editor. Emissive ramp video: https://i.imgur.com/cHTuLiH.mp4 Then, in ModuleSystemHeatRadiator { }, setting the value of maxTempAnimation to the part's melting point (because the part is expected and allowed to get that hot if peak performance requires it) caps the emissive ramp up to there rather than the current loop temperature. (The part must reach the set max temp for max animation.) The emissive now looks like this at a nominal temperature (in this case, 1100 K) rather than... The dull, full red + yellow + white + transparency. -
Rational Resources 3.1.3 [Apr 08, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@arbsoup In RR_templates.xlsx --> Crust sheet on the repo, you'll see the tables that are used for the median values of the abundances in the configs. The sum of all of these (per column/template) must be <= 100. You could download this for yourself and tinker with it.- 1,111 replies
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Rational Resources 3.1.3 [Apr 08, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@arbsoup RockIce would be the best fit. If you have any suggestions for dealing with the ambiguity and the outer moons I'd like to hear it. I could reduce the CO2 content in IceMethane and reduce the CO2 content further in IceWater and IceNitrogen, both of which should then fit very nicely for those outer moons. (And I don't know which so you'll have to name them or update the config yourself and PR me.)- 1,111 replies
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Rational Resources 3.1.3 [Apr 08, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 3.1.3 Updated RationalResourcesKerbalism: Undid removal of stock fuel cell options. Updated RationalResourcesSquad: Fixed missing mesh name keys for the service tanks in Mk2 & Mk3 Expansion. Excluded service bays in Mk2 & Mk3 Expansion from getting tank options.- 1,111 replies
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[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Voculus I do believe there's a mod out there that tweaks things and happens to break lift modules. I might be remembering wrong and unaware that maybe it's just that there's a subset of players who happen to use FAR and certain tweaker mods. Outside of what I know to delete I don't have any clue what you might have installed that's breaking your planes. Sorry. My only advice is to isolate any and all mods that help or otherwise affect airplane design and performance. -
Rational Resources 3.1.3 [Apr 08, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Fixed and indeed needed to catch Mk3 Expansion's equivalent parts.- 1,111 replies
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Time to start growing whole rain forests in KSP lol. On a serious note, abusing the greenhouse module to deliver lump sums of material would be very fitting.
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The plants will regularly shed leaves and flowers which heap up and need to be swept away. The captured Bad of the Air would make up a fair portion of that dead plant matter and can be extracted and used to make Methane for rocketry or spinning wonderful black silk (Graphene) in the EL workshop.
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You're really missing out on exotic (and practical) missile propulsion types: Casaba-Howitzer. The missile is a shotgun. (That is, you add a focal gear to, say, an Orion charge, give it enough power to aim itself when thrown out of the ship and have it fire off.) Its nuclear charge is the gun powder and its fragments are the pellets. Bomb pumped xasers. Same kind as the Casaba-Howitzer but its attack medium isn't shells but a focused, deadly X-ray pulse. SNAK. A graphene sail like attachment to the Casaba-Howitzer. When it tanks the charge it becomes a molten Carbon spear and is akin to a snake spitting venom or a water gun shooting deadly acid. Fizzler/Fizzer. A solid rocket but the fuel is fissile fuel + Lithium Deuteride (or is it Hydride?). It consumes itself like a firework sparkler and accelerates with the might (or multiples) of a railgun shot. It would have a payload on top which does not get consumed (so there is still something substantial to hit the enemy with). I constantly consider these and imagine how space combat scenarios for my own worldbuilding would work out because yes, chemical missiles for cliché WW2 fight dynamics wouldn't actually work when you have battleships that can accelerate at 12 gees for 12 minutes (or hours, I bet). Consequently, traditional PDC gatling guns lose their place. They're instantly fully outclassed by all of these missile types. Nah. A fissile powered missile (see the types above) is only going to shine brightly on enemy sensors for the brief moment that it's firing. It's guaranteed going to be hard to dodge because of how fast it's moving afterward. Getting hot enough that it destroys itself in the process is welcome. Don't need guidance and coolant anymore if you can technically insta-hit with the thing. These are fundamentally busted if you care about any amount of realism. The reactors for these cannot be built small enough (with known science) and cannot run cold as what nearly every scifi story would have you believe. Also, it's a huge waste of precious superconducting material to use them for something that will be destroyed if it hits or will disappear into the abyss if it misses. Fissile fuel and equipment to harness the released power of that fuel (even if only for a moment) would be very cheap and expendable, I think. RBOD sounds like a super weapon. Putting it on a generation ship (which is generally civilian) sounds like painting a big target on it. Macron guns need some love. These would take the place of PDC gatling guns when all missiles can fire at fractions of light speed.
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[1.12.5] Tea Kettle RCS 1.3.1 | Apr 05, 2025
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.3.1 Well you put them there so yes. -
Rational Resources 3.1.3 [Apr 08, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 3.1.2 Added/Updated detection of Classic Stock Resources vs Community Resource Pack in RationalResourcesJetFamily, RationalResourcesNuclearFamily. Added System Heat integration for engines on Classic Stock Resources in RationalResourcesNuclearFamily. Fixed texture path error with SolidFuel ramjet in the demo parts. Fixed major issue with mass and volume of inline cryo tanks and inline gas cache tanks. Fixed issues due to providing for Sterling Systems Kerbalism: Removed those things so they can be a modlet by themselves. Fixed issues with engine detection in RationalResourcesJetFamily: Should not care about engineID when ignoring multimode engines. Only respect ModuleEnginesFX and ignore other variants of this module. Revised fuel cell config in RationalResourcesKerbalism. Provide Hydrogen and Carbon Monoxide options. Updated detection for Kerbal Star systems 2: Aethera system.- 1,111 replies
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@theJesuit Okay. I'm fine with keeping it an "algae farm." About the stress limit are you saying that you can adjust the stress growth rate and the effectiveness of de-stressors(?) ? TV gets stale eventually, when you've watched the whole video library (or just the portions you like) at least 3x at a very steady rate. Games that get away with procedural generation (from crossword puzzles, to labyrinth crawling to Rubik's cubes to XYZ simulators) would be real proper options for the entertainment center to provide. The late-game could have a VR/holodeck type thing with whatever open world RPG and semi-alive NPCs. The mid-game can have a Nintendo Wii with Wii Sports and a bigger TV, or multiple.
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@theJesuit It's hard to resist and pick the simple options over it... By far I like #3 because: The algae / The sourdough starter itself being specific and having a unique look and process; It producing CO2 means it has a clear drawback that can't be left alone; It gives more purpose to non-food greenhouses (the botany parts) which I never thought of until now. Speaking of algae farms I've been considering adding some Raceway ponds to Moldavite Machines. I don't expect them to be compatible with sourdough but it definitely has a place in the bioreactors. As a simple in-game process the player has a new path to food production per second but with the consequence of producing bad air. On the side, I imagine Snacks! could make use of a Sourdough like process and some decorative greenhouses (for its own air and de-stress mechanisms).
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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
Structural category has typically been the least interesting to me to make parts for or build ships with, especially motherships. I suppose I'll suggest B9 HX as it's natively 5m, I think, with double-wide pieces and many adapter pieces, and Tweakscale configs, but even that didn't satisfy me for long. Thanks to @slyfox023 asking me (early last month) to adopt or parallel the Coyote Space Industries (space freighter) mod I've finally found a goal and an interest. The minimum thing I'll make for myself is a 15m O'Neill Cylinder inspired fuselage kit which 3.75m can wrap around in 12x symmetry or fit within (with comfortable spacing) at 6x symmetry (or snugly at 8x symmetry). I would ask the guy who wrote the WIP plugin to deal with ThermalPower and dV calculators (or who forked the Beamed Power Standalone mod) to write a plugin for needing to charge the nozzle coils. Depending on FFT is definitely out of the question. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
You're welcome. So... I remember hearing that you have plans for magnetic nozzles that utilize a resource produced by reactors (assumedly (ElectroPlasma) and LqdHydrogen. If this is true, would the power producing reactors be separate from those? The idea there takes the form of what I'm calling the "Reactor Kit." In that kit, the reactor cores and their nozzles are separate and can be lego'd, but that means there will be some strong sizing restrictions across them. Especially, they'll only be multiples of 3.75m. (This is a standard I seek to establish in a number of places, with focus on adding viability to and reducing part count of much larger vessels.) The reactor cores would eat whatever fusion fuel and produce the energy resource then the nozzles would ask for only the reaction mass and the energy resource. Related: There is someone who I've asked to develop a plugin such that engines can require an energy resource other than ElectricCharge, have their thrust scale with the fill % of it, and that dV calculators won't have a problem with them as there is a hardcoding situation between dV calculators and the ElectricCharge resource specifically. If you've used my thermal nozzles you've seen the problem(s) with planning dV and them asking for ThermalPower. Would the MHD Generator suite & magnetic nozzles release alongside the fusion reactors, or will they come in another update? The nozzles MUST come along with the reactors. The MHD generators can come later but ideally should come along with them. Related: The MHD generators should share the socket model of the nozzles. Will there be some form of optimized reactors (eg, ones that produce more thermal power, others that produce more ElectroPlasma, ect)? For the most part, not intentionally. Differences might occur depending on the reactor type and size. What kinds of reactor tech will be included? (eg, magnetic confinement, inertial confinement, magneto-inertial confinement, antiproton-initiated microfusion, ect)? This one...had me thinking for a good few hours. Most, if not all, of the fusion+ rocket engines I'll make might as well fit into the "Reactor Kit" so here goes: Magnetic Confinement Fusion. The baseline. I'm going to deprecate and redo the existing one engine. Inertial Confinement Fusion. Also the baseline. I'm going to deprecate the existing Icarus and Olympian because of their odd sizes, the incompatible Epstein-alike style and that I have to approach this type differently because the engine model needs to fit onto itself to make a closed sphere for the reactor/non-thrust version. Magneto-Inertial Fusion. The one where you shoot at a pulsed plasmoid in ICF style and encase it with Lithium then ignite it in MCF style and gain both better thrust and generous neutron shielding (the Lithium tanks the neutrons). The nozzle for this one needs visible shocks because Lithium has a respectable density and leads to appreciable thrust. Flow Stabilized Z-Pinch. This is the work horse fusion engine type that I'll serve up instead of NSWR. Incidentally, this one would be weak in thermal production and especially strong in plasma production. Plasma Core Antimatter. I want to provide at least one antimatter rocket type below Beam Core. Per this question I had to look it up again and I can see its use as a reactor and not only as an engine. I must say, my new mental image of it is nearly a spitting image of how a Star Trek warp core looks and works. In terms of raw stats it would be a direct upgrade from Z-Pinch if the same creative liberty with BCAM thrust can be justifiably applied to it. Beam Core Antimatter. I'm going to deprecate the existing one engine and provide a handful of new ones. This will be fairly strong for thermal production but it's a nozzle-only one and ought to have zero plasma production. It doesn't seem like a good idea at all to try to catch its exhaust to harvest it. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
You can bring a few more questions. I'm interested. Given the Sterling tritium breeder patch on your GitHub sandbox, would it be safe to say that these fusion reactors will have fuel breeding too? Yes. Fuel breeding is a priority as shown in the screenshot. If fuel switching is included, how will you balance the fuels with eachother? Balancing starts with the consumption rate (units and unit mass) of D+3He by an FFT fusion reactor but also with some Specific Energy (Esp) values I got from a nerd friend. Then I find the mass flow rate of other fuel mixes and consider the impact on output rate. In my spreadsheet D+D fusion currently has roughly 50% cut on outputs. (Waste heat is roughly doubled to but I'll do like Nertea and ignore that change.) FusionPellets is also in the sheets but I wouldn't make a part that is simply switchable between MCF types and ICF types... I may have a bunch of excess stuff in those sheets, complicating things for no useful effect. Will you make use of CRP's ChargedParticles resource? You could produce some, and then have a Magnetohydrodynamic Generator part convert them into ElectricCharge. I would like to use ChargedParticles resource but I have no grasp of it at all -- what 1 unit of that represents, if it can be tanked and by what, and anything niche about its identity as a resource. I have related plans, though, namely: For obligatory compatibility with the WBI mods my reactors will produce ElectroPlasma resource which represents warp core plasma and a densified form of ElectricCharge. The MHD generator family (when it comes) is planned for higher ElectricCharge production than the turbine generator family, but also lower thermal efficiency (25%) so I expect they might be a nightmare to adequately cool. That is, if I make them eat ThermalPower. If they get to eat ChargedParticles or ElectroPlasma I could let them have 100% conversion efficiency, also produce (even more) ThermalPower for the turbines, but also produce 3x the unit amount of ElectricCharge as waste heat. Will the reactors intake fusion fuels in the liquid or gaseous forms? Liquid. I like making use of resources but keeping up with their un-dense gas forms and the higher decimal precision of unit flow in addition to liquid forms doesn't add to the image of fun for me. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Using the coming OPT spaceplane fusion reactor as a prototype for how Sterling fusion reactors will work. For comparison this eats D + 3He at the same rate as the FFT 2.5m fusion reactor, but its outputs are 7000 ThermalPower + 3500 ElectricCharge + 3.5 MW waste heat vs FFT's 8000 ElectricCharge + 6 MW waste heat. ElectricCharge output is lower and the part might weigh significantly more, but it's less demanding for cooling and it outputs ElectricCharge and ThermalPower as a bundle. World Power windmill and solar ("type 2" bundle) nearly fully textured. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Fusion reactor (working name: "Power drum") is nearly here. And breeder options are a priority. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Yeah. But you'll have to make do with some single mode engines not getting to fuel switch until the next release. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@Deadly_Laser That's due to RRJF having the bug where it looks for an engine ID in engines that aren't multimode (so it's mainly tripping over the OPT J aerospike). -
[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
@DeadJohn Perhaps the bug is specific to inline cabins that have an animation. I believe Mk4 spaceplane's crew cabin is the same kind. Its hatches should all be within the cargo bay volume and I believe it has a door or ramp animation too. If only one of these conditions is true then it probably doesn't qualify for testing. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.4 (beta) [Mar 24, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
K bay fusion reactor. Inspired by the FRC type reactor developed by Helion Energy, Inc.- 516 replies
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Anything that is manufactured eventually breaks down and this always makes for good fuel for the plot machine. At some point I'd like to make bigger and possibly higher tier greenhouses so those could definitely have even better MTBF.
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None taken. Have at it. Closed loop life support should definitely remain a challenge if your mod is not out to ensure that it's impossible to do. If it's as simple (just one step) as adding extra CO2 scrubbers to compensate then just do it. Anything more than that starts to defeat the word "simplex," right? Someone on the Kerbal Star Systems server just asked if anyone goes interstellar with Kerbalism. Maybe consider MTBF values for such long hauls if you do add reliability. Skipping the timely harvest mechanic but needing to maintain the greenhouse seems like a very good exchange to me. The algae itself could gum up the pumps, for one thing.
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