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JadeOfMaar

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Everything posted by JadeOfMaar

  1. Release 0.3.6 Power for the Christmas lights in the whole village or on your smallest probes! Changelog: Additions Added World Power series parts: Giant vertical windmill and XXL solar panel. Added tiny solar panels. Changes Set Sun shield's System Heat loop temperature to 650 K. Fixes Fixed Thermal nozzle Waterfall plume problem. It needed an Ignition controller. Fixed Upgrades not showing in the CTT nodes. Updated Waterfall configs to respect engines being duplicated and altered by Rational Resources Nuclear Family.
  2. @septemberWaves Feel free to make and send those patches. They are within scope.
  3. IRL is shorthand for "in real life." Deadly Reentry makes most if not all parts have realistic heat limits (which are roughly 25 ~ 50% less than what they have by default) and makes heatshields break when they run out of Ablator. That's what I know of it. There may be other features.
  4. Banned for not wrapping with ban-dages
  5. That mod is just MM patches, right? It just works. And I think someone posted an unofficial update to it in its forum thread. Snacks! (with its optional extras, Air and Stress, if you want them. It's also highly configurable.)
  6. Hi @davide96. The obvious answer to your problem is another question. Are you accustomed to playing on real scale? If not, then you haven't learned yet that heat scales with velocity. The faster you go and the longer you go fast means you have to deal with exponentially more heat. There is no "finding a mod to ease the pain." There is only "Gotta learn to fly planes or pods in new and very precise ways" like IRL. On the other hand, perhaps you have somehow not installed FAR and your spaceplane overheats due to being draggy. Or you have installed DRE and don't yet realize how that works.
  7. Finally getting around to those after quite a while... They'll be released along with the XXL solar panel in previous post. 0.2m height for 0.625m, 1.25m, 1.875m, Mk2 0.3m width (linear, 2m height steps) 0.4m height for 2.5m The timing is pretty good. Gonna make sure every kerbal can cheaply power their Christmas lights.
  8. @king of nowhere Ah. That's nice to know. I've seen, though, hints of the need for this in other Kerbalism players, and was practically asked to make this by one of them.
  9. Hey @Ariel Kerman. About the thermal nozzle plume problem, I finally figured it out. That plume requires an Ignition controller which I didn't know was a thing until the other night so that's well and truly fixed. Actually, all the current engines have a System Heat config but they require the System Heat Fission Engines modlet/extra. Perhaps you haven't installed that. (They're not made to depend on any fission related operations, to be clear.) I do wonder what kinds of ISRU you're doing that requires so much in radiators anyway. Some screenshots would be nice to see. ...Eventually I'll deliver more and better (the exotic) radiators, as those are very much required for the highest specced engines in Sterling and FFT. Go ahead and have a blast with configs. I'm interested in what you come up with.
  10. XXL windmill and solar panel. These parts will be boxed and carryable (to some degree), and clusterable in a hexagon pattern via side nodes to ensure regular and sufficient spacing. The panel won't be upgradeable but will be mid-tier. It will have automatic tracking in one axis and manual control in the other so place it well and choose your optimal heading.
  11. I did a thing. Folks here may find it very useful.
  12. Release 1.61 Fix EL System Heat problems. @avectorproductfox Replace Carbon Extractor process with Ore Splitter which outputs Oxygen and Carbon. Split ion engine reliability buffs from RationalResourcesKerbalism into new modlet, KerbalismSidePatches. Split nuke engine reliability buffs from RationalResourcesNuclearFamily into new modlet, KerbalismSidePatches.
  13. A QoL collection for Kerbalism players. Currently contains: Much-needed reliability buff for ion engines and nuke engines. LICENSE :: MIT DOWNLOAD :: GitHub :: SpaceDock
  14. Floor 4368: The doors only open at the hours of 8.
  15. If the engine is properly sized and powerful then its weight is not a problem. That's natural. The problem is you're trying to launch it from Kerbin's surface. There are some things that just must be built/spawned/cheated in orbit.
  16. I think you have the wrong mod. There are no inflatable shields. The Sterling Super Heavy Shield is in the Thermal category. Curently, I only have configs files on the GitHub. Make sure to have at least Sterling Core and B9 Part Switch. Those are mandatory.
  17. Sounds like something to try indeed. Hopefully if I remember, and next time I launch a JNSQ install, I'll do this.
  18. There's a separate toggle for kerbal gee limits. This mod doesn't say to turn that on too. Perhaps parts don't care about time as it may be pretty costly to run what is effectively a structural fatigue function on how many parts or their joints on a given vessel, or it may be too good at not making SSTOs super easy.
  19. Howdy. I believe the formatting would be more like: @PART:HAS[#CrewCapcity[>0],#tags[*aero*]] Just one HAS, with comma-separated list. You use multiple HAS if you're doing a recursive search such as: @PART:HAS[@MODULE[ModuleB9PartSwitch]:HAS[#moduleID[fuelSwitch]]] // Any part that has a B9 module that has a moduleID "fuelSwitch" I think this works. I'm not sure anymore. The [*] isn't necessary as all parts have a name = value pair, but will cause your patch to fail if you target root nodes that don't have a name key, like Experiment definitions or tech tree nodes.
  20. @kspbutitscursed Hi there. Like I said before, don't bother putting TANK{} nodes inside of the ModuleFuelTanks node. The part will automatically choose the fuel mix once you attach the engine... Actually, the ModuleFuelTanks node is already supposed to be present in the part. Tundra Exploration will insert this for itself if you have Modular Fuel Tanks or RealFuels installed (and I'm sure these are required by RO). Maybe you only need to change the tank type for all parts to Fuselage, like so: @PART:HAS[#manufacturer[Tundra?Exploration],@MODULE[ModuleFuelTanks]]:NEEDS[ModularFuelTanks|RealFuels] { @MODULE[ModuleFuelTanks] { @type = Fuselage @volume *= 4.1 // This is your rescale factor, cubed: 1.6^3 } } And if you're going to change the amount of ElectricCharge. Don't delete and re-add it. Change/Update it like so: @RESOURCE[ElectricCharge] { @amount = 15000 @maxAmount = 15000 } If the resource wasn't there to begin with, you don't need to write !RESOURCE[ElectricCharge],*{} If the part didn't have a reaction wheel module to begin with (and it seems not to), you don't need to write !MODULE[ModuleReactionWheel],*{} I think you may want to use LqdNitrogen resource for the RCS and assume there's proper builtin cryo-tankage for it, and increase the amount by a few times more. The gas version is super un-dense and will run out in an instant. 2000 Nitrogen is nothing for something as big and heavy as a real-scale Falcon booster.
  21. @UltraJohn I studied your TU work for TAC LS and managed to get a thing going for myself. I'm almost ready to start ditching the stock shiny shader. I'm just stuck for a bit on, or not yet even checked out: Stock transparent shader used by the nuke decal gets busted. Recolor mask not being recognized so I can't recolor the thing. I don't yet know how a mostly painted part will look (as this one is mostly bare metal) and if it will have that crappy plastic-ish vibe like folks are complaining about KSP2 parts.
  22. @Vesuvius Most likely case is you have another mod for photon drives installed and its parts have the exact names as this one. If that's the case, there is a conflict and the affected parts become invalid. I've informed this mod owner on an action to take which will prevent this occuring later on but will break existing craft files. If you have another mod for photon drives installed do let us know.
  23. Always has been. That past tense scares me. I haven't drifted from this, have I? Thanks!
  24. @Syczek Sorry. I've been informed that engineering-wise, it's not viable to tap anything other than a heat engine for WasteHeat. And by definition, WasteHeat is low grade heat that can't do much. I don't play KSPIE so I lack experience with the resource. On the other hand, I have plans for a series of solar thermal panels (which produce ThermalPower, not ElectricCharge) so when those come and if your ship is close enough to a star to get meaningful exposure with them, you can have your "super powerful ship."
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