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KSP2 Release Notes
Everything posted by 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
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. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
This is the first time I've been asked about support for [a specific flavor of] Kerbalism. Kerbalism support in general is present (and a bit lacking) but there's no support that's specific to Simplex. I don't have a recommendation. I'm not aware which particular one is the most popular or (for whatever reason) should get more attention. A Github wiki now exists and features some stats tables for nerds. Critique is welcome. -
@king of nowhere There is need for a C# wizard who's able and willing to write support modules for the various extended resource converter modules that come with the best mods. Sandcastle has become a full alternative to EL (so @Infinite Aerospace asked in that thread recently) and I had to give them a no because I already know that the various modules that @Angelo Kerman writes for his mods don't have Kerbalism in mind, and tend to not function with Kerbalism. (This recently confirmed by another person who also wants this compatibility.) I don't use Kerbalism myself so I don't know how much of this gap can be filled with just config wizardry. What I do know is the "basic" resource converter modules (namely, RocketParts production and recycling ScrapMetal) can simply be replaced with recipes in Kerbalism's Configure module, and any resource harvesting modules can easily be changed out in similar fashion. As for the modules for part and ship production, that's beyond me.
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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
I followed the documentation to add a custom model (which I created) as a selectable default mesh in Waterfall's UI but the model itself doesn't render at all, unlike the default ghostly cylinder. I don't do rigging so I presume the lack of that is why my model is treated as invalid. I've tried using Blueshift as a reference because it contains a few odd use cases of Waterfall. I haven't yet tried asking Angelo Kerman how he got things done. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
A shader mod would make it possible. I'm in need of a specific shader and I don't have the skills to make that. I might get Waterfall to do what I want it to but currently I'm having bad luck. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Ou la la! ...It's hard for me to fathom how multiple plumes can be reliably (or at all) generated by what appears to be a single, shallow funnel structure. Or there are more coils than is obvious. Harvesters are their own whole big project. None exist yet. The in-game film consists of two transparent meshes. (Depending on what's doing the rendering, layered transparent objects are a no-no. KSP is poor at handling this case which means flickering and Z-fighting happen.) The outer mesh is the static gradient emissive. An even thinner inner mesh carries the non-emissive rain effect (using the stock Scrolling Unlit shader). I've released a config which disables the inner rain mesh since it's less important when viewed from afar. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
I've considered the same radiator (Project Valkyrie antimatter starship has intrigued me for a long time) but not its potential use as a shield. I found an entry on Orion's Arm as you hinted at. Unfortunately it's currently beyond me to produce annular droplet radiators (or at least, to do the droplets themselves properly, as I lack access to proper shaders. Using basic/stock shaders will look kinda flat and incomplete or will flicker). An alternative that I've very strongly considered and can easily do is the magnetic/pathfinder shield of Avalon starship (Passengers movie). -
@Commissar You're looking for KSS2/Configs/MultiStarSolarPanels.cfg Simply delete this. It became a problem when Kopernicus (at release 209 I guess) changed again how it patches solar panels.
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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
He told me himself that the original code is quite messy. Better to write a new module than to update it and possibly break everyone's past games using his parts. The new module does one new thing, or two: It accepts effect sounds (see: langing gear deploy) and allows for returning resources when the part is boxed back. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Spawn them as you would any large multi-part vessel by using Extraplanetary Launchpads as normal or by using the newly released Shipwright functions in Sandcastle. It helps (or not) that I personally raised the value for max storable volume in the Part Volume mod (in my test install) which calculates this for all parts so I could see these things as printable via SandCastle while watching them in the ship editors. I've chosen to not have them require resources to deploy after spawning as I want them to be massive to avoid possibly krakening by weighing far less than whatever's going to rest on them. I can easily reduce the masses of the World Power boxed parts. I've been considering and waiting for a module that makes the parts cost resources to open. Angelo Kerman has written a second module that works like his original packing box module and I intend to use that. I've also been waiting on feedback such as this to help me anticipate player's needs a little better. -
That would be v 3.0.2. Simply installing that makes the problem go away. If it doesn't then something else is going on. If @ModHippo has this version and still gets problems with all my mods I really need to know.
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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
Yeah. That's looking mighty fine. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Inline RCS The 2.5m one is a companion to the 6x 2.5m cockpits. The Mk2 one... That is all. -
No. That would be quite a backwards thing to do (to make Sandcastle dump its own modules). I've only seen additive effects in Sandcastle's EL configs except where it's commented in the printer arm that a part can't be both a Sandcastle recycler and an EL recycler at the same time. The part is set to never serve as an EL recycler.
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I've seen Waterfall configs (or configs from another engine effects mod) make the mistake of purging the whole EFFECTS node when, since these configs must manually target individual engine configs, they can do the proper thing and only purge the particle nodes, leaving alone the AUDIO nodes within EFFECTS. To fix this, you'd have to confirm that the Waterfall configs do this then get the attention of their makers and ask them to make this (obviously tedious) adjustment. Or more likely, make these changes yourself and send them to the mod maker. What the changes look like: // don't do this @PART[engine1234] { !EFFECTS {} } // do this @PART[engine1234] { @EFFECTS { !MODEL_MULTI_PARTICLE,* {} !PREFAB_PARTICLE,* {} // used for trailing smoke in atmo } }
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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
I just made the fix and reuploaded the zip for Electrics. They should show up now. -
[1.9.1+] OPT Spaceplane Continued 3.4.9.2 (beta) [Apr 02, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Mk2 Convector An air-breathing heat exchanger and the perfect solution for both aerodynamics and massive thermal control. The flaps will actuate based on both whether it's activated and how hard it's working. Using this will lower your peak cruising altitude a bit (because it will tax your intakes) but it will completely remove the need to deal with draggy radiators in atmosphere..... Of course, this stops working when intakes fail and you still need radiators for the vacuum. Hopefully the OPT wrapper radiators are enough then, but I expect that they easily aren't so I'm fishing for options. -
Banned all the way from low Iapetus orbit
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In addition to @Angelo Kerman's answer, if you're creating a new MATERIALS_LIST node and not editing the one that already exists, then it's possible that you're causing two default recipes to exist and that Sandcastle is merging them. And indeed, if your ratios don't add up to one, Ore will appear and fill in the remainder.
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 3.0.2 Removed 000_RationalResources: Restored things as they were before. Introduced :FOR[RationalResourcesTemplateCustom]. Modders can use this to preclude all built-in templates so only their own will apply to planets. Introduced :FOR[RationalResourcesNoCRP]. Modders can use this to preclude just the CRP templates and the CRP functions in RationalResourcesCompanion. Classic Stock functions in RationalResourcesCompanion are now inactive without it. Introduced :FOR[RationalResourcesAU]. This will cause RationalResources to not attempt to apply resources to the stock planets. This is useful for system replacers, especially the re-skin kind like JNSQ or Techo's stock overhaul. (This was always around, though somewhat unused.) Introduced TemplateTag key in the resource placement configs. Modders may find it useful to be able to target these configs by their associated resource library.- 1,057 replies
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Rational Resources 3.0.2 [Sep 24, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Thank me if/when you confirm that I did it right. I'm currently undoing the 000_RationalResources thing. It's turning out to be much more of a hassle than I anticipated.- 1,057 replies
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