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JadeOfMaar

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Posts posted by JadeOfMaar

  1. Sterling Systems
    Exotic Radiators

    The kind that everyone is expecting! This is a Liquid Film Radiator where the coolant is exposed as a contiguous curtain-like shower (flowing at several meters per second) and is caught and recycled. Each quality listed in the screenshot is associated with a catcher type (standard or magnetic) and a System Heat loop temperature (650K, 1100K, 1600K).

    This one and its 20m tall brother will be available on release and they include stack nodes for ease of clustering. I have some very welcome helpers working on things so these parts don't totally have to rely on a basic emissive gradient (like in 2nd pic) for the fluid film.

    4UBCMj8.png

    Kerbal and Heat Control's Graphene radiator for scale.

    KmDs2DI.png

     

  2. On 4/9/2024 at 12:09 PM, JTheDoc said:

    Regarding the last part of your comment, would this fix the issue I'm having with the OPT K Space Plane Cockpit. - When I turn on the lights for the cockpit, the whole part turns white.  I do not have TURD installed either.
    Using the latest version of OPT Spaceplane on the beta github. I'll happily include a log/part file and any necessary information JadeOfMaar needs. :)

    I am not sure what to hope to find in this case. I can only say, be absolutely sure that you have OPT 3.9.4.2 (the current beta), not 3.4.9 (previous beta) and always, always, cleanly install the mod (delete the the mod folders completely from your GameData before installing another version) unless told otherwise for some niche situation.

    5 hours ago, RedSh0t said:

    Are the updates on Ckan?

    No. This release is experimental and there is more that I want to add or change.

    8 minutes ago, Iapetus7342 said:

    Is there any Command Pod for the KH form factor?

    A cockpit that is, itself, KH? Nope, never happening.

  3. Sterling Systems
    Solar Thermal

    Where Sterling Systems really seeks to stand apart from other mods that provide solar panels is the provision of solar furnaces. In-game this means solar panels that produce ThermalPower, not ElectricCharge. This part and its kin operate much better at distance from Kerbol than the same size PV panel.

    Being a member of the World Power suite, this part unlocks after the previously shown World Power solar panel, has attach nodes for easy clustering and will directly compete with your base's nuclear reactor for the role of primary power source.

    dfvMKml.png

     

    The solar tower. Its inner clearing is 50m and its outer diameter is 120m. The reflector arrays can be configured (full, 2/3, 1/3) in case space or distance is a concern. The reflectors themselves won't have colliders (to prevent complications). This part is a solar thermal source so bring generators and radiators in order to use this.

    OddVjXd.png

     

    Sterling Systems
    Exotic Radiators

    Not the kind of exotic anyone was expecting, but still qualifying as far as how it works and how much it works. Per its requirement of IntakeAtm or Water in order to function and being aimed at use as part of a sprawling industrial settlement, this item is also a member of the World Power suite. An air-breathing radiator can handle quite the amount of waste heat. Just one of these fans will be more than what most players will ever need on their base.

    For System Heat players, the condenser block supports the fans and provides generous loop volume. This part is also intended to have some measure of loop temperature selection and not be subject to the penalty of mismatched temperature where it needs to serve.

    sUPCOAv.png

  4. On 4/3/2024 at 2:48 AM, Krazy1 said:

    Just browsing the JNSQ files I noticed in JNSQ_Default.cfg line 225 doesn't follow the pattern of starting with @. Maybe typo? No idea what I'm looking at however.

    Actually, the keys for JNSQ's added planets should have the @ prefix on them. idk how but I confused myself and did that and the experiment gives the default answer "unsupported planets" for all of those. That's fixed now.

  5. On 3/29/2024 at 3:52 PM, Pipcard said:

    how do you make sure that everything will line up (e.g. flex-o-tubes)

    Keep a supply of survey stakes and use a single one, or a pair, and their direction functionality to control the position and heading of the segment you want to spawn. The position of the root part and the orientation of the ship editor you built the particular craft in are to be fully minded.

  6. @Krazy1 As it so happens I left a null in a JNSQ config. Please open GameData\RationalResources\Deployment\Pack_JNSQ\JNSQ_Custom.cfg and go to line 237 (if you have an advanced text editor) or (if you don't) find ResourceName = RareMetals then where you see MinAbundance with no value, give it a value.

    BIOME_RESOURCE:NEEDS[JNSQ]
    {
    	ResourceName = RareMetals
    	ResourceType = 0
    	PlanetName = Edna
    	BiomeName = Whites
    	Tag = Applied
    	Distribution
    	{
    		PresenceChance = 100
    		MinAbundance = 8 // There was no value here
    		MaxAbundance = 12
    		Variance = 50
    		Dispersal = 10
    	}
    }

    If the exact error continues, let me know.

  7. Release 2.0.6

    • Updated RationalResources:
      • Added Kerbal Star Systems 2 support.
      • Updated JNSQ support.
      • Removed an odd need of RationalResourcesCompanion that resulted in B9PS fatal errors.
    • Updated RationalResourcesKerbalism:
      • Added MaterialKits prcoess.
    • Updated RationalResourcesParts:
      • Added boiloff configs to RR CryoTanks for a rather wide array of cryo resources.
    • Updated RationalResourcesNuclearFamily:
      • Removed Sterling Engines. RRNF will be baked into Sterling Engines.
  8. @Shadow Wolf TJC As far as "PartLoader Warning: Variable <whatever> not found in Part" is concerned, that's usually quite harmless. If, by chance, you have parts that use the Firespitter buoyancy module (namely the Firespitter parts pack, specifically) remove them and start KSP again. As for the exception you've shown me, another mod which affects docking ports and/or maneuvers is what's crashing your game and you'll need to troubleshoot and pick apart your install. I'm not going to mod my game as far as you did to investigate. That's not how the help desk works, sorry.

    There is a catch-all built-in. I found the need for this on my own while making this mod.

  9. 9 hours ago, Fanta_Racer said:

    Hi, @JadeOfMaar, I've downloaded the latest version of your mod but ran into some complications. I've got ZIP-files from the GitHub and from what I understood, I had to drag files from Zip-file/GameData to Ksp/english/GameData. So i transfered SterlingCore, SterlingElectrics, SterlingThermals and PSIWedge into my KSP/GameData folder but nothing showed up in game. I tried to group them up (Put Electrics, thermals into SterlingCore folder) it didnt work as well. My version is 1.12.5 plus I have plugins from CKAN, if you need the mod list, logs, etc, I'll provide that. Thanks

    Howdy. You will find that all of the downloads for Sterling Systems and Psi Wedge contain a GameData folder for use as location reference. When you unzip and combine them, everything inside their GameData folder must remain positioned relative to the actual GameData folder. Any other positioning breaks the mods. You must have:

    • GameData/SterlingSystems/<everything>
    • GameData/PsiWedge/

    You must not have:

    • Another GameData inside your GameData
    • Anything outside of GameData/SterlingSystems/ unless it's an optional modlet
    • GameData/<Zip file name which tencds to also contain the version number>
    • One mod inside another

    If you actually have this directory "Ksp/english/GameData/" then I figure you have entirely broken your game.

  10. @MattST I take it that you need OPT tanks to hold LqdHydrogen + LqdOxygen? If so, I suggest you use Modular Fuel Tanks which causes tanks to choose their contents in response to the engine, or Configurable Containers which doesn't have that automation but (along with Modular Fuel Tanks) allows you to freely choose any resources, how many resources and what fractions you want.

    If you want a means to gather LqdOxygen then try the "MISPLACED" intakes in Rational Resources Parts.

    If you need OPT engines to use LqdHydrogen + LqdOxygen then I'm going to have to leave you hanging for a while.

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