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KSP2 Release Notes
Everything posted by JadeOfMaar
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@Rettoph There is a mod that resembles this but it only collapses items per celestial body hierarchy. Yours is sufficiently different that it's not redundant but it could perhaps do with a toggle system to show or hide folder contents per celestial body hierarchy. I'm sure players might want both these features in one mod.
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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 0.3.5 Changes Moved Batteries to their own folder and away from FuelCells. Set Sun shield's System Heat loop temperature to 700 K, respecting its high heat tolerance as an armor but staying near to low temp radiator territory. Fixes Fixed/Revised Upgrade parts. They show up in the tech tree now. Updated the balancing of all electrics. Updated the balancing of all thermals to hopefully fit Nertea's balance scheme. Updated tech progression. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@idiot For some reason the 0.3.1 release isn't at the top of the list of releases so you have to dig down to find it. That's what you need. -
@kaputzz It's on you, the user, to set your CKAN to allow mods from as far back as 1.8. It's an established situation but it's not within the CKAN dev's scope to override version compatibilities on mods like this. It then becomes their problem if someone encounters a mod from that far back that does break. Technically, this mod is finished (and it's just parts and doesn't use anything fancy) so it doesn't need maintenance and generally will never break. If it breaks then that's the effect of another mod such as Restock which causes stock assets to no longer be read. Also, at the time the mod was last finished, it wouldn't be known how far ahead KSP was going to go in version numbers, and while KSP was still being developed there was always a good chance that a new KSP version would break things in some surprising (and sometimes horrific) way, so it was a gamble to mark your mod as compatible with later versions. KSP is done now so there's no more threat of that. But this mod is also done, and is among the simplest kinds so there's no more need to update it.
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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 re-uploaded the Engines zip. Just learned that all outputs from the fission module are treated as waste so engines with this module (if the module produces ThermalPower) will shutdown when ThermalPower is full. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Release 0.3.1 Fixes Fixed the System Heat Fission Engines module problem: Ensured that affected engines always hold the requested nuclear resource. Updated localization (fixes an issue in the B9PS patch for the fuel cells). Note No changes to Sterling Thermal. No need to re-download it. -
They are part of Sterling Systems, indeed. Since the mod still had quite far to go at the time of publishing, I didn't think to link it here. Here you go, then: ( @NiL too, just in case) Rather, I was against linking it. I didn't want just everyone jumping on a mod that (whilte huge in total) was only version 0.1 at the time.
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Are you using them? They're out now.
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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 fixed a patch and a big issue in Sterling Electric 0.3.0. Please re-download. It should be good now. Sterling Thermal 0.3.0 had a small issue as well. The B9 module targeting was off for the Kerbalism Shielding resource patch for the Sun and Shadow Shields. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Release 0.3.0 Additions Added FusionPellets production to large ICF engine. Added Kerbalism configs. (Sun and Shadow shields can hold "Shielding" resource.) Added System Heat and Kerbalism System Heat configs for all radiators. Added System Heat configs for all current engines. Added Sun and Shadow shields. With detailed, fully localized tooltips and upgrades. Shadow shields contribute to System Heat loop volume. Changes Changes to metal fuel cells: Fully localized tooltips. Added Recharger information to tooltips, including precise System Heat information. Restored some ThermalPower output. Changes to wrapper PVs: Fully localized tooltips. Updated upgrades information. Added cost of EnrU to engines that hold it. Changed SULEU engines to surface attach from their top, not their side. Reduced amounts of EnrU held by GCNTRs. Updated balancing and tankage on fissile salt and fissile pebbles. Reactors should now hold 10 kerbal years worth of fuel by default and cost a lot more because the fuel is now more expensive. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
@Syczek System Heat Converter integration. The recharger module in the fuel cell gets renamed (because it asks for ElectricCharge) but the B9 config isn't keeping up so it throws an error. While System Heat compatibility is planned and eventually/gradually delivered, I tend to keep that as a low priority. -
Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.51 Added engines to opt-in of RationalResourcesNuclearFamily: NF Aero's J-N160 'Fireflash.' (Both NFA nukejets are in now.) Localized Ore tank option titles. Updated behaviors and balancing of RationalResourcesNuclearFamily.- 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
@Syczek I would like to see the following files then: <KSP>/KSP.log <KSP>/Logs/ModuleManager/* ( <all files> ) <KSP>/GameData/ModuleManager.ConfigCache -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
There is a required download currently named "Sterling Core." Be sure to have that. That's where the Beryllium resource definition is. -
Sterling ISRU Fissile Foundry texture. All things "nuclear processing" go here.
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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
@NebulaPlayz This mod is in limbo right now. There is much I want to do, but most of it is to adjust parts or their behavior (fixing things altogether) so it's daunting. The VTOL engines use the elevon module, not an animation, for their tilt. Whatever aero problems you have with wings are extending to them. Usually, lack of lift capability is caused by having an empty FAR (FerramAerospaceResearch) folder in your GameData or you have a mod installed that contains a patch that contains the string :FOR[FerramAerospaceResearch] which triggers all FAR patches in any other mods. I believe there's another cause to your problem but I don't believe anyone has isolated it. Perhaps you're meeting the conditions to trigger a specific bug. -
If using the engine (even at full throttle for a very long time) does not produce waste heat, and the ray itself does not produce heat when it hits something, why is there a condition where the battery can overheat and explode? Why then, is there an upper limit of how heavy a such equipped SSTO can be? Give me my 1000+ ton freighter.
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Giant Shields 10m, 25m, 50m. White armor. Standard spaceplane hull-alike. Includes some active radiator capacity. Not optimal for aerocapture shenanigans. (Dark) Coated armor. Can hold Ablator and (Kerbalism or Kerbal Health) shielding resource. Optimal for aerocapture shenanigans. (Pale gloss) Perfect mirror sun shield. For use by Sun-diver enthusiasts. (Dark gloss) Weaker sun shield but also a solar thermal panel (for powering a low Sun orbit station ) or beamed power receiver.
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How can I make a thermoelectric generator?
JadeOfMaar replied to AtomicTech's topic in KSP1 Mods Discussions
*sigh* I was afraid you'd say something like that. -
How can I make a thermoelectric generator?
JadeOfMaar replied to AtomicTech's topic in KSP1 Mods Discussions
@AtomicTech For lack of insight, I must say you're going to have to find someone who's seasoned in KSP's code and in writing dlls and have them tutor you. -
I can relate to this statement, though, I have not made a planet mod. I did say something like "You [the planet modder] have brought the sea [of stars]. I shall bring the [parts for] cruise ship." I can't help you with Blender (what most people use to make parts) but I (and others) can give you a fair share of advice as you get going. Make your way to @AtomicTech's Discord server, KSP (1) Modding Society. Link is very tiny in his signature. There might be a price to pay if you get too liberal with warp speed. But we'll see when you get there.
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Rational Resources 3.0.4 [Feb 03, 2025]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Releases
Release 1.50 Rebalanced Uraninite conversion in RationalResourcesBlacksmith. Added FusionPellets to squad tanks via RationalResourcesSquad. Updates to RationalResourcesCompanion: Added Minerals tank option to Ore tanks for use by RR's EL recipes. Minor tooltip fix. Added engines to opt-in of RationalResourcesNuclearFamily: NF Aero's Project Eeloo. Sterling Systems' SULEU NTRs. Updates to RationalResourcesELUtilities: Added elementary config for SandCastle recipes. (Parts will generally require Metals and Minerals now.) Changed some EL tanks to use B9 resource switching and hid the rest The EL tanks, grouped and decluttered: Changed SandCastle recipe demonstration:- 1,069 replies
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