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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
@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 3.0.2 [Sep 24, 2024]
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.- 1,062 replies
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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
@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 v0.4.9 [Sep 22, 2024]
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 3.0.2 [Sep 24, 2024]
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:- 1,062 replies
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How can I make a thermoelectric generator?
JadeOfMaar replied to AtomicTech's topic in KSP1 Mods Discussions
@AtomicTech You'll have to commit some module abuse and see if/how things work out. But it may fail in some situations and like @artwhaley just pointed at, this is much better done as a dll and it should be a (relatively) very simple concept to deliver: A proper Carnot cycle generator (heat engine) which only cares about the part's current temperature vs an ideal cold temperature. -
Sterling ISRU I've started on parts for this sector. Everything here is intended for high volume operations (especially at landed settlements) so they will be powerful...and there will be no smaller sizes. There are enough mods for small stuff. They have two explicit similarities to some MKS families of ISRU parts: The parts will largely reuse this form and have a uniquely identifying decal per purpose. Well...the body texture will vary in some cases, and the decals use 3 or 4-letter acronyms, not numbers. Some of these parts feature visible module bay doors and intend to depend on a mod's feature for actual module bays and in-flight swapping of resource recipes. Kerbalism in particular (and Wild Blue Tools for its OmniConverter system) will be catered for. Harvesters of all types (and then some) will be provided in this suite, also. "CPU" here means "Chemical Processor Unit." This decal is a quick placeholder and will be changed. :p
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I'm quite sure that "GC/MS Atmospheric Composition" window is KSPIE (as it lists a couple of resources that are only relevant to that mod), and it seems clear that KSPIE has its own exclusive system for placing and finding resources so that 96% CO2 only exists for that mod. Hopefully this part of my answer is correct and helpful (I tend to avoid installing it so I won't have much in the way of first-hand knowledge). "Abundance below threshold" translates to "The resource is present but its extraction rate is less than the set minimum limit of this harvester. / Because of implied engineering limitations on this part, it cannot function due to how scarce the resource is at this location." Now that I think of it, this may be a parallel to "grade/quality" of a resource as seen in other games such as Surviving Mars.
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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
Howdy. Nertea's mods for storing them (for now). Rational Resources for finding them. A stack node is added to the cockpit's tip. -
I see. That's... not quite right, and now it makes me want to ask questions, some of which are hopefully solved by my knowledge of how System Heat works. It's the behavior where, assuming you have a vessel ascending into space and you turn on the radiator while in thin air, it doesn't do anything, but once you cross the atmosphere edge, then it starts cooling and starts glowing brightly, like it was waiting to reach the vacuum. Similarly, if you turn on the radiator while descending, it waits until an apparent ambient pressure threshold is reached (for the glow, at least).
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Floor 4403: A showroom of a replica of the world's roundest/smoothest object (see: Veritasium) except that it is visibly cracked, due to how un-round and jaggy the number of this floor is.
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Floor 4400: Pictures of the members of the Fantastic 4, from 4 alternate universes, hang upon the 4 museum-like walls.
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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
That's a really nice backstory for an engine, and quite worth having it as a separate part from the Antonov engine. I'll make room for it. -
[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]
JadeOfMaar replied to JadeOfMaar's topic in KSP1 Mod Development
Hollow fuselage sections? Like the one stock part? Sorry. I currently don't have any intention to provide cargo/fairing parts. Actually, I do have plans for Antonov-alike contra-props. One whose blades are like this and one like the an-70. Now that I know of this Kuznetsov NK-14, I must ask, is the NK-14 engine particularly long because it's a contra-prop, its attachment to the wing, or because of the thermal-driven machinery? The Antonov sure seems short... -
Release 1.2 Added drag cube fix. Might be helpful. Adjusted engine performance (traded closed cycle Isp for better atmo thrust; increased closed cycle thrust).
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I'm diverting all power to shields (again?) The Sun shields (smallest shown: 10m) come with variants, each with their own purpose. The Moon Shadow shields (cone shape only) are purely cosmetic (afaik) and for folks who want a stylish answer to their engine radiation. The larger sizes are only wider, not taller.
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No radiator can be used to deal with reentry heat, for at least 2 reasons: Thermodynamics says hell no, and radiators have a weird and stupid behavior in KSP. They become useless specifically in thin atmosphere. Starwater means it's a difficulty option that you (might only) have access to at the moment of save creation. If you have enough understanding, you can edit the save file and turn it on if it doesn't appear in the difficulty settings at the KSC view.
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