

DareMightyThingsJPL
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Everything posted by DareMightyThingsJPL
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[1.0.2] Firefly - Revamped Atmospheric Effects
DareMightyThingsJPL replied to MirageDev's topic in KSP1 Mod Releases
Should be in the graphics area of when you first open settings, you may need to scroll down. -
[1.0.2] Firefly - Revamped Atmospheric Effects
DareMightyThingsJPL replied to MirageDev's topic in KSP1 Mod Releases
Yep, can confirm that it does Probably yes. Also reduce the stock re-entry effects as low as they can go, so that this mod works best. -
[1.12.x] Far Future Technologies - October 9
DareMightyThingsJPL replied to Nertea's topic in KSP1 Mod Releases
I'm not sure, but the mod RationalResources has a WBI omniconverter that allows for NUK production -
If true, it is a huge step forward.
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That depends quite a bit on the fusion fuel. Some fusion fuels produce radioisotopes, which can be even more expensive to dispose of than normal nuclear waste, and we end up with the same problem as with nuclear energy. Furthermore, some of the best fusion fuels are too rare (looking at you, Helium-3) to be practical for generations to come.
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It is a recently made re-entry effect mod that is configurable for the atmospheres of different planets. It comes with stock configs, but any others will either have to be made yourself using the in-game editor, or supplied by planet modders.
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"..Fine, we'll set up our own moon system, with one big guy, and quasi-satellites!" - The Inner System, 4.5 Billion Years Ago
- 528 replies
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- totm sep 2024
- dwarf planet
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Was going to recommend it, but you were on top of that already!
- 287 replies
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- kopernicus
- interstellar
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[1.0.2] Firefly - Revamped Atmospheric Effects
DareMightyThingsJPL replied to MirageDev's topic in KSP1 Mod Releases
That should work as well too. -
[1.0.2] Firefly - Revamped Atmospheric Effects
DareMightyThingsJPL replied to MirageDev's topic in KSP1 Mod Releases
If there is indeed someone is up to it, I'd suggest either contacting mod creators for the cannon atmosphere composition of their planets, or check the in-game science reports to see roughly what elements, substances, chemicals the atmosphere is made of. Furthermore, if the atmospheres have Spacedust Configs, you can graph atmosphere composition to figure out what concentration and what % of gases make up the atmosphere. -
I can concur, I'm also having this issue. @loki130 I think i found the issue with the autostruts. After a bit of research, the autostruts seem to be hard-coded to unlock at the stock node where struts are unlocked. As such, removing this node makes autostruts being unable to be unlocked. If you want to fix this, I'd suggest replacing the technode where struts are unlocked in your mod, with the stock node, and then add a patch that adds the part that you'd unlock in the now removed technode. I'm unsure if this will work, but it's worth a shot, and it's the only way as far I as know to fix the problem
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[1.12.x] Near Future Technologies (September 6)
DareMightyThingsJPL replied to Nertea's topic in KSP1 Mod Releases
Seems like a good idea, I agree with this, especially for the MPD thrusters. It also fits with FFT - the recently added Arcjet RCS thrusters have both a lithium and a hydrogen variant. I'm unsure about the VASIMIRs - whilst hydrogen fuel is a consideration IRL for fuel, the ones currently implemented already have two modes (Argon and Xenon). I don't know whether hydrogen fuel would work with the PITs. Overall, I think it's a good idea, maybe one that needs more thought on implementation. -
[1.12.x] Near Future Technologies (September 6)
DareMightyThingsJPL replied to Nertea's topic in KSP1 Mod Releases
I understand, thank you for your amazing work btw! -
[1.12.x] Near Future Technologies (September 6)
DareMightyThingsJPL replied to Nertea's topic in KSP1 Mod Releases
At some point. I'll make a reminder. -
[1.12.x] Near Future Technologies (September 6)
DareMightyThingsJPL replied to Nertea's topic in KSP1 Mod Releases
I think it's his choice too. It's just... Annoying where is the link to the method? Simply downloading the latest mod version that contains the parts, and copying all items relating to the parts, into the newest version that doesn't contain them. Make sure all parts are in their right files - if a part is in a file that doesn't exist in the new version, make a new file, which matches the name of the fil in the old version, labeled the exact same. Hopefully this works, but it can be labour intensive, and frustrating to get wrong. Furthermore, if you plan on adding the old FFT engines using this method, note that some parts which worked in older versions, obviously won't work now due to mod compatibility issues. -
Rational Resources 3.1.1 [Feb 21, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Releases
I hadn't published said config anywhere. But since you do want to try it out, here : @PART[strl-rctrms-*]:AFTER[SterlingSystems] { +MODULE[ModuleResourceConverter],0:NEEDS[!SystemHeat] { @ConverterName = Tritium Breeder @StartActionName = Start Tritium Breeder @StopActionName = Stop Tritium Breeder @ToggleActionName = Toggle Tritium Breeder INPUT_RESOURCE { ResourceName = Lithium Ratio = 0.00000988946 @Ratio *= #$/refPower$ FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = LqdTritium Ratio = 0.00000988946 @Ratio *= #$/refPower$ DumpExcess = false FlowMode = ALL_VESSEL } } +MODULE[ModuleSystemHeatConverter],0:NEEDS[SystemHeat] { @ConverterName = Tritium Breeder @StartActionName = Start Tritium Breeder @StopActionName = Stop Tritium Breeder @ToggleActionName = Toggle Tritium Breeder INPUT_RESOURCE { ResourceName = Lithium Ratio = 0.00000988946 @Ratio *= #$/refPower$ FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = LqdTritium Ratio = 0.00000988946 @Ratio *= #$/refPower$ DumpExcess = false FlowMode = ALL_VESSEL } } } @PART[strl-tankdrumb-*]:AFTER[SterlingSystems] { @MODULE[ModuleB9PartSwitch],0 { SUBTYPE { name = Tritium title = LqdTritium // primaryColor = BoringGreen // secondaryColor = BoringGreen RESOURCE { name = LqdTritium unitsPerVolume = 5 } } } MODULE { name = ModuleGenerator isAlwaysActive = true decayTime = 220838400 // 24 yr @ 6 hr/dd decayRate = #$/refVolume$ @decayRate /= #$decayTime$ INPUT_RESOURCE { name = LqdTritium rate = #$../decayRate$ } OUTPUT_RESOURCE { name = LqdHe3 rate = #$../decayRate$ } OUTPUT_RESOURCE { name = ThermalPower rate = #$/refVolume$ @rate /= 200 } } } Yep - realised that quite quickly - Thanks, by the way.- 1,100 replies
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[1.12.x] Near Future Technologies (September 6)
DareMightyThingsJPL replied to Nertea's topic in KSP1 Mod Releases
On that note, if you do want to restore the engines, it's pretty simple file editing. I've revived some of the very old FFT engines using this method. I think it's his choice what to do with the mod, and it's fine if you disagree. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
If you don't mind me asking, what's the build? -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
Ah, ok. Just wanted to make sure. -
[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Development
Looking quite nice. Like the Beta symbol on them, think it's aesthetic. Is the RTG without fins just for comparison or it it a planned feature? -
Rational Resources 3.1.1 [Feb 21, 2025]
DareMightyThingsJPL replied to JadeOfMaar's topic in KSP1 Mod Releases
Thanks. I'll check it out, and I'll report my findings. Might take a bit though, just want to make sure it work with no issues.- 1,100 replies
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Favorite KSP engine? (Extended version, categories)
DareMightyThingsJPL replied to mrneon's topic in KSP1 Discussion
Here are my stock choices. Here are my modded playthough choices. -
KSP Interstellar Extended Support Thread
DareMightyThingsJPL replied to FreeThinker's topic in KSP1 Mods Discussions
@FreeThinker Hello, I'm working on a personal modification for Interstellar Extended that plans to make all heat-producing parts and radiators use Nertea's SystemHeat mod. It models heating and cooling in terms of kilowatts, megawatts and gigawatts, a measure of how much heat a part produces or radiates away, expressed as energy. I've had difficulty in finding how much heat parts should produce, specifically how much they produced when expressed as kilowatts, megawatts and gigawatts. If you can help in any way, it would be much appreciated. Thanks in advance, and I hope this isn't to much of a bother.