Grond Posted November 8, 2021 Share Posted November 8, 2021 (edited) Grond's Micrometeorite Shield Mod A mod that adds medium sized to extremely large micrometeorite shields for big interplanetary or interstellar ships. Currently there are two shield sizes, 10 meter shield with a 2.5 meter attachment, and a 50 meter shield, 3.75 meter attachment, and a pretty powerful antenna. Download: SpaceDock It is also available on CKAN! Dependencies: Community Tech Tree Recommended: Near Future Construction (heavily recommend) Near Future Propulsion Near Future Electrical (this one as well) Far Future Technologies Restock Restock+ Spoiler -10 meter shield Spoiler -50 meter shield Changelog: 1.1 - Added a 50m shield that doubles as a long range antenna, also fixed the file structure so it's not horrible; 1.1.1 - Quick MM patch to make the mod "technically" work without CTT, but I wouldn't recommend it because it makes all the shields cost the same amount of science; Licensing: All code and cfgs are distributed under the MIT License All art assets (textures, models, animations) are distributed under an All Rights Reserved License. Edited November 8, 2021 by Grond Quote Link to comment Share on other sites More sharing options...
bobby72006 Posted November 8, 2021 Share Posted November 8, 2021 Ah, yes, the mod that I'll need when I aerobrake my ISV at 1%c Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted November 8, 2021 Share Posted November 8, 2021 Cool, something to make ISV look legit. Also looks like it might make for a great bouncy castle at Jeb's birthday party! Bonus. Quote Link to comment Share on other sites More sharing options...
Spaceman.Spiff Posted November 8, 2021 Share Posted November 8, 2021 Looks great! Nice job! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted November 8, 2021 Share Posted November 8, 2021 Awesome. I'll add suppport for the TETRIX TechTree. Looks great! Peace. Quote Link to comment Share on other sites More sharing options...
Xt007 Posted November 8, 2021 Share Posted November 8, 2021 A suggestion, since some radiation shields comprise fuel/water/oxygen tanks does it make sense for this to be able to be filled with something after deployment? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 8, 2021 Share Posted November 8, 2021 Congrats. What came to my mind first: these parts need proper support for Kerbalism, to be real shields. This could be a project for WIP Kerbalism v4. Quote Link to comment Share on other sites More sharing options...
Grond Posted November 8, 2021 Author Share Posted November 8, 2021 7 minutes ago, Gordon Dry said: Congrats. What came to my mind first: these parts need proper support for Kerbalism, to be real shields. This could be a project for WIP Kerbalism v4. That would be awesome! I made them purely as aesthetic parts, but it would really be great to have them working as shields for Kerbalism! Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 9, 2021 Share Posted November 9, 2021 Why did you hide the thread and remove the latest update on Spacedock? Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted November 9, 2021 Share Posted November 9, 2021 21 minutes ago, Gordon Dry said: hide the thread and remove the latest update It seems that editing thread when you are on a 5 moderated posts limit(for new users) results in thread being automatically hidden until it will be moderated again. Also - possible compat for Kerbalism (3) should look like that but i don't know about proper absorbtion numbers because don't play Kerbalism enough. @PART[AsteroidShield25m]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = PassiveShield radiation = 1 // absorbation, rad/s toggle = false // can be toggled } } @PART[AsteroidShield50m]:NEEDS[FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = PassiveShield radiation = 1 // absorbation, rad/s toggle = false // can be toggled } } Quote Link to comment Share on other sites More sharing options...
Grond Posted November 9, 2021 Author Share Posted November 9, 2021 49 minutes ago, Gordon Dry said: Why did you hide the thread and remove the latest update on Spacedock? It seems that the .dds texture conversion completely broke the normals, sorry for the inconvenience, but I didn't expect it to get hidden after editing the changelog. But yeah the latest update got removed because it broke the normals (don't worry it didn't add anything, just changed the texture format) Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 9, 2021 Share Posted November 9, 2021 (edited) 55 minutes ago, Hohmannson said: name = PassiveShield I guess that is outdated, something like this is more common: a negative radiation emitter! GameData\GrondsMicroasteroidShield\Patches\Kerbalism.cfg @PART[AsteroidShield25m]:NEEDS[ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = Emitter radiation = -0.0000005555 // -0.002 rad/h toggle = true ec_rate = 1.25 active = e10 } } @PART[AsteroidShield25m]:NEEDS[ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] { MODULE { name = Reliability type = Emitter title = Shield repair = Engineer mtbf = 72576000 extra_cost = 2.5 extra_mass = 0.1 } } @PART[AsteroidShield50m]:NEEDS[ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault] { MODULE { name = Emitter radiation = -0.00000277775 // 0.01 rad/h @radiation *= 4 // 0.04 rad/h toggle = true ec_rate = 2.5 active = e10 } } @PART[AsteroidShield50m]:NEEDS[ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault] { MODULE { name = Reliability type = Emitter title = Shield repair = Engineer mtbf = 72576000 extra_cost = 2.5 extra_mass = 0.1 } } I also moved the CTTPatch.cfg to the new Patches\ folder and renamed it to CTT.cfg for a better structure. Edited November 9, 2021 by Gordon Dry switched the modules Quote Link to comment Share on other sites More sharing options...
theJesuit Posted November 9, 2021 Share Posted November 9, 2021 Nice that this is an around shield - including passivity for Kerbalism. What's the mass like for a solar flare shield? Peace. Quote Link to comment Share on other sites More sharing options...
Cloakedwand72 Posted November 16, 2021 Share Posted November 16, 2021 Does this mod have any trouble decoupling like the default inflatable shield or is this fixed in this mod? Quote Link to comment Share on other sites More sharing options...
Grond Posted November 17, 2021 Author Share Posted November 17, 2021 23 hours ago, Cloakedwand72 said: Does this mod have any trouble decoupling like the default inflatable shield or is this fixed in this mod? I think it should be fine, the reason the default inflatable shield doesn't decouple properly is because it has a little truss structure around the mount, so the colliders get stuck. This has very simple collision meshes so it should be fine. Quote Link to comment Share on other sites More sharing options...
N3N Posted April 20, 2022 Share Posted April 20, 2022 (edited) On 11/9/2021 at 2:18 AM, Gordon Dry said: I guess that is outdated, something like this is more common: a negative radiation emitter! GameData\GrondsMicroasteroidShield\Patches\Kerbalism.cfg Hey @Gordon Dry and others, Did someone test this patch? EDIT: It seems to work. But can somebody please explain to me how to add a patch to make it a heat shield? Or maybe an "emergency" or "High altitude break" heat shield? Edited May 10, 2022 by N3N Quote Link to comment Share on other sites More sharing options...
Alaygrounds Posted April 3, 2023 Share Posted April 3, 2023 Note: as far as I can tell the 50 meter shield is, in fact, only 25 meters in diameter (easy mistake to mix up diameter and radius) Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted Sunday at 08:40 PM Share Posted Sunday at 08:40 PM i'm gonna use this to slam into Eve's atmospere at 0.5+ C Quote Link to comment Share on other sites More sharing options...
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