kurgut Posted December 3, 2023 Share Posted December 3, 2023 Yepee, glad to this out ! Congrats Quote Link to comment Share on other sites More sharing options...
AdrianDogmeat Posted December 8, 2023 Share Posted December 8, 2023 (edited) I can't find the inflatable heatshield parts no matter what I did, I even switched to the dev branch but it's not present in the part list Some other parts and part switches are missing as well Edited December 8, 2023 by AdrianDogmeat Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 12, 2023 Author Share Posted December 12, 2023 On 12/8/2023 at 12:10 PM, AdrianDogmeat said: inflatable heatshield parts I think you have the wrong mod. There are no inflatable shields. The Sterling Super Heavy Shield is in the Thermal category. On 12/8/2023 at 12:10 PM, AdrianDogmeat said: I even switched to the dev branch but it's not present in the part list Curently, I only have configs files on the GitHub. On 12/8/2023 at 12:10 PM, AdrianDogmeat said: Some other parts and part switches are missing as well Make sure to have at least Sterling Core and B9 Part Switch. Those are mandatory. Quote Link to comment Share on other sites More sharing options...
AdrianDogmeat Posted December 13, 2023 Share Posted December 13, 2023 On 12/12/2023 at 2:38 AM, JadeOfMaar said: I think you have the wrong mod. There are no inflatable shields. The Sterling Super Heavy Shield is in the Thermal category. Curently, I only have configs files on the GitHub. Make sure to have at least Sterling Core and B9 Part Switch. Those are mandatory. Yeah I solved the issue, appreciate your help Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted December 15, 2023 Share Posted December 15, 2023 Hi Jade Two things for feedback: First, the exhaust plume in the 2,5 thermal nozzle is always turned on like if its burning at minimal thrust, it seems to be just a visual thing, is this intended? If not, i think it could be a Waterfall issue Second one, playing with those big Fusion engines is little bit tedious right now, because this mod aim you to play with System Heat, but these big engines are not using any System Heat config, wich result in your ship using A LOOOT of SH's Radiators for reactors and isru, and the huge default ones just for these big boys... even whitout use the SH config files for Nertea's reactors and ISRU, that still means that you have to rely ONLY in the big radiators provided in this mod for the whole ship, wich is even worse due KSP's default heat manager. Im not afraid to play with config settings to see what happens, if you dont care... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 16, 2023 Author Share Posted December 16, 2023 Hey @Ariel Kerman. About the thermal nozzle plume problem, I finally figured it out. That plume requires an Ignition controller which I didn't know was a thing until the other night so that's well and truly fixed. Actually, all the current engines have a System Heat config but they require the System Heat Fission Engines modlet/extra. Perhaps you haven't installed that. (They're not made to depend on any fission related operations, to be clear.) I do wonder what kinds of ISRU you're doing that requires so much in radiators anyway. Some screenshots would be nice to see. ...Eventually I'll deliver more and better (the exotic) radiators, as those are very much required for the highest specced engines in Sterling and FFT. Go ahead and have a blast with configs. I'm interested in what you come up with. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 19, 2023 Author Share Posted December 19, 2023 Release 0.3.6 Power for the Christmas lights in the whole village or on your smallest probes! Changelog: Additions Added World Power series parts: Giant vertical windmill and XXL solar panel. Added tiny solar panels. Changes Set Sun shield's System Heat loop temperature to 650 K. Fixes Fixed Thermal nozzle Waterfall plume problem. It needed an Ignition controller. Fixed Upgrades not showing in the CTT nodes. Updated Waterfall configs to respect engines being duplicated and altered by Rational Resources Nuclear Family. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted December 19, 2023 Share Posted December 19, 2023 On 12/15/2023 at 11:53 PM, JadeOfMaar said: ...Go ahead and have a blast with configs. I'm interested in what you come up with. Well, after downloading the nuclear engines configs for System heat, it turns out that the Olympian and Icarus engines perform in a much more balanced way, so i dont see any reason to modified their config files now, unless i want to cheat outside the game lol Quote ...Eventually I'll deliver more and better (the exotic) radiators, as those are very much required for the highest specced engines in Sterling and FFT. Fuel tanks. This mod really need them imho. Just a suggestion nothing more, and i can even make some modeling for them with proper UVs and color ID so you can texturing as you prefer. Looking forward to this mod... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 19, 2023 Author Share Posted December 19, 2023 (edited) 1 hour ago, Ariel Kerman said: it turns out that the Olympian and Icarus engines perform in a much more balanced way, Heck yes. 1 hour ago, Ariel Kerman said: Fuel tanks. This mod really need them imho. Just a suggestion nothing more I know, but I wonder why you say so and how you expect them to stand out or fill a gap. I'm currently considering doing things in this order: Finish and release some hexagon pillar format parts (Refineries, tanks, inventories. They come in 2.5m, 3.75m, 5m, and include circular adapters and side stack nodes.) Make one of these: Solar thermal panels (from very small to very, very large). Aircraft engines. (Rather easy to do. Don't need nearly as much effort put into them as fusion reactors/engines) Make a CryoTanks-alike suite (and not only for cryo-substances). The inventory texture for the pillars: Edited December 19, 2023 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
SpaceNerd24 Posted December 19, 2023 Share Posted December 19, 2023 Those pillars look nice! Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted December 20, 2023 Share Posted December 20, 2023 1 hour ago, JadeOfMaar said: I know, but I wonder why you say so and how you expect them to stand out or fill a gap. Well, first i want to make this clear: you are the only person who knows what this mod needs and its priorities. I was just giving my opinion and help for an idea i have. I think that, for example, spherical tanks capable of carrying Fusion Pellents, or a mixture of Deuterium and He3, or even Antimatter, would make a big difference since users would not need to download another 3 more mods to get these fuels. Spherical tanks (or perhaps icosahedrons) are rare in ksp, and they could turn out very good looking indeed... Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted December 22, 2023 Share Posted December 22, 2023 Some fun with this mod so far. Note: tweakscale make this mod almost broken, but i love it anyway lol And yeah... Jeb wasnt happy with the order of "visually inspect the main engine to rule out sudden ignitions" Spoiler Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 22, 2023 Author Share Posted December 22, 2023 17 minutes ago, Ariel Kerman said: Note: tweakscale make this mod almost broken I know all too well...so I've stopped writing Tweakscale configs. 3rd pic is most interesting. It's the best view I've seen of a Daedalus-alike engine I've seen concerning KSP and outside of the related KSP2 trailers. but I'm curious to what is apparently the conical shadow shield towards the front of the ship. Why is it glowing? Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted December 22, 2023 Share Posted December 22, 2023 42 minutes ago, JadeOfMaar said: ...but I'm curious to what is apparently the conical shadow shield towards the front of the ship. Why is it glowing? In theory, the bell shape of the main nozzle protects the crew and the ship's system from the strong proton radiation, the large shield just behind protects the crew from the even more deadly x-ray radiation, and the conical shadow shield in front protects kerbals from the radiation coming out of the reactor located where the small radiators are. It contains only water and does not glow, its just a red lamp that casually illuminates the shield. Im not playing with kerbalism, but its designed that way to maintain realism... Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 22, 2023 Author Share Posted December 22, 2023 4 hours ago, Ariel Kerman said: its just a red lamp that casually illuminates the shield. To some degree, I realized that you were being quite realistic. I just needed to know this part. gg Quote Link to comment Share on other sites More sharing options...
Aebestach Posted December 29, 2023 Share Posted December 29, 2023 @JadeOfMaar HI, I would like to say that this mod is just awesome. I would like to ask if there are plans for multiple languages? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted December 29, 2023 Author Share Posted December 29, 2023 9 hours ago, Aebestach said: @JadeOfMaar HI, I would like to say that this mod is just awesome. I would like to ask if there are plans for multiple languages? Howdy. I've ensured that as much as possible in my mod has localization support, so anyone who wants to contribute languages can do so with minimal headache. But anyone who commits will have to keep up as releases and parts appear. I most likely won't do any myself and there's still quite a lot I want to eventually release. Quote Link to comment Share on other sites More sharing options...
Aebestach Posted December 30, 2023 Share Posted December 30, 2023 (edited) 6 hours ago, JadeOfMaar said: Howdy. I've ensured that as much as possible in my mod has localization support, so anyone who wants to contribute languages can do so with minimal headache. But anyone who commits will have to keep up as releases and parts appear. I most likely won't do any myself and there's still quite a lot I want to eventually release. I'm sorry about that, I just had a closer look inside the folder and realised had the Localization.cfg file. Edited December 30, 2023 by Aebestach Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted January 24 Share Posted January 24 Hi Jade, im trying to create some custom plumes for the fusion engines and the anti-matter one using Waterfall, but the normal process didnt work. When i export the new effects to the config file, and run the game again, there is no changes but the size of the plume. I noticed there is a Waterfall patch in the engines folder (zPatches), and im just wondering what that does, should i delete some files there first? I could send you a PM if you think is more appropiate Spoiler Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 24 Author Share Posted January 24 (edited) 2 hours ago, Ariel Kerman said: Hi Jade, im trying to create some custom plumes for the fusion engines and the anti-matter one using Waterfall, but the normal process didnt work. When i export the new effects to the config file, and run the game again, there is no changes but the size of the plume. I noticed there is a Waterfall patch in the engines folder (zPatches), and im just wondering what that does, should i delete some files there first? I could send you a PM if you think is more appropiate Howdy. At GameData\SterlingSystems\Engines\zPatches\Waterfall\ the config files named WFEngine* are what assign templates to engines. Feel free to edit and delete all or part of WFEnginesISV.cfg to allow for your custom configs to the interstellar engines. WFTemplates.cfg is what contains a few waterfall templates I've created but mostly contains templates taken from KSPIE and kept for placeholders. I consider a PM more appropriate since helping you accomplish something is an active thing, meanwhile, I want to keep this thread reserved for release notes, the occasional feedback and screenshots by players. Edited January 24 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted January 25 Share Posted January 25 (edited) 5 hours ago, JadeOfMaar said: Howdy. At GameData\SterlingSystems\Engines\zPatches\Waterfall\ the config files named WFEngine* are what assign templates to engines. Feel free to edit and delete all or part of WFEnginesISV.cfg to allow for your custom configs to the interstellar engines. WFTemplates.cfg is what contains a few waterfall templates I've created but mostly contains templates taken from KSPIE and kept for placeholders. Thank you, i gonna take a look on it when i have time... 5 hours ago, JadeOfMaar said: I consider a PM more appropriate since helping you accomplish something is an active thing, meanwhile, I want to keep this thread reserved for release notes, the occasional feedback and screenshots by players. Yeah, no problem Edited January 25 by Ariel Kerman Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 2 Author Share Posted March 2 (edited) Release 0.3.7 Additions Added tank suite with these diameters: 2.5m, 3.75m, 5m. (Other sizes and status emissive animations to come) Spoiler Changes Reduced added masses in Super Heavy shield. Fixes Fixed KerbalismSystemHeat problems. Ensured that all wrapper radiators' stock module stats still change when used with devices that still use/generate Core Heat when System Heat installed. Notes This being an initial release and tanks being a big deal, I should drop a warning that the given resource options are bound to change sometime, such as the Water option in the cryo tanks might be removed because the general liquid tank exists. Where the tanks lack options concerning FFT this is partly intentional. Sterling Systems is not an accessory to FFT. Some of the missing resources or alternatives to them will come as the associated engines come. Edited March 2 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Overlocker96 Posted March 2 Share Posted March 2 I love this new tank, now I shouldn't need the CryoTanks Patch for He3 and De I have seen 2 "bugs" at the moment, but I don't know if they are more like features First, there's some Tank Types in the DrumTankOptions.cfg, that need RationalResourcesCompanion, not just Rational Resources, so if I don't have that installed it gives errors on loading. I just changed it NEEDS to RationalResourcesCompanion As you said in the previous post, resources are bound to change, but I like that you shouldn't need RR, even if most of the features of this Tanks are to use WITH RR Second, in the CryoTanks options on the PillTankOptions.cfg, all resources can be cooled except for He3 and De, it is by design so I must use the FTT tanks or the one from RRParts? Also I know FFT balance isn't something that this mod does by the moment, but it's nice to have niche tanks for each thing Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 2 Author Share Posted March 2 @Overlocker96 Thanks very much. This is the kind of feedback I was hoping for. And yes, you shouldn't need that CryoTanks patch. Bugs: Thanks for pointing that out. I'll update Rational Resources soon and remove the need on companion from the tank types. I'll post an update to Sterling Tankage in a while where the dependencies are reduced to just CryoTanks for the boiloff plugin. No, that's not by design. There was something that didn't click with me when I copied the boiloffconfig nodes from FFT and from RR's Procedural Parts patch. RR will get the relevant updates too. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 2 Author Share Posted March 2 Release 0.3.7.1 Changes Tankage: Moved gas tank types to general liquid tank. Fixes Tankage: Added missing boiloff configs for Deuterium and Helium3. Tankage: Removed dependency on Rational Resources. Quote Link to comment Share on other sites More sharing options...
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