feral_fenrir Posted July 5 Share Posted July 5 If you're going for MKS by RoverDude, then just go for USI-LifeSupport by the same author Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted July 5 Share Posted July 5 18 hours ago, Ariel Kerman said: I only use Kerbalism for the Radiation stuff. My advice is to create a simple profile in the Kerbalism Settings folder disabling anything else, and use another simpliest LS mod like Snacks! for the actual funny... I use Kerbalism Science Only. Quote Link to comment Share on other sites More sharing options...
Souptime Posted July 6 Share Posted July 6 I noticed that this added some antimatter tanks, are you ever planning on creating sweet antimatter engines? That field seems to be really lacking in mods, and it'd be so cool to see 2.5M-5M torch engines! Maybe I'll finally be able to make my own avatar-esque ships Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted July 6 Share Posted July 6 On 10/9/2023 at 5:57 PM, JadeOfMaar said: What mod did you use for that GUI? Was it Ztheme? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 6 Author Share Posted July 6 44 minutes ago, Souptime said: I noticed that this added some antimatter tanks, are you ever planning on creating sweet antimatter engines? That field seems to be really lacking in mods, and it'd be so cool to see 2.5M-5M torch engines! Maybe I'll finally be able to make my own avatar-esque ships Can't guarantee "sweet" (as that's subjective ) but I have plans to redo the existing one and add 3 more (one of which is a lesser kind). 12 minutes ago, darthvader15001 said: Ztheme? Yes. Quote Link to comment Share on other sites More sharing options...
darthvader15001 Posted July 6 Share Posted July 6 1 minute ago, JadeOfMaar said: Can't guarantee "sweet" (as that's subjective ) but I have plans to redo the existing one and add 3 more (one of which is a lesser kind). Yes. Quick reply! Quote Link to comment Share on other sites More sharing options...
eschnak1472 Posted July 8 Share Posted July 8 I recently tried to install this mod, but it keeps throwing B9 part switch errors. Here's the error, is there a way to fix this? Quote Link to comment Share on other sites More sharing options...
Caliperstorm Posted July 8 Share Posted July 8 I noticed that Sterling tanks store D/He3 at a 2:3 ratio, instead of the 1:4 used in engines & fusion pellet production. Is this intentional? It makes balancing the resource amounts on ships somewhat inconvenient. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 8 Share Posted July 8 1 hour ago, eschnak1472 said: I recently tried to install this mod, but it keeps throwing B9 part switch errors. Here's the error, is there a way to fix this? Do you have EPL installed? This looks like there is a B9PS tank type for MetalOre, but no MetalOre resource in the game. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 8 Author Share Posted July 8 (edited) 12 hours ago, Caliperstorm said: I noticed that Sterling tanks store D/He3 at a 2:3 ratio, instead of the 1:4 used in engines & fusion pellet production. Is this intentional? It makes balancing the resource amounts on ships somewhat inconvenient. No, it's not intentional. Aaaaand Rational Resources has this too. You can go to GameData/SterlingSystems/Tankage/zPataches/B9PS_PillTankOptions.cfg, line 240 and edit the ratio values there. 12 hours ago, KspNoobUsernameTaken said: Do you have EPL installed? This looks like there is a B9PS tank type for MetalOre, but no MetalOre resource in the game. Perhaps SimpleConstruction is causing this. It brings EL with it but as it dodges the use of MetalOre resource it chooses to have EL not define that resource, therefore, the fatal error. Edited July 8 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 8 Share Posted July 8 1 hour ago, JadeOfMaar said: No, it's not intentional. Aaaaand Rational Resources has this too. Will this be fixed in the next update? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 8 Author Share Posted July 8 30 minutes ago, KspNoobUsernameTaken said: Will this be fixed in the next update? Absolutely. Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 9 Share Posted July 9 First of all, I love this mod. I'm so happy with it! I'm excited to see ISRU chains for fissionable materials. I'm curious as to why you didn't do Enriched Uranium until there was ISRU chains, but I'm not bothered by it. Is it normal for the Stackable Film Radiator's red film to flicker? It always happens to just one radiator. I'm not sure if this is something you're aware of, or something I need to get a log/mod-list together for you. But it's a constant flickering. It happens in flight and in the VAB. I've posted a .gif below. You can actually notice the other radiator flickering through the scaffolding as well. https://imgur.com/a/9QlbR8w Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 9 Author Share Posted July 9 @Xithyl515 Thanks. Glad you're happy. I'm trying to avoid Enriched Uranium because its use in-game largely implies the use of nuclear reactors that use solid fuel rods that can't be pumped around are a big issue when they're spent. It's normal for the film radiators to flicker. This is due to, probably, how thin and close the meshes for the visuals are and that they use two transparent materials. If I had access to a custom shader with the specs I needed, I could have just one mesh for visuals and then the flickering would be gone. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 10 Author Share Posted July 10 Release 0.4.0.1 Fixes Updated Sterling Tankage: Fixed tank ratios of D+3He. @KspNoobUsernameTaken Updated Sterling Thermals: Reduced waste heat generation of thermal reactors further. As a fraction it was tiny but as absolute values it was still too much. DOWNLOAD :: GitHub Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 17 Share Posted July 17 @JadeOfMaar Would it be possible to introduce a setting to disable the radiator effects? Or make them opaque? The flickering is pretty much constant and is getting on my nerves. I'm not sure how other people feel about it. Could I edit a file to get rid of the effect entirely? Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 17 Share Posted July 17 (edited) 1 hour ago, Xithyl515 said: @JadeOfMaar Would it be possible to introduce a setting to disable the radiator effects? Or make them opaque? The flickering is pretty much constant and is getting on my nerves. I'm not sure how other people feel about it. Could I edit a file to get rid of the effect entirely? Based on his explanation above, you would probably need to edit the model files to make the faces opaque/set further apart. That would be a pretty large endeavour if you haven't done it before. Edit: Please disregard this post; it is incorrect. Edited July 17 by KspNoobUsernameTaken Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 17 Author Share Posted July 17 (edited) @Xithyl515 @KspNoobUsernameTaken Save this as a new config. All rain effect meshes will be hidden, leaving only the static glow. @PART[strl-rad-lfr-sta*] { MODULE { name = ModuleB9DisableTransform transform = Scroll } } Edited July 17 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 17 Share Posted July 17 (edited) Oh, that's how you got the effect. That'll be useful for my project. How does this fix the faces being close together? Edited July 17 by KspNoobUsernameTaken Quote Link to comment Share on other sites More sharing options...
Xithyl515 Posted July 17 Share Posted July 17 That's perfect! Thank you so much. The config works so well. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 17 Author Share Posted July 17 2 minutes ago, KspNoobUsernameTaken said: Oh, that's how you got the effect. That'll be useful for my project. How does this fix the faces being close together? How I produce the effect is: The glow effect mesh is already thin, say 0.1m deep. This uses a stock emissive shader, just like plume particles do. The rain mesh is even thinner, say 0.04m deep. This uses the practically unknown stock scrolling unlit (non-emissive, no specular) shader. This mesh is what the ModuleB9DisableTransform config is targeting to always hide. Due to both of these meshes being super thin and very close, and/or possibly an inherent problem of multiple transparent shaders being layered, you get something akin to Z-fighting. The annoying flicker. If someone could make a certain complex scrolling emissive shader then I wouldn't need to have multiple meshes to represent a film curtain. Quote Link to comment Share on other sites More sharing options...
Manul Posted July 19 Share Posted July 19 On 7/17/2024 at 5:46 AM, JadeOfMaar said: an inherent problem of multiple transparent shaders being layered Yeah. All my experiments with having a canopy shader and a HUD glass shader failed because they don't interact well with each other. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted July 20 Share Posted July 20 On 7/16/2024 at 11:46 PM, JadeOfMaar said: Due to both of these meshes being super thin and very close, and/or possibly an inherent problem of multiple transparent shaders being layered, you get something akin to Z-fighting. The annoying flicker. If someone could make a certain complex scrolling emissive shader then I wouldn't need to have multiple meshes to represent a film curtain. Did you think in Waterfall? It would be more complex to implement, but the meshes interact very well with each other even with multi-layered plume designs Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 20 Author Share Posted July 20 2 hours ago, Ariel Kerman said: Did you think in Waterfall? It would be more complex to implement, but the meshes interact very well with each other even with multi-layered plume designs I've thought of Waterfall but I was deterred by the idea of the complexity that Waterfall would add. Complexity that was perceived by my observation of what had to be done for Blueship's warp bubble effect to work and that my radiator models are complex or tedious (with their loop temp and emissive options) full of things that are offset from the global center/origin. I wasn't too inclined to face that. Quote Link to comment Share on other sites More sharing options...
darobnsn Posted July 25 Share Posted July 25 I'm trying to install/use this mod, but I cannot find the parts in my VAB. I'm fairly certain I've placed all the folders in my GameData folder correctly; can anybody suggest troubleshooting steps that could help me identify my mistake? Screengrab with the file trees below. https://imgur.com/a/PiF4RT4 Quote Link to comment Share on other sites More sharing options...
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