Saybur Stuff Posted February 21 Share Posted February 21 4 hours ago, JadeOfMaar said: Actually yes, but I don't think 0.3m is sufficient for that. I've only thought of this with even thicker wings like the OPT ones. And for planes like that one exactly, I think that exact intake would be a feature of the Mk2 fuselage (and would demand the cockpit be Mk1 size only). Bruh. What a way to go with a wings pack. @Saybur Stuff I figure I might as well do the Mk3 adapters (except to Mk2) and some 2.5m fortified noses. Looking really good. For the nose I'd be interested in a 'dream chaser' esque stubby nose too. Are you thinking of adding a 'right click toggle selection' to go through different color variants for the noses, wings? Might be fun to have a couple simple variants. Wings white black, white white, that kind of thing, perhaps for the nose too? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 22 Author Share Posted February 22 5 hours ago, Saybur Stuff said: Looking really good. For the nose I'd be interested in a 'dream chaser' esque stubby nose too. Are you thinking of adding a 'right click toggle selection' to go through different color variants for the noses, wings? Might be fun to have a couple simple variants. Wings white black, white white, that kind of thing, perhaps for the nose too? An up-swept, shoe-like nose with less and jaggy tile coverage? Interesting. I might make that happen. The small, un-tiled portions of the noses can get to be recolored (by B9PS or whatever recolor mod) but that's it. I'm not making tile color selections. The wings will get some surface options but recoloring is currently left to Simple Repaint (which uses B9PS to provide a tint selector) which I will likely phase out and do as Nertea intends to do with Resurfaced or with "RestockPBR" when that releases. Quote Link to comment Share on other sites More sharing options...
BGYT Posted February 22 Share Posted February 22 @JadeOfMaar ping me if and or when those half fuselages (hotdogsyle) i asked for are finished so i try em out on my ship Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 25 Author Share Posted February 25 Finally made this progress over here. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 25 Share Posted February 25 14 minutes ago, JadeOfMaar said: Finally made this progress over here. Nice, they seem to be looking well! Quote Link to comment Share on other sites More sharing options...
Saybur Stuff Posted February 25 Share Posted February 25 8 hours ago, JadeOfMaar said: Finally made this progress over here. Looking great! Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 25 Share Posted February 25 Not sure whether this proposal should go in to RationalResources or in here, but, here it goes: 1. Currently the 10m BCAM engine uses an uneven mixture ratio of antimatter and hydrogen. Is this intentional, or does this have to change? 2. CRP has a resource definition for AntiHydrogen - it could be another resource that is held in the magnetic containment tanks in Sterling Tankage. Plus, it would make a nice distinction - AntiHydrogen for BCAM engines, and the general Antimatter resource used for antimatter-catalyzed or initiated fission/fusion drives. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 26 Author Share Posted February 26 1 hour ago, DareMightyThingsJPL said: Not sure whether this proposal should go in to RationalResources or in here, but, here it goes: 1. Currently the 10m BCAM engine uses an uneven mixture ratio of antimatter and hydrogen. Is this intentional, or does this have to change? 2. CRP has a resource definition for AntiHydrogen - it could be another resource that is held in the magnetic containment tanks in Sterling Tankage. Plus, it would make a nice distinction - AntiHydrogen for BCAM engines, and the general Antimatter resource used for antimatter-catalyzed or initiated fission/fusion drives. The proposal should go here. The most that Rational Resources will be involved with antimatter is that the exo scoops there can grab it, but Sterling Systems is where the great majority of ISRU parts will be. To the issues: Not intentional. Aaaaaand I fixed it. I'd rather not make use of two very different resources that are yet supposed to represent the same thing (one being vague and nearly massless). A quick look on Atomic Rockets confirms that fission sail tech (and I'd like to provide that) would use the same AntiHydrogen that BCAM would use. Furthermore, Nertea has chosen to ignore AntiHydrogen and patch Antimatter from within FFT to weigh more (but still less than that). // Resource density, in increasing order 0.000000001 // Antimatter (default) 0.00001 // Antimatter (FFT patched) 0.00007085000 // LqdHydrogen 0.000086 // AntiHydrogen I have plans to release... a lot of stuff, actually, which involve antimatter. A whole ecosystem by itself. It'll be a huge deal whether I switch over to AntiHydrogen or keep following FFT with Patched Antimatter. Sterling Systems is still in beta stage so I'm not worried about switching over and breaking a few craft before the big release that adds (and deprecates) the fusion and antimatter engines. I would personally go with AntiHydrogen because it's an explicit resource and its density is right next to that of normal LqdHydrogen. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 26 Share Posted February 26 2 hours ago, JadeOfMaar said: To the issues: Not intentional. Aaaaaand I fixed it. Knew something was up. At first it thought it was an afterburner but then realized that it used excess antimatter, so i thought I'd bring this to you to ask whether it was intentional. 3 hours ago, JadeOfMaar said: I'd rather not make use of two very different resources that are yet supposed to represent the same thing (one being vague and nearly massless). A quick look on Atomic Rockets confirms that fission sail tech (and I'd like to provide that) would use the same AntiHydrogen that BCAM would use. Furthermore, Nertea has chosen to ignore AntiHydrogen and patch Antimatter from within FFT to weigh more (but still less than that). // Resource density, in increasing order 0.000000001 // Antimatter (default) 0.00001 // Antimatter (FFT patched) 0.00007085000 // LqdHydrogen 0.000086 // AntiHydrogen I have plans to release... a lot of stuff, actually, which involve antimatter. A whole ecosystem by itself. It'll be a huge deal whether I switch over to AntiHydrogen or keep following FFT with Patched Antimatter. Sterling Systems is still in beta stage so I'm not worried about switching over and breaking a few craft before the big release that adds (and deprecates) the fusion and antimatter engines. I would personally go with AntiHydrogen because it's an explicit resource and its density is right next to that of normal LqdHydrogen. I've always viewed the antimatter resource as representing antiprotons, as in SpaceDust (a dependency of FFT), you can harvest trapped antimatter from planets' magnetospheres. This is based on the IRL fact that antiprotons from cosmic rays get trapped insides Earth's magnetic field. As such, I believe that the two should be separate resources to represent two things, rather than just being ambiguous. That's just my two cents though. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 26 Author Share Posted February 26 13 minutes ago, DareMightyThingsJPL said: I've always viewed the antimatter resource as representing antiprotons Same here, but AntiHydrogen is that + a positron, meanwhile, most of the mass of the atom is the (anti)proton so I had to guess at the time of my post above that the Antimatter resource must be positrons alone, and KSPIE's Positron resource confirms it. Its density is identical to CRP Antimatter. I think we can now say Nertea's antimatter is some kinda super-dense anti-muon for Muon Catalyzed Fusion. I think that's all the convincing I need to swap the resource out. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 26 Share Posted February 26 21 minutes ago, JadeOfMaar said: Same here, but AntiHydrogen is that + a positron, meanwhile, most of the mass of the atom is the (anti)proton so I had to guess at the time of my post above that the Antimatter resource must be positrons alone, and KSPIE's Positron resource confirms it. Its density is identical to CRP Antimatter. I think we can now say Nertea's antimatter is some kinda super-dense anti-muon for Muon Catalyzed Fusion. I think that's all the convincing I need to swap the resource out. Yep, seems like antihydrogen is the way forward for SterlingSystems. Quote Link to comment Share on other sites More sharing options...
Torbesss555 Posted February 26 Share Posted February 26 Hey! Just downloaded this mod and i got an error from B9 part switch saying it couldn't find "Uraninite". Sorry if I'm missing something! I don't know how to attach my logs so if you need them, let me know : D. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Wednesday at 03:56 PM Author Share Posted Wednesday at 03:56 PM @Torbesss555 Thanks for noticing. The fix is an easy one. Open GameData/SterlingSystems/Tankage/zPatches/B9PS_DrumTankOptions.cfg then scroll down to line 245 and make the change shown here. Quote Link to comment Share on other sites More sharing options...
Torbesss555 Posted Thursday at 06:01 AM Share Posted Thursday at 06:01 AM (edited) Thanks worked perfectly! One final thing is there any access to an example ship/ tutorial just to see how the mod is used correctly? Edit: Just found the FAQ wiki on GitHub, Thanks for all you hard work! Edited Thursday at 06:03 AM by Torbesss555 Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted Saturday at 10:55 PM Share Posted Saturday at 10:55 PM (edited) On 2/26/2025 at 5:52 PM, DareMightyThingsJPL said: On 2/26/2025 at 5:27 PM, JadeOfMaar said: Same here, but AntiHydrogen is that + a positron, meanwhile, most of the mass of the atom is the (anti)proton so I had to guess at the time of my post above that the Antimatter resource must be positrons alone, and KSPIE's Positron resource confirms it. Its density is identical to CRP Antimatter. I think we can now say Nertea's antimatter is some kinda super-dense anti-muon for Muon Catalyzed Fusion. I think that's all the convincing I need to swap the resource out. Yep, seems like antihydrogen is the way forward for SterlingSystems. Hello, just came back with a thought - If we are switching Sterling to use antihydrogen, won't it make sense to have either Sterling or RR add or patch-in antihydrogen production for the PK-50 'Nova' Antimatter Facility in FFT? Edited Saturday at 10:55 PM by DareMightyThingsJPL Clarity in wording Quote Link to comment Share on other sites More sharing options...
slyfox023 Posted Sunday at 06:27 AM Share Posted Sunday at 06:27 AM hey Jade, I have a question for you, would you be willing to adopt Coyote Space Industries at all? or at least making something similar to it? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted Sunday at 08:26 PM Author Share Posted Sunday at 08:26 PM @DareMightyThingsJPL I would have RR do it. As much as possible, Sterling Systems will not carry patches that affect other parts mods. In an ideal scenario I would release my revised and complete antimatter ecosystem all at once and then there would be no case for patching the PK-50. The major part of that ecosystem is the Accelerator Kit™ which is a bit of a puzzle in itself and has greater demands and more options for late-game, even end-game resource conversion. @slyfox023 That mod's license doesn't readily allow me to adopt it and I'm not inclined to ask anyway. If/When the time comes I'll make the parts for my own freighter solution. Related: The center of the upcoming release is actually a suite of inventory tanks which use, not B9PS, but the stock variants selector and the WBI OmniStorage module, and I have a few reasons for this decision. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted yesterday at 05:48 AM Share Posted yesterday at 05:48 AM 8 hours ago, JadeOfMaar said: @DareMightyThingsJPL I would have RR do it. As much as possible, Sterling Systems will not carry patches that affect other parts mods. In an ideal scenario I would release my revised and complete antimatter ecosystem all at once and then there would be no case for patching the PK-50. The major part of that ecosystem is the Accelerator Kit™ which is a bit of a puzzle in itself and has greater demands and more options for late-game, even end-game resource conversion Ok . If I get some free time, I may actually see if i can make a config that patches this in, then after I sufficiently test it, I'll give it to you and then you can implement the patch in RR. End-game resource conversion... That sounds like stellar nucleosynthesis to me! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted yesterday at 01:15 PM Author Share Posted yesterday at 01:15 PM 7 hours ago, DareMightyThingsJPL said: That sounds like stellar nucleosynthesis to me! I actually forgot all about that but I won't rule it out. I'm going to need some nerdy nerds to guide me with this one! @slyfox023 Thanks for naming the Coyote mod, and the request as a whole. You've given me a very good thing to consider with my tank design. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted 20 hours ago Share Posted 20 hours ago 4 hours ago, JadeOfMaar said: I'm going to need some nerdy nerds to guide me with this one! Unfortunately, I'm not the right kind of nerd you need! Propulsion is my specialty. Sorry, wish I could help. Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted 5 hours ago Share Posted 5 hours ago On 3/3/2025 at 4:48 PM, DareMightyThingsJPL said: Ok . If I get some free time, I may actually see if i can make a config that patches this in, then after I sufficiently test it, I'll give it to you and then you can implement the patch in RR. Turns out I've gotten myself into the grips of the Dunning-Kruger Effect again! Sorry, I don't think I'll be able to make configs for antihydrogen production in FFT's antimatter factory. Quote Link to comment Share on other sites More sharing options...
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