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[1.12.5] Sterling Systems v0.4.10 [Feb 02, 2025]


JadeOfMaar

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18 hours ago, JadeOfMaar said:

I intend to do for fusion engines what I've been trying to do with ThermalPower resource for thermal rockets. And I intend to deprecate the existing fusion engine models sometime so I'm not quite inclined to make a wiki page for them. I suppose I still should. They're not going to be hard deprecated anytime soon.

I'm wondering how you get the Dv for these engines. The wiki page for thermal rockets says that in VAB/SPH, ThermalPower is not treated as a massless resource like EC, true Dv it not shown, but this shouldn't be so in flight.

Strangely, I'm finding that the true Dv isn't shown in-flight either. I can expend fuel and change my velocity, but the amount of Dv left is not shown, even in flight.

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Posted (edited)

Currently getting these World Power items prepared for texturing. They are:

  • Turbine TEC. It has nearly 4x the capacity of the 5m inline one. It will accept 84.48 ThP/sec and produce 42240 EC/s (and 42.24 MW waste heat)
  • Beam drilled Deep Geothermal loop. A harvester that draws ThermalPower from the ground. I've sorted the stock worlds into tiers for deep ThP extraction, with some having zero value.
  • Wind turbine type 2 which is inspired by the Venturi effect. Ideally it should be more powerful than the classical type 1 but we'll see.

KCSVEsq.png

 

Edited by JadeOfMaar
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4 minutes ago, JadeOfMaar said:

Currently getting these World Power items prepared for texturing. They are:

  • Turbine TEC. It has nearly 4x the capacity of the 5m inline one. It will accept 84.48 ThP/sec and produce 42240 EC/s (and 42.24 MW waste heat)
  • Beam drilled Deep Geothermal loop. A harvester that draws ThermalPower from the ground. I've sorted the stock worlds into tiers for deep ThP extraction, with some having zero value.
  • Wind turbine type 2 which is inspired by the Venturi effect. Ideally it should be more powerful than the classical type 1 but we'll see.

KCSVEsq.png

 

Looks Great!

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3 hours ago, JadeOfMaar said:

Beam drilled Deep Geothermal loop. A harvester that draws ThermalPower from the ground. I've sorted the stock worlds into tiers for deep ThP extraction, with some having zero value.

Nice! Would it be possible to have ThP output somewhat depend on biome?

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3 hours ago, JadeOfMaar said:

Beam drilled Deep Geothermal loop. A harvester that draws ThermalPower from the ground. I've sorted the stock worlds into tiers for deep ThP extraction, with some having zero value.

would it be possible for modders to make custom configs for other bodies?

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25 minutes ago, DareMightyThingsJPL said:

Nice! Would it be possible to have ThP output somewhat depend on biome?

7 minutes ago, Kevin_kerman said:

would it be possible for modders to make custom configs for other bodies?

Of course. I'll be placing ThermalPower just like any other resource -- using the stock mechanic.

I've created a tier system for celestials to fall into. The stock worlds are tier 1 at best (note: some bodies don't even register and Moho is not deep enough in-system to count as tier 2). They are currently further divided into 3 sub-tiers for fine detail but I may change that and have only the lower half of the tier be used for all general placement with special biomes always having top of the tier values.

Q0QYcYM.png

 

Now that the tier system exists and the huge generator is coming I've thought to make optional sockets on the geothermal loop for the existing inline TECs for settlements that will run on tier 1 and lower tier 2 power generation, meanwhile, the huge generator shown previously is tier 5 and would need some throttle options to come down to tier 3.

pVwoloS.png

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49 minutes ago, JadeOfMaar said:

Of course. I'll be placing ThermalPower just like any other resource -- using the stock mechanic.

I've created a tier system for celestials to fall into. The stock worlds are tier 1 at best (note: some bodies don't even register and Moho is not deep enough in-system to count as tier 2). They are currently further divided into 3 sub-tiers for fine detail but I may change that and have only the lower half of the tier be used for all general placement with special biomes always having top of the tier values.

Q0QYcYM.png

 

Now that the tier system exists and the huge generator is coming I've thought to make optional sockets on the geothermal loop for the existing inline TECs for settlements that will run on tier 1 and lower tier 2 power generation, meanwhile, the huge generator shown previously is tier 5 and would need some throttle options to come down to tier 3.

pVwoloS.png

Ok thanks!

those models look great!

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3 hours ago, The Dressian Exploder said:

This might be a bit of an odd suggestion but have you considered making a steam boiler that turns Ore into ThermalPower?

I don't believe I have. Whatever Ore represents in Ore burners in other mods is likely not something that we can actually expect to find on any and every exoplanet. By my reasoning if it is a synthetic or extracted substance then it should be questionably worthwhile as it would take a lot of energy to sift out the handwaved fuel. If it is naturally occurring it must be a very dirty fuel and I doubt anyone wants that.

The metal fuel cells are already burners with some ThermalPower output. They could be patched so they dump their EC output and not dump their ThP output).

I'm not a fan of Omnipotent Ore so I'll be very slow to provide a recipe that consumes Ore.

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13 hours ago, The Dressian Exploder said:

that turns Ore into ThermalPower?

Burning unrefined rocks with no oxidizer required? Highly unlikely to happen.

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On 2/18/2025 at 11:03 AM, JadeOfMaar said:

Okay, you got me. Your spaceplane took the cake. Are you ok with the Mk1 noses?

E2BDvGF.png

I'm not going to make heatshields to fit the stock wing boards. I intend to make my own wing board set which is a size class above and can be upgraded to be heatshielded.

  Hide contents

This is the set. Kerbal standing on the stock 2x2m board for scale. These boards are 0.3m thick (the height of the black stripe on Mk2 parts) vs the stock boards' 0.2m thickness. If any other shapes might be important and are missing, let me know. A trapezoid with a complementary triangle might be neat. And possible other specialty winglets with elevon.

NTVsaAr.png

 

Really excited to try out the new shields - what's your ballpark release date?  How are the wings coming along?  Thanks!

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22 hours ago, Saybur Stuff said:

Really excited to try out the new shields - what's your ballpark release date?  How are the wings coming along?  Thanks!

I don't have a date. Sorry. In addition to the wrapper shields there are those extra World Power parts and making sure the Classic Stock stuff at least partially works. The wings are for another time.

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14 minutes ago, JadeOfMaar said:

I don't have a date. Sorry. In addition to the wrapper shields there are those extra World Power parts and making sure the Classic Stock stuff at least partially works. The wings are for another time.

Take your time, I think pretty much everyone would want you to release higher quality parts less often, than lower quality parts more frequently. 

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Just now, Lonelykermit said:
16 minutes ago, JadeOfMaar said:

I don't have a date. Sorry. In addition to the wrapper shields there are those extra World Power parts and making sure the Classic Stock stuff at least partially works. The wings are for another time.

Take your time, I think pretty much everyone would want you to release higher quality parts less often, than lower quality parts more frequently.

I'm in agreement - Mods like these take a while, and I think having a set 'release date' only really works if it is a 'large team (ie. more than twenty people)' working primarily on a project. Even then work can slow because efficient and effective communication in a workplace is like rocket science. 

On a similar note, I noticed that https://github.com/users/JadeOfMaar/projects/7 hasn't been updated with the new parts you're working on adding. Is it going to be updated at some point again, or is it defunct?

 

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3 hours ago, DareMightyThingsJPL said:

I'm in agreement - Mods like these take a while, and I think having a set 'release date' only really works if it is a 'large team (ie. more than twenty people)' working primarily on a project. Even then work can slow because efficient and effective communication in a workplace is like rocket science. 

I'm generally under some amount or some kind(s) of burnout. It doesn't help that I only open KSP nowadays to make sure my stuff works. But that other stuff is valid too.

3 hours ago, DareMightyThingsJPL said:

On a similar note, I noticed that https://github.com/users/JadeOfMaar/projects/7 hasn't been updated with the new parts you're working on adding. Is it going to be updated at some point again, or is it defunct?

Last updated Nov 2023, huh. It's been a hot minute. I've picked that back up, cleaned up and decided not to reveal too much (anymore).

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4 hours ago, JadeOfMaar said:
8 hours ago, DareMightyThingsJPL said:

I'm in agreement - Mods like these take a while, and I think having a set 'release date' only really works if it is a 'large team (ie. more than twenty people)' working primarily on a project. Even then work can slow because efficient and effective communication in a workplace is like rocket science. 

I'm generally under some amount or some kind(s) of burnout. It doesn't help that I only open KSP nowadays to make sure my stuff works. But that other stuff is valid too.

Burnout is also pretty debilitating when working on a project, and IMO one of the hardest challenges large projects that are piloted by small teams face, especially if they are just one person. Take all the time you need for your best work to be completed.

4 hours ago, JadeOfMaar said:
8 hours ago, DareMightyThingsJPL said:

On a similar note, I noticed that https://github.com/users/JadeOfMaar/projects/7 hasn't been updated with the new parts you're working on adding. Is it going to be updated at some point again, or is it defunct?

Last updated Nov 2023, huh. It's been a hot minute. I've picked that back up, cleaned up and decided not to reveal too much (anymore).

Just had a check - Of all the things that I though would come out of this mod, engine shrouds wasn't one of them. But they are looking good! Also saw the beamed power stuff, which mod will you be using to facilitate it? There is BeamedPowerStandalone, although I've found it a bit laggy to use. Are betavoltaics still planned?

Edited by DareMightyThingsJPL
Grammar correction
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4 hours ago, DareMightyThingsJPL said:

Just had a check - Of all the things that I though would come out of this mod, engine shrouds wasn't one of them. But they are looking good! Also saw the beamed power stuff, which mod will you be using to facilitate it? There is BeamedPowerStandalone, although I've found it a bit laggy to use.

I'm using URT (a fork of that mod) for this. It has some demonstrator receiver panels made by me.

 

4 hours ago, DareMightyThingsJPL said:

Are betavoltaics still planned?

Thanks for reminding me. I'll slip that one in quick (and do away with the fuselage inline stuff, actually).

Uh... I think I need a reminder why betavoltaics (re: KSP's mechanics and gameplay value) is worth pursuing in the tech tree. The only things I have going for it is that it's sufficient to keep probe cores alive and that it can have height selections. It's both volume and mass inefficient vs RTGs.

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5 hours ago, JadeOfMaar said:

Uh... I think I need a reminder why betavoltaics (re: KSP's mechanics and gameplay value) is worth pursuing in the tech tree. The only things I have going for it is that it's sufficient to keep probe cores alive and that it can have height selections. It's both volume and mass inefficient vs RTGs.

If decaying RTGs is installed, then they'd be a good power source for very early interstellar probes, that'd likely take hundreds of years to get to their destination. Furthermore, they would be used on biome-mapping probes that are far away from a star and need long-term, reliable power. Just enough to keep them alive over hundreds of years.

They are mostly (at least in my mind) meant to be used when decaying RTGs is installed, as they make RTGs far less effective on very long term missions, like interstellar probes.

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41 minutes ago, JadeOfMaar said:

@DareMightyThingsJPL Oooooh. I'll definitely make this then. Here's hoping the module for it doesn't have some niche case to disagree with B9PS. (The base power value would change along with the height selection.)

If you can't do that, you could have them operate similar to the MAECs, consuming either a custom resource (eg, carbon 14) very slowly, producing minute electric and another resource (eg, nitrogen 14)

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21 minutes ago, DareMightyThingsJPL said:

consuming either a custom resource (eg, carbon 14) very slowly

Nah. I'll have it just be separate parts then. There will only be 4 of them anyway: 1x, 3x, 6x and 12x.

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