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[1.12.5] Sterling Systems v0.4.9 [Sep 22, 2024]


JadeOfMaar

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Sorry, I'm back again! :rolleyes: I have some more engine ideas

Tungsten-core antimatter rockets. Highly similar to nuclear thermal rockets, but instead of heating up the core with a fission reaction, you fire antiprotons at a tungsten core to heat it up, to which you pass your propellant over. I believe they would fill a niece in high thrust, low ISP antimatter rockets. Gas core and even plasma core concepts are out there too, with an upper limit of 100,000 seconds of ISP for the plasma core. As with normal nuclear thermal rockets, the choice propellant is hydrogen, although you can use other propellants such as water, like the currently implemented SULEU NTR in Sterling can switch propellants.

Deuterium-Deuterium breeder fusion rocket. Basic idea is that the products of D-D fusion are better, more effective, higher yielding, easier to ignite, fusion fuels; Helium-3 and Tritium, and you create another fusion reaction by putting extra deuterium into a second reaction area, where your better Deuterium-Helium-3 and Deuterium-Tritium fusion can take place.

Mass driver. A magnetic railgun that fires projectiles at a certain rate. ISP estimates of roughly 3000 seconds. Would probably only be effective in  a vacuum due to low T/W. You could use ore as the propellant; many proponents tout its use in asteroid moving operations as... the asteroid is right there, and you can directly use it as reaction mass!

Microwave electrothermal. Heat up water with microwave radiation and send it flying backwards. A relatively low efficiency electric propulsion system using water. The balancing would be for early-mid game in career mode where you have to keep cost low. These would be great for rational resources integration, as their propellant is water, a commonly found resource.

 

 

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11 hours ago, DareMightyThingsJPL said:

Mass driver. A magnetic railgun that fires projectiles at a certain rate. ISP estimates of roughly 3000 seconds. Would probably only be effective in  a vacuum due to low T/W. You could use ore as the propellant; many proponents tout its use in asteroid moving operations as... the asteroid is right there, and you can directly use it as reaction mass!

Stockalike Mining Extension already has this. And there is a dusty RCS too.

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Was trying to check this thread but I've had some connectivity issues last couple days.

 

I have started using sterling systems

Have the base  Asset / Resource  and sterling electric. Really enjoying with my PBC playthrough.

Trying to set up a probe output on Minmus before I send the crew and LOVE the electric components. I'll probably get some more of this amazing mod pack before my interstellar ventures.

But I am curious about the batteries. When I attach more than two via radial attachment... only 1 or 2 will have green lights and start with a charge.

The VAB PAW shows full charge but it starts empty. This isn't huge because I have been using panels / converter to charge them. I was just curious if they were supposed to start empty?

There are some cool specifics with the thermal stuff and I kept getting errors when trying to review the thread in depth.

 

I think this looks so amazing BTW. Beautiful Aesthetics.

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I have a good idea for parts that could be added to the mod, I think a good idea would be to add "radiation shields" of course they wouldn't function like an actual shield, they could be used as another radiator panel, but the aesthetic would go good with the interstellar engines you already have in the mod, it can also be a good way to make the Daedalus ships 

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8 hours ago, slyfox023 said:

I have a good idea for parts that could be added to the mod, I think a good idea would be to add "radiation shields" of course they wouldn't function like an actual shield, they could be used as another radiator panel, but the aesthetic would go good with the interstellar engines you already have in the mod, it can also be a good way to make the Daedalus ships 

Whilst this doesn't exist as a radiator, there is a radiation shadow shield that is part of system heat and adds a whole lot of loop area (higher loop area influences how fast your thing heat up with system heat installed).

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1 minute ago, Hypersonic Was Taken Again said:

In all fairness, SME hasn't been updated since 2020

What's the problem with this, the mod is fully complete, no unfinished stuff or missing features.

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On 12/16/2024 at 1:58 AM, DareMightyThingsJPL said:

Whilst this doesn't exist as a radiator, there is a radiation shadow shield that is part of system heat and adds a whole lot of loop area (higher loop area influences how fast your thing heat up with system heat installed).

do you know where I could find this? I have system heat installed but I've never seen that before 

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It is part of Sterling Systems Thermal. It is part of the system heat simulation, but is not a part from  system heat. To use Sterling Systems thermal, you will have to have Sterling Systems Core installed. Then after you put Sterling Systems Core into your gamedata folder, download Sterling Systems Thermal. Next, place the Sterling Systems Thermal Folder inside the folder that contains Sterling Systems. Don't place it into the folder for Sterling Systems Core: that is inside the Sterling Systems folder. Just place it into the Sterling Systems folder.

Alright, now, just incase you haven't already, install B9 Partswitch and KSP Community Fixes, as well as Module Manager ( I assume you have already )

Finally, open up KSP, go into the VAB, and look under the thermal category. There should be a part that looks like an upside down, black adapter part. That is the Shadow Shield.

Knowing me, I have probably made this all the more confusing, but I hope it helps. If my advice is a bit hard to follow, there is an installation guide on the Sterling Systems github page.

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On 12/12/2024 at 11:05 PM, Fizzlebop Smith said:

Was trying to check this thread but I've had some connectivity issues last couple days.

 

I have started using sterling systems

Have the base  Asset / Resource  and sterling electric. Really enjoying with my PBC playthrough.

Trying to set up a probe output on Minmus before I send the crew and LOVE the electric components. I'll probably get some more of this amazing mod pack before my interstellar ventures.

But I am curious about the batteries. When I attach more than two via radial attachment... only 1 or 2 will have green lights and start with a charge.

The VAB PAW shows full charge but it starts empty. This isn't huge because I have been using panels / converter to charge them. I was just curious if they were supposed to start empty?

There are some cool specifics with the thermal stuff and I kept getting errors when trying to review the thread in depth.

 

I think this looks so amazing BTW. Beautiful Aesthetics.

What is PBC?

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