Releases: JadeOfMaar/SterlingSystems
Releases · JadeOfMaar/SterlingSystems
Release 0.5.2
Changes
- Updated Sterling Engines:
- Revised the formulas and heat curves in the System Heat patches.
- Updated Sterling Tankage:
- Applied missing/needed values for gas tank types. Aligned with expectations of Procedural Parts gas tank. re: #33
- Updated Sterling Thermals:
- Improved DRE config for super heavy shield. #34
- Changed Triangle board radiators to show angles in their variant titles.
- Updated Sterling ThermalsPower:
- Changed Pebble Bed Reactors to dump excess on ThermalPower.
- Updated Sterling Utilities:
- Added EnrU capacity and NFE modules to Fissile Foundries.
- Updated Sterling UtilitiesConstruction:
- Added missing buff to crash tolerance of pads and runways: 15 --> 150 m/s.
- Added Omniconverter recipes for Thermal Ironwork (EL MetalOre refining) and Thermal Remelter (EL ScrapMetal recycling).
- Changed byproduct resources in Omniconverter recipes to gas form.
- Gave non-default internal names to spawner pads (for the in-flight EL window).
- Updated Sterling World Power:
- Added heatsink (System Heat volume) upgrade to Gulf Stream TCS.
- Slowed fan spin animation in Gulf Stream TCS.
- Made Gulf Stream TCS into resource converters that produce negative heat for System Heat. System Heat Radiator module does not respect resource deprived status, allowing for air-breathing in vacuum.
Fixes
- Updated Sterling Electrics:
- Fixed Real Battery patch. It now needs to provide the System Heat module for itself. (Confirmed with Real Battery v2.2, not v2.3)
- Updated Sterling Engines:
- Fixed antimatter and fusion engines no longer receiving System Heat modules. Erroneously needed RR Nuclear Family to not be installed.
- Updated Sterling Thermals:
- Added Tweakscale for rollout radiators.
- Added legacy heat animation to boards and roll-out radiators for non-System Heat players.
- Added radiator boards to Simple Repaint blacklist.
- Fixed Triangle board radiator offering 96 MW where it should offer 9.6 MW.
Release 0.5.1.5
v 0.5.2 pre
Changes
- Updated Sterling Engines:
- Revised the formulas and heat curves in the System Heat patches.
- Updated Sterling Thermals:
- Triangle board radiators show angles in their variant titles.
- Updated Sterling ThermalsPower:
- Changed Pebble Bed Reactors to dump excess on ThermalPower.
- Updated Sterling World Power:
- Added heatsink (System Heat volume) upgrade to Gulf Stream TCS.
- Slowed fan spin animation in Gulf Stream TCS.
- Made Gulf Stream TCS into resource converters that produce negative heat for System Heat. System Heat Radiator module does not respect resource deprived status, allowing for air-breathing in vacuum.
Fixes
- Updated Sterling Engines:
- Fixed antimatter and fusion engines no longer receiving System Heat modules. Erroneously needed RR Nuclear Family to not be installed.
- Updated Sterling Thermals:
- Added Tweakscale for rollout radiators.
- Added legacy heat animation to boards and roll-out radiators for non-System Heat players.
- Added radiator boards to Simple Repaint blacklist.
- Fixed triangle board option providing 10x the power it should.
Release 0.5.1.1
v 0.5.2 pre
Changes
- Updated Sterling Engines:
- Revised the formulas and heat curves in the System Heat patches.
- Updated Sterling Thermals:
- Triangle board radiators show angles in their variant titles.
- Updated Sterling ThermalsPower:
- Changed Pebble Bed Reactors to dump excess on ThermalPower.
- Updated Sterling World Power:
- Added heatsink (System Heat volume) upgrade to Gulf Stream TCS.
- Slowed fan spin animation in Gulf Stream TCS.
- Made Gulf Stream TCS into resource converters that produce negative heat for System Heat. System Heat Radiator module does not respect resource deprived status, allowing for air-breathing in vacuum.
Fixes
- Updated Sterling Engines:
- Fixed antimatter and fusion engines no longer receiving System Heat modules. Erroneously needed RR Nuclear Family to not be installed.
- Updated Sterling Thermals:
- Added Tweakscale for rollout radiators.
- Added legacy heat animation to boards and roll-out radiators for non-System Heat players.
- Added radiator boards to Simple Repaint blacklist.
- Fixed triangle board option providing 10x the power it should.
Release 0.5.1
Additions
- Updated Sterling Electrics:
- Added flat height variants to batteries.
- Updated Sterling Thermals:
- Added Graphene boards.
Changes
- Updated Sterling Kerbalism:
- Added RTG module to SubCritial Multiplier.
- Added RTG module (as BVG) to Betavoltaics. Half-life value set as 200 years but Kerbalism counts that under "perpetual."
- Updated Sterling ThermalsPower:
- Slightly reduced shutdown temperature of Pebble Bed Reactors.
Fixes
- Updated Sterling Kerbalism:
- Added CRP detection to fuel cell patch. This and Addresses invalid resource problems in case of installs of Simplex Kerbalism.
- Fixes to refinery mode 1. This mode is supposed to used switched SystemHeatConverterKerbalism modules.
- Fixed Molten Metal Foundries now receiving recipe modules.
- Updated Sterling Tankage:
- Removed obsolete patch which affected added cost and mass in height selectors.
- Updated Sterling World Power:
- Changed Gulf Stream radiators and the windmills to use IntakeAir by default and detect CRP to use IntakeAtm.
- Hopefully fixed heat emissive controller on Gulf Stream radiators.
Release 0.5.0
Note
Cumulative update containing beta releases 0.4.11 to 0.4.14 and what would have been 0.4.15.
Additions
- Added Kerbal Health compatibility.
- Added Sterling Kerbalism: Collection of Kerbalism specific things previously released with Rational Resources.
- Updated Sterling Electrics:
- Added 0.625m Betavoltaics and Real Battery configs for them.
- Updated Sterling Core:
- Added Alternate Resource Panel icons for nuclear resources.
- Updated Sterling Tankage:
- Added Tritium configs for hazard tankage.
- Updated Sterling Thermals:
- Added wrapper heatshields for stock Mk2 and Mk3 adapters.
- Added preheaters.
- Added roll-out array radiators.
- Updated Sterling ThermalsPower:
- Added Tritium configs for molten salt reactors.
- Updated Sterling UtilitiesConstruction:
- Added inline construction pads to complement the printeries.
- Updated Sterling World Power:
- Added solar panel type 2 and windmill type 2.
- Added tune-able wide radiator based on solar panel type 2.
Changes
- Updated All:
- Added missing tags to the great majority of parts.
- Updated Sterling Core:
- All associated part upgrade and localization changes.
- Adjusted unit costs of Fissile Fuel and Fissile Pebbles.
- Updated Sterling Engines:
- Added/Fixed missing defaults for nuclear engines' propellants when Rational Resources Nuclear Family not installed.
- Added tail toggle for "Tiny" CCGC.
- Removed Nuclear Family implementation.
- Updated Sterling Electrics:
- Updated CTT locations of fission reactors.
- Added fuel cell B9 option colors.
- Added Real Battery compatibility. (Parts become 20x massive when this installed.)
- Updated costs and tech tree placement according to (and without) Real Battery.
- Resurfaced batteries, fuel cells and nukes (SCM, KRUSTY).
- Updated Sterling Kerbalism:
- Added mode select and System Heat involved modules mode for refineries and printeries.
- Added System Heat involved modules mode for metal fuel cells. Module switching is WIP and weird right now but still playable.
- Gathered all Kerbalism configs here.
- Removed Minerals Splitter and ExoticMinerals Splitter recipe. Put those in Rational Resources Kerbalism.
- Updated Sterling Tankage:
- Added MaterialKits and SpecializedParts.
- Added options for Beryllium and LqdFluorine. Both are very hazardous so check the black tanks for them.
- Added System Heat Boiloff compatibility. Instead of asking for ElectricCharge, cryotanks ask for their own loop.
- Updated Sterling Thermals:
- Made inline heatsinks ThermalPower non-empty by default.
- Made inline heatsinks lower mass and have 1/25 original ThermalPower capacity.
- Made inline heatsinks upgrade-able, adding more mass, loop volume and ThermalPower capacity.
- Rebalanced wrapper radiators. (Still botched, after another inspection.) Cryo radiators are lower mass and capacity. Metal radiators are higher mass and capacity. Graphene radiators mostly gain but somewhat also lose.
- Retxtured wrapper graphene radiators.
- ThermalPower gauge on heatsinks now animates if System Heat installed.
- Updated CTT locations of heat sinks.
- Updated title convention on wrapper radiators.
- Updated Sterling ThermalsPower:
- Added nicknames to MSRs and PBRs.
- Resurfaced all fission reactors.
- Increased Fissile Pebbles consumption rate. (It was too efficient.)
- Minor adjustment (number rounding) to ThermalPower outputs of MSRs and PBRs.
- Updated CTT locations of fission reactors.
- Updated Sterling Utilities:
- Resurfaced circular refineries.
- Updated Sterling UtilitiesConstruction:
- Added heat emissive to the field parts.
- Added missing ElectricCharge in 25m pad and Construction Field.
- Blacklisted ElectricCharge from Omnistorage in case of Real Battery installs.
- Enabled Omnistorage for 25m pad.
- Resurfaced circular printeries and the field parts.
- Updated World Power:
- Added toggle for Underground meshes.
- Resurfaced.
- Updated windmills to be deployable always-on converters when Planetside Exploration Tech not installed.
Fixes
- Updated Sterling Electrics:
- Added missing skinMaxTemp keys to parts and B9 upgrades. Wrapper solar panels had edge cases of (skin) heat tolerance dipping back to 1200K.
- Updated Sterling Engines:
- Fixed Antimatter propellant ratio in 10m BCAM.
- Fixed basic CRP config to not run when Classic Stock Resources (CSR) installed.
- Added parallel CSR config.
- Updated Sterling Kerbalism:
- Fixed missing detections for System Heat radiators.
- Fixed big config error with solar panel fixer. Not sure if it helps anything, though.
- Updated Sterling Tankage:
- Make Ore option always appear.
- Fixed CRP detection fatal issue.
- Fixed typo in FFT antimatter containment cost logic.
- Updated Sterling Thermals:
- Partial fix to super heavy shield losing heat tolerance when Ablator empty (for Deadly Reentry).
- Updated Sterling ThermalsPower:
- Stopped fission reactors from eating national budgets.
- Updated Sterling Utilities:
- Fixed EL module injection patch to only affect Molten Metal Foundry.
- Updated Sterling UtilitiesConstruction:
- Fixed missing
{which may have crippled the spawners with Sandcastle. - Updated WBI Sandcastle module names per Sandcastle 1.3.0 release.
- Fixed missing
- Updated World Power:
- Fixed Solar PV panel whole part material changed when selecting concentrator variant.
- Fixed solar furnace config pointing to solar PV type 2's model, and other issues therein.
Release 0.4.14
Additions
- Updated Sterling Electrics:
- Added Betavoltaics Real Battery configs.
- Updated Sterling UtilitiesConstruction:
- Added inline construction pads to complement the printeries.
- Updated Sterling Thermals:
- Added roll-out array radiators.
- Updated Sterling ThermalsPower:
- Added Tritium configs for molten salt reactors and hazard tankage.
Changes
- Updated Sterling Kerbalism:
- Added mode select and System Heat involved modules mode for refineries and printeries.
- Added System Heat involved modules mode for metal fuel cells. Module switching is WIP and weird right now but still playable.
- Updated Sterling Thermals:
- Retxtured wrapper graphene radiators.
- Updated title convention on wrapper radiators.
- Updated Sterling Utilities:
- Resurfaced circular refineries.
- Updated Sterling UtilitiesConstruction:
- Added heat emissive and spawn heading decal to the field parts.
- Resurfaced circular printeries and the field parts.
Fixes
- Updated Sterling Kerbalism:
- Fixed missing detections for System Heat radiators.
- Fixed big config error with solar panel fixer. Not sure if it helps anything, though.
- Updated Sterling Thermals:
- Partial fix to super heavy shield losing heat tolerance when Ablator empty (for Deadly Reentry).
Sterling Systems 0.4.13
Additions
- Updated Sterling Thermals:
- Added preheaters.
- Made heatsinks ThermalPower non-empty by default.
Changes
- Updated Sterling Core:
- Increased unit cost of Fissile Pebbles.
- Updated Sterling Engines:
- Added/Fixed missing defaults for nuclear engines' propellants when Rational Resources Nuclear Family not installed.
- Updated Sterling Electrics:
- Added Real Battery compatibility. (Parts become 20x massive when this installed.)
- Updated costs and tech tree placement according to (and without) Real Battery.
- Resurfaced batteries, fuel cells and nukes (SCM, KRUSTY).
- Updated Sterling Kerbalism:
- Gathered all Kerbalism configs here.
- Removed Minerals Splitter and ExoticMinerals Splitter recipe. Put those in Rational Resources Kerbalism.
- Updated Sterling Tankage:
- Added MaterialKits and SpecializedParts.
- Updated Sterling ThermalsPower:
- Resurfaced fission reactors.
- Increased Fissile Pebbles consumption rate. (It was too efficient.)
- Updated Sterling Thermals:
- ThermalPower gauge on heatsinks now animates if System Heat installed.
Sterling Systems 0.4.12
Additions
- Added Kerbal Health compatibility.
- Updated Sterling Electrics:
- Added 0.625m Betavoltaics.
- Updated Sterling Core:
- Added Alternate Resource Panel icons for nuclear resources.
Changes
- Updated Sterling Electrics:
- Added fuel cell B9 opion colors.
- Updated Sterling Tankage:
- Added options for Beryllium and LqdFluorine. Both are very hazardous so check the black tanks for them.
- Added System Heat Boiloff compatibility. Instead of asking for ElectricCharge, cryotanks ask for their own loop.
- Updated Sterling Thermals:
- Rebalanced wrapper radiators. Cryo radiators are lower mass and capacity. Metal radiators are higher mass and capacity. Graphene radiators mostly gain but somewhat also lose.
- Updated World Power:
- Resurfaced.
Fixes
- Updated World Power:
- Fixed solar furnace config pointing to solar PV type 2's model, and other issues therein.
Sterling Systems 0.4.11
Additions
- Added Sterling Kerbalism: Collection of Kerbalism specific things previously released with Rational Resources.
- Updated Sterling Thermals:
- Added wrapper heatshields for stock Mk2 and Mk3 adapters.
- Updated Sterling World Power:
- Added solar panel type 2 and windmill type 2.
- Added tune-able wide radiator based on solar panel type 2.
- Added Resurfaced for these. (Actually this isn't working. Will figure out later.)
- Updated windmills to be deployable always-on converters when Planetside Exploration Tech not installed.
Changes
- Updated Sterling Agency:
- All associated part upgrade and localization changes.
- Updated Sterling Electrics, Thermals, Thermals Power:
- Updated CTT locations of fission reactors and heat sinks.
- Updated Sterling Engines:
⚠️ Removed Nuclear Family implementation. Seeking to test the waters with Ignition.
- Updated Sterling Thermals:
- Made inline heatsinks upgrade-able, adding more mass, loop volume and ThermalPower capacity.
- Made inline heatsinks lower mass and have 1/25 original ThermalPower capacity.
- Updated World Power:
- Added toggle for Underground meshes.
Fixes
- Updated Sterling Electric:
- Added missing skinMaxTemp keys to parts and B9 upgrades. Wrapper solar panels had edge cases of (skin) heat tolerance dipping back to 1200K.
- Updated Sterling Engines:
- Fixed Antimatter propellant ratio in 10m BCAM.
- Fixed basic CRP config to not run when Classic Stock Resources (CSR) installed.
- Added parallel CSR config.
- Updated Sterling Tankage:
- Make Ore option always appear.
- Fixed CRP detection fatal issue.
- Updated Sterling Utilities:
- Fixed EL module injection patch to only affect Molten Metal Foundry.
- Updated Sterling UtilitiesConstruction:
- Updated WBI Sandcastle module names per Sandcastle 1.3.0 release.
- Updated World Power:
- Fixed Solar PV panel whole part material changed when selecting concentrator variant.
Interim hotfixes
Electric PV heat fix.zipprovides configs for adding the missingskinMaxTempkey to wrapper PV parts and their B9 upgrades. Should fix the issue of [skin] heat tolerance dipping back to default (because that was un-declared). Spotted by DeadJohn on the forum.

