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Annnnd... Is the Discord gone?
I think this mod is great and if its okay with you I'd like to develop it further. Would you be open to me taking over its development?
On the other hand, the fact that there is no atmosphere to maintain heat means that eventually all the heat is radiated away from an object, unless that object is being radiated on (ie, by sunlight) or is generating heat locally (ie, body heat) and has sufficient insulation.
In fact, things overheating is a big problem because the only way to shed heat is by radiating it away, because there's no air or anything for it to equalise through.
You technically also have the option of directing your heat in to some object and then ejecting it, which I believe this mod provides, but in the real world that would be prohibitively expensive, unless you live on an asteroid or something where material is abundant.
if not then can that be added so your "balancing" the heat?
maybe a block that disables the heat mechanic for that grid.
Based upon the Grid Admin mod that makes grid damage disabled, I would love to make a central respawn station that doesn't care about heat mechanic
I would share a link to the images, but, apparently steam doesn't have the brain to because the link is the same for both images.
Let me start a discussion on some things that I would really love to see for this mod.
<ConvectionMult>30</ConvectionMult>
<RadiationMult>10</RadiationMult>
well a single x100 arc reactor https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=301830183 is enough that you needs basically a whole base to just cool that one down.
so with the use of modded reactors with a high power output as well as high power users you are very quickly at constructions that are more cooling that other stuff.
and yeah i know that i am not the best designer for stuff :/
I was thinking about that it would be nice to have an overload button in certain modules to boost them but with a price (damage after some seconds), if you already have this in your mod I'll use it :)
Thank you for the heads up. And as for the token, I may have found it, but if it doesnt work that is also a great solution.
You have several of these on DS load.
It does not break the mod but would be great if you updated it.
Also API token lost?
If you need to update a mod and lost the original but have access to the OG account that uploaded it you only need to copy a modinfo.sbmi and replace lines.
<SteamIDOwner>123456789012</SteamIDOwner>
and
<WorkshopId>
<Id>1234567890</Id>
Fair warning to anyone playing a heavily modded game like me though: you are gonna need loooooots of coolers to power stuff like shields. Like 500ish medium cooling blocks to cool a station shield (can't seem to get the large cooling towers to regulate above 1000 or so, while the medium heat sinks can do 6000). It's cool in a way that stations need big cooling rooms, but you can forget about making compact shielded craft.
If we could have a way to adjust the settings so we can kinda "cheat" and have our OP things (in fairness the NPCs are just as armed) without needing hundreds of cooling blocks that would be awesome!
Also are there any plans (unless I totally missed this as a feature) to involve conveyors in the system that could act as vents?
Set heat amount by ID of blocks or something?
Also anyway this could be intergrated with things like while a warp drive is active it generates a ton of heat and charging creates a fair bit of heat too?
Frame Shift Drive mod would be a great addition by the sounds of what this mod does as FSD mod has overheat but no consequences besides a wait time.
Would be nice to give FSD more realism and less safety haha
I will not be adding any features relating to pressurization, or direct mod compatibility. Other people are free to.
Any block that generates or consumes power, or any block that provides thrust, has an "efficiency" tag. This is used to determine the heat generated by that block, for example, a generator block provides 100 kW of power, but is 80% efficient. That block's power output is divided by 0.8, to give it's "total power output", in this case 125 kW. The difference between total power and electrical power is the thermal output.
Radiators can be like solar panels with negative thermal output, and efficiency scaled to illumination.
Atmospheric heat exchangers could do the same thing, but scaling based on atmospheric density and temperature.
That said, grid mass used to determine thermal inertia is a nice touch.
Perhaps passive heat radiation in vacuum could be scaled by polling the grid for unpressurised block faces?
I have some extra time this morning. I'll see what I can do to at least hotfix some of these settings to be easier
Just to clarify, "terminal blocks" mean any block exposed on the surface of a grid? i.e. if I try to build a small grid ship with nearly ALL terminal blocks in order to maximize Aerodynamic Mod wing/lift surface, this would mean undesirably maximizing my heat generation?