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About Drtyhppy2

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  1. That’s because there’s an old “ModuleRCS” in it’s .cfg file. It’s easy enough to copy the “ModuleRCSFX” from a similar part until a proper fix is made. I’ve been meaning to report the issue myself, but I’ve been distracted with my RSS/RO save lately...
  2. If you’re getting mini AVC warnings, they can usually be ignored without worry. I have to click off of about a dozen of them every time my game loads. One of the unfortunate side effects of being stuck on KSP 1.4.3. If you’re getting the dialogue box with yellow text that says “Incompatible mods detected” then you might have something serious to worry about.
  3. “Liquid water” is used instead of “water” so that precious potable water for life support isn’t mistakenly used as propellant. Especially during thrust warping. Also, since most IFS tanks convert between the two it can be a handy extra byproduct when playing alongside life support and colonization mods imo.
  4. I know it seems a bit awkward and counterintuitive at first, but it works the way it does to deal with deficiencies in the stock KSP heat system and the way resource production scales with time warp. I believe that simply scaling up radiator dissipation during time warp would still lead to waste heat maxing out and exploding before the radiator dissipated the heat. Probably due to the fact that KSP treats it as a resource and not a form of energy. Of course @FreeThinker can always explain better than me.
  5. The scaling of waste heat capacity with time warp is quite intentional. Otherwise, vessels would explode as waste heat production scales up with time warp also. To your other point though, I have noticed that waste heat scaling at extremely high time warp is slightly off. Leading to the situation you described where waste heat accumulation stops above a certain time warp level. My hunch is that it has to do with rounding errors in stock KSP and very little to do with interstellar itself. And it’s always important to remember, with the way interstellar radiators work, a certain level of waste heat accumulation is normal as they radiate more effectively as waste heat increases.
  6. Have you moved the slider over to make them convert MJ to EC? If the slider is at 0 I don’t think they output anything.
  7. To be honest I don’t really know enough about how the code works to know why it was throwing MM errors or why exactly my change made them go away, also MM wasn’t outputting a log so I couldn’t find the exact error that way either. So, I simply played a game of “which one is not like the others”, and got the errors to clear and made the post as a means for users experiencing the issue to make a temporary hot fix. Of course I wasn’t 100% certain the patch wasn’t intended to be as it was, and didn’t intend to come across so sure of myself in my previous post. Edit: Here are the warnings from the MM log. [WRN 2019-06-02 23:14:13.834] Cannot find key intakeSpeed in MODULE [WRN 2019-06-02 23:14:13.834] Cannot find key ResourceIntakeSpeed in PART [WRN 2019-06-02 23:14:13.834] Cannot find key intakeSpeed in MODULE [WRN 2019-06-02 23:14:13.834] Cannot find key ResourceIntakeSpeed in PART [WRN 2019-06-02 23:14:13.835] Cannot find key intakeSpeed in MODULE [WRN 2019-06-02 23:14:13.836] Cannot find key ResourceIntakeSpeed in PART [WRN 2019-06-02 23:14:13.837] Cannot find key intakeSpeed in MODULE [WRN 2019-06-02 23:14:13.837] Cannot find key ResourceIntakeSpeed in PART [WRN 2019-06-02 23:14:48.383] Errors in patch prevents the creation of the cache
  8. In the Folder ksp/logs/module manager there should be a module manager output log stating what files are causing any warnings. My loading screen however, said specifically all 8 errors I was getting were related to atmospheric intake.cfg ( perhaps I have a different version of module manager?) and changing the ! in the first line to @ makes the errors go away and the Juno engine worked fine after I made the change. That being said I am definitely no expert on module manager syntax.
  9. I get tons of those messages when my game starts up, typically you can just click “ok” and they can be safely ignored.
  10. I think I may have found the problem. In the file GameData/WarpPlugin/Patches/AtmosphericIntake.cfg @PART[*]:HAS[!MODULE[AtmosphericIntake],@MODULE[ModuleResourceIntake]:HAS[#resourceName[IntakeAir]]]:FOR[WarpPlugin] Should be changed to : @PART[*]:HAS[@MODULE[AtmosphericIntake],@MODULE[ModuleResourceIntake]:HAS[#resourceName[IntakeAir]]]:FOR[WarpPlugin] At the very least that gets rid of the module manager errors, and gets jet engines working again.
  11. Can't reproduce the ISRU/precooler bug in Interstellar version 1.21.6, and a reasonably heavily modded install of KSP 1.4.3 for Mac. KSPI-E version 20.20.3? Genuinely impressive, sir. That may explain the bug.
  12. I’d also like to add that the thermal generator’s mass scales with the reactor it’s attached to (the more powerful the reactor the heavier the generator) that’s why it’s mass increases as soon as you attach it.
  13. All the previous versions are located in the release thread. The link to it is located in the OP.
  14. Trying again without photon sailor installed I'm still getting the same "engine shutdown fuel missing" message on the runway. And also, to clarify, in version 1.21.5 internal fuel mode on the thermal ramjet was working, but not atmospheric, and both modes are not working in 1.21.6 as shown below.