Jump to content

Drtyhppy2

Members
  • Posts

    25
  • Joined

  • Last visited

Everything posted by Drtyhppy2

  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.
  15. I have my transmitter placed directly next to the runway, and the thermal receiver window indicated it was connected each time I tested it. Also tested with the Mk 1 thermal receiver, confirmed connected and glowing, also tried multiple receivers with the engines connected directly, but to no avail. Since I was able to get HTP to work with the Mk. 2 receiver in 1.21.5 I didn't muck around any further there, but just launched perfectly fine after reverting to 1.21.3.
  16. I've been using a Mk. 2 thermal receiver, definitely making sure it's active before activating the engines. I should also mention this is launching from the runway.
  17. Running the latest version of KSPI-E for KSP 1.4.5 (using KSP 1.4.3 for OSX). I'm getting an "engine shutdown fuel missing" message with the thermal ramjet (haven't tested any others) with both atmospheric and internal fuel modes despite having plenty of fuel and intakes. All on spaceplane designs that have flown numerous successful missions before. Edit: KSPI-E version 1.21.5 internal fuel mode is working, atmospheric is not. Version 1.21.3 had no issues for me.
  18. Hey there, I have some questions myself about some of the numbers I’m seeing in the VAB with the gas core nuclear engines. First, I’m curious as to why those two engines have vastly lower ISP multipliers for certain fuel types than the other nuclear engines. Specifically, I think it’s fuels like methane, liquid fuel and ammonia that have a lower isp multiplier, yet fuels like hydrogen, helium and diborane are the same as the liquid and solid core engines. Also, the final max thrust in space numbers for the open cycle gas core engine seem to be awfully low for a 3.75m engine. I think it shows something like ~60kn for hydrogen, then the highest I think is around ~300kn with one of the cryogenic gases (argon I think?) I’m curious if I need upgrades or I’m just missing something. I’ve been hoping to upgrade from the open cycle liquid core engine as my “starship” engine of choice, so any insight is much appreciated.
  19. Just wanted to drop in and mention, for what it might be worth, that even using linuxgurugamer's fork of KJR that comes bundled with KSPI-E, the recent betas of IR Next have been working great for me so far. Previously, trying to actuate any of the servos outside of the VAB/SPH caused an instant kraken attack and game crash (realized after launching an expensive space station with IR parts...oops). I haven't done a great deal of testing yet, but whatever improvements you've been making definitely seem to be working. It's totally awesome being able to use IR alongside Interstellar again. Thanks for keeping this awesome mod going!
  20. Usually this happens when you’re trying to recycle into containers from other mods that don’t have “MODULE { name = USI_ModuleRecycleBin }” in their .cfg file. If you’re using MKS Kontainers they should automatically have that module and you’re problem probably lies elsewhere. Hopefully that’s a start.
  21. As far as I know, beamed power relays haven’t been working for several versions of KSPI-E. You’ve just got to have line of sight between transmitter and receiver right now. Which is a shame as I’ve been wanting to set up an infrared power network around Kerbin’s SOI myself. It’s so useful for launching spaceplanes amongst many other things.
  22. I’ve used both those solutions on thermal turbo/ramjet powered spaceplanes I’ve built. However, if you’re using B9 spaceplane parts, I can tell you that adding fuels to its tank switcher is a major pain and required editing 3 different files. If you’re using stock or mk2 expansion tanks, IFS should patch KSPI fuels as options for those tanks. I also strongly recommend using HTP as the internal fuel for the thermal turbojet. Then, personally I add a timber wind scaled to 1.25m running on liquid fuel for orbital maneuvering. Hope that helped at least a little.
  23. I’m not sure about an update that will fix the problem, as it doesn’t look like the issue is logged on GitHub. However, I was the same problem at my Minmus mining base and after much trial and error (and reloading quick saves) it seems like there is something borked between the conversion of MJ and EC. Also, it seems certain interstellar parts don’t stop requesting power even after they’re turned off. My temporary solution has been to revert back to version 1.20.15. Though, I’ve noticed in that version it’s possible to set up MJ/EC conversion so that a ship will never run out of power even if it’s solar panels aren’t producing any power. I can’t help but wonder if fixing the infinite production loop has created the infinite drain loop.
  24. Hey everyone, finally getting around to making my first post though I’ve been reading the forums for several months now. I’ve been playing KSP for probably over a year now, and started adding mods a few months ago which brought me here. Mods like KSPI-E and USI/MKS make for amazing gameplay but have brutal learning curves to start. So, as I mentioned, I’ve been perusing the forums looking for help, and after hundreds of pages of reading and dozens of hours of gameplay I finally feel like I have enough of a grasp of things I can start contributing to some of the threads myself. Looking forward to joining the awesome KSP community! Thanks, and fly safe!
×
×
  • Create New...