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KSP Interstellar Extended Continued Development Thread


FreeThinker

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that is an interesting idea, but I was thinking more along the lines of a reputation requirement before you are allowed to build/use certain parts. say basic nuclear reactors will have a relatively low requirement, whereas more dangerous or "scary" propulsion systems would have higher requirements. or having increasingly larger microwave antennas require increasingly larger levels of reputation for example.

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So you want to unluck parts with reputation. One way to implement this would to introduce specialised tech nodes which get unlocked after you achieve the tech and reputation requirement. Although it would be an intresting game concept, I wonder how many people like it. Also it would further complicate KSPI as many people would not understand why they cannot use the new reactor after unllocking the tech requirement. Beside that, it would probably be a nightmare to balance right because exactly how much reputation do you need to use a part?

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While I like the idea, I don't think it will be good for KSP at the moment. Unlocking completely the tech tree is a very long and interesting mission, but for now this is awarding due to the fantastic possibilities that KSPI offers. Adding new complications will be probably too much from a gameplay balance.

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@Freethinker - any update on the "Mk2 cargo bays are infinitely efficient heat sinks" problem that I posted a few days ago? Or is it not reproducible on your end? Then again with 1.0.5 and the changes to stock heating it might not be an issue anymore. Will test after Interstellar is updated for 1.0.5 - at the moment it completely does not work. None of the Interstellar parts load in the SPH using 1.0.5. FAR, DRE, KAS, KIS, RPM, and IR also seem to be throwing critical errors, which I suppose is par for the course on a new version releasing :)

Will wait patiently. And will re-test the mk2 heat radiation when KSP is working again :)

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So you want to unluck parts with reputation. One way to implement this would to introduce specialised tech nodes which get unlocked after you achieve the tech and reputation requirement. Although it would be an intresting game concept, I wonder how many people like it. Also it would further complicate KSPI as many people would not understand why they cannot use the new reactor after unllocking the tech requirement. Beside that, it would probably be a nightmare to balance right because exactly how much reputation do you need to use a part?

You could require a minimum amount of reputation to enable/activate a reactor ... kind of like a nuclear regulatory agency issuing licenses to commercial or public operators of nuclear power stations. The "safest" nuclear options would require the least reputation threshold to activate a reactor, and the riskiest/dirtiest ones the most... For example, if you blow up a reactor while in Kerbin's atmosphere, this could incur a very sharp reputation penality. Same with nuclear fuel containers. But the reputation wouldn't actually be used up in activating a reactor, just checking that the minimum is met before throwing the switch on.

Here in Canada we had some experience a few decades ago with a certain piece of glowing-in-the-dark russian hardware which fell from the sky :)

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yea 1.05 broke many things, and air intakes included (no more atmosphere)

MJ also does not work for 1.05(even attitude control), so it's normal for KSP, but of course they should have more public beta testing and allow some time for modders to fix things.

they changed a lot thermal control so anything with it probably broken too (engine overheat for example).

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Yes, but there are several reasons why I'm hassitant to add them

A: The do not with existing KSPI part technology and resources. They would require custom build partModules and resources

B: They are highly toxit and dangerous . If you think Orion was crazy, Salt Core Reactor are absolute madness.

C: They are too powerfull for an early technology and too expansive for a late technology

D: I got enough unfinished work in KSPI who need attention as well.

Hmm, D is a pretty persuasive reason :P

I suppose if I really want i will have to mod it in myself.

edit: the idea of someone running one in an atmosphere is terrifying (even low orbit sounds pretty bad), so some sort of module to stop it working in atmosphere would make sense; "environmental safeguards prevent you operating this engine in an atmosphere, you horrible monster you".

that said none of the Kerbals seem to care about me testing hydrazine propelled rockets on Kerbin

Edited by Dangerous_Beans
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Hmm, D is a pretty persuasive reason :P

I suppose if I really want i will have to mod it in myself.

edit: the idea of someone running one in an atmosphere is terrifying (even low orbit sounds pretty bad), so some sort of module to stop it working in atmosphere would make sense; "environmental safeguards prevent you operating this engine in an atmosphere, you horrible monster you".

that said none of the Kerbals seem to care about me testing hydrazine propelled rockets on Kerbin

at least hydrazine won't hang around for millenia... although I would imagine it might do bad things to the ozone layer if you spew enough there...

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I was messing with rockets in this mod, and after creating a large microwave solar array I had an idea. Would it be possible to make it so that you can sell electricity from your orbital solar arrays? The income would be something like .1 funds/MWh(e) and require that the plant be targeting a base on the ground (?) or something of the sort. It would allow for a new type of game-play other than *just* exploration tourism and mining.

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that said none of the Kerbals seem to care about me testing hydrazine propelled rockets on Kerbin

Actualy, hydrazine usage has a noticable negative effect on the players reputation when used in kerbin atmosphere.

- - - Updated - - -

yea 1.05 broke many things, and air intakes included (no more atmosphere)

MJ also does not work for 1.05(even attitude control), so it's normal for KSP, but of course they should have more public beta testing and allow some time for modders to fix things.

they changed a lot thermal control so anything with it probably broken too (engine overheat for example).

It is annoying they did not do any of this. THe bigger and more complex a mod, they more problems are expected when a new version is released. Modeders are somehow expected to fix everything overnight or something.

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Ok, so here's what I found until now:

- Thermal Helper and Megajoule UI doesn't show up;

- Wasteheat mechanich is broken, radiators doesn't deploy and the Waste Heat doesn't build up;

- Engines works (not in atmospheric mode), but is impossible to switch propellant;

- Orbital Supercollider doesn't works except for the "Deploy" anymation (and it creat a massive lag when loaded, in VAB-SPH and in flight too);

- Exhausts from Attila Thrusters and VASMIR are showed up in game also if the engine is deactivated;

- Reactor and Generators show some weird behavior. They doesn't build up Megajoules on the resource panel, but they give some energy to the engines, also any kind of UI is showed up on right-click;

- The Filter Extension config is broken, so a great amount of KSPI parts are here and there outside of the Interstellar folder;

- The Liquid Gas Cromato... (you know which one) doesn't work at all;

Also, here's my output log, if it can be helpful: https://www.dropbox.com/s/kcstdu0jhh7ry92/output_log.txt?dl=0

Edited by Nansuchao
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sorry, Liquid Gas Cromato?


[ERR 11:56:48.796] AssemblyLoader: Exception loading 'KSPInterstellar': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0

Additional information about this exception:

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

Alright, found the mother of all KSPI failures. Seems it is caused by ModuleModableScienceGenerator, a.k.a. the Particle excelerator experiment. I first need to recompile before it is able to work.

Edited by FreeThinker
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sorry, Liquid Gas Cromato?


[ERR 11:56:48.796] AssemblyLoader: Exception loading 'KSPInterstellar': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0

Additional information about this exception:

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'FNPlugin.ModuleModableScienceGenerator' from assembly 'Interstellar, Version=1.5.16.0, Culture=neutral, PublicKeyToken=null'.

Alright, found the mother of all KSPI failures. Seems it is caused by ModuleModableScienceGenerator, a.k.a. the Particle excelerator experiment. I first need to recompile before it is able to work.

Sorry, I can't remember that name completely. It's the experiment that scan oceans composition.

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Alright, the good new I got KSPI working again. the bad new, some parts might still be malfuctioning. I don't have the time to test everything. We have to find them together.

Edit, KSPI 1.6 can be downloaded from Curse (as soon as it is approved)

Also make sure you download the latest version of

Tweakscale and filterextensions

Edited by FreeThinker
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