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KSP Interstellar Extended Continued Development Thread


FreeThinker

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9 hours ago, FreeThinker said:

Cherenkov radiation is a feature of water cooled reactor design, this primitive reactor design would be unsuitable for space, as the amount of water needed would increase overall reactor mass way to high and core heat would be very low, which would result in very low efficiency. If you see the same effect in the air, run! because that means the exposed radiation is insane

Well they are kerbals can I please have some air induced Kerenkov radiation :P

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1 hour ago, FreeThinker said:

Indeed, theoretically a black hole can be as small as 22 micro-grams. It just needs to be as dense as a black hole. To create one, you need to focus a very large amount of power to a tiny region of space and force it to convert energy into matter. It helps of it near a mother gravity well while in a zero gee environment.

I meant size - 1 ton black hole would be much smaller than proton: http://www.wolframalpha.com/widgets/view.jsp?id=15c7a7eb32c8610b005811b8640ebc1

 

Black hole, that is heavy as Earth would have size less than one centimeter.

In your new model of QSR reactor it seems like blackhole has size of few meters, since smallest QSR reactors have 5 meters radius.

 

So instead of black hole it should have blinding blue-white dot.

Edited by raxo2222
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2 hours ago, Nansuchao said:

Not necessarily. A black hole is dense, but not so much and every black hole has a different density. An artificial one probably would be less dense than a natural one.

and even then some black holes can have a density less than water, not that that applies at all to something this size but still thought it was stinking cool.

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I have seen a strange behaviour with Tweakscale and the Thermal Rocket Nozzle: changing size results in non-deterministic nozzle radius --> thrust/isp shown in the VAB. The Tweakscales "Scale" Lever doesn't match the shown radius of the tweakable menu.

Reproduce: any probecore -> molten salt --> thermal rocket nozzle --> play around with tweakscale lever and arrows

Source: Medium modded 1.1.3:

Spoiler

{
    "kind": "metapackage",
    "abstract": "A list of modules installed on the default KSP instance",
    "name": "installed-default",
    "license": "unknown",
    "version": "2016.10.02.05.55.19",
    "identifier": "installed-default",
    "spec_version": "v1.6",
    "recommends": [
        {
            "name": "AutomatedScienceSampler"
        },
        {
            "name": "BetterBurnTime"
        },
        {
            "name": "KerbalAlarmClock"
        },
        {
            "name": "KSPInterstellarExtended"
        },
        {
            "name": "LandingHeight"
        },
        {
            "name": "MechJeb2"
        },
        {
            "name": "MechJebForAll"
        },
        {
            "name": "TimeControl"
        },
        {
            "name": "xScience"
        },
        {
            "name": "KSP-AVC"
        },
        {
            "name": "KerboKatzUtilities"
        },
        {
            "name": "CommunityResourcePack"
        },
        {
            "name": "Toolbar"
        },
        {
            "name": "InterstellarFuelSwitch"
        },
        {
            "name": "InterstellarFuelSwitch-Core"
        },
        {
            "name": "ModuleManager"
        },
        {
            "name": "TweakScale"
        },
        {
            "name": "CommunityTechTree"
        },
        {
            "name": "PlanetShine"
        },
        {
            "name": "PlanetShine-Config-Default"
        },
        {
            "name": "StockBugFixPlus"
        },
        {
            "name": "EasyBoard"
        },
        {
            "name": "SETI-BalanceMod"
        },
        {
            "name": "CustomBarnKit"
        },
        {
            "name": "DockingPortAlignmentIndicator"
        },
        {
            "name": "RCSBuildAid"
        },
        {
            "name": "SETI-ProbeParts"
        },
        {
            "name": "Trajectories"
        },
        {
            "name": "TransferWindowPlanner"
        },
        {
            "name": "RealPlume"
        },
        {
            "name": "RealPlume-StockConfigs"
        },
        {
            "name": "SmokeScreen"
        },
        {
            "name": "VenStockRevamp"
        }
    ]
}
 

 

Edited by Blackline
quote -> spoiler
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5 hours ago, Riskux said:

Does everyone have this problem with the mod on 1.1.3? 
Many of the engines that this mod adds will display their thrusts but are not activated, and then some engines like the thermal turbojet even don't work at all.
2c2f2ff56f.jpg

This is usualy an indication KSPI is not properly installed. Looking at the picture I can't help notice Bizzy toolbar is missing.

In the near future, this problem will be fixed as Blizzy toolbar will be replaced by a stock toolbar button which is easier to use. I shouls have done this sooner but wasn't aware how easy it was to implement.

Edited by FreeThinker
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21 hours ago, Blackline said:

I have seen a strange behaviour with Tweakscale and the Thermal Rocket Nozzle: changing size results in non-deterministic nozzle radius --> thrust/isp shown in the VAB. The Tweakscales "Scale" Lever doesn't match the shown radius of the tweakable menu.

Reproduce: any probecore -> molten salt --> thermal rocket nozzle --> play around with tweakscale lever and arrows

Source: Medium modded 1.1.3:

  Reveal hidden contents

{
    "kind": "metapackage",
    "abstract": "A list of modules installed on the default KSP instance",
    "name": "installed-default",
    "license": "unknown",
    "version": "2016.10.02.05.55.19",
    "identifier": "installed-default",
    "spec_version": "v1.6",
    "recommends": [
        {
            "name": "AutomatedScienceSampler"
        },
        {
            "name": "BetterBurnTime"
        },
        {
            "name": "KerbalAlarmClock"
        },
        {
            "name": "KSPInterstellarExtended"
        },
        {
            "name": "LandingHeight"
        },
        {
            "name": "MechJeb2"
        },
        {
            "name": "MechJebForAll"
        },
        {
            "name": "TimeControl"
        },
        {
            "name": "xScience"
        },
        {
            "name": "KSP-AVC"
        },
        {
            "name": "KerboKatzUtilities"
        },
        {
            "name": "CommunityResourcePack"
        },
        {
            "name": "Toolbar"
        },
        {
            "name": "InterstellarFuelSwitch"
        },
        {
            "name": "InterstellarFuelSwitch-Core"
        },
        {
            "name": "ModuleManager"
        },
        {
            "name": "TweakScale"
        },
        {
            "name": "CommunityTechTree"
        },
        {
            "name": "PlanetShine"
        },
        {
            "name": "PlanetShine-Config-Default"
        },
        {
            "name": "StockBugFixPlus"
        },
        {
            "name": "EasyBoard"
        },
        {
            "name": "SETI-BalanceMod"
        },
        {
            "name": "CustomBarnKit"
        },
        {
            "name": "DockingPortAlignmentIndicator"
        },
        {
            "name": "RCSBuildAid"
        },
        {
            "name": "SETI-ProbeParts"
        },
        {
            "name": "Trajectories"
        },
        {
            "name": "TransferWindowPlanner"
        },
        {
            "name": "RealPlume"
        },
        {
            "name": "RealPlume-StockConfigs"
        },
        {
            "name": "SmokeScreen"
        },
        {
            "name": "VenStockRevamp"
        }
    ]
}
 

 

Do you need any screenshots or do you already know about that problem?

wW4Vhz8.png

after pressing Scale>>:

fquGtDr.png

Edited by Blackline
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Thanks a lot for all the feedback, I appreciate it! :)

On 02/10/2016 at 6:36 AM, Sresk said:

Those are sexy! I love the detail on the models... just out of curiosity because this is kerbal is there a way to get some cool scifi glow out of them? I'm imagining some cool Cherenkov radiation coming out of the vents in the same way that radiators glow red when hot. If not I can throw lights on my ships just fine myself :)

I'm a big fan of scifi-ish glow effects myself and the Dusty Plasma Reactor model comes with one but I want to leave some details for everyone to discover ingame :wink: Anyways, thanks for the suggestion! 

 

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so again in the vein of "working differently but not necessarily wrong so I need clarification"...

Thermal ramjet nozzles always work when connected directly to a reactor.  Makes sense.
Thermal ramjet nozzles, when 1-2 parts away from the reactor work with reduced efficiency, but only on Atmosphere mode.  Using hydrazine, for example, causes their fuel requirement to peg at 0.00% and no thrust generated.

Bug or Feature, @FreeThinker:)

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On 10/2/2016 at 6:06 PM, FreeThinker said:

Uploaded a new alpha version:


KSPI-E 1.10.3:

* Removed Buttons and Dependency on Blizzy Toolbar
* Added context sensitive Stock Toolbar button for KSPI-E
* Made better usage of stock part categories

 

I was playing around with 1.10.3 in the latest version of KSP 1.2 (1564). Love the new parts! Very cool animations!

For some reason the textures keep disappearing on me and then later reappearing - not sure why. Also the new Circular Solar Photovoltaic Cells show up visually as not being deployed when you switch back to your craft, even though they are generating power and show as having direct sun, etc. So, basically, I deploy them. They work. I witch away to another craft or wherever, then later switch back and visually they are in the non-deployed state, however functionally they're generating power. When I right click on them the option is to retract them. If I do that, then they momentarily appeared deployed and immediately enter the retraction animation. I can subsequently select Deploy to re-deploy them which they will do; rinse and repeat.

Just letting you know.

Thanks! Awesome mod!

Edited by schlosrat
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5 hours ago, ss8913 said:

so again in the vein of "working differently but not necessarily wrong so I need clarification"...

Thermal ramjet nozzles always work when connected directly to a reactor.  Makes sense.
Thermal ramjet nozzles, when 1-2 parts away from the reactor work with reduced efficiency, but only on Atmosphere mode.  Using hydrazine, for example, causes their fuel requirement to peg at 0.00% and no thrust generated.

Bug or Feature, @FreeThinker:)

Sounds like a flow rule issue, have you made sure to connect it with fuel pipes?

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7 hours ago, ss8913 said:

so again in the vein of "working differently but not necessarily wrong so I need clarification"...

Thermal ramjet nozzles always work when connected directly to a reactor.  Makes sense.
Thermal ramjet nozzles, when 1-2 parts away from the reactor work with reduced efficiency, but only on Atmosphere mode.  Using hydrazine, for example, causes their fuel requirement to peg at 0.00% and no thrust generated.

Bug or Feature, @FreeThinker:)

What are the EXACT requierements to fullfill for heat flow? I am asking, because i would like to have 8 nozzles on the bottom of a reactor, but since they are only node attached, i need some structural parts in between nozzle and reactor. Can you somehow ignore heat flow penalties? Or insert a heat flow pipe like the fuel duct?

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Technically what happens is that the engine searchers for a thermal source for 10 parts and one radial attachment deep

note the thermat transportation cost can be modified with adding the folloing partmodule to a part:

 

MODULE
{
	name = ThermalPowerTransport
	thermalCost = 0.25
}

In this context 0.25 means only 25% heat transportation cost from normal

Edited by FreeThinker
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Bugreport with 1.2:

xFpbJHr.png

Kraken comes when i try to launch this craft:

qjYWvRG.png

 

EDIT: Confirmation on a very clean 1.2 (200mbit internet ROCKS) and ONLY Mod KSPI-E 1.10.3. As soon as i try to launch the craft posted above, i get a warning and Kraken:

3g4lxt7.png

 

Edit2: More problems: FixDRE.cfg tries to remove ModuleAeroReentry, but there is no DRE, Spams some errors.

// Removes DRE's heat handling for radiator parts
// Radiators
@PART[*]:HAS[@MODULE[ModuleActiveRadiator]]:FOR[WarpPlugin]
{
   	-MODULE[ModuleAeroReentry] { }

    	MODULE
	{
		name = ModuleAeroReentry
		leaveTemp = True
		skinHeatConductivity = 1.0
		skinThicknessFactor = 0.90
	}
}

 

Edited by Blackline
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21 hours ago, schlosrat said:

I was playing around with 1.10.3 in the latest version of KSP 1.2 (1564). Love the new parts! Very cool animations!

For some reason the textures keep disappearing on me and then later reappearing - not sure why. Also the new Circular Solar Photovoltaic Cells show up visually as not being deployed when you switch back to your craft, even though they are generating power and show as having direct sun, etc. So, basically, I deploy them. They work. I witch away to another craft or wherever, then later switch back and visually they are in the non-deployed state, however functionally they're generating power. When I right click on them the option is to retract them. If I do that, then they momentarily appeared deployed and immediately enter the retraction animation. I can subsequently select Deploy to re-deploy them which they will do; rinse and repeat.

Just letting you know.

Thanks! Awesome mod!

Just wanted to update, the weird disappearing texture effect was apparently being caused by the PlanetShine mod, which was the only other one I had installed. Once that was removed the textures appear normal. The non-deployed appearance of a deployed part is still happening though.

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Hey @FreeThinker

Can you shed any light on what it takes to get a 5M QSR to work in the latest 1.10.3 build?

I've got a 5M QSR stacked up with what I believe are correctly sized thermal and charged particle generators, plus a 5M dusty plasma and it's own charged particle generator, plus a couple of 5M super capacitors, and a veritable forest of thermal radiators that the tool in the VAB claims can dissipate over 200GW. All of this is in low Kerbin orbit. AFAIK, I'm more than satisfying all the requirements for lots of juice, zero G, and near a gravity well; but when I try to start it up, it charges, then promptly warns me with the dreaded "Warning: Fusion Reactor plasma heating cannot be guaranteed, reducing power requirements is recommended". then immediately fizzles it's charge without actually stating.

Here's a screen shot of the whole apparatus, complete with reactor control windows for both the dusty plasma and the QSR. This was snapped shortly after the charge hit 42.7 GW and then promptly began fizzling.

http://imgur.com/HWJMR21

BTW, what does that warning mean? It's not obvious (to me at least) what the problem is that it's indicating, and I'm not aware of anything online that defines what it's telling the player. It sure would be nice if that warning was revised with something useful like add more radiators, or whatever is needed. If it's more complicated than that, then can there be something prominently placed in the guide that would instruct folks what they should look at to fix their design so they don't get it? Honestly, I've tried googling that warning and not really found anything useful.

Thanks!

Edited by schlosrat
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@schlosrat

The message is a warning that is shown whenever power buffer is low (which happens when drained maximal) and more power is requested than can be generated. In the case of charging for the QSR it is false alarm.

Looking at the picture it seems you have everything right except for the last direct energy converter at the back, it should not be functional but still could cause poblems (like divide by zerro). What is weird is that I don't see any wasteheat,while there should be plenty. Next time you make a sceen dump, make sure you include the status of a radiator. Have you checked for errors in the log

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On 9/25/2016 at 10:42 PM, FreeThinker said:

Alright, regarding the cost of the engines/reactor I open to suggestions. You say that reactor are too expansive I think I can relate to that, exactly which one are you referring to, there are a lot.

Currently I have given incrementing cost depending on technology and power, I might have gone too far with them.

I support that idea... prices are really too much... for somebody who plays sandbox only it doesn't matter... I'm playing since 1.0.3 and the biggest amount of money earned so far is 5 million...

Now I would like to report some problems... first, I have terrible time with staging round "ball" tanks and "wrapper" tanks, engines (thermal rocket, hybrid jet etc simply don't "see" them) ... sometimes it works as it should but most of the times it doesn't. Second, round tanks when jettisoned in orbit spam debris... I had four of them but the number somehow grew to 103... don't know is this the game itself (since I had staging problems before KSPI tanks). Now one question, is Microwave Rectenna only one capable of transmitting i.e. "sending" power? If so, how the heck we are going to launch it to orbit? I tried others transmitters  but the transmit option is always "false"... Generally, compared to 1.0.4 version (i liked that one more) reactors (and some new engines) are too expensive, too heavy, and really weakened... at the end it turns out that if you want real power the antimatter is only option... yes I know we are talking about gigawatts but I liked this mod for it's sheer power, speed, and fun...

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On 10/5/2016 at 1:27 AM, Blackline said:
Spoiler

 

Bugreport with 1.2:

xFpbJHr.png

Kraken comes when i try to launch this craft:

qjYWvRG.png

 

EDIT: Confirmation on a very clean 1.2 (200mbit internet ROCKS) and ONLY Mod KSPI-E 1.10.3. As soon as i try to launch the craft posted above, i get a warning and Kraken:

3g4lxt7.png

 

Edit2: More problems: FixDRE.cfg tries to remove ModuleAeroReentry, but there is no DRE, Spams some errors.



// Removes DRE's heat handling for radiator parts
// Radiators
@PART[*]:HAS[@MODULE[ModuleActiveRadiator]]:FOR[WarpPlugin]
{
   	-MODULE[ModuleAeroReentry] { }

    	MODULE
	{
		name = ModuleAeroReentry
		leaveTemp = True
		skinHeatConductivity = 1.0
		skinThicknessFactor = 0.90
	}
}

 

 

 

 

Possibly related issue. If i try to switch propellant on the ATTILA engine then activate it (Or switch propellant while its active) i get a NaN infection which ultimately crashes the game. 2713b497f5.png

crash.dmp: https://puu.sh/rzrs7/0d6172f199.dmp
error.log: https://puu.sh/rzrt6/c998fa63b3.log
output_log.txt: https://puu.sh/rzrvo/2b36decd02.txt

I also tested the plasma thruster and has the same issue.

This is a fresh KSP install with just KSPI-E Installed (version 1.10.4)

Edit: Just found another little bug. If you shut down a generator as the charge buffers drain the caps for those buffers also go down. Reactivating the generator dose not fix this rendering the generator useless. c55dcf2eb8.png

Edited by brandon3055
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On 4-10-2016 at 4:27 PM, Blackline said:

Bugreport with 1.2:

xFpbJHr.png

Kraken comes when i try to launch this craft:

qjYWvRG.png

 

EDIT: Confirmation on a very clean 1.2 (200mbit internet ROCKS) and ONLY Mod KSPI-E 1.10.3. As soon as i try to launch the craft posted above, i get a warning and Kraken:

3g4lxt7.png

 

 

I fixed this Black screen scrash for Open Cycle Gas Core Reactor in atmosphere in KSPI 1.10.4

Edited by FreeThinker
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