FreeThinker

[1.7.3/1.6.1/1.5.1/1.4.5/1.3.1] KSP Interstellar Extended 1.23.8 Continued Development Thread

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Posted (edited)

KSP 2 is coming soon. Are you planning to make a new mod for a new game? Yes, the same Daedalus will be there. But I'm not sure what will be of scientific accuracy, as you have.

Edited by OOM

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7 hours ago, OOM said:

KSP 2 is coming soon. Are you planning to make a new mod for a new game? Yes, the same Daedalus will be there. But I'm not sure what will be of scientific accuracy, as you have.

I don't think this is a reasonable question until after release. Probably a significant time after release for many mod authors. Typically it depends on the difficulty of porting/re-building and the audience that plays the new game. There's a big audience for KSP1, and it took a long time to build. KSP2 won't have that at launch.

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Posted (edited)
On 8/23/2019 at 6:53 PM, OOM said:

KSP 2 is coming soon. Are you planning to make a new mod for a new game? Yes, the same Daedalus will be there. But I'm not sure what will be of scientific accuracy, as you have.

I will probably not rebuild interstellar entirely because KSP 2 will largely fullfill that role but I do intend to add functionality that KSP 2 is missing like like Beamed power, forgotten engines like Discovery MCF Fusion, Bussard Ramjet and scifi devices like the Alcubiere Warp Drive, which are are now part of KSPIE. I also notice KSP didn't mention any Power Reactors  but they going to have to add them if they intend to power those features electric engines.

Edited by FreeThinker

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Hello probably about KSP2 or even for current KSPI, I dont sure if was planned real obstacles:

                1 grain of sand, once per hour
                debris with the size of small pia, once a month

Basically a real-ship need some kind of armor to do the Journey, or use a radar with laser beams to target some debris.

Do you already have something like this @FreeThinker ? ;)

 

Edited by pmborg

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14 hours ago, pmborg said:

Hello probably about KSP2 or even for current KSPI, I dont sure if was planned real obstacles:

                1 grain of sand, once per hour
                debris with the size of small pia, once a month

Basically a real-ship need some kind of armor to do the Journey, or use a radar with laser beams to target some debris.

Do you already have something like this @FreeThinker ? ;)

 

Well the Magnetic Nozzle with magnetic field dissabled and laser at maximum power would effectively be the same

Edited by FreeThinker

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1 hour ago, FreeThinker said:

Well the Magnetic Nozzle with magnetic field dissabled and laser at maximum power would effectively be the same

That might be a solution to big objects, but for dust something like this might be needed:

 

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Problem solved for now, I created a shield-dome variation :):

NuFP23A.png

5LvcLei.png

 

Edited by pmborg

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Beamed power PartInfo was a mess, so I'm attempting to improve it
p47v4bm.png
The information of 16 partmodules is now compressed into a single partmodule
 
 
Edited by FreeThinker

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Next release should make the Solar Thermal Power Receiver significantly easier with integrated radiator on the back side of the mirror surface

njGwaqq.png

efGUVgJ.png

Edited by FreeThinker

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3 hours ago, FreeThinker said:

Next release should make the Solar Power significantly easier with integrated radiator on the back side of the mirror surface

Awesome,  now I just need a means for paying for all this equipment, and shipping it down to the sun.



 

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On 9/28/2019 at 8:59 PM, TheRag said:

Awesome,  now I just need a means for paying for all this equipment, and shipping it down to the sun.

The cheapest method would be to put an high isp electric engine at the center of mass burn retrograte untill you at Mercury and then use a solar sail to get into a low solar orbit

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Is it possible to get the old Solar Sail Navigator mod working with KSPI-E?

I tried it on its own with the original PersistantThrust mod without issue despite how outdated they are, but when pairing solar sail navigator with KSPI-E the game does not load.

Errors the log is throwing:

[WRN 23:52:21.418] The script 'SolarSailNavigator.Navigator' could not be instantiated!
[EXC 23:52:21.431] NullReferenceException: Object reference not set to an instance of an object
	PartModuleList..ctor (Part part) (at <5b6ca6486e0b47a1bce39cde5a91b986>:0)
	Part.Awake () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0)
	UnityEngine.Object:Instantiate(GameObject)
	PartLoader:CreatePartIcon(GameObject, Single&)
	PartLoader:ParsePart(UrlConfig, ConfigNode)
	<CompileParts>d__56:MoveNext()
	UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
[EXC 23:54:06.808] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
	System.Reflection.Assembly.GetTypes () (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
	AssemblyLoader.GetTypesOfClassesImplementingInterface[T] () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0)
	Expansions.Missions.MissionsUtils.InitialiseAdjusterTypes () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0)
	Expansions.ExpansionsLoader+<LoadExpansions>d__21.MoveNext () (at <5b6ca6486e0b47a1bce39cde5a91b986>:0)
	UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)

Link to Solar Sail Navigator:

If necessary, I might consider poking around at the sourcecode of solar navigator. Having a way to plot constant-thrust trajectories is incredibly useful and fun.

 

*Edit

I realize now this might belong in the development thread rather than here. If requested I'll go ahead and move it. :kiss:

 

*Edit again

I've looked through SolarSailNavigator's sourcecode now. It was very dependent on the way the original PersistantThrust mod works, and the version integrated with KSPIE is pretty different. I've begun to work on a hotfix, but I've gotten about as far as I think I can for now.  There's a few functions in ModuleEnginesWarp and ModuleSolarSail that have been changed to private-- such as calculateSolarForce(). As far as I'm aware, I don't believe fixing SSN will be possible without tweaking the way persistent thrust currently works in KSPIE

Here's the git repo

 

Edited by nubeees
One last update for this post

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On 11/1/2019 at 1:58 AM, nubeees said:

There's a few functions in ModuleEnginesWarp and ModuleSolarSail that have been changed to private-- such as calculateSolarForce(). As far as I'm aware, I don't believe fixing SSN will be possible without tweaking the way persistent thrust currently works in KSPIE

While that may be just one of many issues, private methods are not a true barrier to use. Reflection allows you to use whatever methods you want, it's not even that hard once you know they're there (i.e. have the source code). There's no way in a distributed assembly to make a method "impossible" to call, really. Private elements are more guidelines than rules.

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2 hours ago, whitespacekilla said:

While that may be just one of many issues, private methods are not a true barrier to use. Reflection allows you to use whatever methods you want, it's not even that hard once you know they're there (i.e. have the source code). There's no way in a distributed assembly to make a method "impossible" to call, really. Private elements are more guidelines than rules.

I've never learned about reflection before. Originally I planned on just creating a fork of KSPI-E and altering it as necessary to make it compatible with Solar Sail Navigator, but looks like I'll have to look into that. 

Haven't had time to work on this recently though, I've had a particularly awful set of deadlines to worry about.

*edit

Did some basic google searches. That's pretty cool!

Edited by nubeees

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