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KSP Interstellar Extended Continued Development Thread


FreeThinker

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[h=2]Version 1.3.7 for Kerbal Space Program 1.0.4[/h] Released on 2015-08-10

  • Fixed issue with Pebble Bed/Dusty plasma not scaling correctly
  • Advanced Fission/Fusion Fuel Modes now require Science Lab
  • Added several additional propellants (water, oxygen, oxidizer) to MPD and Vasimr
  • Added IntakeAtm as propellant to Vasimr (unlocked with Specialized Plasma Generation)
  • Added Ore and Aluminia as propellant for MPD (unlocked with advanced EM Systems)

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I am having a problem with molten salt reactors. I was using them as long term back up reactors for general electric needs. Today I realized that they decrease available radiator potential. Before I add molten salt, reactor can radiate 130gw, after I add they can only radiate 24GW. This is visible only in VAB, it does not effect anything after launch. Not a big problem but it gives wrong information for our waste heat radiation ability in VAB.

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I guess you mean something else than what you write because reactors don't radiate heat, they are the source of heat, which can scale with time warp

Thats exactly my point, it is a bug. When I add molten salt, radiator waste heat potential decreases in VAB thermal helper. I know it should not. I am curious if anyone has this bug.

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FreeThinker,

I know the Megajoule Power Manager can only be used outside the VAB. Is there anyway this can be fixed? If not, where do you think I should go to ask if a programmer could make us a utility for doing the same thing outside of KSP. I wonder if it could be done using an Excel file. What do you think?

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Apparently Interstellar doesn't support intakes from mods:

Error is like this:

[LOG 07:48:01.798] [KSP Interstellar] Exception caught adding to: airScoop part: System.NullReferenceException: Object reference not set to an instance of an object

at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0

[ERR 07:48:01.799] Cannot find module 'ModuleResourceIntake' (-859566458)

and other variations...

It lags like hell in career mode in spaceport but doesn't lag in sandbox....

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So any plans to update and implement the old Orion Pulse Rocket mod? Would certainly fit the theme a bit and be awesome besides.

Not likely as all component are highly specialsied, there is no synergy with exisitng KSPI parts/resources. I'm much more likely to implment Nuclear Salt Water propulsion, which would offer average high Isp and significant thrust with experimental rocketry and can be refueld with Enriched Uranium and Water.

- - - Updated - - -

FreeThinker,

I know the Megajoule Power Manager can only be used outside the VAB. Is there anyway this can be fixed? If not, where do you think I should go to ask if a programmer could make us a utility for doing the same thing outside of KSP. I wonder if it could be done using an Excel file. What do you think?

The Megajoule Power Manager is mend to help player construct a vessel with enough radiators, not as a Thermal management utility. But I agree with you it would be helpfull if there was one.

- - - Updated - - -

Apparently Interstellar doesn't support intakes from mods:

Error is like this:

[LOG 07:48:01.798] [KSP Interstellar] Exception caught adding to: airScoop part: System.NullReferenceException: Object reference not set to an instance of an object

at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0

[ERR 07:48:01.799] Cannot find module 'ModuleResourceIntake' (-859566458)

and other variations...

It lags like hell in career mode in spaceport but doesn't lag in sandbox....

Actauly it attemps to add airScoop to all parts with air intake, but something seems to prevent this in your case.

Edited by FreeThinker
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Apparently Interstellar doesn't support intakes from mods:

Error is like this:

[LOG 07:48:01.798] [KSP Interstellar] Exception caught adding to: airScoop part: System.NullReferenceException: Object reference not set to an instance of an object

at FNPlugin.PluginHelper.Update () [0x00000] in <filename unknown>:0

[ERR 07:48:01.799] Cannot find module 'ModuleResourceIntake' (-859566458)

and other variations...

It lags like hell in career mode in spaceport but doesn't lag in sandbox....

Having the same issue - latest update absolutely killed performance at the KSC. Oddly, only seems to affect screens with the money / fame / research bar visible (tracking station / VAB fine, science building not).

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Here are currently installed mods. A lot of them came with RP0/RO

KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit

Filter Extensions - 2.4.1

USI Tools - 0.4.2

Advanced Jet Engine - 2.3

B9 Aerospace Procedural Parts - 0.40

Community Resource Pack - 0.4.4

Connected Living Space - 1.1.3.1

Contract Configurator - 1.6.4

CustomBarnKit - 1.1.1

Deadly Reentry - 7.2.2

DMagic Orbital Science - 1.0.7

Editor Extensions - 2.12

Ferram Aerospace Research - 0.15.4.1

Firespitter - 7.1.4

GCMonitor - 1.2.6

Interstellar Fuel Switch - 1.15

KAS - 0.5.4

keepfit - 0.7.3.3

Kerbal Construction Time - 1.2

Kerbal Engineer Redux - 1.0.18

Kerbal Joint Reinforcement - 3.1.4

HyperEdit - 1.4.1

KerboKatzUtilities - 1.2.9

ForScienceContinued! - 1.0.4

KSP-AVC Plugin - 1.1.5

ModularFlightIntegrator - 1.1.1

Final Frontier - 0.8.6.1370

Procedural Parts - 1.1.7

RealChute - 1.3.2.3

RealismOverhaul - 10.2

RealSolarSystem - 10.2

RemoteTech - 1.6.7

Saturatable RW - 1.10.1

SCANsat - 1.1.4.1

ShipManifest - 4.4.1.1

SolverEngines - 1.9

TextureReplacer - 2.4.7

ThrottleControlledAvionics - 2.3.0.1

TAC Life Support - 0.11.1.20

Alternate Resource Panel - 2.7.2

TweakScale - 2.2.1

Freight Transport Tech - 0.4.1

Universal Storage - 1.1.0.7

VenStockRevamp - 1.8

KSP Interstellar Extended - 1.3.6

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This has been a problem for me too... Unfortunately I can't uninstall AJEs as its a prereq for RO. Really liked the idea of doing a RP-0 career, starting of realistically in the 50s, then working my way all the way to warpdrive and other theoretical tech. If you could think of some kind of work around I would be in your debt XD

oh and I have to say, fantastic work on this mod! There's still nothing that compares to it when it comes to realistic future tech.

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Say, I'm thinking about reintroducing LqdWater, it would replace Water as primary water propellant, you will still be able to use Water but as an secondary resource , meaning you have to choose to use Water that might be used by crew for survival. The reason I want to split up despitehave having the Same properties as Water is the magnitude of usage between TAC and KSPI is very differnt. TAC only uses very little water. As a result, you probably only have a few liter. KSPI Engine other hand can use all the water kebals need for a mission in the blink of an eye. They have been several mission I lost after I accidently used it as propulsion. By splitting them up, they problem should be fixed.

Edited by FreeThinker
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Say, I'm thinking about reintroducing LqdWater, it would replace Water as primary water propellant, you will still be able to use Water but as an secondary resource , meaning you have to choose to use Water that might be used by crew for survival. The reason I want to split up despitehave having the Same properties as Water is the magnitude of usage between TAC and KSPI is very differnt. TAC only uses very little water. As a result, you probably only have a few liter. KSPI Engine other hand can use all the water kebals need for a mission in the blink of an eye. They have been several mission I lost after I accidently used it as propulsion. By splitting them up, they problem should be fixed.

It may sound counter productive to have 2 resources for the same thing, but that logic seems to make perfect sense to me. Especially if it fixes the intake problem, I'm not sure how it would though.

EDIT (To avoid double post)

I nearly forgot. Thanks to you pointing out the conflict was with AJE, I've got a temporary fix for people people experiencing the same intake problem causing very low fps in the space center and some of the buildings.

Inside the AJE folder, there's another folder called "Inlets" If you delete/move this folder outside of your KSP install, the fps in the space center is fine and the error log that was spamming the debug menu has disappeared. I'm not sure how this will effect the flight dynamics of aircraft, but I'm more of a rocket guy myself XD. For completeness, the folder again is "Gamedata/AJE/Inlets".

Edited by Ricky_Jay
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It may sound counter productive to have 2 resources for the same thing, but that logic seems to make perfect sense to me. Especially if it fixes the intake problem, I'm not sure how it would though.

Would it be possible to instead make a MM patch with a NEEDS[TACLS] that would add a new field to the relevant engines, which would tell it to ignore water etc. in capsules and TACLS fuel tanks? Or allow somewhere to set an amount of water, below which the engines will draw water?

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Is there any good tutorial...i am totally lost with this mod. I could not find a good spot to use anything. It allways seems to me that is is too much work required to get anything good out of it. I can build a ship with good ISP value but with a TWR that let me cry. Or a good ship where the fuel of the reactor is running out in only a fraction of the mission time.

I find it way more effective to build a conventional rocket. So my conclusion is, i am doing something wrong and like to learn more without studying nuclear science :)

Hope there is someone who made a tutorial that helps me on my way to the stars.

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Would it be possible to instead make a MM patch with a NEEDS[TACLS] that would add a new field to the relevant engines, which would tell it to ignore water etc. in capsules and TACLS fuel tanks? Or allow somewhere to set an amount of water, below which the engines will draw water?

The problem is that It's imposible to tell the engine not to use water from specific tanks. Howerver, there is a work around which might work which is to use a generated resource converted from Water and exclude all tanks which start with "Tac". The Resource would be called LqdWater, but it would not require specialised Water Tanks

Edited by FreeThinker
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@Ricky_Jay AJE rather needs inlets as they describe how large; what type; and how the individual inlets can ingest air for engine usage.

@Freethinker not sure how I feel about having two resources for the same. While I understand the frustration caused by eating up life support supplies for fuel one can just as easily (so long as you're paying attention) disable flow from the relevant locations or use TACFuelBalancer or GPOSpeedPump (GaiusGoodspeed's automagic fuel pumps updated) and monitor your fuel tanks while performing burns.

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@Ricky_Jay AJE rather needs inlets as they describe how large; what type; and how the individual inlets can ingest air for engine usage.

@Freethinker not sure how I feel about having two resources for the same. While I understand the frustration caused by eating up life support supplies for fuel one can just as easily (so long as you're paying attention) disable flow from the relevant locations or use TACFuelBalancer or GPOSpeedPump (GaiusGoodspeed's automagic fuel pumps updated) and monitor your fuel tanks while performing burns.

Well most of the time people do not expect it. So it would mean people first have to have this accident, which especialy nasty durring a mission, when your on the other side al the solar system, and you don't made any save, very frustrating.

I wonder if it would be enough to ignore all dedicated TAC fuel tanks and modules with crew.

Edited by FreeThinker
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@Freethinker not sure how I feel about having two resources for the same. While I understand the frustration caused by eating up life support supplies for fuel one can just as easily (so long as you're paying attention) disable flow from the relevant locations or use TACFuelBalancer or GPOSpeedPump (GaiusGoodspeed's automagic fuel pumps updated) and monitor your fuel tanks while performing burns.

You can also instead of having all the generator stuff abstracted just learn to operate all these different types of nuclear reactor in Real Life so you aren't being such a noob.

Just because you CAN do something manually doesn't mean its fun gameplay to have to do so.

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Another possible solution would be to add a special partmodule which allows me to enable/disable resource consumption from a tanks. A MM script would add it to all tanks containing water. The same solution could also be aplied for other resource which you don't want to be consumed by engines, like Lithium.

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With regards to water consumption I could go for a disable on TACLS tanks / command modules. Not sure how difficult that would be code-wise. I can't say I've ever really used Lithium for breeding or much of anything really so I have no input in that regard.

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@Ricky_Jay AJE rather needs inlets as they describe how large; what type; and how the individual inlets can ingest air for engine usage.

Yea I thought as much. It was intended as a temporary fix for people concentrating on rockets. That's why I suggested to move the folder rather then delete it, but I guess I could of been more clear.

As for the water problem, would it not make more sense to change the water TACLS uses to "Drinking Water" to show it has been treated and made safe for consumption, splitting up the resource like you wanted, but not into just "water" and "more water". That would make sense to me as a player anyway.

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