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FreeThinker

[1.3.1/1.4.5] KSP Interstellar Extended 1.19.4 Support Thread

Question

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This is the KSPI-E support thread.

For talk about new development and features request you have to be in the KSPI-E develpment thread

KSP Interstellar Extended (KSPIE) is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization. KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars. Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the CTT tech tree and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power. We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways. The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice. 

For KSP 1.4.5 Download the 1.19.4 from Here

for KSP 1.3.1 Download 1.19.4 from Here

Download older versions from Here

source: GitHub

If you appreciate what I create, please consider donating me a beer

btn_donateCC_LG.gif you can donate me with PayPal or support me by Patreon

pixel.gifDownload & Installation Instructions

  • step 1: remove any existing KSPI installation (GameData\WarpPlugin folder)
  • step 2: download  KSPI-E  and put the GameData in your KSP Folder (allow overwrite)
  • step 3: re-install latest version of TweakScale
  • step 4: download Heat Control
  • step 5: (optionally) install KSP Filter Extensions.

Recommended Star System/ Galaxy mods:

Recommended Realism Mods:

 

Alternative Galaxy Mods:

Recommended Tool mods:

 

Suggested Interstellar Challenges:

Documentation & Tutorials

KSPI is one of the most sophisticated mods for KSP. To help you get started, you can make use of the following resources:

KSPI-E for Dummies

KSPI-E Guide by Nansuchao

KSPI-E  Technical Guide

KSPI-E Wiki

KSPI-E Youtube Videos:

9 part Russian Tutorial by @ThirdOfSeven

3 part EnglishTurorial by @Aaron Also:

 

Main Features KSPI Extended includes new improvements and fixes from which the following are the key features:

  • Improved realism of diversity
    • Nuclear Engines
    • Electric Engines
    • Reactors
    • Thermal and Electric Propellant
    • Fuel Modes for Fission, Fusion
    • Beamed power transmission

Support

ctt_small.png

KSPI-E add support for the following mods

Edited by FreeThinker
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On 5/1/2018 at 11:41 PM, mbaryu said:

I'm having this problem as well.  In a previous version of KSPI I built a small number of ships with the Solid Fuel Electric Fission Reactor which worked fine and generated power properly.  When I updated KSPI, these ships no longer have electric power.  I tried docking one of these ships to a station powered by 2.2 MJ of solar panels and after docking, it drained the station's power.  As you noted, the molten-salt+generator combination works fine.

These ships don't have any other source of power (except the test noted above).

Edit: Version in which Solid Fuel Electric Fission Reactor worked for me was 1.18.

Edit: I tested recent versions of KSPIE against KSP 1.4.3.2152.  In 1.18.5, 1.18.6, 1.19B the SFEFR does not work.  In 1.18.4 the SFEFR does work (though it is clearly for an earlier version of KSP).

I am having this exact problem on my dres base. The intergrated generator seems to consume the reactor's thermal power but produce no electrical power in return.

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Posted (edited)

A new release kSPIE 1.19.1.1 is available for download from here

Changelog

* Compiled against KSP 1.4.3

* Added Mach Effect Drive by Spacemouse

* Added Increased maximum timewarp acceleration

* Added Timewarp acceleration to Vista, Z-Pinch Airospike, GasCore Engine, Magneto Inertial Fusion Engine and Plasma Nozzle

* Added Kspi Patch for Far Future Beam Core Antimatter reactor and Mirror Cell Fusion Engine

* Balance: Increased Power Beam Core Antimatter reactor to 10 TW

* Balance: Increased minimum isp Beam Core Antimatter reactor to 1/4 of max Isp

* Balance: Improve mass ratio and gee-force simulation of Anti Hydrogen Containment device

* Balance: reduced thermal wasteheat positron by 50%

* Fixed magnetic nozzle mass propellant deficiency

* Fixed issue with Solar Receiver not able to function when wasteheat storage is missing

* Fixed thermal-heat usage leak causing excessive wasteheat

* Fixed issue of loss of acceleration of EM drive at high time warp

* Fixed issue with Em drive causing increased vessel mass

* Fixed Solid Fuel Nuclear Reactor ability to produce power

* Fixed Version file

Edited by FreeThinker
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@FreeThinker all of my previous issues are fixed in this release, however there seems to be a problem with the thermal ramjet nozzle now - it keeps increasing in power as speed and altitude increases, until you get to 70km and it instantly hits 0 thrust... isn't it supposed to drop off in power as the atmosphere gets thinner?  It used to... now it just seems to keep getting faster and faster all the way to the edge of atmo.  The thermal *turbojet* doesn't do this, it retains the previous behavior.
I'm using the 'heavy ram intakes' with a 1.6 intakeAir rating... 2 of them tweakscaled to 200% ... same as per usual for my stuff, but.. figured I'd report this.

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Posted (edited)

Updated to 1.19.1.1, what happened to beam core accepting thermal engines?  Is that a permanent change or a bug?  Bang goes my micro antimatter spaceplanes and their 1m beam core powered ramjets :(

 

Also same issue as ss8913 - I wasnt paying too much attention but actually forgot to switch fuel at 24k as I usually do.  Was very surprised to find I was on a kerbol orbital trajectory at 70km.....  That being said, I also dont have a heat spike when first powering on the thermal engines - this was a major issue and pretty much killed my thermal craft previously so that bug has been fixed.

Edited by jimmychoosshoes

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2 hours ago, ss8913 said:

@FreeThinker all of my previous issues are fixed in this release, however there seems to be a problem with the thermal ramjet nozzle now - it keeps increasing in power as speed and altitude increases, until you get to 70km and it instantly hits 0 thrust... isn't it supposed to drop off in power as the atmosphere gets thinner?  It used to... now it just seems to keep getting faster and faster all the way to the edge of atmo.  The thermal *turbojet* doesn't do this, it retains the previous behavior.
I'm using the 'heavy ram intakes' with a 1.6 intakeAir rating... 2 of them tweakscaled to 200% ... same as per usual for my stuff, but.. figured I'd report this.

now that you mention it,  starting from KS 1.4, I remember noticing engine cut off at 70000 meter and then choke which was odd but I didn't pay attention to it. I suspect this is new behaviour, probably to fix some issue in stock KSP but for KSPIE it is actually decremental. I will need to look into it.

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16 hours ago, FreeThinker said:

now that you mention it,  starting from KS 1.4, I remember noticing engine cut off at 70000 meter and then choke which was odd but I didn't pay attention to it. I suspect this is new behaviour, probably to fix some issue in stock KSP but for KSPIE it is actually decremental. I will need to look into it.

the weird thing is it's only the ramjets that do it.  the turbojets still run out of air as you'd expect, at altitude.

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quick question: how can i cool with radiators a quantum singularity AND an antimatter reactor on my ship?

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3 hours ago, EndTraveler said:

quick question: how can i cool with radiators a quantum singularity AND an antimatter reactor on my ship?

depends on how much draw you're pulling from them.  At max draw... you're going to need a LOT of radiators.  If you want to do that while keeping your part count low, look into the B9 HX parts.  They're enormous, so you can put a lot of radiators on them.  And you  have access to KSPIE engines, so building a 35,000t SSTO isn't out of the question :)

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Posted (edited)
7 hours ago, ss8913 said:

depends on how much draw you're pulling from them.  At max draw... you're going to need a LOT of radiators.  If you want to do that while keeping your part count low, look into the B9 HX parts.  They're enormous, so you can put a lot of radiators on them.  And you  have access to KSPIE engines, so building a 35,000t SSTO isn't out of the question :)

okay but my ship looks like a nuclear warhead and I can just offset since i am using procedural parts :sticktongue:

Edited by EndTraveler

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I seem to be having a problem with radiators. They seem to be no where near effective enough to realistically use reactors, and their performance is not matching up with what the stats say on the part info. I'm looking at parts that say they provide tens or hundred of MW of cooling, but when attached the Thermal Helper only reports a couple MW at best. I have a completely new and clean install. I reinstalled KSP to be sure and only installed Interstellar and the dependencies as described in the post.  I'm at a loss here because I don't know what I could have done wrong. Any help will be greatly appreciated.

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37 minutes ago, Sahadara said:

I seem to be having a problem with radiators. They seem to be no where near effective enough to realistically use reactors, and their performance is not matching up with what the stats say on the part info. I'm looking at parts that say they provide tens or hundred of MW of cooling, but when attached the Thermal Helper only reports a couple MW at best. I have a completely new and clean install. I reinstalled KSP to be sure and only installed Interstellar and the dependencies as described in the post.  I'm at a loss here because I don't know what I could have done wrong. Any help will be greatly appreciated.

Some of the radiators, ie the smaller ones, are only appropriate for the earlier-tech reactors.  If you're using the end-game reactors like the QSR or the plasma beam core antimatter, you need to use the end-game reactors: the folding rectangular ones or the large winged edge radiators, or the umbrella radiators.  All of which can, and probably need to be, tweakscaled up.  Your ship may end up looking like a porcupine, with all the radiators deployed, especially if you're using non-thermal propulsion.

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3 minutes ago, ss8913 said:

Some of the radiators, ie the smaller ones, are only appropriate for the earlier-tech reactors.  If you're using the end-game reactors like the QSR or the plasma beam core antimatter, you need to use the end-game reactors: the folding rectangular ones or the large winged edge radiators, or the umbrella radiators.  All of which can, and probably need to be, tweakscaled up.  Your ship may end up looking like a porcupine, with all the radiators deployed, especially if you're using non-thermal propulsion.

I wasn't using end game reactors. I was testing with the earliest ones available, and I was using the early radiators. The thing that's so odd is that the numbers the thermal management window give me do not even remotely match up with what the stats on the part are as listed in the part window.

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1 hour ago, Sahadara said:

I wasn't using end game reactors. I was testing with the earliest ones available, and I was using the early radiators. The thing that's so odd is that the numbers the thermal management window give me do not even remotely match up with what the stats on the part are as listed in the part window.

Odd.  In general I find that the thermal window is a bit .. aggressive.  Most of my ships show red on the numbers in that window, and it still works OK.  Are you using thermal propulsion or electric?  Which specific reactors, generators, and engines?

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Posted (edited)
15 hours ago, ss8913 said:

Odd.  In general I find that the thermal window is a bit .. aggressive.  Most of my ships show red on the numbers in that window, and it still works OK.  Are you using thermal propulsion or electric?  Which specific reactors, generators, and engines?

It seems this might be the case as well for me... Do you know if it's intended? If so then I'm not sure how we're supposed to use the helper, I remember in the past it being very possible with a reasonable number of radiators to get the numbers in the green. Now it seems very difficult, though it appears the craft can still perform even when in the red. How are we supposed to read the helper, how do we use it effectively.

Also, I'm a bit confused as to whether the helper is telling us about the stock heat that parts produce or the waste heat. It appears we have to deal with both of them and I'm not sure which one the thermal helper is trying to help with. Thanks anyone for any help.

Edited by Sahadara

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17 hours ago, Sahadara said:

I seem to be having a problem with radiators. They seem to be no where near effective enough to realistically use reactors, and their performance is not matching up with what the stats say on the part info. I'm looking at parts that say they provide tens or hundred of MW of cooling, but when attached the Thermal Helper only reports a couple MW at best. I have a completely new and clean install. I reinstalled KSP to be sure and only installed Interstellar and the dependencies as described in the post.  I'm at a loss here because I don't know what I could have done wrong. Any help will be greatly appreciated.

Do you have any of the near future mods installed?  If you have certain near future mods installed it lowers kspie to be on par with near futures power levels.  I guess their working on in the future instead near future will get cranked up too kspie levels.

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20 minutes ago, Temeriki said:

Do you have any of the near future mods installed?  If you have certain near future mods installed it lowers kspie to be on par with near futures power levels.  I guess their working on in the future instead near future will get cranked up too kspie levels.

I do have Heat Control installed, which is by Nertea but I'm not sure if it counts as a Near Future mod. Also, I tested without Heat Control installed and nothing changed. 

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I was forced to install Real Plume cause of RF, but KSPI-E original plume seems to be replaced as well

Is there a way to preserve KSPI-E original when Real Plume is installed?

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41 minutes ago, Iso-Polaris said:

I was forced to install Real Plume cause of RF, but KSPI-E original plume seems to be replaced as well

Is there a way to preserve KSPI-E original when Real Plume is installed?

speaking of plumes... @FreeThinker ever since KSP 1.4.0 came out, the plumes for the ResistoJet RCS are .. reversed.  the plumes will even blow back into the ship (visually) although functionally they're ok.  Is this an artifact of some other module like RCSFX or is this something that's on the list for KSPIE?

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Posted (edited)

Version 1.9.2 for Kerbal Space Program 1.4.3 can be downloaded from here

Released on 2018-05-19

  • Added full 360 RCS coverage to Mach Effect engine (credits go to SpaceMouse)
  • Added long static Graphene radiator
  • Added more Chinese localization (credits Yobo Wang)
  • Added timewarp trust to Nuclear Lightbulb
  • Added antiprotons to product of QSR reaction
  • Added gee-force warnings to Antihydrogen container
  • Balance Improved mass scaling Radial Cryogenic Liquid Fuel Tank
  • Balance AntiHydrogen container will not be affected by gravity during pre launch
  • Balance Improve Mass scaling radiators
  • Fixed exhaust effect to plasma Nozzle
  • Fixed thrust of Nuclear Lightbulb in NF-E mode
Edited by FreeThinker

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Anyone else having issues with warp drive returning to kerbin? I can go all the way to all other planets and the warp drive will de-warp when it gets close to a planet, but upon entering kerbin, my ship explodes.

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So i dont know if i cn put this here if not tell me please. But im looking everywhere ingame for atmosphere scoops but cant find them anywhere. Im using ksp 1.4.2 looked online aswell for a answer and ingame everywhere but still havend found them. 

Thanks in advance guys

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41 minutes ago, overlordmas said:

So i dont know if i cn put this here if not tell me please. But im looking everywhere ingame for atmosphere scoops but cant find them anywhere. Im using ksp 1.4.2 looked online aswell for a answer and ingame everywhere but still havend found them. 

Thanks in advance guys

I had this experience too, but it seems you need a refrigerator (or all-in-one) and no scoops now.  The Wiki is out of date.  I also read somewhere that you could scoop from just outside the atmosphere, but this doesn't seem to be the case from what I was able to test.

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1 hour ago, mbaryu said:

I had this experience too, but it seems you need a refrigerator (or all-in-one) and no scoops now.  The Wiki is out of date.  I also read somewhere that you could scoop from just outside the atmosphere, but this doesn't seem to be the case from what I was able to test.

So no scoops just a refigerator? And that works as a scoop then i guese

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3 hours ago, samooo2 said:

You need a refrigerator and regular air intake(s).

Also the "Atmospheric Extraction" process stops working the moment you fly above 70K. Might be related to this problem with air-breathing engines:

 

Hmm, I didn't see any difference with or without air intakes.

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13 hours ago, mbaryu said:

Hmm, I didn't see any difference with or without air intakes.

I did notice an odd interaction between the Engine Pre-cooler and the All-In-One IRSU (also IRSU is a typo I think?) / ISRU Processor / ISRU Processor Large.

If you build a craft with [ shock cone, pre-cooler, okto/whatever, IRSU All-in-one, battery ] the 'Toggle refinery window' button brings up a blank window.  If you remove the pre-cooler, the window is not blank.  This doesn't affect the refrigerator which makes me suspect that it may not be obeying some rule that the others are.

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