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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13


Fractal_UK

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hi there maybe one of you guys can help me, im haveing a very unusual problem, here goes at least once a day i have to re install the interstellar mod this is getting very tiresome and just a complete pain here is the crash log.

<a href=http://www.filedropper.com/2014-10-02191208><img src=http://www.filedropper.com/download_button.png width=127 height=145 border=0/></a><br /><div style=font-size:9px;font-family:Arial, Helvetica, sans-serif;width:127px;font-color:#44a854;> <a href=http://www.filedropper.com >file storage online</a></div>

Hey can you please fix your link? The forum does not support HTML code on posts, we use BBCode here :)

Edited by tetryds
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Not sure if this has been mentioned. @Frac, Welcome home bud, good too see you back. I look forward to checking KSPI once things die down here. and also Thank you so much WaveP for picking things up for the community when Frac's real life hit him in the face, as it does all of us. Always hard trying to take over a project for someone while they are away and then changing the rythem of things when they return, many thanks for all the updates to KSPI while he was away. Kerbal isnt the same without KSPI.

None the less. Glad to see KSPI "Official" back in buisness. =)

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Hello Guys,

first I want to say Thank you for this great mod.

But I have a little problem after I updated to 0.12.2 with the WarpPlugin.

The game loads all my installed mods (of which I will make list at the end of this post) but freezes with a NullReferenceException to "WarpPlugin/Spaces/sci/modles.mu".

I already asked my best friend Google about it, but all I get out of him is this forum. My ksp.log file is attached to this post.

Here the list of my installed mods, all last updated yesterday.

- B9_Aerospace 5.2.3

- BahamutoD's Drills & Parts for EL 1.2

- Connected Living Space 1.0.8.0

- CommunityResourcePack 0.2.1

- Deadly Reentry 5.3

- Enhanced NavBall 1.3.2

- Extraplanetary Launchpads 4.2.3

- Firespitter 6.3.5

- Infernal Robotics 0.19.1

- Interstellar 0.12.2

- Karbonite 0.3.5

- Kerbal Attachment System 0.4.8

- Kethane 0.9

- KWRocketry 2.6c

- MechJeb2 2.3.1.0

- Modular Kolonization System 0.21.1

- OpenResourceSystem 1.4.2

- RCSBuildAid - 0.5.0

- RemoteTech2 -1.4.1

- SCANsat 7.0

- ShipManifest 3.3.2

- SimplePartOrganizer 1.2.1

- SurfaceLights

- Tac Life Support 0.10.0.12

- Tal Cargo Solutions 0.3.4

- Toolbar 1.7.6

- Tweak Scale 1.43

- Universal Storage 0.8

Module Manager 2.4.5

And the log file:

https://www.dropbox.com/s/3umo6lk3rr0mh6k/KSP.log?dl=0

In the log file you can see at the last few entry's, that MKS and OKS are loaded and then the Exception pops up, but the KSP loading screen shows "WarpPlugin/Spaces/sci/modle.mu"

I hope you guys can help me with this.

Greetings Domme

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I'd like some help from somone that fully understands this mod.

Now, I understand the heat mechanics, plasma engines and other stuff like the solar sail and refineries.

But, I just can't figure the entire subject of the reactors.

I just need help to figure what is the difference between reactors, now I do know that the molten salt reactors work for the longest and the anti-matter works the least but anti matter produces massive amounts of power, but that's pretty much it.

I can't figure the difference between each set of reactors, or fusion and fission. And please do not link the KSPI wiki page for me, I read it multiple times but I still can't figure out what the hell is a particle bed.

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....

In the log file you can see at the last few entry's, that MKS and OKS are loaded and then the Exception pops up, but the KSP loading screen shows "WarpPlugin/Spaces/sci/modle.mu"

I hope you guys can help me with this.

Greetings Domme

It's past the part loading stage in your log file, and it's into module manager patching, somewhere around or after UmbraSpaceIndustries. honestly, the output_log file from your KSP_Data or KSP_x64_Data folder (depending on which you use) is much more useful. the NRE you have in that Log doesn't have any useful data that the output_log file has.

But looking at everything else, It looks like you have KSPI and KSPI-Lite installed at the same time. you have /interstellar/parts and /warpplugin/parts/ being loaded in the log file. both installed at once will cause a LOT of problems.

Right now, Delete your OpenResourceSystem, Interstellar, Warpplugin, UmbraSpaceIndustries and CommunityResourcePack folders and reinstall KSPI (Not lite, unless that's what you want, in which case your in the wrong thread). Then reinstall your USI mods (go get the latest versions using ORSX). This SHOULD clean up most of it.

After that if your still having problems then come back with your output_log file. with KSPI and KSPI-Lite floating around in your gamedata folder there isn't any way to figure out what else is going wrong.

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I'd like some help from somone that fully understands this mod.

Now, I understand the heat mechanics, plasma engines and other stuff like the solar sail and refineries.

But, I just can't figure the entire subject of the reactors.

I just need help to figure what is the difference between reactors, now I do know that the molten salt reactors work for the longest and the anti-matter works the least but anti matter produces massive amounts of power, but that's pretty much it.

I can't figure the difference between each set of reactors, or fusion and fission. And please do not link the KSPI wiki page for me, I read it multiple times but I still can't figure out what the hell is a particle bed.

All of the reactor types are based on concepts that have been proposed or experimented with in real life. If you need general background on the difference between nuclear fission and nuclear fusion, or on what distinguishes one type of fission reactor from another, start with Wikipedia.

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But, I just can't figure the entire subject of the reactors.

In practical terms the fission reactors give you a small amount of power, but have enough fuel to run for years. They can't go under 25% and need to be manually shut down and restarted through EVA. I have no idea what the molten salt ones do, but you can manage just fine without using them. Fuel is quite heavy and can by extracted from some planets with some difficulty.

Fusion reactors have much higher output, much less fuel, require some power to function (might need another reactor or lots of batteries to start), can go down to 10% of max output, and don't require EVA to operate. Fuel is extremely light and can be obtained from seawater.

Antimatter reactors have incredibly high output and no minimum power level, but you need antimatter to use them. This can be obtained by using particle collectors in orbit (you'll need to experiment to find the optimal altitude) or producing it in laboratories.

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does anyone have a fix for the fact that treeloader is currently having issues because the site that it checks is down? I can't load the interstellar tree on new career saves.

You have to manually do it:

Make sure you're in Career mode and not Science mode. Make sure Treeloader is installed. Copy tree.cfg from GameData/WarpPlugin to your save folder, overwriting any previous tree.cfg in your save. If notree.cfg exists in your save, delete it.
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You have to manually do it:

do we have to use treeloader? ive tried it before and am not impressed with adding it just to get things into the tree when other mods simply add without it. if i DO have to use it, will it totally start my tree over again or will it just add stuff?

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do we have to use treeloader? ive tried it before and am not impressed with adding it just to get things into the tree when other mods simply add without it. if i DO have to use it, will it totally start my tree over again or will it just add stuff?

only copy that file and everythink will be fine

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do we have to use treeloader? ive tried it before and am not impressed with adding it just to get things into the tree when other mods simply add without it. if i DO have to use it, will it totally start my tree over again or will it just add stuff?

You still need Treeloader if you want to get the full career experience with KSPi. Other mod's add parts to existing tech nodes, but doing this with KSPi will cause things like the warp drives to be a measly 1000 sci.

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i know this has already been answered but for some reason it wont load past sci/models, it just freezes, i'm sure i don't have both versions of interstellar installed and it doesn't actually crash or leave an error report.

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i know this has already been answered but for some reason it wont load past sci/models, it just freezes, i'm sure i don't have both versions of interstellar installed and it doesn't actually crash or leave an error report.

A number of things can cause this. Without a output_log file it's hard to point at anything and say 'That's it!'. In my experience, it's usually a badly configured Modulemanager patchfile somewhere.

And, you can still get the output_log file without a crash. just go to your KSP_Data folder (or KSP_x64_Data if your running x64bit) and get the output_log file from there. This file is overwritten every time you launch the game! so if you want a copy of it, get it before you re-launch KSP.

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I have an issue on this mod: can't use the lab because when i drop the ship on the launchpad anything on top of the lab falls down.

I'm on a mac and i checked it out also on a fresh installation without any other mod installed.

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I have an issue on this mod: can't use the lab because when i drop the ship on the launchpad anything on top of the lab falls down.

I'm on a mac and i checked it out also on a fresh installation without any other mod installed.

Are you certain you have the latest version of Interstellar? This sort of thing first happened with the .24 update before Interstellar/Lite was updated for it.

Also, as with most issues, it helps to provide the output log.

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They should make the Fx of the warp drive contract space and etc

are you any good with Unity Shaders? how about Non-Euclidean N-dimensional spacial projection?

Hint: that stuff is HARD.

Let the awesome flow, and don't stand in front of the hose.

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These parts are so rickety. It is nearly impossible to build any vessel without using struts.

I'm not sure what you are talking about. I can build a stack of 6 5m Reactors and Gens, without using struts, with no issues.

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Magnetic Nozzles

One of the next major features added to Interstellar will be the introduction of magnetic nozzles which is finally going to round off the concept I was going for back when I introduced charged power and all the different fusion fuels. Because the thermal rockets were the only thing you could attach directly to the reactor to provide propulsion, they had to be something of a catch-all item that represented a lot of concept. With the introduction of the magnetic nozzles, thermal rockets can go back to what they were originally intended to be - a rocket where the propellant is directly heated by the reactor. That means their specific impulse is constrained by whatever heat transfer mechanism you have in place. That means, in the next update you'll be seeing many of the specific impulses produced by the fusion reactors going down and thrusts going up.

To get big specific impulses with the fusion reactors, you'll be needing to use the new magnetic nozzles. These direct the charged products from the fusion reaction into an expanding magnetic field, they encounter and ionise propellant as they are injected and the charged products are directed out of the magnetic nozzle without ever touching a solid part (which avoids any irritating melting that might otherwise go on with super-high temperature exhaust gases). This suddenly means that the thermal power output of the fusion reactors is much less important if you're going for an endurance mission - you want lots of charged power instead. The magnetic nozzle is unique in that it requires not only a supply of charged particles to function, it also requires some electrical power to produce the huge magnetic fields required.

I've also significantly changed the performance of the other fusion fuel modes (to make D-He3 and He3 better), I've also altered the amount of fusion fuel that the reactors consume - correctly the figures are about 3x too big. So, all in all, there will be a lot of improvements to fusion in the next update.

It also finally adds a real purpose to the dusty plasma reactor, which suddenly becomes the earliest way to get a ship with the magnetic nozzle and consequently large specific impulse (albeit with unispiring thrust).

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I've been nosing around this awesome mod lately, and that magnetic nozzle thing might win me over completely. Now, I've got a couple questions after some limited playtesting, some of which may come form me not understanding the mod completely, so if anyone feels like answering, that would be sweet:

-Is it / will it ever be possible to power more than one set of engines from the same reactor? With the increasing T/ vs Isp options, the ability to carry both sets around without duplicating parts would be sweet. I guess that's more of a question for Fractal.

-Am I doing something wrong, or is water a bit broken right now? I don't seem to be able to extract it, neither on land nor water...

Also, some surface-attached drills to complement the 2.5m inline refinery would be nice additions, you could separate extraction and processing. In any case, whether Fractal thinks that is a good idea or not, can someone direct me in modding some open-source part to work for that purpose for personal use? If it doesn't infringe any license, of course, but I'm guessing it wouldn't.

Rune. Great job, hope to see it getting better!

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