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


Fractal_UK

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I can't get my fiission reactor working. There are "NaN" values all over the place...

I'm guessing you haven't updated to version 0.12.2 and are still running 0.12.1 where there was a bug with the plasma engines. If you update the mod, it will fix this issue.

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I'm guessing you haven't updated to version 0.12.2 and are still running 0.12.1 where there was a bug with the plasma engines. If you update the mod, it will fix this issue.

Thanks Fractal.

Oh and it could be great to see better looking containers and easy conversion from megajjoules to stock electric charge.

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Oh and it could be great to see better looking containers and easy conversion from megajjoules to stock electric charge.

Conversion from megajoules to stock EC is the easiest conversion in the game. The Interstellar resource manager does it automatically if all higher-priority MJ requirements are met and there's room for EC.

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Conversion from megajoules to stock EC is the easiest conversion in the game. The Interstellar resource manager does it automatically if all higher-priority MJ requirements are met and there's room for EC.

Solar panels should automatically produce megajoules while the EC bar is full now too. That means you can power your Interstellar equipment close to Kerbol purely by using solar power.

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I've got a bit of trouble, for some reason my tech tree isn't installed properly. The Alcubierre drives are showing up at Experimental Science for a mere 1000 science. I know this isn't right, any ideas of how to fix 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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I have noticed that when using the 3.75m tokamak reactor, I get seriously weird issues with tritium breeding. If my time warp is <100x then I actually use up tritium faster than I produce it, but if it is >100x then I produce it faster than I use it, which doesn't make any sense to me.

One thing I noticed was that in the control window the production rate of tritium remained constant at 5.173L/day, and the consumption also remained constant at 4.81L/day.

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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.

Is there any way to get the proper tree in science mode? As im not a huge fan of career mode but sandbox is to easy so I love the original science mode.

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Is there any way to get the proper tree in science mode? As im not a huge fan of career mode but sandbox is to easy so I love the original science mode.

I don't think so. Just use career mode and give yourself money through the cheat window.

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how is calculated specyfic impulse of thermal drives attacd to termal reciver?

Thermal receiver has a defined heat exchanger temperature, currently hard coded at 1500 K. Isp of a thermal nozzle on a receiver is calculated by the usual square-root-of-the-temperature * constants * fuel Isp multiplier equation using that temperature.

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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.

Success! Thanks, that did the trick.

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are you sure you have the _Emissive texture for the radiator in the mod's folders?

Without those it will make everything red instead of just the intended parts.

That's probably the problem. But there are no emissive textures packed in the original download file too.

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Solar panels should automatically produce megajoules while the EC bar is full now too. That means you can power your Interstellar equipment close to Kerbol purely by using solar power.

AWESOME! This is something I had been hungering for a long time! But why isn't such a big improvement listed in the changelog???

Regards,

Northstar

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Solar panels should automatically produce megajoules while the EC bar is full now too. That means you can power your Interstellar equipment close to Kerbol purely by using solar power.

I did't know it, I made my huge solar plant in near solar orbit (like one in Scott Msnley videos) and it wasn't able to power up my plasma enigine...

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Quick question. Does anyone have Waves retractable warp drives? I erased them by accident before updating.

They're zzz's model that Wave imported. A download of the models with configs based on Fractal's configs at the time is linked from https://github.com/FractalUK/KSPInterstellar/wiki/Alcubierre-Drive . If you start with that download and edit the parts' name, techRequired, and cost, you'll be compatible with this release sooner than if you started with Wave's TweakScale-using config.

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AWESOME! This is something I had been hungering for a long time! But why isn't such a big improvement listed in the changelog???

Well, if you want the honest answer, it was something that I wrote in the initial development phase of 0.12 before I spent a bunch of time out of the country. When I got back to work on Interstellar there had been such a big gap that the feature just got lost in the noise of all the other big changes I was thinking about.

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Solar panels should automatically produce megajoules while the EC bar is full now too. That means you can power your Interstellar equipment close to Kerbol purely by using solar power.
I did't know it, I made my huge solar plant in near solar orbit (like one in Scott Msnley videos) and it wasn't able to power up my plasma enigine...

I wonder if the current test for producing megajoules (current_charge >= max_charge) might be a little too conservative. Do we know enough about the order in which FixedUpdate gets called that we know the check runs after the stock module has supplied EC and filled the bar?

Another possible cause of a solar power satellite not generating MJ is a lack of MJ storage capacity. The plasma thruster doesn't have any MJ storage, and I don't see any code adding MJ storage to the solar panels. See if adding a generator or microwave receiver (even an inactive one) allows the solar panels to power the plasma thruster.

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I wonder if the current test for producing megajoules (current_charge >= max_charge) might be a little too conservative. Do we know enough about the order in which FixedUpdate gets called that we know the check runs after the stock module has supplied EC and filled the bar?

It has to be extremely strict. If we were to generate any Megajoules while the ElectricCharge bar were not completely full, the Megajoules would immediately be converted by the resouce manager back into EC to fill the bar.

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It has to be extremely strict. If we were to generate any Megajoules while the ElectricCharge bar were not completely full, the Megajoules would immediately be converted by the resouce manager back into EC to fill the bar.

Makes sense- but do you think you could add a small MJ storage capacity to the solar panels or MJ-consuming equipment (such as electric engines and ISRU refineries) so that there wouldn't be the need to add useless equipment like generators? Or maybe add an extremely lightweight "transformer" part with a small MJ storage capacity (similar in size and mass to a radial battery), as EC is supposed to be DC power whereas MJ represents AC power?

Other than that, a great and exciting feature that I'm looking forward to trying out soon myself (I'm currently holding off on installing KSP-Interstellar in my Career Mode save until I'm a little further in my tech tree, as I will be adding it to a stock tech tree game. Will it work without issue with the stock tech tree aside from balance issues?)

Regards,

Northstar

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Makes sense- but do you think you could add a small MJ storage capacity to the solar panels or MJ-consuming equipment (such as electric engines and ISRU refineries) so that there wouldn't be the need to add useless equipment like generators?

Yeah, I'll try to add a touch storage capacity.

Other than that, a great and exciting feature that I'm looking forward to trying out soon myself (I'm currently holding off on installing KSP-Interstellar in my Career Mode save until I'm a little further in my tech tree, as I will be adding it to a stock tech tree game. Will it work without issue with the stock tech tree aside from balance issues?)

Yes, everything still works perfectly well with the stock tree, it's just that the advanced techs are incredibly easy to get and largely in the same tech nodes so you get almost everything at once rather than a logical progression.

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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>

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