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[0.90] KSP Interstellar port maintance thread


Boris-Barboris

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Original mod by FractalUK: http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13

FractalUK is afk and i want to play Interstellar, so in this thread bug report - fix cycle shall be conducted.

Current state of the mod:

Download link:

Dependencies:

  • 0.90 KSPI port from version 1.13.4 and onwards depends on Community Resource Pack by RoverDude.
  • Toolbar by blizzy78
  • ModuleManager by sarbian

License:

This modified mod version is distributed under original license https://github.com/FractalUK/KSPInterstellar/blob/develop/FNPlugin/License.md

The TweakScale fix is distributed under the original WTFPL license.

Source:

Interstellar mod and ORS plugin - https://github.com/Boris-Barboris/KSPInterstellar/tree/master

TweakScale fix change - https://github.com/Biotronic/TweakScale/pull/25/files

Updated TechManager (FractalUK branch, not the released on this forum one) - https://github.com/Boris-Barboris/TechManager

Changes from the latest FractalUK Release:

Version 0.13.6 (that's the current mod version):

-Changed microwave reciever radiator heat clamp. Fix is togglable with RecieverTempTweak option in PuginSettings.cfg

-Computer Core now has maximum autopilot capabilities.

-Helium cryostat editor cathegory changed from science to fuel.

-Fixed water and argon resource mining and processing.

Version 0.13.5:

-Legacy bug, wich caused all WasteHeat production to cease if ThermalMechanicsDisabled is set to False, was fixed. Now thermal mechanics works like in good old versions.

-Radiator heat convection rate now depends not from the maximum radiator temperature, but from the current one. Expect lower ground-based power plants effeciency, due to higher radiator temperatures.

-Microwave transmitters animation is now correctly played.

-Microwave network manager fixes, thanks to Jarardo1's bug report. List of active transmitters and relays is now formed and maintained correctly.

-Line of sight check in microwave code corrected.

-Fission reactor code corrected. I doesn't conflict with Thermal UI helper in the VAB any more.

-TechManager now reconstructs science tree on every RnD open. That should solve the issue with stock tech tree reappearing after some time.

-Accelerometer sensor now handles both vanilla science experiment and Interstellar impactor one. It's done for career missions compatibility.

Version 0.13.4:

-Initial CRP adaptation changes. Most gases and liquid resources are now taken from CRP, but reactor fuel and some other stuff can't be shared that easy (mostly isotopes and salts). Look at Resources/ResourcesNuclear.cfg to see native to Interstellar resources.

-Antimatter tank cost fix. It's done by fixing KSPI_scale_fixes.cfg. Sorry, but it involves changing the CRP antimatter unit cost and tweakable status. I know this is bad, but otherwise there could be serious game balance flaws (like starting with full antimatter tank, or collecting it and then selling it for huge amount of credits). Antimatter cost is set to 1.

-WarpPlugin folder reorganization.

-Renamed tech tree, so it explicitly states KSP version. On your save load the game will ask you about the tech tree. Load KSPI_boris_090. If it won't ask, just edit it into TechManager.cfg in your save folder.

-If anyone still has some techtree issues, please read http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1635971&viewfull=1#post1635971

Version 0.13.3:

-Solar panel heat tweak from 0.13.2 is now togglable option in WarpPluginSettings.cfg (set SolarPanelClampedHeating option to False if you want standard behaviour)

-Fixed 3.5m fusion reactor .cfg to scale nodes well with TweakScale

-Old TweakScale configs for Interstellar mod revisioned. Now reactor power scales with size correctly. Please redownload TweakScale fix, it now contains also one particular .cfg file.

Version 0.13.2:

-Science tree loading bug fixes (yes, again, and I hope, for good).

-Fixed wrong particle FX for 0.625m plasma engine.

-Added micro microwave power reciever dish (just scaled down version of standard one, for small crafts).

-Changed solar panel waste heat generation formula as explained here: http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13?p=1629497&viewfull=1#post1629497.

-Fixed displayed ISP for arcjet thrusters for correct Kerbal Engineer delta-v predictions.

Version 0.13.1:

-Microvawe network behaviour is now more stable, as is it's performance.

-Adapted Interstellar mod and TechManager for KSP version 0.90

-Nothing's changed in gameplay, it's adaptation and bugfix release.

-TweakScale v1.50 partial compatibility

-Science tree loading bug fixes

Known bugs:

-[sOLVED]Extended science tree loading is broken. Description - http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13?p=1630142&viewfull=1#post1630142 If it still fails, please read http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1635971&viewfull=1#post1635971

-[MAYBE SOLVED]Looks like microwave power system still needs a lot of debugging. Now the problem arised with offloaded microwave sources.

-[sOLVED]TweakScale-related crashes - use custom dll or wait for version merge.

-[sOLVED]Seismic experiments are broken, can't satisfy contracts. Description - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1636130&viewfull=1#post1636130

-[NOTABUG]Fusion reactor malfunction. Description - http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13?p=1630730&viewfull=1#post1630730. Explaination - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1631582&viewfull=1#post1631582

-[sOLVED]Antimatter tank cost is huge. Description - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1632857&viewfull=1#post1632857

-[sOLVED]VAB thermal UI helper outputs incorrect data on low-grade reactors. Description - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1637524&viewfull=1#post1637524

-[sOLVED]Waste heat generation is broken.

-[uNCONFIRMED]Tritium is not breeding in background.

-[sOLVED]Can't mine water from oceans due to config error.

-[iNVESTIGATING]Thermal recievers on one vessel share incoming power unequally. Description - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1645403&viewfull=1#post1645403

-[REASON UNKNOWN]Reports of freezing at loading screen, possible mod incompatibility. Description - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1643008&viewfull=1#post1643008

-[uNCONFIRMED]Something breaks the editor for some users. May be mod incompatibility. Description - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1639794&viewfull=1#post1639794

Edited by Boris-Barboris
remove link & add license
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tweakscale causes problems with lots of mods. imo best to not use but for mods that require it.

Might not be for that particular problem, but I agree. Tweakscale seems to cause more problems than any benefits from it. If it wasn't for Infernal Robotics requiring it wouldn't even have it installed so deleted every cfg from TS.

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So you were able to reproduce the Fusion reactor problem. But were you able to make the toolbar button work. I can see the GUI from each separate reactor but I can't get any window from the toolbar button still. I would help you more if I could, but I'm doing my reading right now during the christmas vacation.

I'm coding on mills and laythe IRL, so there some similarity, but I mostly have to go throught everything that is computer related.... coordinates systems handling is kind of a joke compared to unity... And there's a huge difference between 3d modelling for games and 3d modeling for actual physicals parts. So I'm still totally lost when it comes to unity, but I'm slowly making my way up there and hopefully I'm gonna be able to do my share of support in a few months.

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Ok, guys, I've spent a lot of time to make sure the mechanics in the end was right. The reason for fusion reactor not producing power was the abscence of electrical power. Plasma-heating lasers require electrical, not thermal power. Attach generators to your kickstarter fission guys and you'll get your power boost you want. Without electricity and hydrogen isotopes fusion doesn't work:

reactors.jpg

I'm posting updated mod version to the header with a little changelog.

Regarding power managment window problems - remember that outpowered fusion reactor quickly drains all your electric charge trying to convert it to megajoules. If you're flying unmanned, it will make your probe inactive, and inactive ship can't open power managment window.

Edited by Boris-Barboris
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Sorry to post this here on the dev thread, but I can't find help anywhere else. Am I being too stupid? I can't turn on any of the reactors (antimatter, fusion or fission), I tried from inside the ship, on EVA, even on land, clicking everywhere to find the spot where I could turn this thing on... what am I doing wrong?

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Well, you won't notice the dropoff ingame, but if you're really sure you're ok with canon solar panel heating mechanics, I can build a dll with it. The reason I changed it is to make more sence for me. Old one introduces lot's of problems in career mode (can't build probes) while not being really realistic. We all love difficulties, but i think this one is not really a valid one.

UPD. added stock-heating dll to header, in the changelog.

Edited by Boris-Barboris
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Sorry to post this here on the dev thread, but I can't find help anywhere else. Am I being too stupid? I can't turn on any of the reactors (antimatter, fusion or fission), I tried from inside the ship, on EVA, even on land, clicking everywhere to find the spot where I could turn this thing on... what am I doing wrong?

Try with the simple sceme - add pod, inline radiator, small fission reactor and sizable electric generator. Launch, and you should see the reactor working on idle ~30%. If it's not what happens on the launch pad, you probably did something wrong during installation.

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Is this compatible with remotetech? I'm near the beginning of a career game and I'm having a hard time keeping my probes powered because the comms dish is drawing 10.5 MW which is hard to keep up with when the only power source I have are the single panel solar cells and I'm limited to a 30 part launch. I didn't realize that interstellar used the stock antenna parts.

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both. I'm right now fixing tha same thing for fusion reactor. TwickScale assumes that part configs attach nodes are provided for 1.0 model scale. I'll fix it for the parts i can find.

reactor_scaling.jpg

Reactor scaling works as intended now. Don't mind 3.75m names, they're 5m.

Can't reproduce methanox tank issue, and the tank .cfg file looks ok:

methanox.jpg

Edited by Boris-Barboris
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