Jump to content

WaveFunctionP

Members
  • Posts

    863
  • Joined

  • Last visited

Everything posted by WaveFunctionP

  1. Treeloader has a problem with science mode. As such, KSPI currently has issues with science mode as well. I am going to attempt to remove this dependency in the next version, as well as clean up some of the mechanics that require a certain tech tree to function. (Allowing players to use custom tech trees with kspi more easily.) So, for now, science mode is unsupported. You can play career just fine though. If you don't want to fool with funds, then simply use the cheat (hold alt/whatever with the cheat menu open) to add as many funds as you want.
  2. Coupling ingame cost to real world costs requires that the game model real world economics. Since that would be neither fun nor practical, the only thing that make sense is to price based upon gameplay considerations.
  3. Working on the precooler module. I was wondering if you guys would be interested in the part protecting the engines from exploding and possibly managing intakes. I only ask because I rarely use SSTOs.
  4. I'm sorry that you are frustrated, but I can do very little without a log.
  5. It's early, but it's not the only thing coming. An early list so far: buff entry level fission reactors delineate a clearer role for particle fission tweakscale integration to reduce part counts remove the largely hidden upgrade mechanics separating them into parts give radial and inline radiators a real purpose add resource recovery, vab availability and resource/logistics dependant progression remove treeloader dependance A lot of this stuff is interdependent, so I have no eta. Why am I doing this? Fission's lifetime isn't really a perk. The lifetime of a reactor doesn't really have much impact given the typical lifetime of a save, nevermind that you can simply place one with a refinery. And many mechanics that work off of time limits, do not work well since you can always timewarp. Reactor power scaling is plain ridiculous. Simply setting cost based on reactor output means that you have reactors go from a few thousand to hundreds of millions, without even considering the increasing power to weight they offer. And I don't want the game to become all about grinding currency via missions, and I don't want it to be about recovering resources for money. Most of those changes have a part to play in that in some way. The others are simply things that have bothered me for a while. KSPI isn't the only game or the only mod that I work on, so I have to do what I can.
  6. Transmission only has a location, the direction or size of the array doesn't matter. A single array set to transmit with transmit all power available onboard in every direction.
  7. I was able to reproduce your issue with the DT Vista engine. I think it is an issue with the automatic power throttling code. The engine doesn't appear to be registering it's power requirement's properly with the power manager. As for your video, I'm glad that you took the time to make it and upload it. There is one issue though. You set your arrays to relay. They do not transmit power in relay mode. Relay mode basically takes any transmitted power that it can see from it's location, and makes that power available as if it is being transmitted from its current location. For power stations, I always recommend setting on array to transmit for the onboard power, and one array set to relay to make any other transmitted power sources it can see available from that location as well. You don't seem to keen on watching my power network video or maybe I didn't explain it well enough, but all of this information is available on the wiki as well. Anywho, thanks for helping to track this bug. I'll be sure to fix it for the next version.
  8. I got your PM. I apologize that I forgot to respond. I know next to nothing about animations, and I do not have access to the raw models or the required skills to modify them.
  9. I see. That makes sense. Thank you for your diligence, the most crucial step of fixing a bug is first replicating it. I don't have an eta on a fix as I have some other changes I'd like to push with the next update that are still being developed. But it should be ready soon, assuming the fix for the tree is straightforward. For the moment, I would avoid science only mode. I know this is an unsatisfying answer, but please be patient.
  10. Are you placing the contents of the gamedata folder in my .zip inside the gamedata folder in your ksp install? You removed all the old folders and files including ors, warpplugin and treeloader before doing so? Is it an existing save? Have you tried deleting the tree.cfg in the save's folder? I just loaded up a new save, added a bunch of science and the tree looked just fine. Are there any errors in your output.log?
  11. Fractal is currently absent. I've offered my personal variation for use, as it seems to be the only version being maintained at present.
  12. KSPI literally requires a certain tech tree to function correctly, it's not just for science progression. You'll need to install the treeloader folder included with the mod. See my post above about correcting the issue.
  13. I'm sorry, I meant to get back to you. Are you still experiencing this issue?
  14. How to address major errors with the experimental version: Delete all of the contents from the original interstellar out of your gamedata. All of it. There are multiple folders included with interstellar. ALL OF IT. Install the contents of the experimental version. All of it. In the gamedata folder. Yes, even that bit you don't think you need. My .zip files includes a gamedata folder just to make it absolutely clear where the files and folders go. This means when you add the contents, there should be no merge conflicts. None. Because we removed all of it in the first step. Do not reinstall the original version. The experimental version is not a "patch" or a "fix" It is a complete version of the mod. If you still have huge problems, you've probably installed broken version of openresourcesystem from another mod. You can see this if you look into the OSR folders if there is any other .dll file other than the OpenResourceSystem1_1_0.dll that was included in the experimental version, delete it. I don't know where you guys are still getting these broken files, but a bad install is the source of the big problems that break the mod like tooltips not showing any values or buttons, weird engine thrust vectors, getConnectedResource errors in the log, part icons blowing up/expanding in the VaB. All of this is caused by an improper or faulty installation. To be clear, there are no known major issues with the experimental version. There is some wonkiness with the air intake on the cooler, part costs are still being adjusted, he-3 still doesn't work in the background and resource costs in the VAB haven't been implemented. I know you guys are excited to play the mod, and I'd love to personally address each every one of you with an issue, but at this point, I'm repeating myself over and over. And I have to admit, it is getting frustrating separating people with legitimate problems from people who can't take the time to read the last few pages of the thread. So, um, here's me asking for some help. If you see someone with a big problem, just link this post. Maybe we can eliminate some of the parroting going on and help weed out the real problems with the mod.
  15. This is usually because of a bad install (all components must be installed, not just the warpplugin folder) or an old/faulty/duplicate openresourcesystem file from another addon. The solution is the same. Delete the old folders (warplugin and openresourcesystem) and install all the files included in the version in my sig.
  16. I'm not aware of an kspi issues with part loading, are you attempting to use the 64 bit version. It sometimes craps out while loading for me too. Usually if it crashes on me while loading, I can just try reloading again and the problem will go away. I can't say more without seeing your output.log.
  17. I'm gonna take a wild guess here. But did you delete the old openresourcestsystem and warpplugin folders before installing? If you've install another mod that uses openresourcesystem, are you using only the one included with interstellar?
  18. The official version does not work with the current version of the game. The only working version that I know of is the one in my signature.
  19. Missing atleast zero on the 3.75 reactor. Reactors are meant to be precious components.
  20. fractal hasn't updated the part files in his repo for some time. They shouldn't be used. Otherwise I have no idea where you are seeing chargedpower.
  21. Sheesh, what are you doing, trying to land on the Sun? If you are using the version of interstellar that is linked in the first post, it will not work with the current version of KSP. The parts will likely just fall off.
×
×
  • Create New...