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Everything posted by WaveFunctionP
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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.
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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.
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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.
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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.
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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?
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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.
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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.