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Posts posted by FreeThinker
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On 11/13/2021 at 7:32 AM, GenerallyCompetent said:
Alright, after quite a while of tampering with the design, I think I have a winner.
Introducing the U.S.S. Vainglory, as it goes to Proxima Centari B and back in 27 years, and has a one way travel time of 13 years.
The main power source is
magica quatum singularity reactor with a magnetic nozzle attached, combined withmore magicMach Effect thrusters as afterburners. For the record, although the STL systems in KSPIE are pretty balanced, these parts are crazy good, even more so than antimatter reactors, so naturally, I had to exploit them forprofitmaximum speed.Proof (Warning: Long):
Congratulation on completing the first Quantum Singularity Powered return trip to Proxima Centauri. Yes combining the QSR with the Mangnetic Scoop (or magnetic sail) technically makes it capable of doing grand universe similar to a Bussard Ramjet Ship, but much more efficient due to its much high Mass to Energy conversion rate.
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2 hours ago, alexander_xxx said:
Hi, I installed interstellar on ksp 1.12.2, and I got error during the load ksp, ADDON BINDER: Cannot resolve assembly: Scale.PartDB.18x, but file Scale.PartDB.18x.dll exists.
https://ibb.co/HtsdMbV
This error dissapear, if I delete file 999_Scale_Redist.dll or folder TweakScale, but then I of course can't change parts scale. How to fix this issue?please ask here
https://forum.kerbalspaceprogram.com/index.php?/topic/179030-130/
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Ah , now it works, thanks. Seems like uploading changed, but perhaps I'm simply mistaken
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5 minutes ago, HebaruSan said:
No. What does the failure look like?
It used to load after a few minutes, now it keeps hanging in the loading stage
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I have been trying to update my mod on Spacedock lately it never seems to succeed, are there some contraints that can prevent an upload?
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Download Version 1.29.5 for Kerbal Space Program 1.8.1 - 1.12.2
Released on 2021-10-30
- Fix growing power consumption Antimatte storage tanks during timewarp
- Fix for thermal and charged particle power taking longer to fill when time warping (by drdread)
- updated packaged mods
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@linuxgurugamer Alhough I don't want to bother you, there appears something wrong with the download link, which is not working
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22 hours ago, adriangm44 said:
How can I do to make the tanks have ARGON GAS inside?
I downloaded INTERSTELLAR FUEL SWITCH CORE, INTRSTLR. REDISTRIBUTABLE, KSP INTRSLR. EXTENDED and THIS MOD.
It will only show all different types of fuels but argon gas... There is a Liquid Argon but my engines from NEAR FUTURE PROPULSION, can't use it.
Use one of the the IFS Gas Tanks
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On 8/5/2021 at 2:39 AM, ss8913 said:
@FreeThinker - separate topic, something I've been meaning to ask for a while - the Winged Edge graphene radiators have a maximum pressure limit before they will dissipate heat - it seems to be the same limit as the folding graphene radiators (which makes sense for those, you can't extend them if there's high dynamic pressure for obvious reasons).. but considering that none of the other fixed graphene radiators have that limit, and considering that it's a "winged edge" radiator, why do the parts not work in the presence of significant dynamic pressure? they don't *break*, they just *don't dissipate heat*. It seems a bit counterintuitive that these particular parts would have that particular limitation? As I recall they didn't always do this, either.
Your totally correct and its simply an oversight, it should behaive exactly like a Edge Radiator. Is was missing a isDeployable = false setting in the config file. You may add it manually or wait for the next update this weekend
to do it manually open Kerbal Space Program\GameData\WarpPlugin\Parts\Radiators\LargeFlatRadiator\radiator.cfg and update FlatFNRadiotor to look like this
MODULE { name = FlatFNRadiator isDeployable = false partMass = 0.43 // -30% mass for static radiators -50% reduced weight by graphite radiatorArea = 215 surfaceAreaUpgradeTechReq = metaMaterials emissiveTextureLocation = WarpPlugin/Parts/Radiators/LargeFlatRadiator/glow bumpMapTextureLocation = WarpPlugin/Parts/Radiators/LargeFlatRadiator/radtex_n }
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So has anyone created this monster yet in KSP?
Just imagine this flying around, getting a supercarier around the world in a day and when combined with thermal nuclear turbojet it could maintain in the air for months without refueling
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Version 1.29.2 for Kerbal Space Program 1.8.1 - 1.12.1
Released on 2021-07-05
- Added high detail Daedalus Fusion Engine Model and Exhaust by Kepler
- Added Support for scaling of engines with Waterfall exhaust (requires TweakScaleCompanion that is included in the package)
- Will hide Tweakscale Widget on Waterfall enabled engines when TweakScaleCompanion isn't installed
- Included Waterfall 0.6.5 in the download package
- Included ModuleManagerWatchDog 1.0.0.0 which will verify if there are no duplicates of Interstellar_Redist.dll
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Alright so the conclusion is that if you install TweakScaleCompanion TweakScalerWaterfallFX, you also need to have installed Waterfall, otherwise KSP will hang at startup, at least for the currenty version 1.19.x version
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@Kielm I tested myself KSPIE 1.29 with KSP 1.11.2 test is worked perfectly fine. Something else is going on here. Could you please provide your errorlog?
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7 hours ago, Kielm said:
[LOG 00:24:12.335] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: TweakScalerWaterfallFX 0.0.2.0 GameData\TweakScaleCompanion\Visuals\Waterfall\TweakScalerWaterfallFX.dll
Version 1.29.0 will not load on KSP 1.11.2. Is it safe to remove the TweakScaleCompanion addon to bypass this?
Yes, but it wil cause you no longer to be able to tweakscale waterfall enabled engines while waterfall is installed. Perhaps a better solution can be provided by @Lisias
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17 hours ago, atomontage said:
When updating from previous versions, it is not.
I think you mean "updated to previous version of 1.28.13 with KSP 1.12.x". That have to confirm which is a side effect of KSP 1.12 that does not allow multiple copies of the same dll to be present in the GameData folder. However you can install 1.18.13 with older version of KSP, so in most instances you should be fine.
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7 minutes ago, RoverDude said:
With distribution removed from CRP, there is absolutely no reason for a mod to explicitly remove or reduce resources set by another mod. This goes double if your mod does not actually even use the resources in question.
Alright, lets try to think out of the box here. Lets say your the author of Rational Resources and wanted to reduce the distribution of ore globally by 95%, how would you try to realize this rationally?
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14 minutes ago, RoverDude said:
Then the right way to solve that is to put updated planetary distributions in it. Problem solved. That's exactly how everything is designed to work. The wrong approach is to wipe out planetary/biome configs of other mods.
There reason this happens is that the CRP has a serious shortcomming which is that you can only add (positive values), not reduce or multiply or divide with a rational number. One of of the first steps Ration Resource is to remove all Ore resource because There is no other way to achieve low rational resource distribution globally.
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50 minutes ago, RoverDude said:
That becomes an inter-mod discussion, with the right answer not being 'I will just overwrite your stuff'.
There's a really wide gap between 'here is the crafted resource list for the planet pack I make, and I have my own baselines and defaults' - which is perfectly fine and using the system as intended - and 'I am going to explicitly strip everything out'. It's actually a losing battle to do the latter, because of how stock works (you're kinda fighting against the system). Especially when there are already tons of built in levers and options to do it in a more neighbor-friendly way.
Yes but there is also some merit in the reasoning that people download Rational Resources precisely because they agree the stock atomistic resource distribution solution is unbalanced/boring and they want a more holistic high entropy distribution for resources. That this might make some mods like MKS a lot more challanging is a fact they accept and the goal of the mod in the first place. Off cource there might be players that didn't make thisconcious disssiion , but it realy is thir choice and fault to make.
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9 minutes ago, RoverDude said:
I'm really not asking to unite, I'm asking (nicely) for the USI suite not to be messed with. The starting point and the question at hand is whether we're good with moving resource distribution out of CRP. Because the other option is defensive coding, or to flat out make Rational Resources have explicit incompatibility with CRP, which is likely not a path we want to go down.
Well you can remove all resource distribution out of CRP but it won't change Rational Resources main aim to create entropy, the only possible solution I see is that a compromise could be made, in the case of water, certain polar biomes might add water, this could be done by USI
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2 minutes ago, RoverDude said:
So the proposed solution is to remove resource distribution from CRP and let mods handle their own, so if someone had RR as a baseline they could do whatever they want (even if it's a bit odd messing with resources you don't even use). So there would really be no need for the stomping.
No it wil not solve anything because your proposed solution is Atomistic while Rational Resources is Hollistic, they cannot be united.
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10 minutes ago, RoverDude said:
which should also eliminate the need for Rational Resources to stomp over it and do their own baselines.
Well Rational Resources as I understand it, takes a more hollistic view on resources as resources are not only give meaning as a positive presence but also with there absence as this creates entropy which makes a game more chalanging.
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7 minutes ago, RoverDude said:
KSPIE reactors are super overpowered yet I do not ask you to change them
Well this is something I can fix, and you don't even have to ask.
9 minutes ago, RoverDude said:but if both MKS and KSPIE were in the same save, the more optimistic view would take precedence as that's how stock works (and it's a fair assumption that folks playing with MKS expect a certain resource distribution for stock planets).
This is where we fundemetally differ in opinion, just because it currently works that way, doesn't make it valid or fair one.
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13 minutes ago, RoverDude said:
The point being you would not have to account for MKS at all. You would have no water on the mun, but I'd include mun water in the USI configs, so it's only there if MKS is installed (or some other mod that adds mun water configs). Beyond that, as to what a part pack does or does not do is really up to the individual modder and a topic more for the MKS threads than this one.
Yes, but the mere fact that MKS adds water to the surface of the Mun, causes it to be convertable into Hydrogen upsetting the balance and realism. A solution would be if MKS uses something different than Water for its processes.
KSP Interstellar Extended Support Thread
in KSP1 Mods Discussions
Posted
Have you tried stock solar panels?