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EvilGeorge

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Everything posted by EvilGeorge

  1. As I just came across this thread on an unrelated search, I thought I would state this for others who might find their way here as well: KSPI (release thread here http://forum.kerbalspaceprogram.com/index.php?/topic/155255-122-ksp-interstellar-extended-11211-9-3-2017-release/), now includes the features the OP of this thread has been pining for (and more). Any air intake (including stock ones or intakes from other mods) can now (for quite some time) collect resources present in the atmosphere of a celestial body. The intake air can then be separated into its constituent parts in some of KSPI's ISRU parts. KSPI also models different detailed atmospheric definitions for each planet and will automatically adapt and work with planets added by planet/system packs as well. The collection & processing also works in the background (i.e. when focused on another vessel). With all that said - if you are longing for a new function, please don't abuse part configs the way it has been discussed here (you might break stuff without meaning to), instead write a simple plugin to do the task you want or ask someone to do it for you (here the OP had the right idea with the request thread). Anyways, sorry for the thread revival, but I just thought I'd set the record straight. Thanks for reading so far.
  2. Hey, tutorials or handbooks are always welcome, feel free to do so. Localizations should be apparently easier to make once the new update to KSP is ready, so perhaps don't jump straight into that (Also keep in mind that localizations can be very lengthy/time-consuming projects!) I would advise you to be careful with making mod packages though - generally, this seems to be frowned upon by modders on these forums (for good reasons - one of them being that then the mod authors are not in control of distribution of their mods, so people could be using old versions of their mods obtained from modpacks while still bothering them with bug reports and issues that have already been fixed etc.) See more here: forum.kerbalspaceprogram.com/index.php?/topic/157313-modpacks-should-they-be-banned/
  3. If you need some help, see Freethinker's github wiki at https://github.com/sswelm/KSP-Interstellar-Extended/wiki. Some of the resources might not be up-to-date, but they can still be of some help. (Also, if you run into something that seem wrong, not up-to-date etc., either post about it here or create an issue on Github, I'll look into it.)
  4. I'm afraid I can't take credit for any of that Modular approach to ISRU in KSPI-E was Freethinker's idea and the hex ISRU parts are parts from a different mod altogether. I only provided two of the new models, the converter and the electrolyzer that Freethinker showed off in an image a few posts back
  5. Deuterium currently isn't produced from the regolith resource (based on lunar regolith). If you think that is incorrect and can provide some scientific evidence to support that, we can always add it. But the plan is to eventually rework regolith collection to produce different elements based on where the regolith was mined from (and thus make the regolith resource more of a universal abstraction) anyway - so on some planets, regolith will be rich in some elements and not others. He3 and He4, on the other hand, are currently produced from regolith.
  6. I'm sorry, I would love to help you, but I can't reproduce the bug. It could be a mod conflict (though I can't see how). I would advise you to upgrade (your game and your mods) and see if the issue goes away. If not, check the console (press alt + F12) ingame to see if there are any issues and save the log (in the same menu) - this could help us. You can also post the .cfg of the solar wind collector array from your install, I can look it over to see if there's something wrong there, but that's about it. I just tested the array in a clean install and it works fine for me.
  7. Hi, that is weird, as the collector should only show Status: Disabled or Status: Collecting Solar Wind. Can you provide screenshots of the vessel that doesn't work? Preferably with the right-click menu on the array open. What version of KSPI-E are you using, what other mods are you using..?
  8. The constructor is a WIP feature that should not have been in the release yet. Feel free to ignore it for now.
  9. Well, ss8913 said that he had some troubles with acceleration under timewarp - ship exploding, parts moving out of alignment and jumping back etc. So I guess that's why they're looking for a workaround through sheer speed/power. I would say it's a mod conflict and advise perhaps updating mods, but transfering saves between versions can be treacherous...
  10. Yes, it's completely different. Only the regolith drill can currently mine regolith and only the KSPI-E ISRU can process it. (So the stock drill can't mine regolith and the stock ISRUs can't process it.) Whether you want to use one system or the other probably depends on what level of realism/difficulty you're currently in mood for
  11. I expected this question to pop-up, perhaps I should have put it in the wiki. It's mostly a simplification for coding sake, it just assumes that no atmosphere == no magnetosphere, which is not accurate by any means, but makes it easy for the plugin to decide whether there should or should not be regolith there. Also keep in mind that by regolith we mean basically 'solar-wind-enriched regolith' (i.e. regolith bombarded by solar wind, which can happen only on planets with no or weak magnetosphere, as I understand it). And that the definitions as they are now basically treat regolith mined anywhere as one similar in composition to actual lunar regolith. In future, Freethinker and I plan to extend this to take different soil/regolith compositions on different planets in account.
  12. Hello everyone, since I am the person behind the new regolith collecting code, I created a wiki page to help you understand how the revamped regolith mining currently works. You can find the page on Freethinker's wiki at https://github.com/sswelm/KSP-Interstellar-Extended/wiki/Regolith. With that said, if you're about to start a new regolith mining operation or something similar, I would advise you to wait for the next release of KSPI-E, as I recently rewrote the code for terrain detection used by the regolith drills. The old version should work, but it might have troubles on uneven terrain or where the planetary mesh is weird. So, yeah. I advise you to wait and plan your regolith mining ops in the meantime. That's all from me for now. *back to lurking mode*
  13. Hello everyone, since I am the person behind the new regolith collecting code, I created a wiki page to help you understand how the revamped regolith mining currently works. You can find the page on Freethinker's wiki at https://github.com/sswelm/KSP-Interstellar-Extended/wiki/Regolith. With that said, if you're about to start a new regolith mining operation or something similar, I would advise you to wait for the next release of KSPI-E, as I recently rewrote the code for terrain detection used by the regolith drills. The old version should work, but it might have troubles on uneven terrain or where the planetary mesh is weird. So, yeah. I advise you to wait and plan your regolith mining ops in the meantime. That's all from me for now. *back to lurking mode*
  14. I think you've found the right mod then KSP-IE does add a lot of new stuff and once you reach the various nuclear engines, you will probably sideline stock engines for most tasks. There are some drawbacks to most technologies (waste heat production, mass, antimatter collection etc.) but the drawbacks are not extreme and are more like an interesting side-challenge. Those are my two cents, anyway
  15. Yep, sorry about that I've already fixed that in my branch (added regolith storage capability to ore containers), it just hasn't found it's way into the master because I am still working on something related to this.
  16. Hey, if we're talking about this bit from the config here: maximumWavelength = 0 .1 // 1.0e-1 There's clearly just been a typo (or button mistakenly-pressed, to be precise) - there should not be the carriage return / Enter / newline between the zero and the point one. (Maybe that's what you were actually talking about and in that case, my bad, I should have read your answer more carefully.) But the solution here should be to just erase that carriage return / Enter / newline thing to put the zero and the point one (and the comment) on the same line (put your text cursor behind the zero and press delete until they're next to each other). The way it is now means that the maximumWaveLength is set to zero and the bit below this is ignored. If you put them on the same line, the maximumWavelength for this part will be set to (zero) point one. Thanks for catching this. Do not remove the commenting lines in this case - the bit behind them is a comment and it's there just for the dev's benefit (so that he doesn't have to do calculations in his head when going through this cfg - it would be elementary in this case, but not with the other wavelengths, so I guess this comment is there just for the sake of consistency).
  17. Sorry to hijack a conversation - Cheers mate, you found a bug! Go to the config for the golden part, to the bit where it says: MODULE { name = BandwidthConverter bandwidthName = microwave minimumWavelength = 0.001 // 1.0e-3 maximumWavelength = 1 .000 // 1.0e+0 electricEfficiencyPercentage0 = 100 thermalEfficiencyPercentage0 = 100 techRequirement0 = start and just below that is Module TweakScale. Your solution: add a newline and an ending curly bracket (this "}") after the last line I quoted. Should work.
  18. Yes - watch out for having multiple ModuleManager dlls in your GameData folder. It seems that if you were to do a clean install by the instructions from the first post now, KSPI-E provides ModuleManager 2.7.5, while TweakScale has just 2.7.4. If this is the case, I would get rid of the older one. Might not be the root of your problems, though.
  19. I don't mean to butt in (as I'm not an expert on either rockets or 3D models), but that model looks spot on to me as it is!
  20. That seems to be a decrease to a half of the old number, the exponent changed from e-14 to e-15 change (10^-14 to 10^-15, right?).
  21. Confirmed. The exitArea value is indeed 90.768 in WarpPlugin/Parts/Engines/MPD/part2.cfg. Seems like it was a typo. Good catch, Absurdist!
  22. I think that Boris balanced solar panels so that they don't produce heat until they are quite close to the Sun. But I found that my solar powered stuff doesn't really need radiators. It might be a different thing if you're going for solar power satellites early on though.
  23. I did exactly that (and removed the techmanager.cfg from my save folder - otherwise it would not prompt me to choose a tree) and it kinda works - the parts are available in VAB, it's possible to use the upgraded generators and radiators. But the tree still wants me to pay for some parts (even though they seem to be showing in the VAB and can be used, so it's safe to ignore, I guess..?) and some of the nodes are still empty, but visible. Did I do something wrong? I certainly CAN play the game like this now, but is there a way to hide the empty nodes? I feel like I shouldn't even bother you (FreeThinker) with this, when it's not your mod that's causing it ~_~ Edit: After going to the VAB and then back to the science labs, the price for parts in all the nodes disappeared, so that's out of the way. There are still a few empty nodes. This is a great advice and probably an obvious one to someone using mods with KSP for a while. However, apart from being new at this, I was just updating KSPI. I didn't really know that I was "installing another tech tree" in the process until everything went bananas
  24. Hello Freethinker, I've recently upgraded to your 0.5.6 version of KSPI (and then tried my luck with the 0.5.7 and 0.6). In all of these versions I'm having problems with the tech tree. I have read the forum here and am not much wiser as to how to solve my problem. Because by now I have tried all I could think of, I'm posting here. I am using an ongoing game started in the 0.90 Boris' KSPI version. I have also used your KSPI version (I think it was 0.5.2) without any trouble. So. When I load my save after an install of your mod, a pop-up window tells me TechManager is disabled and prompts me to either leave it disabled or to select a working tech tree. Is that normal behaviour? http://i.imgur.com/bHh3GkX.jpg Now no matter what I choose, the game doesn't behave correctly. If I choose to leave the TechManager disabled, only the nodes I have already unlocked are visible (it seems like I have nothing to unlock), even though there should still be a few nodes left. If I choose the CTT option, the tech tree is just a mess. Some nodes are unlocked, some are locked (obviously the result of shifting tech / creating new nodes or whatever). This means that my current ships are using technology that is not yet "discovered". Some nodes are empty (see picture - 1000 Science for the Experimental Science node, which is empty). I don't want this tree. http://i.imgur.com/CR1Cvts.jpg If I choose whichever of the Unofficial KSPI trees (except the 0.25 one, I didn't try that for obvious reasons), the tech tree shows nodes in the progression I am used to, but some of them have the a-new-item-in-the-node number. These nodes require me to pay funds to unlock some of the parts (which I didn't have to do prior to updating KSPI). After paying for them, they function ok. The only problem is that the game doesn't seem to understand that I've already unlocked the upgraded graphene radiators and better generators, so I can only build ships with the pre-upgraded stuff and can't change to the new KTEC generators. As the nodes in question are already unlocked, I can't see how I'm supposed to "unlock" these again :/ This is currently the choice that is working the best out of all of them, but as it severely limits my usage of nuclear power, it's still far from correct. http://i.imgur.com/AZwVLoL.jpg What am I doing wrong? Should I download Olypic's fix to the CTT tree? I don't really want to have to get used to a new tech tree, I would prefer to play with the 'original' one (no disrespect to Olypic or other CTT authors intended). I could really use some advice on this matter. If you need me to upload my persistence file or whatever, I'll do so. Thanks for reading so far. Keep up the good work.
  25. Yes, please. That would be an excellent addition to what is already a great mod. Thank you, FreeThinker, for the work you put in. I can see that you have a lot on your plate
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