Neouni
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Posts posted by Neouni
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First goal is make it run again
Second it getting it to play nice with all the changes
While I made it run and play with other mods still need to rework some stuff
First I need to increase storage sizes,
making the density of some fuels up to 400 times lower only made interstellar engines consume 400 times as much.
While the tanks also weigh around 400 times lighter (wet) this breaks the balance we had.
So we need to look into other mods like firespitter to help out with stuff like that.
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I do notice that you're HERE, and not answering the question on how to remove the mod without crashing the game or reinstalling everything from scratch. I'm not asking you to change the mod to work the way I want, but I do want to not use it.
Check your download, or download again
Warpplugin is the main mod,
Interstellarfuelswitch is also part of it,
rest are dependencies you can decide what you want to keep
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Will doing this still allow unlocking the advanced modes/upgrades for the reactors, etc? Back in the day we had to use Treeloader to get the Interstellar Tech Tree, which was more complicated than stock tech tree but less complicated (and expensive) than CTT.
I remember using Boris' maintenance version in .90 and it had an option in the Tech Tree which tech tree to use; you could select Unofficial KSP-I and (supposedly) the upgrades would still work. Any info would be helpful!
That was part of the techmanager mod which was included.
Which is not supported on 1.x anymore.
A small UI for the Microwave relays would be nice.
As for the ElectricCharge distribution, wasn't there an option to give certain components lower priority? Also, in my experience, completely starving a ship while it has a power supply never had any ill effects, since the batteries recharge immediately and the probe core is never 'powered down'.
If electrical generation is greater than consumption at all times, there should be no problem, right? What if the Transmitters throttled themselves to the power generation capacity they detect?
I believed it shows priority while building, but no options to actually change priority.
(Which probably be quite a task to implement, so might not even be an option)
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I built bigass rocket, but it has waaaaaay too much inertia - stock RCS and these torque wheels even with tweak scale were completely useless - I couldn't rotate at all.... On other hand this 10m plasma engine with nine antimatter reactors pack nice punch - ~1 G with quantum plasma and up to 15 G with CO2
Heres ship: http://www18.zippyshare.com/v/NLG3fs3v/file.html
You may need ship manifest to get antimatter though
Edit: So can you make 10x - 1000x stronger supercharged RCS/torque wheel for big rockets?
If you use tweakscale together with tweakeverything you can do this.
But be warned it can break maximum allowed values on reaction wheels by going forward and backward in size.
You can end up with a 0.625 reactionwheel with 5e+57436583 torque
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I like to run my engines on hydrazine in other words monopropellant,
highly toxic and when in contact with skin or water creates acids.
So next time I run my monoprop near your kerbal I'm trying to kill it with volatile hot gasses.
Wouldn't mind seeing Karbonite as a fuel, just like fractal added kethane in the past.
Integrate not separate.
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Pushed a wiki in github with some trouble
I suggest you turn on Issues tagbox at https://github.com/sswelm/KSPInterstellar/settings
and have a bugreporting option
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Hopping in re science... also remember that in 1.0.x, the stock science lab takes data and generates science over time (with various factors affecting data quality and rate). So it's a nice way to gather the extra science you need for long tech trees.
Indeed, I haven't investigated this subject yet, how does the new KSP stock science over time work exacly? It's wasn't covered in detail very much
Think it was something like 1 data = 1 full science cycle
So if it says 2.2 science a day, on 500 data that would be 1100 science it can gather.
Just wish data was a resource you could move around but that would cause all kinds of unforseen issues like duplication I guess.
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Well technically it is exactly like this if you replace the Real Resource by KSP Resources (Hydrogen Peroxide => HTP, Hydrazine => Monopropellant, LqdHyrogen => LiquidFuel, LqdOxygen => Oxidiser). Technically someone with a MM script could do this. The only problem is that it would horrible overpower KSPI, as it's design around real resources which have lower density more difficult storage requirments. You would therfore also need to nerve down everything.
That just leaves KSPi on the shortlist to be removed I guess,
since it doesn't play well with ksp or other mods and wants to create it's own game
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Hmm seems extended is drifting further and further away from basic ksp part interactions.
Set down an ISRU on a DMP server with science mode on (Big team effort with quite a few docking ports and KAS)
Only to find out we can't make liquidfuel or oxidiser anymore just Interstellar specific resources
You might want to start building a wiki on github like the original so people can actually read and prepare,
because the old one is certainly far from accurate for this version
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One of your dependencies that you redistribute has updated:
https://github.com/BobPalmer/CommunityResourcePack/releases
It's 4.1 you still redistribute 3.3 2 versions back
Any chance you will be on github later on,
you might find some people that help out there.
Oh, and your private message box seems full
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I noticed this mod caused a lot of empty research nodes because they are handled by tweakscale now instead of actually being unlocked.
You might want to look around how mechjeb handles this,
so you don't have to make a modified version of the community tech tree mod and update it regularly.
Also people view it as odd and start searching for bugs and other issues.
@PART[microwaveThermalEnergyReceiver*]:NEEDS[CommunityTechTree]:FOR[WarpPlugin]
{
@TechRequired = [COLOR=green]microwave[/COLOR]PowerTransmission
}
@PART[phasedArray1]:NEEDS[CommunityTechTree]:FOR[WarpPlugin]
{
@TechRequired =[COLOR=green]microwave[/COLOR]PowerTransmission
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
in KSP1 Mod Releases
Posted · Edited by Neouni
The problem I have with CRP are for example a small argontest I did:
CRP 3.2 vs 4.2
Argon Density 0.00005 0.00000178400
Argon Consumption 14.64 410.35
Fuel Flow 0.00073U 0.00073U
Basically It made the tank 28 times lighter, made the fuel burn 28 times faster
But it didn't increase the tank size 28 times bigger to compensate....
Also funfact CRP mixes densities at 0c and 20c,
and then adds compressed and cooled liquefied gasses on their normal densities on either temperature too.
As long as CRP is unstable I rather have something like this tank can hold 3ton fuel, instead of 108.000 litres.