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Fractal_UK

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Posts posted by Fractal_UK

  1. One way to correct this in the case of ORS would be to have the unique key be a combination of ORS key and package, and not really care where the configs are. So I can continue to keep my ORS version in the USI folder, and my configs in the CRP folder without stomping on KSPI or vice versa.

    I don't think it ultimately makes sense for their to be multiple sets of configs, it really breaks immersion if you're looking at a set of concentrations in one part which is telling you one thing and another part tells you another. It also becomes confusing because you have to start using different instruments to measure the resources associated with different mods.

    Hence seperate the resource definitions cfgs from ORS into a seperate ORSResourcePack directory. The user then decides which pack they want to use, for now I'll probably just load the first if for some reason there are two but in future I might a drop-down list in the space centre so that users can switch between their resource config options there.

  2. I was planning on working on upgrading reactors today but ended up doing something different.

    The hope with this change is that, in the future, the Telescope, Interstellar Science Lab and Computer Core will all be integrated with the stock science system. They will continue to generate science in the background but instead of just incrementing the research pool value, you can harvest and transmit the data like any other science experiment.

    In previous versions, the telescope has been a source of ongoing problems so I decided to rewrite the code from scratch to support the science system and it seems to work!

    NG1jzmp.png

  3. Here is what I recommend:

    In future Oceanic and Atmospheric resource definitions should be wrapped into another ConfigNode describing the pack of their origin, as follows:


    ATMOSPHERIC_RESOURCE_PACK_DEFINITION
    {
    name = ExamplePack
    ATMOSPHERIC_RESOURCE_DEFINITION
    {
    name = EveCarbonDioxide
    guiName = Carbon Dioxide
    celestialBodyName = Eve
    abundance = 0.6217
    }
    ATMOSPHERIC_RESOURCE_DEFINITION
    {
    name = EveNitrogen
    guiName = Nitrogen
    celestialBodyName = Eve
    abundance = 0.3654
    }
    ATMOSPHERIC_RESOURCE_DEFINITION
    {
    name = EveArgon
    guiName = Argon
    celestialBodyName = Eve
    abundance = 0.0103
    }

    .....

    }

    The same should be repeated with OCEANIC_RESOURCE_PACK_DEFINITION. Now, the user should have only one of these packs so I will set it up such that ORS will load from only one pack.

    A new directory should probably be created called ORSResourcePack to contain the oceanic and atmospheric definitions, this should be the standard mechanism for distributing packs and should make it easier for the user to make sure they only have one installed at a time.

    How does that sound?

  4. Again testing with aircraft because it saves me a lot of time but it looks like the first set of fission reactors are working correctly in the new reactor infrastructure.

    I've also added a fuel lifetime thing to the interface to tell you how long before you'll need to refuel at your current useage rate. My new reactor system also lets me easily compare the energy density of KSPI fission fuels to real life and it appears that they match also identically, which makes me very happy.

    HLfNgqI.jpg

  5. Welcome Back Fractal_UK,

    I added a couple of things to KSPI lite that should be compatile with the main-version without major changes.

    If you are interested in them I can see to do a pull request to your repository.

    He-3 decay in background: https://github.com/WaveFunctionP/KSPInterstellar/pull/19

    All radiators glow: https://github.com/WaveFunctionP/KSPInterstellar/pull/10

    I didn't see you said you'd create a pull request for those in my repo so I started making the changes manually but I'll commit what I've already done so you can add the remainder.

    Thanks.

    Welcome back! Have you planned something like a "patch" for 0.24? Nor the complete release, only fix the bugs because... i have researched fusion reactors on my savegame, but they can't produce nothing and... I dont want delete it.

    Thanks for this mod!

    Yep, I'm working on that at the moment but I need to finish off some changes that I started making before my absence. I think I'm getting fairly close though!

  6. I'd be pleased as punch with that compromise, tbh. Also would want to sort out what's harvested from the dirt vs. what we put in the reactors. But up to Fractal to see how close we can get.

    Well, from a realism perspective, it would make the most sense to set up something like Pitchblende (or Uranite) as a primary resource that you dig out of the ground, then have different processing of that ore transforming it into different types of nuclear fuel. That approach would represent extra work for everyone but is perhaps more sensible in the context of a community project where different people are trying to describe types of reactor and fuel. I'll keep thinking on it though, perhaps there is a more elegant solution.

  7. Heya, here's a link to the vicinity of the discussion in the ORS thread where we were hashing out finally doing a consolidation of resources and getting everyone on the playground to play well together (My summary of discussions is there, earlier info in the thread)

    http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-3-0?p=1351754&viewfull=1#post1351754

    The big ones were unifying on Water, ArgonGas, EnrichedUranium, DepletedUranium, etc.

    ...

    I have looked at that document, albeit only fair briefly. There are certain things things that aren't a problem to integrate, water and argon particularly are very straightforward and could just be changed without consequence. That document has the cost of water similarly trivially cheap and I hadn't even considered the cost of Argon as you can see on the previous page.

    The nuclear fuels look like the sticking point because the fission reactors in Interstellar are one of the most fleshed out parts of the mod and one of the most interesting from a realism standpoint, even if they get used less than many others because they offer far fewer advantages over stock parts. As such, I'm not really interested in adopting a "Enriched Uranium"/"Depleted Uranium" fuel cycle and will definitely be sticking with Uranium(UF4 and UN) and Thorium (ThF4) fuel cycles. My solution to having multiple types of Uranium was to have a refinery processing option to convert between them but that may not be an ideal solution for the Community Pack, I don't know but I'll give it some further thought.

  8. I apologize if this has been touched on, but after extensive Googling and such, I haven't come up with anything super helpful.

    I recently downloaded this mod, and I'm absolutely in love. I do have one question though- when attempting to launch a craft with any Antimatter reactor, and several of the fission reactors (not all at the same time, different models), my crafts will simply fall through the launch pad and blow up. Does anyone have some divine wisdom for me? If not, thanks for the mod anyway and I'll work around it!

    It's because the mod was compiled for KSP v0.23.5 and some changes were made to the KSP API for version 0.24 which broke the mod. I have a working development version but the release version isn't quite ready yet, stay tuned!

  9. So, as I said earlier, I've been looking at resource costs. Since I haven't really played 0.24 very much, I don't really have much understanding of how well this is going to work yet so my effort to derive them so far is based around very estimated real world costs of each resource converted into Kerbal money (I've vaguely assumed that 1 unit of Kerbal money = 1000 Euros, mainly because it was easiest to find some of the material costs in Euros). I'm thus quite open to feedback from more experienced players.

    At first glance though, it seems to capture the value of some of the ISRU resources as well as nicely representing the extreme rarity of the advanced resources though I'm a little worried by how LqdMethane is so much cheaper than the stock propellants.

    I've ordered the list by cost/ton so you can what is, in absolute terms, the most valuable (I notice investing in Lithium and a Nuclear reactor is probably going to be a good long-term moneymaking ploy!).

    hi0R2Vi.png

  10. Fractal, we missed you, what will you do for the next update?

    At the moment I'm not thinking too much about massive new features, I just want to get some of the improvements I was working on finished off. That involves some new reactor code and new electric engine code that handles multiple propellants better (plus unique visual effects for each one).

    I also want to shift all of the science generating parts over to the stock science interface rather than incrementing science totals.

    I've also just been looking at resource pricing, I'll post something more about that soon.

  11. I've pushed the latest changes to the Interstellar github development branch. I've also updated all the latest part.cfgs to the same place. That should let anyone with sufficient patience build a mostly functional version of Interstellar for 0.24. Before a more general release, I still have to update all the fission reactors to the new reactor API, I don't think they will currently work at all.

  12. This has probably been a feature of WaveFunctionP's version for some time but this is part of a larger change that hopefully demonstrates the better Reactor system I'm putting in place for the new version. It will allow you to get all sorts of information about the reactors before and after upgrade, including all the information on fuel useage and how the choice of fuel effects the reactor's power output.

    I've also relabelled the reactor Core Temperature as the temperature at which heat exchange takes place. Core Temperature for fusion reactors might be hundreds of millions of degrees but you certainly won't achieve heating your thermal rocket exhaust anywhere close to that temperature, for example.

    At the bottom you can see there is also a Reactor System interface that you can use to see what your current fuel useage status on the reactor is like, get all your power output details and control the reactor too.

    FtR6RTk.jpg

    qVzkawY.jpg

    3ycAobS.jpg

    zN0KAJb.jpg

  13. Fractal - what are the odds of merging in some of KSPI-L's resource changes? These went a huge way towards mod interop and it would be sad if we had to cordon off parts of the playground again :/

    Honestly, I don't know. I don't really know what the changes that have been made are at this stage so it would be difficult for me to comment. I have a huge amount of catching up to do. If you or someone else could PM me with a brief overview of that, it would help me to look at it sooner.

  14. Welcome back!

    May want to get with Wave as there were other things/pull requests done in his branch of ORS (which is pretty much the same one I use for my entire mod constellation at this point due to the break with 0.24.2). Would be nice to get everyone back on the same canonical version.

    I had a brief peruse and it looked like the changes were approximately equivalent so there shouldn't be a major barrier to adoption but it would be good to get that confirmed by someone more in the loop than I am.

  15. Apologies about my prolonged absence recently, many of those of you who are long time players of Interstellar will have noticed that even while I was still nominally around a few months ago that my ability to update the mod was not what it used to be in its heyday when development was near continuous and rapid. That kind of rate of development on KSP projects is gone for me for the foreseeable future due to significantly increased work commitments, not least because when a large part of my working day involves writing C# code, it's hard to motivate myself to come home and do the same thing, no matter how much I enjoy working on Interstellar.

    For the last couple of months, things have been even busier and, due to a combination of work and (a little bit of) my own travel. As a result, I've only had a few days at home in the UK for quite some time and hadn't managed to log into that forums for... I dread to think how long. PMs built up in my inbox and overflowed, so apologies if you tried to contact me and just saw some message about my inbox being full. That should all now be rectified and hopefully I can keep on top of everything from here!

    I don't want to make any rash comments about being back or promising a huge and exciting array of new features for Interstellar because chances are I can't commit to it. So far, I've played version 0.24 for about an hour in total, so I have a lot of catching up to do in learning about what's changed before I can really think about how I would want to change Interstellar to tally with the latest versions of KSP. What I have done today is I have pushed a bunch of changes to the Interstellar and ORS source code that make Interstellar compatible with the latest KSP and my, so far very limited, testing seems to suggest it works alright.

    I currently have a bunch of half-finished changes that I had written for version 0.12 (which have also been pushed). The next thing I plan to do is get an up to date copy of all the part cfgs pushed to Github (those are currently horrendously out of date) and I invite anyone who is interested to participate in helping me to catch Interstellar up with the recent changes in KSP.

    I should also be able to release a beta version of Interstellar with my semi-recent changes within the near future. I stress that this won't be a fully featured 0.24 release, it will simply fix all the bugs that break the current release as well as providing some fairly cool new Interstellar features. That said, going forward, the only way I see myself getting back on track with this is with a lot of help from the community so I'll also be focusing on making changes that make it easier for other people to contribute to the project, hopefully allowing Interstellar to still grow quickly with lesser involvement from me.

    I'm also really pleased that Interstellar apparently hasn't dwindled off the radar despite my recent neglect of it (I probably owe a lot to WaveFunctionP for that!) and I hope you've all been well and enjoying your KSP while I've been away!

  16. Quick question.

    I had a go at the following as suggested in the wiki:

    I was trying with a 1.25m "Sethlans" Fission Reactor and the Direct Conversion generator is producing no power.

    I suspect this might be because I have no unlocked "Basic Nuclear Fusion" yet and thus my reactors are not upgraded to "Dusty Plasma" as yet.

    Do the Sethlans series produce no charged particles at all prior to this upgrade?

    The wiki implies the upgrade merely increases the proportion.

    Your suspicion is correct, initially those fission reactors don't produce charged particles, you need the dusty plasma upgrade before that can happen.

    Obviously the proportion of charged particles from fission doesn't actually change physically, it's all about how it's possible to collect the fission power. In most designs, charged particles would just be immediately absorbed and become heat that could then be collected by some other mechanism, the upgrade is all about changing the design so it's possible to utilise those charged particles directly.

    Fractal, you should release 0.12 on page 1000, post 10k. At least tease it somehow, it's quite the achievement.

    Perhaps I'll try and make that a target but this thread moves so fast sometimes, that could happen before I blink! You're right though, it's pretty incredible how Interstellar has ballooned far beyond what I could possibly have imagined. You can probably see from the change of pace recently that it's proving difficult for me to keep up, though that's as much because of my recent change in work but hopefully we can maintain the momentum going forward - right now I have a load of really cool half-finished features but at least that means half the work is done!

  17. Hey Fractal - any plans to make Interstellar compatible with ModuleEnginesFX? I created an entire set of new effects for the engines and planned to include them in HotRockets, but after one of the updates all of the engines with KSPI modules became non-functional.

    Yes but only a constrained set at this stage - as part of the electrical engine rework I have been updating Interstellar plasma thrusters and such up to the ModuleEnginesFX class along with creating variable exhaust effects that can change according to the type of propellant used, the main value of this is to change the colour and shape of the exhaust when you switch propellant.

    It won't happen to Thermal Rockets for the time being, that will come further down the line.

  18. Not to forget the huge amount of batteries that you need to keep up the ElectricCharge, you can only transmit as much power as it is able to generate without losses if you have enough batteries on your sat. Have a look at the wiki, theres a new part on solar satellites with calculations as how many batties you need for what power output.

    After the next update, you should no longer have to worry about this because solar panels will generally be generating megajoules directly, that will allow the resource manager to deal with the transmission rather than what we have at the moment, which forces me to work with ElectricCharge.

  19. The Gas Chromatograph Mass Spectrometer will tell you the elemental composition of an atmosphere it's in (it's also a science-point-producing experiment!). The Liquid Chromatograph Mass Spectrometer will tell you the elemental composition of an ocean it's splashed down on. The Gamma Ray Spectrometer can locate Alumina as well as Uranium/Thorium. There currently isn't a sensor for water ice on a planetary surface, although I believe Fractal was planning on implementing one at some point.

    It's in the pipeline, I need to improve the mechanics by which ORS displays resources in order to do it which makes it a relatively complicated update. At present, ORS does a decent job at potraying a small number of interesting resource locations but is almost useless when it comes to displaying large areas with high abundance.

    I have a working demonstration of that system in place though so it shouldn't be too far over the horizon.

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