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Fractal_UK

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Everything posted by Fractal_UK

  1. That's just a standard out of memory error. You need to use some texture reduction or something.
  2. Childhood? I'm offended, I'm sitting here watching TNG this very moment When you're using ElectricCharge from solar panels instead of Interstellar generators, making sure you have plenty of batteries on your transmitter craft is absolutely essential.
  3. Yes, you should be able to reprocess MSR/Gas Core reactors when they're running. Please let me know what happened. I need to investigate the excessive rates around Minmus, I'm not really sure why that is occuring at the moment but that will certainly be revised downward by a lot. Minmus is not planned to be particularly radioactive by any measure.
  4. You just need to edit the tech required item in the .cfg file to: interstellarTechUHEPhysics
  5. You shouldn't need to add parts to the tech tree manually, tree loader will let them place themselves in the node they should be in. Use tree loader to pick the original Interstellar tree, then update. If you're using some other tech tree that is wildly different to the stock one then updating will just replace that with the new interstellar one.
  6. That feature is included but I think I (stupidly) left it out of the changelog.
  7. Then add an RTG and enough batteries to sustain the transmission rate.
  8. I never had any problems upgrading an ongoing career mode save during testing. The most significant change will be if you update having already researched the late nodes (Antimatter Power and Ultra High Energy Physics) because there is a new fusion tech node, which you'll need to go back and research. This might mean you temporarily lose access to certain parts but it won't do any harm to your actual save. If you're worried, just make a backup before doing it.
  9. I am not seeing any difference between those files and the .cfgs in the release version. There is no problem with the arcjet in the current version as far as I'm aware.
  10. In all honesty, I don't know. It will definitely work properly if you recompile 0.11 from the source but use the 0.23 KSP .dll files. I don't know why that would be, taking a look at your KSP.log file might shed some light on the matter. As other things to check, 1) make sure there is nothing wrong with the installation of the mod and 2) make sure you aren't running out of memory (as always).
  11. Since AArtisan is working on a radial collector for antimatter, I thought it was more important to get a really nice looking refinery model out there because the existing ones aren't ideal in many ways. It's quite an important part afterall. Microwave reception hasn't been changed, it's purely the transmission end that has been altered by the direct conversion fix.
  12. Version 0.11 Released! Version 0.11.0 -Toolbar Integration -Updated tech tree with additional fusion power node -New Computer Core Model (by AArtisan) -New 0.625 Pebble bed/dusty plasma reactor (model by AArisan) -New Large 3.75m Refinery which does processing and resource extraction (model by Aartisan) -Added Haber process (to produce ammonia) to Refinery -Improved impactor mechanics -Direct conversion max power fixed, fixes problems generally experienced with fusion and microwave transmitters -Fixed thrust transform with small arcjet engine -Default generator Electric Charge set to 1000 Download links on the first page have been updated. Enjoy!
  13. Not on Eeloo, no. It's assumed to be frozen Nitrogen, frozen carbon monoxide, frozen Methane, etc. (by anaology with Pluto)
  14. It has been fixed, don't worry. It's completely useable, I just need to find a way of applying the updated tech tree. There is nothing wrong with the updated tech tree .cfg that has been posted here but manually copying that kind of file around is not a viable update mechanism, I need a mechanism that works automatically for people who play with the interstellar tree (which is probably the vast majority of the people here) and those who don't.
  15. The Kerbin surface radiation level isn't fixed, it varies depending upon the uranium and thorium concentration in the area. 200msv/yr is about the maximum you'll see on Kerbin and 1-2 is probably the minimum. When Kerbals receive more than an equivalent 50msv/yr the dose will build up but should they return to a safer area they'll start to run down their accumulated dose. I'm still not putting in actual consequences yet, it's all just extra information for now.
  16. Probably not, I've run the numbers a few times and I think I need to change the concept slightly because a nuclear photonic (even an antimatter photonic) rocket just doesn't have a playable thrust. I don't really want to introduce a part that is only playable with the largest antimatter reactor because it's too specific. I can probably switch it over to represent some other kind of electric drive in the future and actually it get it into a niche that isn't already covered by existing parts and is interesting to use too.
  17. So, it seems that with the very minor addition to the tech in the new version, I'm left with two options: 1) I can shift the asteroid grabber into the old tech tree and continue with the existing Interstellar tech tree OR 2) I can find a way of revising the tech tree should I need to make updates. Given that SQUAD are obviously happy to stick nodes in here and there, I think option 2) makes more sense because it will allow me to future-proof Interstellar and make me more capable of adapting to future updates. I'm going to try and take this opportunity to make some much needed tweaks to the Interstellar tree as well. Hopefully the result will be a nicer technology progression in career mode, this will allow me to incorporate some much needed balance changes - such as stopping the likes of gas core nuclear reactors from appearing in the same node as the DT Vista, which are really on a completely level and thus don't really belong in the same node.
  18. Oh, that's not a bug. That's proper thrust scaling as the Isp changes. It has been that way for ages...
  19. The methane engine is just a stock .cfg edit so if you have an isp problem with that, you have found a KSP bug rather than an Interstellar one, I suspect.
  20. Looking at asteroid mining is something I plan to do when I have a bit of spare time, I'm sure it can't be that hard to put something together! I was hoping I'd be roll out the current update this evening, unfortunately the new tech node with the grabber is going to be a pain to incorporate neatly. I'd far rather keep the new node than shift the grabber out of it to fit the existing tree. I guess I'll start looking for a good solution!
  21. That code is there because I was shooting for a recent concept that was discussed involving thermal rockets using decay heating as a heat source to make small hops across the surface of Mars but it looks like you need a high output/shorter half-life radioactive decay source than the general purpose Pu-238 to make that work effectively. That limits the general useage of those parts, it does let you use the higher efficiency with RTGs which is potentially quite handy. The code works fine though so I'll probably introduce all of that in the future when I get those features polished nicely.
  22. Information on Tokamak designs are much easier to come by, hence the greater nuances in the behaviour of those parts. It's the inertial confinement designs that are the problem.
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