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Eadrom

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Everything posted by Eadrom

  1. You get microwave transmitter and receiver parts shortly after though if I remember correctly. Best tranceiver comes a bit later, but not much.
  2. Those of you struggling to use the unupgraded plasma thruster, remember that you have to option of beaming power to your space craft. You can still get PLENTY of juice to your small space probe by lobbing up a few 3.75m fission reactors and beaming that power to it via microwave power systems. I find that, in general, it requires more planning, engineering, and time to utilize a lot of the early Interstellar parts, but if you do put in that effort, you can still reap substantial rewards without having to wait for more advanced versions of the tech to be researched. In short, when dealing with self-contained powered systems, ion engine will probably beat plasma thrusters early on. If you beam power to your ship, the plasma thruster can use all that extra power; the ion engine will quickly hit a cap. It's over that ion engine max power drain cap that the plasma thruster is useful.
  3. Interstellar's resource system is actually well implemented in my experience. Some of the support mechanics for the resource system could use, and are getting, polishing. But overall, it is a job well done, even more so considering how quickly Fractal coded it in. Where I expect to find a resource, I find it and am able to collect it, no problems. With how quickly the resource system changed from simply mining a couple types of KSPI fuels to almost a full blown resource tree, I am very impressed. It even has hooks built in for editing its respite system. That feature, released in 0.9, has made it possible for me to start my own little modding venture and successfully integrate TAC Life Support's water resource into Interstellar's resource system. I'll be publishing my little adding probably tomorrow. Personally, not once have I wished I had fuel balancer nor had the need to use it.
  4. If it's a one time or an uncommon trip, then sure. But if you are going to say Moho or if you frequent Jool and its moons, it might be better to have a service station to refuel and reprocess the reactors and such. I'm not saying to leave it off every ship, but if you can foresee wanting to send two or three ships with the same utility, see if you cut that utility out if those vessels and make a support vessel to perform that utility. I find that this makes for needing to use more vessels and stations, but each one is more efficient and smaller and thus runs faster on my computer. YMMV and obviously do what works best for you!
  5. An easy solution if your ship is regularly in the vicinity of a space station or similar such large staging areas, is to just put a jr docking port on your ship. I like to put them on reactors so I can think of it as a service and maintenance port. You can save a lot of mass and design complexity by adding in this one small part. So many options open up when the majority of your vessels can have small support ships dock with them. You can even install docking adapters or extensions if you need to dock two larger vessels together. Keeps you from having to constantly design in the same infrastructure into every ship you launch.
  6. Welcome to the forum and the mod! I'll try to answer your questions best I can! - Reactors can be turned on and off via a Kerbal on EVA. Unmanned vessels can have reactors turned off by floating near a manned vessel and having a kerbal EVA over and turn it off. However, it being an unmanned vessel, you would have no way to turn it back on once you get to your destination, unless you also have a manned vessel at your destination. At which point you can just use a Kerbal on EVA at departure and destination, thus negating the need to have this option in all but the most rare of occasions. - The reactors burn fuel so slowly that even with that unit change from kg to grams, that not even the upgraded 3.75m fission reactor would show anything other than (0.00). - Each the fission reactors burn fuel at different rates and different upgrade levels, Fractal would need to code sixteen different resources, one for each size, upgrade, and type of fuel to be able to display the units in days remaining. It rapidly gets VERY complicated. - Yes, if you have no way to replace or dock a maintenance vessel with your ship, eventually it will need to be replaced. Keep in mind that it typically takes years in game time for a reactor to burn through its fuel. An easy solution is to toss in one of the junior docking nodes somewhere on vessels you want to have operating for very long periods of time and despite advances in technology. Usually by the time you need to replace a fission reactor, you probably have researched better power systems. I typically include a small docking port on all my vessels. It's one part and push comes to shove, you always have a way to access the plethora of options available by being able to dock another vessel to your ship. - The reactor being at 30% is because fission reactors have to maintain a minimum amount of reacting in order to sustain the nuclear reaction. If you drop it below that, the reactor can't sustain fission and would shut down. Also, if you cap out on WasteHeat, the reactor should SCRAM, shutting down and requiring a Kerbal on EVA to turn it on again. Note that turning off a fission reactor the normal way and when it SCRAM's will still cause it to enter a cool down period of around 3 days in which it will still generate some heat as small amounts of fission is still occurring in daughter products. - If you don't have antimatter in the containment units, the tank doesn't need a charge. If you have antimatter in the tank and see via the power management pop-up (lightning symbol button) that the tank isn't drawing a charge, it might be a bug. It's also possible that Fractal has coded a safety override, so if you have antimatter and try to turn it off, the mod may still provide power for the tank. - Antimatter is defined as a density of 0.000000001. That is in metric tons. Which is 1,000 kg. Which is 1,000,000 grams. Which means that antimatter is 0.001 grams, which is milligrams. It's possible that references to micrograms was in conversations about collecting antimatter, in which you are usually dealing with very, very small numbers. EDIT: I stand corrected! I'll still maintain that this is a matter of small convenience in my opinion, but still, it's one that probably can be quickly implemented. It'll at least save you a few minutes at your departure point.
  7. You need to launch your vessel before life support kicks in. This is to allow you to time warp to a launch window as desired without having to worry about life support consumption. Source:
  8. Thank you, Sarbian! I have another question regarding licenses. Say I start out just making MM configs and just want to be given credit if someone uses my work. Is that ok? Now say I expand my addon to actually include original code that I've written. Am I locked in to what the original "just give me credit" license or if I need to, could I make it something a bit more restrictive? EDIT: Mayhaps http://en.wikipedia.org/wiki/BSD_licenses#3-clause this would work for me?
  9. During my water integration testing, I discovered that making mono-propellant wasn't working properly. Tweaked an RCS tank to be half-full and the refinery to be full of H2Peroxide and Water. The refinery is correctly consuming the water and H2Peroxide, but no mono-propellant is being created. On a whim, I sped time warp up and as I was stepping up to max time warp, mono-propellant started being created. Is the stock resource change rearing its ugly head again?
  10. How would I search a node for two categories? This is the example from the OP. @PART[*]:HAS[#category[Utility]] { ...(stuff) } Would it be this? @PART[*]:HAS[#category[Utility]], [#category[Utility2]] { ...(stuff) } I need to change the LqdWater in this bit to Water: PLANETARY_RESOURCE_DEFINITION { name = Water celestialBodyName = Duna resourceName = LqdWater mapUrl = WarpPlugin/PlanetResourceData/duna_water resourceScale = LINEAR_SCALE scaleMultiplier = 1 displayTexture = WarpPlugin/water_resource_point displayThreshold = 1 } I thought that this code would work, but looking through the KSP.log file, it appears that maybe my code is changing ALL the resource names for Duna to water, not just the water one. @PLANETARY_RESOURCE_DEFINITION[*]:HAS[#celestialBodyName[Duna]]:Final { @resourceName = Water } All the planetary resource definitions for water are named water in the node, so I can't search for water. I what I want to do change the planetary resource definition for water on Duna and Vall and change them over to TACLS's water. I realize now that I need to define that I want to change the Duna water definition, not just the Duna definition, which I think is what my original change does. Would this syntax be correct? @PLANETARY_RESOURCE_DEFINITION[*]:HAS[#celestialBodyName[Duna]], [#resourceName[LqdWater]]:Final { @resourceName = Water } EDIT: I was thinking, would this code grab both Duna and Vall's water changes with one piece of code? @PLANETARY_RESOURCE_DEFINITION[*]:HAS[#resourceName[LqdWater]]:Final { @resourceName = Water }
  11. Greetings! A little background info first. I am taking my first foray into modding KSP! I am integrating the water resource from TAC Life Support into Interstellar so they both use the same water resource. To do such a thing, I need to edit two of Interstellar's part configs and four of Interstellar's general plugin configs. I am not writing any compiled code right now nor am I changing or including any art. I first made edits to all the Interstellar configs. Once I got everything working, I took a look at Module Manager. I learned how to make a MM config file and wrote all my changes into one file. I tested out the MM config and it works! So now I'm ready to open up testing to other people. Before I do that, I have a few questions. First, what do I classify what I created? Is it a plugin? A mod? Basically, when I post this to project board, what am I describing this as? Is it still a plugin if it's a simple change to another plugin? A plugin of a plugin? Heh. Second, I'm assuming a I need a licence if I post this for other people to use, but what licence should I use? Do I need to consider just the MM, TACLS, and Interstellar licenses since my work is dependent on having all three of these plugins installed? Who am I officially required to give credit to (I want to make sure everyone gets their just due!)? Do I need to include a copy of the license in my download? Third, are there any requirements as far as where the download needs to be hosted? Like could I host the .zip from my public dropbox folder? Fourth, since I am not distributing any TACLS, Module Manager, or Interstellar assets, am I required to get permission from any of these plugins' authors prior to distributing my file? (MM is included in Interstellar's download, so I don't need to include anything except my config file.) Please note that while some of my questions might sound like I'm trying to get away from having to credit people, but that is the opposite of my intentions! I am simply wanting to feel out the minimum requirements so there are no issues in any similar future work I am doing! I have some ideas for better integration of TACLS and Interstellar and some similar ideas for other mods, such as Kethane. A lot of plugin devs are opening their plugin to other people with hooks and API's for other people to use. I think this is a great way for me to get into KSP modding. Thank you in advance to everyone that helps me understand this stuff better!
  12. The water resource is being independently defined by the TAC Life Support mod. I'm basically cutting out Interstellar's water resource and grafting in TACLS's water resource. Thank you for looking over my config!
  13. Alrighty, I think I've figured this out. I would appreciate it if someone could check my syntax to make sure I've grasped how to use MM. http://pastebin.com/2wPDwrCA Thank you for the help!
  14. If I understand you correctly, I can use MM's @NODE to change modules in general config files. Is that correct? I apologize for asking so many questions! I am using the water resource defined by TAC Life Support. That way Interstellar and TACLS use the same resource and I don't have to manage Water and LqdWater, essentially the same resource. Doing this opens up some additional gameplay options. Interstellar's refinery can extract water from some places in the Kerbol system and with both Interstellar and TACLS, I can make water, breathable oxygen, LF, and oxidizer. One can set up a support depot at Vall and should reduce the mass of required fuel and life support needed for outer system missions.
  15. See this quote by Fractal. There was a discussion regarding this very topic a few pages back in this thread.
  16. So this should work correctly, yes? @PART[FNLiquidWaterTank]:Final { @RESOURCE[LqdWater] { @name = Water @amount = 4065 @maxAmount = 4065 } } Ok, I believe I can figure out the other part changes based on this info. Next, how do I make changes to Interstellar's general plugin configs? As in, non-part configs.
  17. Downloaded new version of KSPI and TACLS. Made my TACLS water consolidation changes. Tested Water Electrolysis option on refinery using TACLS water, successful. Tested Anthraquinone option on refinery using TACLS water, successful. Tested crew consumption of TACLS water from the KSPI large water tanks, successful. (Be advised that these tanks do not have WasteWater storage, so you have little capacity to store and then reprocess using a water purifyer.) Tested thermal rocket able to to use TACLS water as fuel, successful. Only issue here was that the thermal nozzle did not automatically set fuel mode to use water. Appears to have defaulted to LF. (Stats at launch pad using 1.25m parts: fuel flow: 0.00144 U/s, thrust: 7.4 kN, Isp: 527.3s) (Stats in vacuum: fuel flow: 0.00144 U/s, thrust: 18.6 kN, Isp: 1316.8s) Tested TACLS Water Purifyer using KSPI water tank, successful. (Again, be advised that KSPI tanks do not have WasteWater storage.) Tested Refinery collecting TACLS water from ocean, successful. (Tested using ocean just off KSC.) I think that is a good selection of use cases to prove that TACLS water has been integrated into Interstellar. BEWARE!!! These two processes do NOT stop consuming base resource (water) when product resource tank is full. Be careful with timewarp, lest you leave your crew thirsty. @Fractal, is this a bug or a stock limitation or a result of me using a different water resource definition than LqdWater? Now working on a Module Manager config to implement these changes for other people and across updates.
  18. I am attempting to integrate TACLS's water resource into Interstellar. I have made all the necessary config edits locally and with Fractal's 0.9 allowing changes to Interstellar's resources, this is now possible. Now I would like to make a module manager file to allow other players to have this change. I need to make changes to two parts configs and 4 Interstellar config files to make this work. Basically, I'm just changing "LqdWater" to "Water" in those six files. As I understand it, I would make a new folder to be placed in the GameData folder and all it needs in it is my module manager config file. I'm having a little difficulty understanding the terminology in the OP and thus making my MM file. I also didn't see how I would change a generic config file in a mod. Here is a paste bin with my rough changes. Paths are relative to the WarpPlugin folder. http://pastebin.com/aCxR7G7Q Would something like this be correct for changing the resource type and adjusting the water amount and max amount in Interstellar's water tank part? @PART[FNLiquidWaterTank]:Final { @RESOURCE[Water] { amount = 4065 maxAmount = 4065 } } @next part in my list to change
  19. Do a mission to Jool or Eeloo. You'll be very thankful for the large canisters of supplies then. Especially the food ones. With current efficiencies on the recycler parts, you might get by with a medium canister of H2O and O2 for Jool and Eeloo missions. This assumes a 3 kerbal crew. If you only use single kerbal crews for all your missions, then yeah, the large canisters are probably way overkill unless you are building a base or station far out in the system. So yes, in my opinion, the large tanks are very useful and not overpowered.
  20. Just happened to finish farming the science this morning to unlock the fusion tech node. Been focused on unlocking the upgraded fission reactors to dramatically reduce the waste heat issues caused by low reactor temps compared to radiator temps. Went to upgrade the 1.25m fission reactor powering my station's research efforts. Confirming no retrofit option appearing for me as well. Thank you for hunting that issue down. I think that fix will allow me to finish my TACLS/KSPI water consolidation efforts.
  21. Confirming this. One thing to note is I had no problem getting tritium breeding working in 0.22, both at the launch pad during tests and in orbit at kerbin. Did Squad change something with the stock resource manager in .23 that is causing this difficulty? And just to confirm, I'll still be able to generate tritium (and therefore he-3) on unfocused vessels? Edit: Also, were you able to check my log and see if resources were loading correctly to be used by the refinery with my custom water changes? Here's the link again in case my post with it got lost in the fast moving thread. http://pastebin.com/CznZM25G
  22. Your anti-virus is likely giving you false-positives. I can confirm that the download works and is virus free. Try disabling your anti-virus for a minutes, download the .zip, and then re-activate your anti-virus software.
  23. The planet mod was krag's planet factory. It was removed from the forum here because the author is not conforming with plugin protocol regarding making source code available and providing a license. I believe you can still download the mod and participate in discussion regarding the mod on a reddit thread. At any rate, there are lots of places to go! Using the warp drive is not as cheaty as it first appears. If jool is on the other side of Kerbol, you can expect to need like 17k delta-v to get in orbit around jool. That is multiple times the delta-v required to normally travel to Jool, but this one of the most extreme cases. Normally you can get by with something like a 2k-5k delta-v burn if you warp when your starting point is closest in its orbit to your destination. The trade off with using the warp drive is you typically spend more delta-v to circularize at your destination, but you can get to Eeloo, perform a landing mission, and then return your samples to kerbin in less than one in-game day. That model of radiator works just by slapping it on your vessel. There is no need to deploy. As long as waste heat doesn't cap out and cause stuff to shut down, you are good. Think of waste heat bar like your avg temp bar. As long as it doesn't cap out, you are good and stuff won't shut down. The more radiating capability you have, the lower your avg temp will be, the lower the waste heat bar will be, and the more efficient your generators will be at generating MW from thermal power. Turning off waste heat flow on the part like you have shown in the pic used to basically turn off waste heat. I'm not sure how that works in 0.9 now. At any rate, don't toggle it off if you want to play the mod as intended. If you want to turn off the waste heat, there is a setting in the WarpPluginSettings.cfg file you can tweak. Change "ThermalMechanicsDisabled = False" to " ThermalMechanicsDisabled = True" and that should turn off waste heat.
  24. http://pastebin.com/CznZM25G Exited KSP, and then reopened it so it would be a fresh log. I loaded up, went into my test sandbox save, loaded my test ship, launched to launchpad, and then turned on and off some refinery functions.
  25. Testing now, will edit after I test. I'll need to test and see if changing flow will have any repercussions on life support as well. Any word on where the modules for electrolysis and such for the refinery part config are? Edit: No joy with flow type change. Still consuming MW, no fuel being created. Same error message on attempting to turn on H2Peroxide mode. Edit: Changing the flow type on the water breaks TACLS. It sees all the water available, and the timer counts down, but once the water in the stack w/ the kerbal is consumed, the timer continues to count down but water stops being consumed. I think if I could edit the resource production modules for the refinery, I could make everything work. Are these processes being handled inside your custom resource manager and thus unable to be edited?
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