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KSP Interstellar Extended Continued Development Thread


FreeThinker

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I had this issue one time. But the engines still were performing good.

In my opinion, the TTJ still needs a little tweaking. It perform very good on low altitude, and incredibly poorly on high altitude/speed. Still Intake Build Aid doesn't sees the KSPI engines, with the bad consequences you can imagine...

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I had this issue one time. But the engines still were performing good.

In my opinion, the TTJ still needs a little tweaking. It perform very good on low altitude, and incredibly poorly on high altitude/speed. Still Intake Build Aid doesn't sees the KSPI engines, with the bad consequences you can imagine...

I agree, their ISP seems a little too low, I think it may be accurate, but it causes them to have terrible high altitude performance.

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Isp is the not the main problem, it's atmosphere intake and atmosphere distribution

Probably true, however until we can have leading edge cooling in the game that keeps parts from exploding, it is hard to get up enough speed to push orbit from just atmospheric intakes. Maybe that is reality, but it definitely reduces the amount of fun available. Not that I use space plane or space plane designs, but it would be nice to have a way to get them to closer to the edge of the atmosphere before they stop working.. currently they are shutting down about 1/3rd of the way to the edge of the atmosphere. (Once again does not affect me because that is not the way I design my ships, but I can see why people are not having fun because of it)

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Probably true, however until we can have leading edge cooling in the game that keeps parts from exploding, it is hard to get up enough speed to push orbit from just atmospheric intakes. Maybe that is reality, but it definitely reduces the amount of fun available. Not that I use space plane or space plane designs, but it would be nice to have a way to get them to closer to the edge of the atmosphere before they stop working.. currently they are shutting down about 1/3rd of the way to the edge of the atmosphere. (Once again does not affect me because that is not the way I design my ships, but I can see why people are not having fun because of it)

I'm not looking for reaching orbit just with air engines. I'm just comparing the behavior of the stock air engines (or modded ones too), that usually have a different distribution of thrust in the differents moment of flight. With other engines, usually I can push with them until 18/19 or also 20 km gaining speed, if my climb is good enough and the plane well designed. In the case of TTJ instead, I obtain a very very good thrust on low altitude, but usually I need to switch to close cycle or other engines at 12/13 km of altitude, cause otherwise I loose speed. Being a Far user, I can't reach tremendous speed on low altitude without destroying my ship, so with other air engines, at the moment of switching/change of engine, I'm at 18/19 km with 900/1000 or at max 1100 m/s. With the TTJ, I MUST switch/change at 12/13 km at 500/600 m/s. It's a great difference. That's the issue I'm talking about.

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[h=2]Version 1.5.15 for Kerbal Space Program 1.0.4[/h] Released on 2015-10-23

  • Decreased maximum Power output Turbojet/Ramjet but increased efficiency air intake allowing them to operate at higher altitude
  • Improved distribution atmosphere over multiple Turbojet/Ramjets, reducing imbalance issues when low on atmosphere
  • Reduced Efficiency atmosphere mode for electric engines
  • Increased Maximum temperature Interstellar Fuel Tanks

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  • Decreased maximum Power output Turbojet/Ramjet but increased efficiency air intake allowing them to operate at higher altitude

for my craft intake efficiency was never a problem (always left > 0.05 when more thrust needed, limited by ramjet speed thrust curve).

well now that craft reaches 3202m/s on kerbin (surface speed) using only atmosphere, limiting factor still ramjet speed thrust curve (no plasma engine used)

(P.S. 3202 is speed needed to fly to DUNA or EVE, without using other propellant at all, at EVE "other" propellant would be needed :) )

did you fixed bug that DISABLED turbojets reserves some atmospheric input for themselves (in 1.5.13), so other atmospheric engines (ramjet) can't use that intake?

Nansuchao use turbojet/ATTILA on speeds lower than 600m/s, and ramjet (thermal nozzle) for speed greater 600m/s, or PLASMA for speed greater than 2000m/s (2600m/s compared to ramjet), all in atmospheric mode.

turbojet has bad speed curve, i.e. it's useless on speed 1000m/s compared to ramjet or even ATTILA.

Edited by okder
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I did some testing to see if I could get radiators to work with an active microwave receiver on board. I started with a fresh install of KSP and only installed Interstellar. I put one of each type of radiator on my test ship and none of the radiators dissipate waste heat when I have a microwave beamed power receiver active. I did find a work around though. If I retract the heat radiator, it starts working. If I extend it, it stops working again.

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I did some testing to see if I could get radiators to work with an active microwave receiver on board. I started with a fresh install of KSP and only installed Interstellar. I put one of each type of radiator on my test ship and none of the radiators dissipate waste heat when I have a microwave beamed power receiver active. I did find a work around though. If I retract the heat radiator, it starts working. If I extend it, it stops working again.

Thanks to your investigation I quickly found the problem and solved it. It should be fixed next patch

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I tried to make a beamed power network with an antimatter reactor in space. When I tried to use it however the craft ran out of power because the reactor (3.75m with both generator types attached and radiators) wasn't making enough megajoules for one of the unfolding beamed power transmitters (The net power was about -2GW). On a previous save not long ago I had a grounded antimatter reactor powering 2 of these transmitters easily with the same setup.

Further testing suggests that the time taken for the reactor to increase its power output may have been too long to stop the craft from running out of power (even though the antimatter container wasn't exploding when I had run out). I managed to get it to having a stable power situation after a few attempts by switching on megajoule charging on the computer core that I was using for a probe core. The power helper thing was displaying a net -2GW usage with one transmitter but it was still working.

Edited by volcanicshrimp
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I'm running community tech tree and most of the mods to fill it. I think I have narrowed down the thing that causes me to crash or freeze: either KSP Interstellar Extended, or Toolbar, which it relies on. I would say upwards of 30% of the time I do a scene change (entering or exiting any facility, launching or recovering a vehicle, etc) I crash out completely. Maybe 50% of the times I try to enter the VAB, I freeze. When I uninstall the KSPI-E and Toolbar (via CKAN), most of those crashes and freezes go away.

I guess for reference, here's my mod list from my CKAN window:

Community Resource Pack

Community Tech Tree

DMagic Orbital Science

Dr. Jet's Chop Shop

Extraplanetary Launchpads

Firespitter Core

Infernal Robotics, IF Model Rework Core, IF Model Rework Expansion

Interstellar Fuel Switch and IFS Core

KAS

KIS

Kerbal Joint Reinforcement

Kopernicus Planetary System Modifier

kOS

KSP AVC

KSPI-E

Lithobrake Exploration Technologies

Mechjeb 2

Modular Rocket Systems - Parts Pack

Module Manager 1.8

Near Future Construction, Electrical, Electrical Core, IVA Props, Propulsion, Solar, Spacecraft Parts, Decaying RTGs, and Hydrogen NTR

OSE Workshop

Outer Planets Mod

Pathfinder

RemoteTech

SCANsat

Science Revisited

SETI-CommunityTechTree

SpaceY Extended, Heavy Lifters Parts Pack

Stockalike Station Parts Expansion

Toolbar

TweakScale

Universal Storage

USI MKS/OKS, Life Support, Tools

WildBlueTools

And here's my the relevant log files for the most recent crash when I tried to enter the VAB:

https://www.dropbox.com/s/o2vxldgd4yfikfd/KSP.log?dl=0

https://www.dropbox.com/s/11wddl6c8c0lrlm/error.log?dl=0

edit: I also have this posted over in the Toolbar thread to see what they think. Please let me know if it's something silly, like a mod conflict that I don't know about

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The Near Future Pack and Extraplanetary Launchpad are very heavy, also Scansat, OPM and Station Parts Expansion. You can try to remove some of them or to remove unused part of all the mod parts.

FreeThinker, with the last update, the TTJ now perform perfectly. Thank you!

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After removing the entire near future pack, EL, and the USI mods, I was still running into exactly the same issue: crashes or freezes on scene changes. Again, almost all of my problems completely disappear when I remove Toolbar and KSI-E. If it's not RAM, what could it be?

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After removing the entire near future pack, EL, and the USI mods, I was still running into exactly the same issue: crashes or freezes on scene changes. Again, almost all of my problems completely disappear when I remove Toolbar and KSI-E. If it's not RAM, what could it be?

Its RAM. KSPI-E is hugely ram intensive, and you're combining it with several rather large parts packs. Turn on OpenGL and see if you fare better.

Also, start culling parts from all the mods you use. I guarantee there's a good bunch of parts you never use that are just wasting space. Instead of all the different tank mods you have, kill the tanks and get Procedural tanks and then get a good set of textures for them.

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I cannot remember the exact command used however there is a command line argument of something like -forcedx11 that resulted in significantly lower memory overhead and allowed me to play ksp without crashes. I will check for the exact line when I get home

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I cannot remember the exact command used however there is a command line argument of something like -forcedx11 that resulted in significantly lower memory overhead and allowed me to play ksp without crashes. I will check for the exact line when I get home

-force-opengl works wonders for me. Takes a few hours before I end up with a memory-related crash now, rather than 10 minutes or less. :3

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-force-opengl works wonders for me. Takes a few hours before I end up with a memory-related crash now, rather than 10 minutes or less. :3

that would probably be fine as well. EIther method.

Here is mine.

"G:\Games2\Kerbal Space Program\KSP.exe" -force-d3d11

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