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KSP Interstellar Extended Continued Development Thread


FreeThinker

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I'm a huge fan of KSPI and I'm sorely disappointing in the fact that I can't get the reactors, or really any part, to activate or function. I have a feeling that I'm doing something dumb that is preventing these reactors from giving me a GUI to start them up. Any suggestions?

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I'm a huge fan of KSPI and I'm sorely disappointing in the fact that I can't get the reactors, or really any part, to activate or function. I have a feeling that I'm doing something dumb that is preventing these reactors from giving me a GUI to start them up. Any suggestions?

Do you have radiators on the vessel?

Are the reactors directly attached to a generator that matches the reactors output?

If you have a fusion reactor do you have another reactor for cranking megajoules?

If you have an anti-matter reactor do you have a source of antimatter?

Is there a source of control on your vessel?

Most likely though I always forget the radiators.

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I'm having the same problem. It's not a waste heat problem or a control problem. For whatever reason, the right-click menu just plain isn't loading actions. Can't turn reactors on and off, can't deploy the deployable heat radiators, can't deploy the unfolding microwave transmitter thing. And reactors aren't defaulting to being turned on; they're not generating any waste heat or thermal power, and thus not generating any electricity. I only have KIWI reactors so far on my game, but I can't get them to work no matter what the configuration.

I'm just getting to the point where I'd be deploying an orbital power network, if I could get any of the pieces to work :\

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that would probably be fine as well. EIther method.

Here is mine.

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

Uh. Wow. That alone fixed everything. No more crashes, no more freezes, no gui bugs, nothing. This setting on its own needs to have a gigantic flashing label in every major mod that says "RAM SHOULD NOT BE YOUR ENEMY. FORCE OpenGL or DX11 BY DOING THIS:"

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Is anyone interested in creating a patch to create compatibility between KSPI-E and the USI resource system? They're two of the biggest mods, and they're not incompatible with each other, they just have overlapping resource systems that don't interact. I think it'd be awesome if we could have optional integration so all the KSPI resources could be produced using MKS infrastructure.

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I updated from kspi-e 1.5.13 to 1.5.15 today and it broke it. No kspi-e specific right click commands show up, can't start/disable generators/reactors, can't retract/extend radiators and I can't switch fuel type on hybrid engines. Is this a problem on my end or a bug in 1.5.15? (it's only kspi-e right click commands that is broken).

Other than that, great work on this fantastic mod!

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i scaled alcubierre drive to 2.5m so it fit in mk3 bay and now i cant use it even if i fully charge it it says its not charget yet.

bug or what?

It might not have enough storage for exotic matter to translation to warp. See if it will work at 10 percent

- - - Updated - - -

Uh. Wow. That alone fixed everything. No more crashes, no more freezes, no gui bugs, nothing. This setting on its own needs to have a gigantic flashing label in every major mod that says "RAM SHOULD NOT BE YOUR ENEMY. FORCE OpenGL or DX11 BY DOING THIS:"

I am very glad that worked. I think they do not encourage it more because there are bugs that exist with doing this but they are cosmetic and only severely affect a couple mods.

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Does anyone have a solution for the issues presented in the last page? There are absolutely no GUIs showing up for any reactor, radiator, or anything involving interstellar. Another person mentioned that they were having this issue. I really enjoy this mod, and I have all the right setups for each reactor and system. But if you're going to change a mod that was already fine to fit your standards of how it should be, at least make sure the dang thing works.

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It might not have enough storage for exotic matter to translation to warp. See if it will work at 10 percent

- - - Updated - - -

I am very glad that worked. I think they do not encourage it more because there are bugs that exist with doing this but they are cosmetic and only severely affect a couple mods.

hmmm craft weight 98 tons and there is 4167 units of exotic mater. Is there a equation to calculate amount needed?

and is there a container i can store more exotic matter?

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Does anyone have a solution for the issues presented in the last page? There are absolutely no GUIs showing up for any reactor, radiator, or anything involving interstellar. Another person mentioned that they were having this issue. I really enjoy this mod, and I have all the right setups for each reactor and system. But if you're going to change a mod that was already fine to fit your standards of how it should be, at least make sure the dang thing works.

I am not having these issues. If we were we obviously would be complaining.

Do you have a screenshot of your mods folder?

Do you have -forced3d11 or open GL to help with memory issues?

Can you post your logs?

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I am not having these issues. If we were we obviously would be complaining.

Do you have a screenshot of your mods folder?

Do you have -forced3d11 or open GL to help with memory issues?

Can you post your logs?

I'll be honest. I know that complaining in the fashion I did is less than acceptable. I'm aware that the developers have been hard at working making something amazing, and I'm sure it is. But myself and others have these issues. I've seen multiple posts about it spanning across the last 358 pages of posts and it seems like this issue hasn't been resolved. I'm just looking to solve this issue for myself and the others that are relying on an answer.

As for the debugging. I am running Ubuntu Linux 14.04. The memory is handling fine, and the only mods I have are TweakScale and Interstellar. As for the logs, I'm afraid that I'm not entirely sure how to grab those.

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hmmm craft weight 98 tons and there is 4167 units of exotic mater. Is there a equation to calculate amount needed?

and is there a container i can store more exotic matter?

A 98 ton craft requires 5501 units of exotic matter to break warp at 1% (I had to build it). The only containers are the warp drives.

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I'll be honest. I know that complaining in the fashion I did is less than acceptable. I'm aware that the developers have been hard at working making something amazing, and I'm sure it is. But myself and others have these issues. I've seen multiple posts about it spanning across the last 358 pages of posts and it seems like this issue hasn't been resolved. I'm just looking to solve this issue for myself and the others that are relying on an answer.

As for the debugging. I am running Ubuntu Linux 14.04. The memory is handling fine, and the only mods I have are TweakScale and Interstellar. As for the logs, I'm afraid that I'm not entirely sure how to grab those.

I am unsure if anyone else has run this mod on linux, and while I see that there are issues, the person before you had their's fixed by freeing up some memory. The logs are usually generated in whatever folder you installed KSP to.

- - - Updated - - -

so something worng because even with 33333 i cant do it i will post log and screnshoot later.

Wait, are you using a alcubierre drive (Heavy) or the folding one?

Does it just sit there like it is in park after you activate it and show a blue trail behind your craft? If that is it it needs more energy, it entered warp but it needs energy to move forward.

Here is mine that is microwave powered as it leaves the solar system... If yours is exactly like this then maybe it is some form of bug.

image.png

Edited by Profit-
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Is anyone interested in creating a patch to create compatibility between KSPI-E and the USI resource system? They're two of the biggest mods, and they're not incompatible with each other, they just have overlapping resource systems that don't interact. I think it'd be awesome if we could have optional integration so all the KSPI resources could be produced using MKS infrastructure.

Bump. I would do this myself but I'm not good with MM and so it wouldn't be well made.

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Maybe it's because I just got back into KSPI after a long time, but I seem to be having an issue- the Closed Cycle Gas Core engine drains all my electric charge almost immediately. I assumed that it would act as a reactor and provide electric charge/megajoules even if it wasn't acting as an engine, just running without producing thrust- but even when not activated it just drains like 4000 electric charge in less than ten seconds. Am I fundamentally misunderstanding how to use it?

edit: perhaps it's because of the cryostat requirements for my liquid hydrogen tanks, I didn't think of that

Edited by HerrGeneral
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Maybe it's because I just got back into KSPI after a long time, but I seem to be having an issue- the Closed Cycle Gas Core engine drains all my electric charge almost immediately. I assumed that it would act as a reactor and provide electric charge/megajoules even if it wasn't acting as an engine, just running without producing thrust- but even when not activated it just drains like 4000 electric charge in less than ten seconds. Am I fundamentally misunderstanding how to use it?

edit: perhaps it's because of the cryostat requirements for my liquid hydrogen tanks, I didn't think of that

Yeah I think you hit the issue, there are large power requirements for cryogenic tanks. I do not know if the core produces energy or not. (Looks at the part's data) It does, however it is as an alternator so only when it is at throttle does it produce energy... Here I made a change to make it work like an RTG which seems fairly realistic..

Just toss this into your warp plugin folder under gamedata.

https://dl.dropboxusercontent.com/u/22126744/Parts.zip

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