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KSP Interstellar Extended Continued Development Thread


FreeThinker

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Here's a new output log of the ship. If I realize what happened, maybe Far sees the engines still stowed in fairings...

https://www.dropbox.com/s/kcstdu0jhh7ry92/output_log.txt?dl=0

I see a lot of NullReferenceException in your log, deadly reentry appears to generate issues. It might cause KSPI parts from properly operating

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The single light warpdrive you are trying to use to achieve warp is much to weak to achieve warp speed (speed does not matter). To be specific, it allows you to charge the warpdrive only 1.44%)

The Light warpdrive is mend for light vessels like probes or personel shuttles, not for heavy multi mission SSTO ships. Fortunatly KSPI Warpdrives are linieary cumalative, meaning they stack linear. However, using only 1.25m light warpdrives it would require many warp drives! Therefore instead for this vessel I would recommend one or more foldable warpdrives, they have good performance in the atmosphere when in folded state.

Edited by FreeThinker
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I've been switching my game back and forth between -force-d3d11 and -force-opengl mode to see which of the two modes results in better performance. But doing that is apparently a bad idea; it causes some interstellar parts not to load, which deletes any crafts they're on. Or at least, it doesn't load the deployable phased microwave transmitter thing, haven't gone through to see if it's any other parts but well.... this is what the error looks like: https://imgur.com/Q4ZTb7q . It seems to happen any time I load the game up with an extant craft with a deployable transmitter, after switching between -d3d11 and -opengl modes.

In other news, I just lost my whole damn beamed power network :(

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Yes, Warpdrive is made harder than it used to be. In the past you could use a 0.625m salt core reactor to transport a 100 mT vessel to the other site of the galaxy without any sweat. All it required was a little patience which could be bypassed using time acceleration. Now you need some serious warp power(= mass) to initiate warp power for a vessel. The amount of power required scales lineary with the amount of mass. Matching the right amount of power with the right vessel, is left as a exercise for the player to discover.

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Btw, nice looking SSTO, but there are several improvement I can think of. For one, you are using only a thermal electric generator to generate power from a antimatter reactor. This is highly inefficinet. Using a direct energy converter allows you to generate much power much more efficient. Second, you will be better of using either KSPI radiators or use radiators build into the wings.

Edited by FreeThinker
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@FreeThinker : The heavy and light warp drives require vastly different levels of exotic matter and power for the same weight, is this intended?

@Nansuchao Just making sure, you are not using my edited version of the lightbulb right above your post, it worked for me but it was just to help a someone who was having electrical problems with it, but obviously it wasnt regression tested.

*Side not: I did not realize the lightbulbs were so awesome. I made an SSTO by accident with a liquid fuel tank and the engine... 1000K stable orbit, 1/2 the fuel remaining.

Edited by Profit-
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@FreeThinker : The heavy and light warp drives require vastly different levels of exotic matter and power for the same weight, is this intended?

THis might seem this way but the warp engine power is direct derived from it's mass. So the heavier a warp engine, the stronger. The amount of exotic particles required before jump is directly derived from [Warp engine mass] /[ Vessel mass]

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THis might seem this way but the warp engine power is direct derived from it's mass. So the heavier a warp engine, the stronger. The amount of exotic particles required before jump is directly derived from [Warp engine mass] /[ Vessel mass]

Ahh, I did not know the warp engines mass was important.

@DrProfessorRobot Do you use Kerbal Alarm clock (I think it is what does it?!? I dunno one of my mods does)? If you do, it makes backup saves I believe and you could go back to one of them.

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*Side not: I did not realize the lightbulbs were so awesome. I made an SSTO by accident with a liquid fuel tank and the engine... 1000K stable orbit, 1/2 the fuel remaining.

Yes, the Lightbulp is KSPI true Jack of all trades master of none. It can be used both during launch and interplanetary missions, but is surpassed in both roles by specialized engines/reactors. It's versatility makes it fun engine, as it simplifies mission. In contrast to the the thermal nozzle/turbojet, it's worthless for winged SSTO, or for heavy cargo lifting. In terms of Isp, it is easily surpased by any Electric engine, but it will will probably do whell for landing and launching from moon or low gravity planets. THey can provide significant amount of lauch assist when fitted with long lasting solid boosters or liquid boosters.

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Ahh, I did not know the warp engines mass was important.

There supposed to be a 1:1 ralationship between WarpEngine Mass and Exotic Power storage but it appears the Light Warp Engine falls short. I will equalize all warp engine mass to exotic stirage fractions.

Edited by FreeThinker
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Snip

The LightBulb is really awesome for long range probes and interplanetary missions too, until new technologies are unlocked. That probe I want sent to Jool has something like 12k of DeltaV just with a short LiquidFuel tank/LighBulb and a 1.25 tank LiquidFuel/Kandl. It will be perfect to explore many SOI of Jool with no swear, until I have a reactor that can provide the 2.5 GW for Vista, and a manned mission too.

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Yes, Warpdrive is made harder than it used to be. In the past you could use a 0.625m salt core reactor to transport a 100 mT vessel to the other site of the galaxy without any sweat. All it required was a little patience which could be bypassed using time acceleration. Now you need some serious warp power(= mass) to initiate warp power for a vessel. The amount of power required scales lineary with the amount of mass. Matching the right amount of power with the right vessel, is left as a exercise for the player to discover.

- - - Updated - - -

Btw, nice looking SSTO, but there are several improvement I can think of. For one, you are using only a thermal electric generator to generate power from a antimatter reactor. This is highly inefficinet. Using a direct energy converter allows you to generate much power much more efficient. Second, you will be better of using either KSPI radiators or use radiators build into the wings.

thx , happy u like it. I fixed it now i just use 1 heavy warp drive and about what you wrote . It is really hard to balance it out and land when its empty . But thx for tips i will swich generator and radiators.

i will post craft file and my mod list later.

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The LightBulb is really awesome for long range probes and interplanetary missions too, until new technologies are unlocked. That probe I want sent to Jool has something like 12k of DeltaV just with a short LiquidFuel tank/LighBulb and a 1.25 tank LiquidFuel/Kandl. It will be perfect to explore many SOI of Jool with no swear, until I have a reactor that can provide the 2.5 GW for Vista, and a manned mission too.

Yes, all the added Nuclear Engine are meant as early adoption, of the higher tech KSPI engines/reactors which are eventually more powerful, efficient and versatile. They are like the steam engines of KSPI, initialy powerfull but limited in scope and eventually outclassed by in power, economics and efficiency their diesel (reactors) and electric (microwave) counterparts .

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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

In most cases, there might be a conflict with a previous version which wasn't properly removed before installation. Therefore I specificly mention on the OP always to remove the previous version of the WarpPlugin before you install the latest version.

Edited by FreeThinker
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[h=2]Version 1.5.16 for Kerbal Space Program 1.0.4[/h] Released on 2015-10-26

  • Fixed Issue where active Microwave Receiver would effectively disable radiators
  • Increased Isp thermal turbojet/nozzle in higher atmosphere
  • Lowered Efficiency Atmosphere for Electric Engines
  • Increased Storage capacity Exotic Matter in Warp Engine
  • Homogenized fraction of Mass / Exotic Matter between warp engine types.
  • Ristojet RCS now requires Ion Engine Technology
  • Linear Arcjet RCS now requires Advanced Ion Engine Technology

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Ok as i said earlier heres my warp capable SSTO . It is most compact and most complete design i get to work .

screenshot0.png

screenshot3.png

screenshot4.png

there is the file http://www.speedyshare.com/3JjNz/KSS-Atmos.craft

Fly:

let it lift at bout 250

pitch to 30 half thrust

at 8 - 9 km go full throttle

at 50km deploy radiators ( 3 default )

Action groups:

1 - swich engine mode and close/open intakes

2 - toggle warp drive ( not charging )

3 - toggle radiators

4 - vertical landing legs

i like spaceplanes and i like this mod so i combinet them both :)

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I appear to be having a serious issue with the Antimatter Collector. I am using Parameciumkid's Jump Drive Mod to jump a probe that has an antimatter collector into orbit. The jump completes correctly, and i end up in the correct orbit next to the Beacon. After going to the orbit map, however, I noticed that every solar body in the system had been removed. Returning to the space center gave me the KSC screen with no buildings, and only relaunching the game fixed the issue. The Jump Drive does actually work with other ships, i have used it many times with no issues. The antimatter collectors do seem to work fine when they are launched normally, though.

Also, another question, will antimatter collectors work on planets added by the Kopernicus mod?

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Yes, Interstellar is awesome for spaceplanes, once you find the way to put generator, reactors and the right propellant on a spaceplane.

Teorically with a full unlocked tech tree, you'll be able to build a rocket capable of almost infinite DeltaV, that can reach every corner of the Kerbol system and more....

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Yes, Interstellar is awesome for spaceplanes, once you find the way to put generator, reactors and the right propellant on a spaceplane.

Teorically with a full unlocked tech tree, you'll be able to build a rocket capable of almost infinite DeltaV, that can reach every corner of the Kerbol system and more....

not "teorically", and not "almost"

turbojet+ramjet+plasma (quantum plasma) = infinity deltaV and ability to reach 3500 m/s surface speed in atmosphere.

provided you have unlimited energy source (like microwave solar powered network or harvest antimatter or/and isotopes for fusion around planets)

Edited by okder
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