Jump to content

KSP Interstellar Extended Continued Development Thread


FreeThinker

Recommended Posts

Happy New Year =)

  On 12/31/2015 at 10:50 PM, teej9 said:

May be a silly question, but how does one upgrade the reactors? I am trying to get a working thermal rocket but can never achieve more than .014 thrust at SL.

Expand  

And to ring in the new year.... You need propellant, a reactor attached to the thermal rocket.  If you use CarbonDioxide you should be getting about a KNewton per 2 megawatts if I remember right. 

Link to comment
Share on other sites

  On 12/30/2015 at 9:38 PM, ss8913 said:

If you use ABZB's integration mod, then the adapters can be switched to use interstellar fuels.

well, the fixed cfg would either swap the 7 for the 8 between the files, or make the Advanced version of the part have a value of 6 instead of 7 in the non-Advanced.  By "looks weird" I mean that the 2 reactors that I had to modify now look like the reactor that I pulled the model from, so there's no visual difference between them (since they use the same model).  It does make them functional, however.

Expand  

im sorry, i dont think i understand. i meant the models for the reactors, the small config part to let me use the working model as the model for the 2 other reactors.

Link to comment
Share on other sites

  On 1/1/2016 at 5:09 AM, Profit- said:

Happy New Year =)

And to ring in the new year.... You need propellant, a reactor attached to the thermal rocket.  If you use CarbonDioxide you should be getting about a KNewton per 2 megawatts if I remember right. 

Expand  

Thanks, I have it setup, with a Gas Core reactor, thermal nozzle, running ammonia. In the VAB it is showing a TWR of 2.34, but when I launch I am just getting no thrust. Thermals are all in the green on the thermal helper. I was more asking about when you right click a reactor and it shows the upgraded stats, how are those upgrades achieved?

Link to comment
Share on other sites

  On 1/1/2016 at 6:45 PM, teej9 said:

Thanks, I have it setup, with a Gas Core reactor, thermal nozzle, running ammonia. In the VAB it is showing a TWR of 2.34, but when I launch I am just getting no thrust. Thermals are all in the green on the thermal helper. I was more asking about when you right click a reactor and it shows the upgraded stats, how are those upgrades achieved?

Expand  

Gas core reactors suffer from buoyancy effects. anything above a .1G  of acceleration (including the 1G from kerbin) causes problems with their functionality.   Try dumbo's or something like that. 

The upgrades are achieved by technology.  Read the first post for the exact tech. 

Link to comment
Share on other sites

  On 1/1/2016 at 10:32 AM, 123nick said:

im sorry, i dont think i understand. i meant the models for the reactors, the small config part to let me use the working model as the model for the 2 other reactors.

Expand  

oh, ok... yeah you need to just copy the model section and attachment points from the largeparticlebed.cfg into the other 2 .cfg files, and comment out (or remove) the original lines. kind of like this (this is a fragment of the cfg from the dumbo reactor, with the model swapped out, showing the commented lines and what I replaced them with):

 

//MODEL
//{
//    model = WarpPlugin/Parts/Electrical/PFissionReactor/model2
//    scale = 1,1,1
//}
//rescaleFactor = 1

//node_stack_top = 0.0, 1.822, 0.0, 0.0, 1.0, 0.0, 2
//node_stack_bottom = 0.0, -1.822, 0.0, 0.0, -1.0, 0.0, 2

MODEL
{
    model = WarpPlugin/Parts/Electrical/PFissionReactor/model3
    scale = 0.9,0.9,0.9
}
rescaleFactor = 2.4

node_stack_top = 0.0, 0.813, 0.0, 0.0, 1.0, 0.0, 2
node_stack_bottom = 0.0, -0.788, 0.0, 0.0, -1.0, 0.0, 2

Link to comment
Share on other sites

  On 1/2/2016 at 2:55 AM, ss8913 said:

oh, ok... yeah you need to just copy the model section and attachment points from the largeparticlebed.cfg into the other 2 .cfg files, and comment out (or remove) the original lines. kind of like this (this is a fragment of the cfg from the dumbo reactor, with the model swapped out, showing the commented lines and what I replaced them with):

 

//MODEL
//{
//    model = WarpPlugin/Parts/Electrical/PFissionReactor/model2
//    scale = 1,1,1
//}
//rescaleFactor = 1

//node_stack_top = 0.0, 1.822, 0.0, 0.0, 1.0, 0.0, 2
//node_stack_bottom = 0.0, -1.822, 0.0, 0.0, -1.0, 0.0, 2

MODEL
{
    model = WarpPlugin/Parts/Electrical/PFissionReactor/model3
    scale = 0.9,0.9,0.9
}
rescaleFactor = 2.4

node_stack_top = 0.0, 0.813, 0.0, 0.0, 1.0, 0.0, 2
node_stack_bottom = 0.0, -0.788, 0.0, 0.0, -1.0, 0.0, 2

Expand  

ahh, so replace this over the MODEL text of the other nonworking .cfgs?

 

Link to comment
Share on other sites

  On 12/27/2015 at 9:00 PM, BigZ said:

Hey guys i wanted to know if anyone else is having any trouble with this mod for instance, after installing the mod and starting up the game everything is fine you can build your ship but when going to the launch pad the screen acts as if you've already launched and are in space but your ship is not there. The game obviously glitched so i was wondering if anyone had this issue and if so what was the fix to the problem besides the obvious, don't use the mod??

                                                                                                                                     Thanks happy exploring!!!

 

 

Expand  

Since about 6 hours ago, I am too.    Screen goes black when launching a vessel, frame rate drops to 0.2 fps,  only the UI is visible - no 3d rendered ship or background.   Exit to space centre, and all the buildings are gone, planet kerbin too.  All you can see is the milky way skybox rendered at very low fps.   Have to quit game and reload to bring space centre back, going to main menu won't help.

I am using the KSPI Integration pack as suggested by you guys and tweakscale, i'd also installed FAR and B9 procedural wings and spent a couple days perfecting a new aircraft.     Was finally done test flying and tweaking when i got hit by this bug.   

Removed all mods except the ones mentioned above, didn't help,  game is only playable if i take all of those out and render my creation unflyable.

Deleted the game folder and downloaded KSP, added the mods back, so far no black screen , but

1) the procedural wings no longer have fuel tanks in them.   took me ages to get their shape just right with FAR !

2) the thermal turbojet can no longer switch fuels.  It only has intakeatm as a fuel source and..

3) the shock cone/pre cooler no longer seem to replenish that resource.  Engine runs for a couple seconds then quits for lack of air on the runway.

4) the engine now makes a maximum of 30kn on intakeatm, before it was doing at least 180 static thrust and nearly double again at high speed.

5) the mk2 fuselage tanks have switched themselves back from hydrazine to stock lfo.   there is at least a next config button, so i can put them back to hydrazine, not much consolation though 

 

Link to comment
Share on other sites

Can someone post a patch file to replace all the broken models including the Orbital Supercollider please?

Oh and I think I figured out my earlier problem with the Lab + Supercollider:  After upgrading to "Scientific Outposts" I now have a "Collect Data" button on the Science Laboratory.

Edit: Nope, that ain't it.... Supercollider doesn't appear to have any purpose.  Collect data is for Scanning from the lab, not from the supercollider.

Edited by EMPeror
tested collect data.
Link to comment
Share on other sites

  On 1/2/2016 at 8:31 PM, AeroGav said:

Since about 6 hours ago, I am too.    Screen goes black when launching a vessel, frame rate drops to 0.2 fps,  only the UI is visible - no 3d rendered ship or background.   Exit to space centre, and all the buildings are gone, planet kerbin too.  All you can see is the milky way skybox rendered at very low fps.   Have to quit game and reload to bring space centre back, going to main menu won't help.

I am using the KSPI Integration pack as suggested by you guys and tweakscale, i'd also installed FAR and B9 procedural wings and spent a couple days perfecting a new aircraft.     Was finally done test flying and tweaking when i got hit by this bug.   

Removed all mods except the ones mentioned above, didn't help,  game is only playable if i take all of those out and render my creation unflyable.

Deleted the game folder and downloaded KSP, added the mods back, so far no black screen , but

1) the procedural wings no longer have fuel tanks in them.   took me ages to get their shape just right with FAR !

2) the thermal turbojet can no longer switch fuels.  It only has intakeatm as a fuel source and..

3) the shock cone/pre cooler no longer seem to replenish that resource.  Engine runs for a couple seconds then quits for lack of air on the runway.

4) the engine now makes a maximum of 30kn on intakeatm, before it was doing at least 180 static thrust and nearly double again at high speed.

5) the mk2 fuselage tanks have switched themselves back from hydrazine to stock lfo.   there is at least a next config button, so i can put them back to hydrazine, not much consolation though 

 

Expand  

OK, not enough coffee.   Very carefully put stuff back one at a time, solved everything except my procedural wings not holding hydrazine.   Eventually realised my airplane was created with modularfueltanks also installed, once i put this back, got these tanks working as well.    What a scary list of interdependent mods.   The technological equivalent of nitroglycerine.

Link to comment
Share on other sites

Man this mod is just a blast, thanks to those that maintain it!

 

I am having a slight issue with the Dusty Plasma reactor. Whenever I attempt to place it in the VAB my FPS plummets to 1 fps, once the reactor is placed, I cannot select it again and I cannot right click it to see stats/switch fuel etc. If I launch with it, it does nothing at all. Interestingly it also does not highlight at all it I mouse over it in the VAB after it is placed either. All other reactors running fine so far. Any help would be greatly appreciated!

Link to comment
Share on other sites

  On 1/4/2016 at 7:32 AM, teej9 said:

Man this mod is just a blast, thanks to those that maintain it!

 

I am having a slight issue with the Dusty Plasma reactor. Whenever I attempt to place it in the VAB my FPS plummets to 1 fps, once the reactor is placed, I cannot select it again and I cannot right click it to see stats/switch fuel etc. If I launch with it, it does nothing at all. Interestingly it also does not highlight at all it I mouse over it in the VAB after it is placed either. All other reactors running fine so far. Any help would be greatly appreciated!

Expand  

The upgrade to 1.05 has some strict limitations on the models, there are a few parts that need to be remade. (KSP is spamming the log with errors and it is slowing things down)   It is in the pipe. 

 

Edited by Profit-
Link to comment
Share on other sites

This mod is amazing. One question though.

My reactors, even after researching the upgrade tech and attaching radiators, never come close to producing the kind of power I see in the table on this post (also in the Wiki). For instance, the tables claim that a 3.75 m molten salt fission reactor can generate 3 to 9 GW of thermal power when upgraded.

In my game a 3.75 m Molten Salt Reactor generates 13 MW max. Is this normal? Am I misreading something?

Link to comment
Share on other sites

When certain mods are installed (like SETI or  Near Future Technology), it will run in SETI/NFT mode meaning, it will only produce about 0.02% of the real output but engines also require 0.02% of power. This is done to prevent them from beeing totaly overpowered when used in combination with Near Future Engines, otherwise even the smallest primitive reactor would be capable of producing power for more than 100 NFE engines, which is simply broken by any standard.

For your information, KSPI Extended was originaly made to make KSPI "compatible" with Near Future Technology. The main problem is that they operate in completely different world of reference. NFE is based on a gammy KSP fantacy of reality while KSPI is based on hard science fiction/facts. Both world can be valid depending on peoples preference, KSPI-E tries to please both both, which can be confusing

Edited by FreeThinker
Link to comment
Share on other sites

  On 1/7/2016 at 1:37 PM, FreeThinker said:

When certain mods are installed (like SETI or  Near Future Technology), it will run in SETI/NFT mode meaning, it will only produce about 0.02% of the real output but engines also require 0.02% of power. This is done to prevent them from beeing totaly overpowered when used in combination with Near Future Engines, otherwise even the smallest primitive reactor would be capable of producing power for more than 100 NFE engines, which is simply broken by any standard.

For your information, KSPI Extended was originaly made to make KSPI "compatible" with Near Future Technology. The main problem is that they operate in completely different world of reference. NFE is based on a gammy KSP fantacy of reality while KSPI is based on hard science fiction/facts. Both world can be valid depending on peoples preference, KSPI-E tries to please both both, which can be confusing

Expand  

Thanks for the quick reply! I do have NFT packs installed. Does the output get reduced if you have any of the NFT packs, or only NF-engines or electrical?

Just out of curiosity, are the energy requirement for the orbital super collider and VISTA engines reduced when running in compatibility mode, or will they stay in the GW range? 

Edited by proteasome
na
Link to comment
Share on other sites

  On 1/7/2016 at 6:14 PM, TruthQuark said:

Hi.

1) Which models from KSPI encounter the vertex problem? Only the Dusty Plasma reactor?

2) If I wanted to re-use this mod's models for another mod, what steps must I take?

 

Expand  

1)So far it seems to be: Dusty Plasma, DUMBO and the Orbital Supercollider.

I'll leave the second question to someone who knows better than me.

Link to comment
Share on other sites

HI,

Loving this mod :) However having a little issue with it (not sure if its caused by Interstellar directly).

The issue is when I start the game it will either hang or crash (both log files below), If I delete the module manage cache file it will almost always start the next time fine. The game works perfectly till I exit then try to restart. Ended up creating a batch file to delete the cache each time I launch, but its not 100% affective.

Also sometimes (on the rare occasion it starts a 2nd time before the cache is deleted) it will start up and flash a warning stating that warp plugin has missing parts (or something along that line).

The game is only using 2gig when it crashes btw so assume its not related to running out of mem.

Mods

  Reveal hidden contents

Hang https://dl.dropboxusercontent.com/u/26687/output_log%20hang.txt

Crash  https://dl.dropboxusercontent.com/u/26687/output_log%20crash.txt

Not sure what to look for in those logs so no idea if its caused but interstellar but assume its related.

Any ideas?

Edited by Torih
Link to comment
Share on other sites

  On 1/9/2016 at 10:40 AM, Torih said:

HI,

Loving this mod :) However having a little issue with it (not sure if its caused by Interstellar directly).

The issue is when I start the game it will either hang or crash (both log files below), If I delete the module manage cache file it will almost always start the next time fine. The game works perfectly till I exit then try to restart. Ended up creating a batch file to delete the cache each time I launch, but its not 100% affective.

Also sometimes (on the rare occasion it starts a 2nd time before the cache is deleted) it will start up and flash a warning stating that warp plugin has missing parts (or something along that line).

The game is only using 2gig when it crashes btw so assume its not related to running out of mem.

Mods

  Reveal hidden contents

Hang https://dl.dropboxusercontent.com/u/26687/output_log%20hang.txt

Crash  https://dl.dropboxusercontent.com/u/26687/output_log%20crash.txt

Not sure what to look for in those logs so no idea if its caused but interstellar but assume its related.

Any ideas?

Expand  

I think the issue here is an out of memory issue due to some form of recursion in the game. 

Out of memory occurs for 32 bit apps at the 2GB boundry (they only have access to 31 bits of adress space unless specially made) 

I am not going to say this is a good idea, but it may allow us to test... Try creating a shortcut to KSP and making the shortcut look something like this -> "C:\Games\Kerbal Space Program Interstellar\KSP.exe" -force-d3d11

obviously your KSP install will be "C:\Games\Kerbal Space Program Interstellar\" instead of my path location if I read the logs right, so I changed it for you.   Make sure it matches though because it is hard to read them some days. 

The actual crash though seems to be caused by a recursion,  I am concerned unity does not compensate and it is reloading assets over and over, each time adding a level on them.   I am just seeing if this will free up enough memory for the safeguards to kick in.

Currenty it is crashing on this object. 

-> KWRocketry/Parts/Aero/150mSRBTop/part/KW2mSRBNoseCone

 

Edited by Profit-
Link to comment
Share on other sites

  On 1/10/2016 at 4:13 AM, Torih said:

Thanks for the reply @Profit-, I'm already using that switch for dx11. Anything you need me to try?

Expand  

I mean you are working with such a heavy mod load... Perhaps try removing KWRocketry since it is the parts it stalls on, but I am thinking that is just where it runs out of memory. 

You are also getting this spammed over and over -> 

Serialization depth limit exceeded at 'Contracts.Agents::AgentMentality'. There may be an object composition cycle in one or more of your serialized classes.

I really do not know what mod that is dealing with.. I am betteing it is one of the science mods, but I really dont know. 
 

Edited by Profit-
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...