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KSP Interstellar Extended Continued Development Thread


FreeThinker

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1 minute ago, ss8913 said:

@FreeThinker So.. not sure if it's KSPIE or Tweakscale, but this only happens with one part - the plasma beam antimatter reactor.. right clicking on it generates a broken rightclick menu that grows out of control saying "enter new text".  So you can't rescale it, set the starting state, anything :(  Just started happening recently as far as I can tell.

It is definitely something new. what versions of Module Manager, KSPI-E, IFS and Tweaksclae are you using?

Edited by FreeThinker
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wow quantum vaccum dont use any fuel but has super low thrust , took me 24 min in x 4 times to circulize around jool.

and use 50k of antimatter sot its not good.

Edited by gary85
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32 minutes ago, FreeThinker said:

It is definitely something new. what versions of Module Manager, KSPI-E, IFS and Tweaksclae are you using?

yes it happen to me to . with plasma thruster when i tried to set water as propelant .

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let's see..

KSP = 1.1.2
KSPIE = 1.8.17
IFS = 2.0.6
TweakScale = 2.2.11
ModuleManager = 2.6.24

Again, I was intending to tweakscale the reactor, but the menu came up broken before I got that far, so not sure it's tweakscale-related at all.
 

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53 minutes ago, gary85 said:

wow quantum vaccum dont use any fuel but has super low thrust , took me 24 min in x 4 times to circulize around jool.

and use 50k of antimatter sot its not good.

Actual engines always use fuel, it's just that you don't use any additional propellant, the only exception would be solar sail which truly don cont propellant nor fuel to run reactors

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I have found a slight problem with cryo tanks(or rather with ksp in general). As I understand consumed resources are calculated before producers, so during high warp cryo tanks start leaking because of that. Basically, unless your craft has an insane amount of EC to serve as a buffer for one calculation tick your tank will continuously lose fuel  during warp although you have enough power generated. 

Two questions: will this still happen even if vessel is not loaded(during catching up)? is it possible to change resource calculation mechanic so that consumers are calculated after producers?

Another question above candle wave(and nuclear reactors in general): after I shutdown reactor how long does it take for it to stop? When I click on shutdown button in reactor control window it continues to generate power(which is understandable), but I do not know when the fission reactions is going to stop.

Edited by Mine_Turtle
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On 5/10/2016 at 1:46 PM, xiphias said:

I noticed another issue, it is the plasma core antimatter reactor, it occurs when you are playing sience mode and don't have any upgrades for it, when right clicking it in the VAB, the menu locks upp and only displays "New Text" (alot of them)

In sandbox everything works fine (guess it is because you have the upgrade)

 

Picture of how it looks: http://postimg.org/image/comiqsxn5/full/

6 hours ago, ss8913 said:

@FreeThinker So.. not sure if it's KSPIE or Tweakscale, but this only happens with one part - the plasma beam antimatter reactor.. right clicking on it generates a broken rightclick menu that grows out of control saying "enter new text".  So you can't rescale it, set the starting state, anything :(  Just started happening recently as far as I can tell.

 

 

Same issue as I posted, using the latest updates of everything.

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49 minutes ago, Mine_Turtle said:

I have found a slight problem with cryo tanks(or rather with ksp in general). As I understand consumed resources are calculated before producers, so during high warp cryo tanks start leaking because of that. Basically, unless your craft has an insane amount of EC to serve as a buffer for one calculation tick your tank will continuously lose fuel  during warp although you have enough power generated.

mmm, I see your problem. The Cryo Generor first try to use Megajoules before it will consume Electric charge,and only uses electric charge as a last resort as it's inherently limited. Using a Supercapacitator set on continuous charge should fix the problem

Edited by FreeThinker
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15 minutes ago, FreeThinker said:

mmm, I see your problem. The Cryo Generor first try to use Megajoules before it will consume Electric charge,and only uses electric charge as a last resort as it's inherently limited. Using a Supercapacitator set on continuous charge should fix the problem

 

Supercapacitors have two problems: I do not have them researched yet and most importantly they increase crafts mass, which is not good if your goal is light long range science probes.

However, looks like warping while vessel is not focused fixes the problem and fuel is not lost. It might be considered cheating though as I am not sure how all resources are calculated - reactor seems not to consume any fuel at all.

 

I still do not understand why reactor continues to produce power after being shutdown. As I understand after being shutdown it should produce some power for around 10 days until fission stops completely. Or is it not the case with candle engine?

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1 hour ago, Mine_Turtle said:

Candle traveling wave reactor engine. It produces thermal power after being shutdown.

The traveling wave reactor is one reactor you not supposed to turn off. The traveling wave reactor function like a candle of wax, your not supposed to turn it off (it does have any means to), it eventually turn off by itself. The big advantage of the traveling wave reactor is it breeds is own fashionable material as it burns down. It is therefore extremely low maintenance.

Edited by FreeThinker
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6 hours ago, FreeThinker said:

 

The traveling wave reactor is one reactor you not supposed to turn off. The traveling wave reactor function like a candle of wax, your not supposed to turn it off (it does have any means to), it eventually turn off by itself. The big advantage of the traveling wave reactor is it breeds is own fashionable material as it burns down. It is therefore extremely low maintenance.

That 'reactor' is a lump of nuclear fuel which sits there and heats stuff up with its radioactive decay.  There is basicly no control or anything with that engine other than how much propellant you are running through it as the 'reactor' itself is just going to emit heat till it is no longer radioactive

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hey i think i have a problem, i have a upscaled mk1 inertial fusion reactor, tweakscaled too 5 meters diameter, and a thermal rocket nozzle too the same, but whenever i am in space, jumpstart the fusion reactor, activate the engine, and throttle up, it instantly overheats and explodes. i have 8 wrap 1/2 radiators upscaled too fit around 5 meters diameter, and 4 of the big long unfolding radiators. any help ?

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4 hours ago, ss8913 said:

@FreeThinker - I can confirm that the upgraded antimatter reactor does not have the right-click-menu problem.  Only shows up in the first version of the antimatter reactor.

Does this also occur in Sandbox mode? Also do you see any exceptions in thrown by the antimatter reactor in the log?

Edited by FreeThinker
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1 hour ago, 123nick said:

hey i think i have a problem, i have a upscaled mk1 inertial fusion reactor, tweakscaled too 5 meters diameter, and a thermal rocket nozzle too the same, but whenever i am in space, jumpstart the fusion reactor, activate the engine, and throttle up, it instantly overheats and explodes. i have 8 wrap 1/2 radiators upscaled too fit around 5 meters diameter, and 4 of the big long unfolding radiators. any help ?

What other mods do you have installed? Deadly Reentry?

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Just now, Nansuchao said:

What other mods do you have installed? Deadly Reentry?

FAR, and alot of others but none that would affect heat in any way.

Edited by 123nick
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Hi

First of all thanks for this great mod ,however I have  issue with ISRU's  (game version 1.1.2) I can't convert Actinides (option doesn't light up in ISRU refinery interface)

Cheers

Edited by dakhr
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2 hours ago, FreeThinker said:

Does this also occur in Sandbox mode? Also do you see any exceptions in thrown by the antimatter reactor in the log?

no sandbox is fine, and no the exception catcher mod doesn't show any exceptions when it happens.

1 hour ago, Nansuchao said:

Issues like yours happened sometimes with Deadly Reentry. If not, there is something broken in your install.

I'm currently using FAR and DRE and don't have any exploding parts issues... not since 1.0.5.  seems to be sorted in the latest everythings.

@FreeThinker - one other thing - the antimatter reactors no longer have a 1.25m scale?

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1 hour ago, ss8913 said:

no sandbox is fine, and no the exception catcher mod doesn't show any exceptions when it happens.

I'm currently using FAR and DRE and don't have any exploding parts issues... not since 1.0.5.  seems to be sorted in the latest everythings.

@FreeThinker - one other thing - the antimatter reactors no longer have a 1.25m scale?

I see the problem is there is only a single size possible when only antimatterPower is reseached, which is 2.5. which due to an bug in tweakscale causes the right menu not to disappear. Going to resolve that. Thanks

Edited by FreeThinker
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You had a bug in your UF6 fuel tank. The path to the model in .cfg contained something with Taleteller (wrong path in the other way). I fixed it in my .cfg and now it finally shows up in the VAB, because it did not before. Thought you might wanna know.

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