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KSP Interstellar Extended Continued Development Thread


FreeThinker

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13 hours ago, FreeThinker said:

Actual, it is a part config, just look at the wrapped thermal receiver which operate either as a thermal receiver or radiator

I was mistaken, the wrapped thermal receiver was the only one I could make work as both a receiver and a radiator, but that part cheats, it doesn't care about facing, I don't know how to make a board that reduces the facing factor to 0 when it's sideways to the transmitter. Something like the Inline Thermal Receiver Mk1 but in reverse.

13 hours ago, FreeThinker said:

Well, not bad for a start, but I think we can do better. I think it would be best if you stretch it making it square. Square size is an ideal side to make it a thermal receiver, combined with it large surface area, this should make it effective as either a thermal radiator or thermal receiver.

How do I "stretch" it? and is a square side better in reality or in the simulated KSP world? I know only diameter matters in part files.

I have made no progress on how to make or edit KSP stock parts, neither blender nor unity is helping me...

Edited by Charon Moloch
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2 hours ago, Charon Moloch said:

I was mistaken, the wrapped thermal receiver was the only one I could make work as both a receiver and a radiator, but that part cheats, it doesn't care about facing, I don't know how to make a board that reduces the facing factor to 0 when it's sideways to the transmitter. Something like the Inline Thermal Receiver Mk1 but in reverse...

Have you tried receiverType 3?

2 hours ago, Charon Moloch said:

How do I "stretch" it? and is a square side better in reality or in the simulated KSP world? I know only diameter matters in part files.

Look at how the wrapper tanks are stretched, they are essentially all the same tank, just stretched

2 hours ago, Charon Moloch said:

I have made no progress on how to make or edit KSP stock parts, neither blender nor unity is helping me...

In this instance, it is not required, you just edit the dds file with a free editor like paint.NET and make it look more like a radiator

Edited by FreeThinker
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2 hours ago, FreeThinker said:

Have you tried receiverType 3?

I will, but should I tinker with the facing threshold, exponent or surface exponent?

edit: i tried facing threshold 0, facing exponent 0.25 and facing surface exponent 0.25 but the receiver promptly broke after that, no power is gained after a while, not even from the receiver they are connected, I must tinker some more. 

2 hours ago, FreeThinker said:

In this instance, it is not required, you just edit the dds file with a free editor like paint.NET and make it look more like a radiator

I will try both, in CFG file editing of the a model and later a unity converted model of my own, I'll have to go back to my 3ds max roots

Edited by Charon Moloch
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4 hours ago, gajbooks said:

Could you please make it so right clicking resistojets doesn't cause a CTD? That would be appreciated.

I did some basic testing and could not create any CTD. Could you tell me as detailed possible the circumstances the CTD occured?

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Hi, I'd like to ask few questions regarding thermal electric generators and nuclear engines. In previous versions of mod (last build for 1.2.1 I think) it was possible to couple for example nuclear candle engine with thermal electric generator to produce low anmounts of electricity (sort of high power rtg if you like), this is not possible in current version however, it is still possible to couple  nuclear solid core engine this way. My question is, is it legitimate to use these components like this or am I exploiting a bug?

My apologies for rough english, I am not a native speaker.

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@gajbooks I don't have a problem either.

 

Also, my lag issue is still apparent. It occurs maybe 10 minutes into gameplay, gradually getting worse and accelerates with time warp (I think). It may be my Duna base trying to process all its converters and life support in the backround, or it's an issue with unity garbage collection- quicksaving and quickloading fixes it, temporarily. 

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2 hours ago, Thompson64 said:

Hi, I'd like to ask few questions regarding thermal electric generators and nuclear engines. In previous versions of mod (last build for 1.2.1 I think) it was possible to couple for example nuclear candle engine with thermal electric generator to produce low anmounts of electricity (sort of high power rtg if you like), this is not possible in current version however, it is still possible to couple  nuclear solid core engine this way. My question is, is it legitimate to use these components like this or am I exploiting a bug?

My apologies for rough english, I am not a native speaker.

The nuclear candle, the timberwind and the tokamak can produce thermal power usable by a generator, to do this make sure the engine has fuel.

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48 minutes ago, Charon Moloch said:

The nuclear candle, the timberwind and the tokamak can produce thermal power usable by a generator, to do this make sure the engine has fuel.

I've tested it again in sandbox mode and indeed everything is working as expected. Is this functionality tied up to some upgrade node?

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4 hours ago, Thompson64 said:

I've tested it again in sandbox mode and indeed everything is working as expected. Is this functionality tied up to some upgrade node?

Yes, bi-model operation isn't possible until Advanced Nuclear Power is researched

Edited by FreeThinker
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The Candle makes a small amount of power on it's own anyway, no need for a seperate generator unless you're going way overboard on what you're trying to run...or are trying to use it as an RTG rather than an engine...

I've got relay sats that use the Candle as both a power source and the main engine and it works fine. Also got a Duna flyby probe that uses the same setup.

Edited by Einarr
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19 hours ago, FreeThinker said:

I did some basic testing and could not create any CTD. Could you tell me as detailed possible the circumstances the CTD occured?

Ok I'm confused now. For various reasons other than my game crashing.

Edited by gajbooks
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7 hours ago, Einarr said:

The Candle makes a small amount of power on it's own anyway, no need for a seperate generator unless you're going way overboard on what you're trying to run...or are trying to use it as an RTG rather than an engine...

I've got relay sats that use the Candle as both a power source and the main engine and it works fine. Also got a Duna flyby probe that uses the same setup.

I will confess, that I don't like the idea of alternator and I usually comment them out from config files altogehter. And in case of Interstellar, they can provide power even when engine run out of nuclear fuel which seems wrong to me. (I understand, that from developer's point of view, there is not much he can do about this or the time and effort isn't worth it)

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21 hours ago, The Destroyer said:

@gajbooks I don't have a problem either.

 

Also, my lag issue is still apparent. It occurs maybe 10 minutes into gameplay, gradually getting worse and accelerates with time warp (I think). It may be my Duna base trying to process all its converters and life support in the backround, or it's an issue with unity garbage collection- quicksaving and quickloading fixes it, temporarily. 

When are you giving up those sweet, sweet, .craft file?  Hmmmmm?

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9 hours ago, Thompson64 said:

 in case of Interstellar, they can provide power even when engine run out of nuclear fuel which seems wrong to me. (I understand, that from developer's point of view, there is not much he can do about this or the time and effort isn't worth it)

I though I had fixed that problem, I will look at it again

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Version 1.11.16 for Kerbal Space Program 1.2.2

Released on 2017-01-09

  • Added integrated Radiator to NERVA/LATRN engine
  • Balance: Increased lifetime NERVA
  • Fixed incorrect Wasteheat overheating in thermal engines
  • Fixed Wasteheat buffer initial initialization
  • Fixed KSPI toolbar button now only shows in VAB and in flight
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Newest version, fresh install, and I hover my mouse over a 5 way resistojet and it crashes. No log output. Stack trace in spoiler. I am using several other mods, but I don't know why they would mess with a custom electric RCS?

Spoiler


0x00007FF64EC150A8 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC15B05 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC17B6E (KSP_x64) PackTextureAtlasSimple
0x00007FF64EBEEEA8 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EBEFB13 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EB8102E (KSP_x64) Camera::DoRender
0x00007FF64EB84257 (KSP_x64) Camera::Render
0x00007FF64EB85191 (KSP_x64) Camera::Render
0x00007FF64EBC7936 (KSP_x64) IAnimation::IAnimation
0x00007FF64EDB5F7F (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB62C1 (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB69EC (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EE73050 (KSP_x64) Object::GetInstanceID
0x00007FF64EE7384A (KSP_x64) PlayerMainWndProc
0x00007FF64EE76BEE (KSP_x64) PlayerWinMain
0x00007FF64F32C344 (KSP_x64) RectT<int>::GetYMax
0x00007FFDEF948364 (KERNEL32) BaseThreadInitThunk

 

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9 hours ago, FreeThinker said:

Fixed KSPI toolbar button now only shows in VAB and in flight

The toolbar button still appears in other scenes. It is because there were actually two lines that made the button appear in other scenes but only one line was fixed in this version. The line in PluginHelper.Update():

appLauncherButton.VisibleInScenes = ApplicationLauncher.AppScenes.ALWAYS 

should also be fixed in the same way.

Edited by singlet
minor correction
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4 hours ago, gajbooks said:

Newest version, fresh install, and I hover my mouse over a 5 way resistojet and it crashes. No log output. Stack trace in spoiler. I am using several other mods, but I don't know why they would mess with a custom electric RCS?

  Hide contents


0x00007FF64EC150A8 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC15B05 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC17B6E (KSP_x64) PackTextureAtlasSimple
0x00007FF64EBEEEA8 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EBEFB13 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EB8102E (KSP_x64) Camera::DoRender
0x00007FF64EB84257 (KSP_x64) Camera::Render
0x00007FF64EB85191 (KSP_x64) Camera::Render
0x00007FF64EBC7936 (KSP_x64) IAnimation::IAnimation
0x00007FF64EDB5F7F (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB62C1 (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB69EC (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EE73050 (KSP_x64) Object::GetInstanceID
0x00007FF64EE7384A (KSP_x64) PlayerMainWndProc
0x00007FF64EE76BEE (KSP_x64) PlayerWinMain
0x00007FF64F32C344 (KSP_x64) RectT<int>::GetYMax
0x00007FFDEF948364 (KERNEL32) BaseThreadInitThunk

 

I highly suspect some other mod is responsible for your problems, but I don't understand what.

I anyone else having this problem?

Edited by FreeThinker
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8 hours ago, gajbooks said:

Newest version, fresh install, and I hover my mouse over a 5 way resistojet and it crashes. No log output. Stack trace in spoiler. I am using several other mods, but I don't know why they would mess with a custom electric RCS?

  Reveal hidden contents


0x00007FF64EC150A8 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC15B05 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC17B6E (KSP_x64) PackTextureAtlasSimple
0x00007FF64EBEEEA8 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EBEFB13 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EB8102E (KSP_x64) Camera::DoRender
0x00007FF64EB84257 (KSP_x64) Camera::Render
0x00007FF64EB85191 (KSP_x64) Camera::Render
0x00007FF64EBC7936 (KSP_x64) IAnimation::IAnimation
0x00007FF64EDB5F7F (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB62C1 (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB69EC (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EE73050 (KSP_x64) Object::GetInstanceID
0x00007FF64EE7384A (KSP_x64) PlayerMainWndProc
0x00007FF64EE76BEE (KSP_x64) PlayerWinMain
0x00007FF64F32C344 (KSP_x64) RectT<int>::GetYMax
0x00007FFDEF948364 (KERNEL32) BaseThreadInitThunk

 

Same for me, it has always been this way so I stopped trying, I can't even find the part file to see what's wrong.

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9 hours ago, The Destroyer said:

Heh. It's coming. Been busy over the weekend, groceries in -40C without a car, fun. Probably monday night

Excellent, I learn so much better by example and hope to pick your brain a little. Stay warm!

 

9 hours ago, gajbooks said:

Newest version, fresh install, and I hover my mouse over a 5 way resistojet and it crashes. No log output. Stack trace in spoiler. I am using several other mods, but I don't know why they would mess with a custom electric RCS?

  Reveal hidden contents


0x00007FF64EC150A8 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC15B05 (KSP_x64) PackTextureAtlasSimple
0x00007FF64EC17B6E (KSP_x64) PackTextureAtlasSimple
0x00007FF64EBEEEA8 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EBEFB13 (KSP_x64) RectT<float>::SetBottom
0x00007FF64EB8102E (KSP_x64) Camera::DoRender
0x00007FF64EB84257 (KSP_x64) Camera::Render
0x00007FF64EB85191 (KSP_x64) Camera::Render
0x00007FF64EBC7936 (KSP_x64) IAnimation::IAnimation
0x00007FF64EDB5F7F (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB62C1 (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EDB69EC (KSP_x64) CallbackArray1<bool>::Invoke
0x00007FF64EE73050 (KSP_x64) Object::GetInstanceID
0x00007FF64EE7384A (KSP_x64) PlayerMainWndProc
0x00007FF64EE76BEE (KSP_x64) PlayerWinMain
0x00007FF64F32C344 (KSP_x64) RectT<int>::GetYMax
0x00007FFDEF948364 (KERNEL32) BaseThreadInitThunk

 

I seem not to be able to re-create this...

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