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KSP Interstellar Extended Continued Development Thread


FreeThinker

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  On 5/11/2016 at 7:36 AM, Nansuchao said:

it's really easy. In SPH/VAB select a probe as root part, scale the thermal generator to 1.250, attach a same size reactor and launch. You'll have correct mass in editor and negative mass in flight.

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I can't seem to reproduce with Tweakscale 2.2.9. What version were you using?

Edited by FreeThinker
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  On 5/11/2016 at 6:43 PM, FreeThinker said:

well, I now tried Tweakscale v2.2.10, 2.2.9  and v2.2.7.2. In all cases KSPI-E appears to scale the part correctly. Could you make a screen dump where the problem occurs . It allows me to see what is wrong

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I would like to help you, but now KSPI, Interstellar Fuel Switch and TweakScale have been updated and really I don't remember which combination had the issue ;.;

 

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  On 5/11/2016 at 6:45 PM, Nansuchao said:

I would like to help you, but now KSPI, Interstellar Fuel Switch and TweakScale have been updated and really I don't remember which combination had the issue ;.;

 

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Most likely you used an older version of KSPI-E in which it was not fully fixed. THis is good news, as it would have mend IFS had the same problem

Edited by FreeThinker
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  On 5/11/2016 at 6:55 PM, FreeThinker said:

Most likely you used an older version of KSPI-E in which it was not fully fixed. THis is good news, as it would have mend IFS had the same problem

Expand  

I think that probably IFS wasn't updated at the moment, with the previous version of TweakScale. Just guessing, cause usually I have the last version of KSPI all the time. I still have the last one installed where every SSTO isn't working cause TTJ doesn't use air. :D

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@FreeThinker

While building a spaceplane, I realized that the Mk2 Expansion mod now includes a pre-cooler part, but KSPI-E doesn't have the required patches to make the pre-cooler or that mod's engines use the "FNModulePreecooler" or "ModuleSabreHeating" part modules.

I know that area would usually be the responsibility of @ABZB, however they're busy with RL stuff at the moment.

I took the opportunity to fix it myself, so I'll share my fixes here:

@PART[M2X_Precooler]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}

	!MODULE[ModuleResourceIntake]{}

	!RESOURCE[IntakeAir]{}
	!RESOURCE[LiquidFuel]{}
}

@PART[M2X_AugmentedRocket]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_ESTOC]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Jumpjet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_MATTOCK]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Ramjet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_AtomicJet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_SCRamjet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Turbojet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Turboprop]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_HeavyVTOL]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}
}

While I was looking at the KSPI-E patch that does a similar thing for the stock engines and pre-cooler parts (WarpPlugin/Patches/rapier.cfg), I noticed an easily-corrected error on one of the lines in that file.

Instead of this:

@PART[turboFanEngine]
{
	MODULE
	{
		name = ModuleSabreHeating
	}		
}

It should look like this:

@PART[turboFanEngine]:FOR[WarpPlugin]
{
	MODULE
	{
		name = ModuleSabreHeating
	}		
}
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  On 5/11/2016 at 7:43 PM, SciMan said:

@FreeThinker

While building a spaceplane, I realized that the Mk2 Expansion mod now includes a pre-cooler part, but KSPI-E doesn't have the required patches to make the pre-cooler or that mod's engines use the "FNModulePreecooler" or "ModuleSabreHeating" part modules.

I know that area would usually be the responsibility of @ABZB, however they're busy with RL stuff at the moment.

I took the opportunity to fix it myself, so I'll share my fixes here:

@PART[M2X_Precooler]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}

	!MODULE[ModuleResourceIntake]{}

	!RESOURCE[IntakeAir]{}
	!RESOURCE[LiquidFuel]{}
}

@PART[M2X_AugmentedRocket]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_ESTOC]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Jumpjet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_MATTOCK]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Ramjet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_AtomicJet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_SCRamjet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Turbojet]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_Turboprop]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}
}

@PART[M2X_HeavyVTOL]:FOR[WarpPlugin]:HAS[Mk2Expansion]
{
	MODULE
	{
		name = FNModulePreecooler
	}

	MODULE
	{
		name = ModuleSabreHeating
	}
}

While I was looking at the KSPI-E patch that does a similar thing for the stock engines and pre-cooler parts (WarpPlugin/Patches/rapier.cfg), I noticed an easily-corrected error on one of the lines in that file.

Instead of this:

@PART[turboFanEngine]
{
	MODULE
	{
		name = ModuleSabreHeating
	}		
}

It should look like this:

@PART[turboFanEngine]:FOR[WarpPlugin]
{
	MODULE
	{
		name = ModuleSabreHeating
	}		
}
Expand  

Thanks, I will include it in the next fix

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Version 1.8.17 for Kerbal Space Program 1.1.2

Released on 2016-05-11

  • Fixed ability of Thermal Turbo Jet and Nuclear Turbojet to function with Atmsphere
  • Included fixes for Mk3 Expansion Precoolers (credits go to SciMan)
  • Added KSPI-E support for Thermal Control Radiators (Credits Dante Montana)
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  On 5/11/2016 at 11:16 AM, FreeThinker said:

Mmm, so It doesn't work anymore? That too bad but I do not intend to fix it as there is another mod SolarSailNavigator , which has replaced it with an improved version also introduced a  Navigation tool, something KSPI never had.

 

Alright, at what version of Tweakscale did you have the weird floating problems?

Btw, could anyone confirm KSPI-E work on CKAN again?

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I am using the latest version of tweak-scale. i downloaded it last night. v2.2.10
if you find a different version works for you, could you provide a link so i can test it out?

I REALLY NEED THESE OMEGA REACTORS TO WORK.

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  On 5/11/2016 at 8:26 PM, FreeThinker said:

Version 1.8.17 for Kerbal Space Program 1.1.2

Released on 2016-05-11

  • Fixed ability of Thermal Turbo Jet and Nuclear Turbojet to function with Atmsphere
  • Included fixes for Mk3 Expansion Precoolers (credits go to SciMan)
  • Added KSPI-E support for Thermal Control Radiators (Credits Dante Montana)
Expand  

Just came here to say the thermal jet/rocket more or less seem to ignore your thrust selection entirely and kind of do what they want. So, all the stuff in interstellar is based on sound math right? I've been wanting to do a 'realistic' enterprise-style warp ship for a while and this is kinda inspiring me to do it. :D
Wanted to be able to SSTO in a realistic ship that i could take with me around the cosmos. Thermal jets and thrusters are like magic man. :)
My SSTO building skills are still a bit lacking but it looks like its entirely possible, even if I'm having issues making a orbit.

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Hello and thanks for the mod. Just a small request: By default, pressing the I key anywhere in the editor cause the Interstellar Thermal Mechanic Helper window to pop. Could this behavior be changed or the key made adjustable?

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Hello everyone, I have several questions about this mod:

1. What is the difference between stock LV-N and interstellar nuclear engines(candle and solid ntr nerva)? It seems that LV-N has better ISP, thrust and is cheaper if downscaled to the same mass in addition to producing less heat.

2. I can not use tweakscale with these engines or change mode/fuel type for these engines, only type of propellant. Is this the intended behaviour?

3. What is the point of using interstellar cryostats if I can use stock fuel tanks for the same fuel type, which do not require power in order to prevent propellant boiling off?

4. Would it be possible to upgrade thermal helper to work with stock heat system and components? It is not very clear how many radiators I need if I use stock LV-N engine. Also this engine(as well as other stock sources of heat) heat internal components directly without producing any waste heat, so again it is impossible to tell how to cool this thing.

I would appreciate if anyone can help me.

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  On 5/12/2016 at 2:20 AM, Mine_Turtle said:

Hello everyone, I have several questions about this mod:

1. What is the difference between stock LV-N and interstellar nuclear engines(candle and solid ntr nerva)? It seems that LV-N has better ISP, thrust and is cheaper if downscaled to the same mass in addition to producing less heat.

2. I can not use tweakscale with these engines or change mode/fuel type for these engines, only type of propellant. Is this the intended behaviour?

3. What is the point of using interstellar cryostats if I can use stock fuel tanks for the same fuel type, which do not require power in order to prevent propellant boiling off?

4. Would it be possible to upgrade thermal helper to work with stock heat system and components? It is not very clear how many radiators I need if I use stock LV-N engine. Also this engine(as well as other stock sources of heat) heat internal components directly without producing any waste heat, so again it is impossible to tell how to cool this thing.

I would appreciate if anyone can help me.

Expand  

1- the Interstellar candle and Nerva are lighter than the stock one, they have an actual reactor inside so they provide EC too and can use many different fuels with better ISP/Thrust than the stock one.

2- you can use TweakScale with most of these engines, in case you can't, there's something wrong on your side. 

3- once you install Interstellar Fuel Switch also the stock fuel tanks require EC with cryogenic propellant in order to avoid boil-off

4- for now the Thermal Helper just works with Waste Heat, so you don't need it for the stock Nerva. Also it needs some tweaking, it doesn't show the right amount of radiators every time.

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  On 5/12/2016 at 3:04 AM, Nansuchao said:

1- the Interstellar candle and Nerva are lighter than the stock one, they have an actual reactor inside so they provide EC too and can use many different fuels with better ISP/Thrust than the stock one.

2- you can use TweakScale with most of these engines, in case you can't, there's something wrong on your side. 

3- once you install Interstellar Fuel Switch also the stock fuel tanks require EC with cryogenic propellant in order to avoid boil-off

4- for now the Thermal Helper just works with Waste Heat, so you don't need it for the stock Nerva. Also it needs some tweaking, it doesn't show the right amount of radiators every time.

Expand  

Thank you for the quick reply.

1 - After a quick test in sandbox it seems using hydrogen as propellant nets greater isp than stock LV-N. So these engines can be more efficient(though harder to handle) than stock variant.

2 - Candle is not scalable at all, while nerva can be. However, there is still a problem with swap fuel/switch mode buttons as they do not work properly. By default those engines work on enriched uranium and I can change that by clicking on switch mode so that they work on plutonium. But the fuel slider stays the same - uranium and clicking on switch mode button again does not do anything. Changing modes and fuels on reactors works fine, the problem is only with these engines. I have the latest version of KSP-I and Fuel switch installed from CKAN.

3. I have fuel switch installed, and while I can change propellants for stock fuel tanks(oscar-b fuel tank to be specific) it does not show EC consumption to avoid boil off. I assume its is the problem with part description.

4. I have not played KSP for long time(since 0.23) so with the new heat system Thermal Helper is the only way for me to calculate amount of radiators to use. Stock LV-N does produce heat when firing however it is not possible to tell how much heat exactly without raw experiment.

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So when I build a rocket without any RCS port at all (but a Salyut 6 on top which got some) then the log is spammed with

  Reveal hidden contents

 

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  On 5/12/2016 at 4:04 AM, Mine_Turtle said:

Thank you for the quick reply.

1 - After a quick test in sandbox it seems using hydrogen as propellant nets greater isp than stock LV-N. So these engines can be more efficient(though harder to handle) than stock variant.

2 - Candle is not scalable at all, while nerva can be. However, there is still a problem with swap fuel/switch mode buttons as they do not work properly. By default those engines work on enriched uranium and I can change that by clicking on switch mode so that they work on plutonium. But the fuel slider stays the same - uranium and clicking on switch mode button again does not do anything. Changing modes and fuels on reactors works fine, the problem is only with these engines. I have the latest version of KSP-I and Fuel switch installed from CKAN.

3. I have fuel switch installed, and while I can change propellants for stock fuel tanks(oscar-b fuel tank to be specific) it does not show EC consumption to avoid boil off. I assume its is the problem with part description.

4. I have not played KSP for long time(since 0.23) so with the new heat system Thermal Helper is the only way for me to calculate amount of radiators to use. Stock LV-N does produce heat when firing however it is not possible to tell how much heat exactly without raw experiment.

Expand  

1- yes, Hydrogen has a beautiful ISP, but usually low thrust. You can have fun testing all the different performances of every different propellants.

2- candle is not intended to be scalable and you can't change the mode of reactors inside the engines, the error is that you can see the buttons, but they wouldn't be there.

3- usually you can see the EC requirements in editor on the right side of the selected part, right-clicking on it. Do you use some different fuel switch? That could be a problem

4- if you unlocked the Interstellar Nerva, trust me, you don't need the stock one no more... You can achieve better ISP/Thrust with the Onterstellar one. About radiators, the heat production of the stock one has been nerfed in the last two release, so unless you're using it on a small tiny probe for very very long burns you don't need radiators at all.

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Seems a lot of part .CFG definition files are empty which cause some error in the log:
 

  Reveal hidden contents

 

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  On 5/12/2016 at 5:22 AM, Galenmacil said:

Seems a lot of part .CFG definition files are empty which cause some error in the log:
 

  Reveal hidden contents

 

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They are not realy a problem. I left them intentional empty to override the old files. This prevents the problem that parts would not work correctly. Eventually I remove them

Edited by FreeThinker
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OK. I see. Here a few other errors related to models and textures:

  Reveal hidden contents

 

And others related to Module Manager patches:

  Reveal hidden contents

 

Edited by Galenmacil
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  On 5/12/2016 at 5:11 AM, Nansuchao said:

1- yes, Hydrogen has a beautiful ISP, but usually low thrust. You can have fun testing all the different performances of every different propellants.

2- candle is not intended to be scalable and you can't change the mode of reactors inside the engines, the error is that you can see the buttons, but they wouldn't be there.

3- usually you can see the EC requirements in editor on the right side of the selected part, right-clicking on it. Do you use some different fuel switch? That could be a problem

4- if you unlocked the Interstellar Nerva, trust me, you don't need the stock one no more... You can achieve better ISP/Thrust with the Onterstellar one. About radiators, the heat production of the stock one has been nerfed in the last two release, so unless you're using it on a small tiny probe for very very long burns you don't need radiators at all.

Expand  

3 - I have checked stocked fuel tanks - none of them have EC requirements. Liquid hydrogen stays in the tank forever. I have interstellar fuel switch and interstellar fuel switch core installed via ckan. Also, the procedural tanks do not seem to work with fuel switch at all as they only have liquid fuel and oxidiser options available.

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  On 5/12/2016 at 9:05 AM, Mine_Turtle said:

3 - I have checked stocked fuel tanks - none of them have EC requirements. Liquid hydrogen stays in the tank forever. I have interstellar fuel switch and interstellar fuel switch core installed via ckan. Also, the procedural tanks do not seem to work with fuel switch at all as they only have liquid fuel and oxidiser options available.

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Yes, for the Procedular One IFS doesn't work yet. For the others, you can use the StarlionIndustries mod. It's a series of .cfg that adds the Interstellar Propllants to every (almost) tank in game.

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