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KSP Interstellar Extended Continued Development Thread


FreeThinker

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  On 1/6/2017 at 8:51 AM, FreeThinker said:

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

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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.

  On 1/6/2017 at 8:23 AM, 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.

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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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  On 1/6/2017 at 9:54 PM, 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...

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Have you tried receiverType 3?

  On 1/6/2017 at 9:54 PM, 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.

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

  On 1/6/2017 at 9:54 PM, Charon Moloch said:

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

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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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  On 1/7/2017 at 12:03 AM, FreeThinker said:

Have you tried receiverType 3?

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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. 

  On 1/7/2017 at 12:03 AM, 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

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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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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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  On 1/7/2017 at 5:24 PM, 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.

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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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  On 1/7/2017 at 9:01 PM, 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?

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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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  On 1/8/2017 at 2:42 AM, 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.

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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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  On 1/7/2017 at 7:25 PM, 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. 

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

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  On 1/8/2017 at 10:49 AM, 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)

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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?

  Reveal hidden contents

 

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  On 1/9/2017 at 12:33 AM, FreeThinker said:

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

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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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  On 1/9/2017 at 7:21 AM, 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

 

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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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  On 1/9/2017 at 7:21 AM, 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

 

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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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  On 1/9/2017 at 6:31 AM, The Destroyer said:

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

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

 

  On 1/9/2017 at 7:21 AM, 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

 

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

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