AntaresMC Posted September 14, 2020 Share Posted September 14, 2020 6 hours ago, ODSTjoker said: I'm having an issue where the discovery engine doesn't use any liquid hydrogen (or any of the propellants) if the ISP throttle is set to the max value, I tested this on the two year journey from the screenshot and confirmed that not a single liquid hydrogen had been used, though other resources are draining properly Its fine. The Isp throttle basicly regulates the amount of afterburner you throw at it. You get the highest Isp if you dump nothing but the fusion plasma Quote Link to comment Share on other sites More sharing options...
ODSTjoker Posted September 14, 2020 Share Posted September 14, 2020 9 hours ago, AntaresMC said: Its fine. The Isp throttle basicly regulates the amount of afterburner you throw at it. You get the highest Isp if you dump nothing but the fusion plasma Oh, well damn. Thanks! Quote Link to comment Share on other sites More sharing options...
Quixote Posted September 16, 2020 Share Posted September 16, 2020 (edited) I seem to be missing something important for setting up a near-Kerbol solar power array. I've tried a few configurations. The simplest was a Remote Guidance Unit, a pair of Gigantor solar arrays, and a Phased Array Transceiver (deployed). I activate the Gigantors and set the Transceiver to transmit in Ka Microwave. The Gigantors show lots of flux, but the Transceiver shows no power draw or output. The solar arrays are producing Electrical Charge and Megajoules, and other components can draw Electrical Charge, but do not draw Megajoules. This includes transceivers, probe cores, and capacitors. Edited September 16, 2020 by Quixote Formatting Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted September 17, 2020 Share Posted September 17, 2020 (edited) On 9/16/2020 at 6:33 AM, Quixote said: I seem to be missing something important for setting up a near-Kerbol solar power array. I've tried a few configurations. The simplest was a Remote Guidance Unit, a pair of Gigantor solar arrays, and a Phased Array Transceiver (deployed). I activate the Gigantors and set the Transceiver to transmit in Ka Microwave. The Gigantors show lots of flux, but the Transceiver shows no power draw or output. The solar arrays are producing Electrical Charge and Megajoules, and other components can draw Electrical Charge, but do not draw Megajoules. This includes transceivers, probe cores, and capacitors. First you need long range stuff. UV or Xray and FELs if possible. Second, try bigger panels. Ive seen the big thermal things are the best for that. KSPIE stuff uses MJ, including the transmitters. Capacitors transform one into the other at need anyways Edited September 17, 2020 by AntaresMC Quote Link to comment Share on other sites More sharing options...
spaceaddict Posted September 17, 2020 Share Posted September 17, 2020 Having similar issues to Quixote. Blanket Thermophotovoltaic Receiver is collecting 80954210.000 (Energy Flow) X-ray Free Electron Laser Transmitter has Power Capacity 3200.00 MW (x 2) Big capacitor present full of MJ Network power in the receiver interface is listed as 220.7 KW. Expected higher - in VAB X-Ray Receiver has maximum electric power = 6000 MW. Receiver: Transmitter: Quote Link to comment Share on other sites More sharing options...
Quixote Posted September 17, 2020 Share Posted September 17, 2020 (edited) 17 hours ago, AntaresMC said: First you need long range stuff. UV or Xray and FELs if possible. Second, try bigger panels. Ive seen the big thermal things are the best for that. KSPIE stuff uses MJ, including the transmitters. Capacitors transform one into the other at need anyways. I realize that I need bigger, longer range stuff for practical reasons. The setup I described was for testing purposes only. I have tried the big photovoltaic blanket receiver with a stack of capacitors set to nearly all MJ, and a laser setup. The capacitors fill with MJ (they don't if I leave them set at default), but the laser generator and transmitter do not and no power is being drawn for transmission. Edited September 18, 2020 by Quixote Correction Quote Link to comment Share on other sites More sharing options...
Shogun Gunshow Posted September 21, 2020 Share Posted September 21, 2020 Was there a change to Ion engines in the mod at some point recently? After putting the game down for a few weeks, I put in a new patch for Interstellar and now my Ion engines don't seem to be consuming electricity or producing thrust, and they definitely did before (I had a few sats before that were using them). Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 21, 2020 Share Posted September 21, 2020 47 minutes ago, Shogun Gunshow said: Was there a change to Ion engines in the mod at some point recently? After putting the game down for a few weeks, I put in a new patch for Interstellar and now my Ion engines don't seem to be consuming electricity or producing thrust, and they definitely did before (I had a few sats before that were using them). Did you hand-remove the patches before? There are a couple of patches (for ions, but also NFT) that change things in unexpected ways. An update (especially via CKAN) re-adds these patches, much to my continual annoyance. Quote Link to comment Share on other sites More sharing options...
Shogun Gunshow Posted September 21, 2020 Share Posted September 21, 2020 1 hour ago, etmoonshade said: Did you hand-remove the patches before? There are a couple of patches (for ions, but also NFT) that change things in unexpected ways. An update (especially via CKAN) re-adds these patches, much to my continual annoyance. I didn't hand remove them, but to double check things, I backed up my folder, deleted KSP and the mods, did a clean install, just installed Interstellar, went into sandbox, whacked together some test articles. Probecore with xenon canister, two gigantor solar arrays, Dawn ion drive: nothing. Probecore with nuclear power, thermal electric generator, dawn drive: nothing. Just to confirm it wasn't a stock issue, I deleted the folder, reinstalled the game again, went into sandbox in vanilla, and the ion engine worked fine. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted September 21, 2020 Share Posted September 21, 2020 (edited) 2 hours ago, Shogun Gunshow said: I didn't hand remove them, but to double check things, I backed up my folder, deleted KSP and the mods, did a clean install, just installed Interstellar, went into sandbox, whacked together some test articles. Probecore with xenon canister, two gigantor solar arrays, Dawn ion drive: nothing. Probecore with nuclear power, thermal electric generator, dawn drive: nothing. Just to confirm it wasn't a stock issue, I deleted the folder, reinstalled the game again, went into sandbox in vanilla, and the ion engine worked fine. Yeah, WasteHeat being on there tells me that KSPI-E is mucking around with it somehow. Of course, power in MW in there tells me that KSPI-E is mucking around with it too If you take a look in WarpPlugin\Patches... ... oh, that is terrible practice. @FreeThinker - you really need to move this to the patches directory. :wtc: So. In \WarpPlugin\Parts\Engines\IonEngine, you'll find a PATCH. That patch is what changes the stock ion engine. Edit: I suspect that the following line from KSPI-E 1.25.22.5 is what prevented this from hitting you up until now: @PART[ionEngine]:AFTER[RealismOverhaul] This essentially means "NEEDS[RealismOverhaul]" in MM terms, so it wouldn't apply the patch unless RealismOverhaul was installed. This changed as of 1.25.23 to: @PART[ionEngine]:NEEDS[!RealismOverhaul] Which means that it will apply the patch if RealismOverhaul is NOT installed. My guess is that when you started playing again, you hit the update button on CKAN. Edited September 21, 2020 by etmoonshade Quote Link to comment Share on other sites More sharing options...
Shogun Gunshow Posted September 21, 2020 Share Posted September 21, 2020 Been continuing to test. So far I've identified a similar problem on the ATTILA thruster. - The engines begin on the pad with their graphics active, exhuming plume graphics on the launchpad before they've been activated. (Screenshot below where one can see the plume) Spoiler - If one activates the engine in this state by right clicking and selecting 'Activate Engine', it behaves normally (although for some reason still claims zero thrust?) Spoiler - If instead one activates the engine through staging, the anomalous plume graphic will terminate, and the engine will produce no thrust despite being labeled active. Trying to toggle it off and on in the right click menu in this state no longer functions - the engine is essentially dead. Spoiler So it appears as if activating these kinds of engines through staging is doing something wonky. Either they're starting in an anomalous state and that's messing things up when staging tries to flip it, or the staging for the parts themselves are borked. Interesting note (maybe?) through testing: while trying to get a better picture of the anomalous plume, I first tried to lift the test article by using a TT18-A Launch Stability Enhancer. However, doing so caused the plume to not display, and the engine begins dead and unable to be activated even through right clicking. Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted September 21, 2020 Share Posted September 21, 2020 3 minutes ago, Shogun Gunshow said: Been continuing to test. So far I've identified a similar problem on the ATTILA thruster. - The engines begin on the pad with their graphics active, exhuming plume graphics on the launchpad before they've been activated. (Screenshot below where one can see the plume) Hide contents - If one activates the engine in this state by right clicking and selecting 'Activate Engine', it behaves normally (although for some reason still claims zero thrust?) Hide contents - If instead one activates the engine through staging, the anomalous plume graphic will terminate, and the engine will produce no thrust despite being labeled active. Trying to toggle it off and on in the right click menu in this state no longer functions - the engine is essentially dead. Hide contents So it appears as if activating these kinds of engines through staging is doing something wonky. Either they're starting in an anomalous state and that's messing things up when staging tries to flip it, or the staging for the parts themselves are borked. Interesting note (maybe?) through testing: while trying to get a better picture of the anomalous plume, I first tried to lift the test article by using a TT18-A Launch Stability Enhancer. However, doing so caused the plume to not display, and the engine begins dead and unable to be activated even through right clicking. Wait, how do you get the power? The plume thing is weird. If it helps, most graphics problems solve when restarting. Another mod may be causing it as well Quote Link to comment Share on other sites More sharing options...
Shogun Gunshow Posted September 21, 2020 Share Posted September 21, 2020 3 minutes ago, AntaresMC said: Wait, how do you get the power? The plume thing is weird. If it helps, most graphics problems solve when restarting. Another mod may be causing it as well I'm getting power from the Ether, apparently. I don't have Infinite Electricity enabled, so I have no idea what's going on there. I guess it's erroneous to say it's behaving 'normally' even in activated flight. Unfortunately it's not solved by restarting, and this is a clean install of KSP with just the latest Interstellar release. Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted September 22, 2020 Share Posted September 22, 2020 (edited) On 9/21/2020 at 11:19 PM, Shogun Gunshow said: I'm getting power from the Ether, apparently. I don't have Infinite Electricity enabled, so I have no idea what's going on there. I guess it's erroneous to say it's behaving 'normally' even in activated flight. Unfortunately it's not solved by restarting, and this is a clean install of KSP with just the latest Interstellar release. It was also reported on the Discord server. FreeThinker said its gonna be patched in the next release. The bug is in last version by the way Edited September 22, 2020 by AntaresMC Quote Link to comment Share on other sites More sharing options...
blastjack85 Posted September 26, 2020 Share Posted September 26, 2020 I don't know if it has been answered already, but is Interstellar compatible with Realism Overhaul and Realistic Progression 1? Quote Link to comment Share on other sites More sharing options...
OOM Posted September 27, 2020 Share Posted September 27, 2020 (edited) 17 hours ago, blastjack85 said: I don't know if it has been answered already, but is Interstellar compatible with Realism Overhaul no You can still use the KSP-I with RO, but there will be no single mechanics. Each mod will work according to its own laws. Edited September 27, 2020 by OOM Quote Link to comment Share on other sites More sharing options...
Nando Posted September 28, 2020 Share Posted September 28, 2020 Hello, i have problems with the Atmospheric Scoop. Somehow i can't get it to work properly, always the same status "Insufficient Storage ...". Some guidance on this matter would be greatly appreciated. I am using KSP 1.8.1, KSPIE (1.25.27) is the only mod. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 28, 2020 Author Share Posted September 28, 2020 5 hours ago, Nando said: I cannot see your picture. If there is an overflow option you should enable it, otherwise make sure you have at least one tank connected that can store real resources like liquid oxygen and liquid nitrogen Quote Link to comment Share on other sites More sharing options...
Quixote Posted September 28, 2020 Share Posted September 28, 2020 (edited) I'm still having issues with solar power. I've tried setting up a testbed with only KSPIE installed, and I still get no megajoule or thermal power out of the big solar panels. Am I doing something wrong? Edited September 28, 2020 by Quixote image Quote Link to comment Share on other sites More sharing options...
mcwaffles2003 Posted October 5, 2020 Share Posted October 5, 2020 On 9/26/2020 at 7:57 PM, blastjack85 said: I don't know if it has been answered already, but is Interstellar compatible with Realism Overhaul and Realistic Progression 1? Your closest bet for something like this seems to be https://github.com/Its-Just-Luci/CH-4 Quote Link to comment Share on other sites More sharing options...
AntaresMC Posted October 5, 2020 Share Posted October 5, 2020 On 9/28/2020 at 7:21 PM, Quixote said: I'm still having issues with solar power. I've tried setting up a testbed with only KSPIE installed, and I still get no megajoule or thermal power out of the big solar panels. Am I doing something wrong? they give electric charge. Use a capacitor to convert units. Or a better panel On 9/28/2020 at 1:07 PM, Nando said: Hello, i have problems with the Atmospheric Scoop. Somehow i can't get it to work properly, always the same status "Insufficient Storage ...". Some guidance on this matter would be greatly appreciated. I am using KSP 1.8.1, KSPIE (1.25.27) is the only mod. try changing the resource stored in the intake. It looks like a bug though. What do you have in the tanks? Quote Link to comment Share on other sites More sharing options...
kre8iv_username Posted October 8, 2020 Share Posted October 8, 2020 Hello, I'm having an issue with the electrodeless lorentz force engine. When I activate it in orbit, it has absolutely abysmal thrust. Like around 0.0000001kn or something like that. There is also no delta-v indication on its icon in the staging area. However, the strange thing is, whenever I remove the radiators and solar panels from my payload, the engine works fine with the normal level of thrust. Any help with this issue would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted October 9, 2020 Author Share Posted October 9, 2020 12 hours ago, kre8iv_username said: Hello, I'm having an issue with the electrodeless lorentz force engine. When I activate it in orbit, it has absolutely abysmal thrust. Like around 0.0000001kn or something like that. There is also no delta-v indication on its icon in the staging area. However, the strange thing is, whenever I remove the radiators and solar panels from my payload, the engine works fine with the normal level of thrust. Any help with this issue would be greatly appreciated! Could you provide more information, like a picture of your vessel with power manager and context menu? also usefull information would be if yo are playig, campaign, science mode of sandbox Quote Link to comment Share on other sites More sharing options...
kre8iv_username Posted October 9, 2020 Share Posted October 9, 2020 (edited) 7 hours ago, FreeThinker said: Could you provide more information, like a picture of your vessel with power manager and context menu? also usefull information would be if yo are playig, campaign, science mode of sandbox Hello, Thanks for the reply. I can't seem to add an image of the vessel or maybe I'm being dumb. I'll copy out what the engine menu says: Fuel flow: 0.00000U Prop Requirement Met: 100.00% Status: Nominal Thrust: 0.000000kn (Before, it was 0.000001 but now 0) Engine Isp: 11213.0 Type: Electrodeless Lorentz Force Thruster Propellant Name: Liquid Hydrogen Power Share: 100.00% Maximum Power Request: 0.000MW Current Power Request: 0.000MW Propellant Efficiency: 94.38% Overheat Efficiency: 100.00% Heat Production: 0.000MW Max Effective Power: 283.145MW Atm Thrust Efficiency: 0.000% Current Thrust in space: 0.000000% Max Thrust in space: 0.000000% There are two gigantor panels and a small deployable radiator on the vessel. I'm playing in 1.9.1, science mode on Galileo's Planet Pack. Edited October 9, 2020 by kre8iv_username typo Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted October 9, 2020 Author Share Posted October 9, 2020 @kre8iv_username I think I fixed it. Please try again with KSPIE 1.25.31 for Kerbal Space Program 1.8.1 - 1.10.1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
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.