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KSP Interstellar Extended Support Thread


FreeThinker

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Posted (edited)
2 hours ago, Eridan_203 said:

Can you share? Thank you in advance.

Well, basically i downloaded visual studio (followed some random "how to make mod for ksp" video on youtube, then i opened new project (pulled from github of interstellar), next i opened dependencies in all projects and added the ones with warning from Steam\steamapps\common\Kerbal Space Program\KSP_x64_Data\Managedksp  folder also to compile you will need waterfall dll dependency (from the gamedata folder waterfall mod) there, just in warp plugin project dependencies, i don't know if you need but i did click show all files in explorator on the right side and in warpPlugin>propulsion   last file is waterfallintegrationfx i enabled it in the project. There you can change anything you want if you understand the code (i don't tbh, got lucky since what i was there for is kinda clear) lastly if you want specifically what i did for transmitters then open warpPlugin\Beamedpower\BeamGenerator.cs and change

line 63 : [KSPField] public double powerMassFraction = 0.5;   to: [KSPField] public double powerMassFraction = 0.005;

line 178: targetMass = power * powerMassFraction * 0.001;   to: targetMass = power * powerMassFraction * 0.00001;

line 189:  targetMass = maximumPower * powerMassFraction * 0.001;    to:                   targetMass = maximumPower * powerMassFraction * 0.00001;

and click F6 for compile,  then you go to C:\Users\Username\source\repos\KSP-Interstellar-Extended\FNPlugin\bin\Debug or release

sort by date, and copy the interstellar.dll to your C:\Steam\steamapps\common\Kerbal Space Program\GameData\WarpPlugin\Plugins

and replace it (do backup of original tho)

that's it, yes i just pasted some zeroes hehe but its good inaf for me to call it done.

hope this helped you. ;)

Edited by Mystos
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  • 4 weeks later...
On 3/6/2023 at 6:31 PM, KolonelKerbal said:

I've encountered a bug, I think. I use a mod that adds Methane and Hydrogen engines, but I cannot get Methane+Oxidizer and a fuel type anymore. any tips or ideas on why?

pWkGz10.png

I dunno if you got a response on this, but I am seeing MethalOx right there on the list, MethalOx=Methane and Oxidizer in this respect unless it is actually making it Oxygen which it may.... 

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Also, I am working on updating the LLL mod.  I have done some work on it many years ago, and thus I am fairly familiar with it and love using it.  I have got to the point in the game that I will be able to start using KSPI-E properly and thus decided to do some work adding containers, refiners, reactors and such using the resources I have.  Last night I found the MU import/export plugin for blender so I may after figuring out how to use that be able to do custom skins for LLL for many of the reactors and such.  The problem I am having right now is that I am adding in the all the ISRU so I can start up my transuranic element harvest and refining loops.  I started with round tanks but they do not look like much for a base so to LLL I go.  I decided that the 2.5m units more or less fit inside the 2x1 units and so converting those was a synch the problem is in making the larger 2x1 units.  They should be producing roughly double and some change and be slightly more efficient but I would accept double.  Some of the modules that have inputs and outputs are easy to adjust and I have done most of those but found that there are a lot of automatic ones that seem to maybe have a size modifier.  When I look for instance at the refrigerator there is a     

<name = AtmosphereProcessor
sizeModifier = 1>

The standard unit has a size modifier of 0.5 so double here is two and while I have not tested this exactly it makes sense and likely works that way.  The processor works this same way for the Ocean, MethanePyrolysis, etc so I could move those but I am only assuming this is what they do.  I will test them later, its just hard to build stacks to do that quickly so its a little slow. 

<    MODULE
    {
    name = InterstellarResourceConverter
    primaryResourceNames = CompressedAir
    secondaryResourceNames = IntakeAtm
    requiresPrimaryLocalInEditor = false
    requiresPrimaryLocalInFlight = false
    maxPowerPrimary = 10
    maxPowerSecondary = 1000
    primaryConversionEnergyCost = 0.1                     // Cost to Compress 1 atm to 200 atm
    secondaryConversionEnergyCost = 10                     // Decompress
    }>

So I am wondering if the atmospheric processor is affected by the size do these ResourceConverter modules require tweaking or are they based on the size for the atmospheric processor.  If not is there a place somewhere that discribes the method to make the converters make, use and produce more for a larger size unit?  If I were to increase the size of the 2x1 it would increase its volume by roughly 8 times, if I just stack the module it increases by 2.  When I used tweak scale an increase in the atmospheric processor on the refrigerator got to around an 8 when it was like 5m.  The tanks are a lot more forgiving for sure, but I am sure to run into similar issues trying to convert the reactors and thermal electric generators and such.  Luckily I was not planning on making any of those any bigger than they are.  I don't know if they have tweak scale on them I haven't checked but my assumption is that there going to be a bit of a bear after a quick once over of one of the CFG's

Any direction on this would be wonderful. 

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