Happybone Posted January 13, 2019 Share Posted January 13, 2019 I am sorry if this has already been answered.... Does this work with KSP 1.6.1? Or has it not been updated yet? Thanks Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted January 15, 2019 Share Posted January 15, 2019 A question: What does "KSC Phased Array laser power upgrade" for. I spent 100000 bucks upgrading it, But my Infrared laser on my space station didn't seem to increase power. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted January 16, 2019 Share Posted January 16, 2019 (edited) Im experiencing a bug with KSPI reactor where an unexplainable large consumption from DC electrical System that eat up all the power The system consumption stopped when I disable the reactor. So it's definitely a KSPI-E bug However if I attach a electric generator to LANTR, it will not happen Nope it's still there Edited January 16, 2019 by Iso-Polaris Quote Link to comment Share on other sites More sharing options...
Brimarx Posted January 18, 2019 Share Posted January 18, 2019 On 1/2/2019 at 3:35 AM, Bishop149 said: Thanks for the tip, I did some brief testing with the inline refrigerator and its does appear to work (thus far) bug free. . . . . hmmmm perhaps the issue is just with the scoop. Having previously given up on atmo. mining I was investigating the terrestrial kind (specifically hydrates processing) and then began encountering issues with ISRU core temps. No matter ho many radiators I add, or what I attached them to the core temp of both the large and small inline ISRU converter always levels out at about 1200K/1000K leading to 60% efficiency. Thats on the launch pad, its less in space without convection. . . . but that's the only effect of rads I've discovered. I had similar issues before with the stock convert-o-trons but those turned out to be a result of tweakscaling them, the ISRUs I haven't scaled away from their defaults and yet I can't get those core temps down. FYI: I tested the Scoop for a couple flights and I had no problem with it. Quote Link to comment Share on other sites More sharing options...
Turbo Ben Posted January 19, 2019 Share Posted January 19, 2019 Me again I'm afraid. I'm now having problems with the open cycle gas core engine. I have a craft with 2 of these engines. They seem to throttle up OK, giving some thrust, untill about 50% and then just die after that. In the reactor control window, I see the Geeforce overload going up to 99% at about the same time the engines cut out. If I throttle back down, the geeforce overload % drops and the engines start to produce a small amount of thrust again. Also, if I try using them too close to Kerbin, they shut down. I understand why, but is there a way to get them to work again once they are further away from Kerbin? I'm running 1.6.1 now, and I'm getting a message from MM that KSPIE is not compatible. Is it just a case of waiting for an update? Thanks. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 19, 2019 Author Share Posted January 19, 2019 7 hours ago, Turbo Ben said: Me again I'm afraid. I'm now having problems with the open cycle gas core engine. I have a craft with 2 of these engines. They seem to throttle up OK, giving some thrust, untill about 50% and then just die after that. In the reactor control window, I see the Geeforce overload going up to 99% at about the same time the engines cut out. If I throttle back down, the geeforce overload % drops and the engines start to produce a small amount of thrust again. Also, if I try using them too close to Kerbin, they shut down. I understand why, but is there a way to get them to work again once they are further away from Kerbin? I'm running 1.6.1 now, and I'm getting a message from MM that KSPIE is not compatible. Is it just a case of waiting for an update? Thanks. An Open Cycle gas core leaks highly radioactive fission waste, which gets worse the more you accelerate. Kerbal Space Command has decided you not allowed to use the Gas Core in the atmosphere or having the exhaust directed at the atmosphere of Kerbin. Therefore the trick is to use the Opwn Cycle Gas Core is to aim the exhaust always away or paralel to the Kerbin atmosphere. Quote Link to comment Share on other sites More sharing options...
Turbo Ben Posted January 19, 2019 Share Posted January 19, 2019 2 hours ago, FreeThinker said: An Open Cycle gas core leaks highly radioactive fission waste, which gets worse the more you accelerate. Kerbal Space Command has decided you not allowed to use the Gas Core in the atmosphere or having the exhaust directed at the atmosphere of Kerbin. Therefore the trick is to use the Opwn Cycle Gas Core is to aim the exhaust always away or paralel to the Kerbin atmosphere. That makes sense. Is there a distance where this no longer applies, or is it anywhere in Kerbin's SOI? Can you use higher throttles at greater distances? I think I was trying to use the engines prograde at a 1000Km apoapsis (so should have been parallel), but can't be sure. I'll have another go later. Did you get anywhere with the rotating fluid nuke problem? Thanks. Quote Link to comment Share on other sites More sharing options...
Turbo Ben Posted January 23, 2019 Share Posted January 23, 2019 Hi, I'm still having trouble with the open gas core nuke. It's now doing what the rotating fluidized nukes were doing where there is no response at all untill the reactor is shut down. I had a look at the output log and the following is spammed: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) [KSPI] - managedProvidedPowerSupplyPerSecondMinimumRatio illegal values. This may be because the engines were docked with a station that also had the fluid nukes docked on it. I can upload the output log if it will help, but it's 126Mb. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted January 24, 2019 Share Posted January 24, 2019 I've confirmed a bug: If I have a nuclear engine, like "LANTR", but only have Stock batterie that store ECs(no KSPI capacitor), there will be an unexplainable consumption on DC elctrical system in megajoules management display. If I disable the storage of EC, This unwantted comsumption will decrease proportionally. Quote Link to comment Share on other sites More sharing options...
ss8913 Posted January 25, 2019 Share Posted January 25, 2019 @FreeThinker - what happened to the large cylindrical containers that could hold solid matter such as LithiumHydride ? I have some older craft designs that won't load due to the lack of, I think, the CDT(?) containers? and I can't find anything except little wedge tanks that can hold LithiumHydride at all now, so it's making me use 5 parts where previously I needed 1, to hold extra fuel for the Kerbstein... was this intentional? will they come back? is something broken in my install and I shouldn't be having this issue? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 25, 2019 Author Share Posted January 25, 2019 (edited) 59 minutes ago, ss8913 said: @FreeThinker - what happened to the large cylindrical containers that could hold solid matter such as LithiumHydride ? I have some older craft designs that won't load due to the lack of, I think, the CDT(?) containers? and I can't find anything except little wedge tanks that can hold LithiumHydride at all now, so it's making me use 5 parts where previously I needed 1, to hold extra fuel for the Kerbstein... was this intentional? will they come back? is something broken in my install and I shouldn't be having this issue? To limit part count, they were kind of replaced by the solid storage tanks in IFS, but they lack the ability to be used as drop tanks which the original tank did have. I'm considering reintroducing them in IFS but as a dropable configurable solid storage tank. Edited January 25, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
ss8913 Posted January 25, 2019 Share Posted January 25, 2019 6 minutes ago, FreeThinker said: To limit part count, they were kind of replaced by the solid storage tanks in IFS, but they lack the ability to be used as drop tanks which the original tank did have. I'm considering reintroducing them in IFS but as a dropable configurable solid storage tank. What solid tanks in IFS? My IFS folder has no parts at all... Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 25, 2019 Author Share Posted January 25, 2019 1 minute ago, ss8913 said: What solid tanks in IFS? My IFS folder has no parts at all... I guess you only installed IFS core then Quote Link to comment Share on other sites More sharing options...
ss8913 Posted January 25, 2019 Share Posted January 25, 2019 1 minute ago, FreeThinker said: I guess you only installed IFS core then ah, I didn't notice that had split off.. i was just installing interstellar, which pulls in dependencies.. it used to be that the entire IFS was installed as a dependency, now only core is... ok now all the parts I was expecting are back thanks. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 25, 2019 Author Share Posted January 25, 2019 (edited) On 1/16/2019 at 7:24 AM, Iso-Polaris said: Im experiencing a bug with KSPI reactor where an unexplainable large consumption from DC electrical System that eat up all the power The system consumption stopped when I disable the reactor. So it's definitely a KSPI-E bug However if I attach a electric generator to LANTR, it will not happen Nope it's still there I don't think you should take that 26.5 MW DC Electrical consumption too literal. This number is calculated from your available power storage times 20. Instead look at your power demand from named parts, notice your Cryostat power usage is twice as high than you power production. I would recommend using better insulating storage tanks or add additional power generators or solar cells Edited January 25, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
AnthonyP Posted January 28, 2019 Share Posted January 28, 2019 On 1/8/2019 at 4:44 PM, FreeThinker said: On 1/8/2019 at 3:28 PM, Turbo Ben said: I seem to be able to reproduce this problem very easily, so if there's anything I can do to help, let me know. I'll need some guiding through what you need in the way of debug information though, it's all new to me. Is there a guide I can read on how to provide debug info? Thanks What I need a detailed description on how to reproduce the problem Hey FreeThinker, I have this issue as well. I will save the save file and crafts, as well as screenshots, if you want them. I have 2 crafts that it has happened on now. Both are using 2 of the 2.5 meter scaled engines. They also have Near Future Tech reactors on board. Not sure if that could be a cause. I have the latest download of KSPIE running 1.6. Let me know if I can help in anyway to resolve this issue. And thank you for all your work on this mod. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted January 28, 2019 Share Posted January 28, 2019 On 1/25/2019 at 7:58 PM, FreeThinker said: I don't think you should take that 26.5 MW DC Electrical consumption too literal. This number is calculated from your available power storage times 20. Instead look at your power demand from named parts, notice your Cryostat power usage is twice as high than you power production. I would recommend using better insulating storage tanks or add additional power generators or solar cells The power demand literally came from EC storage itself, It doesn't matter if I have anything that actually demands power. I found it can usually be fixed by adding a super capacitor and set megajoules-->EC conversion to 100 Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 28, 2019 Author Share Posted January 28, 2019 33 minutes ago, Iso-Polaris said: The power demand literally came from EC storage itself, It doesn't matter if I have anything that actually demands power. I found it can usually be fixed by adding a super capacitor and set megajoules-->EC conversion to 100 Weird, it should already do that by default Quote Link to comment Share on other sites More sharing options...
Turbo Ben Posted January 28, 2019 Share Posted January 28, 2019 Right, I've been having a play about with the open cycle gas core engine, and the good news is it's not the issue. As I suspected, the problem was with the fluid engines that were docked with my station (the same engines I was having trouble with before). When I docked the gas core engine the status in the reactor window immediately went from active (0.040%) to Active (0.000%) and no longer worked. After reloading, I undocked the fluid engines before docking the gas core engines and all was good. Quote Link to comment Share on other sites More sharing options...
mr. engino Posted February 2, 2019 Share Posted February 2, 2019 I started using this mod again, but I think it's giving me some grief. In my game I have BDB, which has a few probe cores with built in solar panels, and for some reason the batteries no longer have any electric charge! I assume this has something to do with KSPI-E, as this didn't happen until I reinstalled this mod. Is there some kind of workaround for this, or do I have to resort to adding batteries to my spacecraft? Quote Link to comment Share on other sites More sharing options...
ss8913 Posted February 3, 2019 Share Posted February 3, 2019 @FreeThinker I'm going to go out on a limb and say that this issue I'm about to talk about is something broken in the core KSP engine, but just in case it isn't... any time I use physics timewarp when using KSPIE parts, it tanks my framerate.. like it'll be perfectly smooth, then I use 4x physics on a long burn after a warp, and suddenly my framerate is about 33% of what it was. F5/F9 doesn't fix it.. completely reloading the game does. I see nothing relevant in the logs, either. So I'm not really expecting this to be something you can do anything about, but *just in case* I figured I'd bring it up. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 5, 2019 Author Share Posted February 5, 2019 (edited) On 2/3/2019 at 10:39 PM, ss8913 said: @FreeThinker I'm going to go out on a limb and say that this issue I'm about to talk about is something broken in the core KSP engine, but just in case it isn't... any time I use physics timewarp when using KSPIE parts, it tanks my framerate.. like it'll be perfectly smooth, then I use 4x physics on a long burn after a warp, and suddenly my framerate is about 33% of what it was. F5/F9 doesn't fix it.. completely reloading the game does. I see nothing relevant in the logs, either. So I'm not really expecting this to be something you can do anything about, but *just in case* I figured I'd bring it up. KSPIE doesn't do anything different in higher or lower physics than in normal physics. The only exception are high timewarp with deadalus/kerbstein/bussard fusion engine Edited February 6, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
wkwied Posted February 5, 2019 Share Posted February 5, 2019 I have a few questions that I haven't been able to find much about on. I've gathered the basics of how to manage waste heat, but I don't understand how ISRUs and refueling reactors work. Just some questions in no particular order... How do ISRUs work? Reactor control panel is very confusing, and it doesn't seem to be obvious what stuff is needed to make what other stuff, and what containers you need onboard to store the in and outputs.. Aside from fuel type, what is the diffidence between the Bussard, Daedalus, Kerbstein Fusion, and Vista engine? What do I need to do to be able to refuel the above engines? Where do I mine/how do I make solid hydrogen, fusion pellets, lithium hydride, and LH2/deurerium/tritium? What do I need to do to be able to refuel reactors? I tried to throw a stellarator reactor on with an EM drive, and I didn't get very far until the reactor ran out of power.. Without using a solar sail or a warp drive, I haven't the slightest idea on how to make a ship that has the power to go to another star and refuel, or be self sustaining... Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 6, 2019 Author Share Posted February 6, 2019 (edited) 14 hours ago, wkwied said: Aside from fuel type, what is the diffidence between the Bussard, Daedalus, Kerbstein Fusion, and Vista engine? 1 They represent different tech levels of fusion engines. Vista is the most primitive fusion engine but it is able to fast travel to outer planets by spending more delta-v than is required for a pure Hohmann manoeuvre. Daedalus is the first true interstellar engine, capable of reaching 0.1c, Kerstein is endgame aneutronic fusion torch engine and Bussard fusion is an endgame fusion engine, capable of visiting all starts in the galaxy when combined with Bussard Magnetic scoop collecting hydrogen from the interstellar medium, solar wind or gas giants ionosphere Edited February 6, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 6, 2019 Author Share Posted February 6, 2019 (edited) 14 hours ago, wkwied said: What do I need to do to be able to refuel reactors? I tried to throw a stellarator reactor on with an EM drive, and I didn't get very far until the reactor ran out of power.. 1 Although at first sight EM-drive might appear to have unlimited delta-v range, its delta-v range is effectively limited by the efficiency of converting mass into energy and efficiency of the EM drive itself which is less than 1% The Stellarator is the most efficient fusion reactor for neutronic fusion modes (D-T, D-D, T-T) that require heat to power conversion. However, it is bulky, heavy and requires a lot of radiators to be effective. What is important is that you take a sufficient amount of fuel, preferably Lithium deuteride from which the Deuterium atom is fused with the Tritium created from the LIthium atom in the breeding blanket. Alternatively, I would recommend using an aneutronic fusion reactor like the Tri-Alpha which produces much less waste heat, allowing your radiators to function at higher temperatures, requiring fewer radiators and therefore less mass effectively improving overall delta-v range Edited February 6, 2019 by FreeThinker 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.