Jump to content

KSP Interstellar Extended Support Thread


FreeThinker

Recommended Posts

What's KSPIE's behind-the-scenes process for setting up tanks for things like uraninites and radioactive fuel? I've got hex tanks for gasses, liquids and varying forms of cargo but haven't found ANYTHING for the aforementioned: stock ore tanks end at Regolith and cargo hex modules end at Spudomene, so I'm stuck using those huge PV receivers that double as solar panels for energy and it's bottlenecking my offworld construction efforts.

Link to comment
Share on other sites

  On 8/3/2019 at 10:28 PM, SorensonPA said:

What's KSPIE's behind-the-scenes process for setting up tanks for things like uraninites and radioactive fuel? I've got hex tanks for gasses, liquids and varying forms of cargo but haven't found ANYTHING for the aforementioned: stock ore tanks end at Regolith and cargo hex modules end at Spudomene, so I'm stuck using those huge PV receivers that double as solar panels for energy and it's bottlenecking my offworld construction efforts.

Expand  

More or less, all the fuel and cargo tanks added by KSPIE allow you to change what is in them by clicking the context menu in the VAB. Some tanks also let you change what is in them while in flight, via the alt menu, as long as the tank is mostly empty. This is done via the interstellar fuel switch which should be included with KSPIE

Link to comment
Share on other sites

  On 8/3/2019 at 11:56 PM, wkwied said:

More or less, all the fuel and cargo tanks added by KSPIE allow you to change what is in them by clicking the context menu in the VAB. Some tanks also let you change what is in them while in flight, via the alt menu, as long as the tank is mostly empty. This is done via the interstellar fuel switch which should be included with KSPIE

Expand  

And that's the problem, for some reason IFS is completely skipping over anything related to fissionable fuels - no options for uraninites, actinides, enriched uranium, UF4, Thorium, Uranium Nitrade and and so on. I did a KSPIE playthrough about a year ago and I THINK they required their own specialized tank (inline, IIRC) but it doesn't seem like it's being generated so I have to find out what mechanism KSPIE/IFS creates it and find out what's going wrong.

EDIT: After nosing around in the part and patch files for a bit it looks like it's less a matter of a nuclear fuel tank part failing to load as there simply not being one at all - not a single container file in Utility (which has the hex cans and the airbag) has any listed options for them in the IFS modules and the closest ones to that function are a few in Fueltank that seem to have been dummied out with their unlock techs set to Hidden and only one fuel type. I'll see if shoehorning options for all those radioactive materials info the cargo hex module's config will work as a bypass.

Edited by SorensonPA
Link to comment
Share on other sites

The electric engines (e.g. Dawn, ELF, ATTILA) are not working in my game. Has anyone experienced a similar problem?

When an electric engine is used in a vessel, the reactor does not produce power despite being marked as "Active." Note that thermal engines don't have this issue.

  Reveal hidden contents

 

Edited by singlet
Link to comment
Share on other sites

  On 8/7/2019 at 12:55 PM, singlet said:

The electric engines (e.g. Dawn, ELF, ATTILA) are not working in my game. Has anyone experienced a similar problem?

When an electric engine is used in a vessel, the reactor does not produce power despite being marked as "Active." Note that thermal engines don't have this issue.

  Reveal hidden contents

 

Expand  

It appears the reactor is not active, as it should have always some activity and it shows 0%. Perhaps you accidently disabled the reactor. Does the log spam any exceptions? Also what version of KSPIE are you using?

Edited by FreeThinker
Link to comment
Share on other sites

  On 8/4/2019 at 1:20 AM, SorensonPA said:

And that's the problem, for some reason IFS is completely skipping over anything related to fissionable fuels - no options for uraninites, actinides, enriched uranium, UF4, Thorium, Uranium Nitrade and and so on. I did a KSPIE playthrough about a year ago and I THINK they required their own specialized tank (inline, IIRC) but it doesn't seem like it's being generated so I have to find out what mechanism KSPIE/IFS creates it and find out what's going wrong.

EDIT: After nosing around in the part and patch files for a bit it looks like it's less a matter of a nuclear fuel tank part failing to load as there simply not being one at all - not a single container file in Utility (which has the hex cans and the airbag) has any listed options for them in the IFS modules and the closest ones to that function are a few in Fueltank that seem to have been dummied out with their unlock techs set to Hidden and only one fuel type. I'll see if shoehorning options for all those radioactive materials info the cargo hex module's config will work as a bypass.

Expand  

Radiative containers are moved to IFS Full version(IFS Core only contain the dll and some MM files). I contains both inline and radialy attached containers that can hold any known radioactive substance (except Tritium)

Edited by FreeThinker
Link to comment
Share on other sites

I only found this support thread after posting this in the development thread. But I'll post it here anyway:

Hi! I've been enjoying ksp IE in combination with rescale!, far and a whole bunch of other mods.

But I've been having an issue with some stock engines and engines belonging to the mk2 stockalike expansion part pack, namely, airbreathing engines overheat, critically, at mach 4. Even above 30km altitude.

I've been nosing around in various config files and when i came to warppluginsettings, I noticed how ksp IE makes a lot of changes to thermal mechanics.

I'm not using deadly reentry. Any thoughts? 

Game version is 1.7.3

Link to comment
Share on other sites

  On 8/8/2019 at 7:51 AM, Cruss said:

But I've been having an issue with some stock engines and engines belonging to the mk2 stockalike expansion part pack, namely, airbreathing engines overheat, critically, at mach 4. Even above 30km altitude.

I've been nosing around in various config files and when i came to warppluginsettings, I noticed how ksp IE makes a lot of changes to thermal mechanics.

I'm not using deadly reentry. Any thoughts? 

Game version is 1.7.3

Expand  

Sounds like the ModuleSabreHeating module issue. It causes the airbreating engines to produce more heat when a precooler is missing while traveling at high speed. I'm currently in the proces to make them more balanced in regard to air intakes vs preecooling. If you want this game mechanic removed look for Mk2Expansion.cfg in the Patches folder and remove ModuleSabreHeating  or better, write a custom MM script to remove it so it will stay that way after an update.

Edited by FreeThinker
Link to comment
Share on other sites

  On 8/8/2019 at 8:03 AM, FreeThinker said:

Sounds like the ModuleSabreHeating module issue. It causes the airbreating engines to produce more heat when a precooler is missing and traveling at high speed. I'm currently in the proces to make them more balanced in regard to air intakes vs preecooling. If you want this behavior removed look for Mk2Expansion.cfg inthe Patches folder and remove ModuleSabreHeating  or write a custom MM script to remove it.

Expand  

Yes a pre cooler definitely alleviates/extends their effectiveness!

Just to be clear, under every entry in the file you mentioned, i should remove " MODULE { Name = ModuleSabreHeating }"

Thank you for your time Sir!

Link to comment
Share on other sites

  On 8/8/2019 at 8:15 AM, FreeThinker said:

Yes remove the entire module declaration to remove the behavior

Expand  

This worked, thank you! I might add it back later though, especially if its intended behaviour.

 

Edit:

I added the module back and adjusted a craft I already had to make proper use of the pre cooler. So I have an intake>pre cooler > engine. 

I can go substantially harder but now the pre cooler explodes at around 1500m/s, 30km altitude. The craft does have radiators both for space and atmosphere. Heat difficulty in settings is at default.

Imo, it feels as if the balancing regarding the sabre heating module is for a stock scale kerbin system, based on the speed bottleneck I experience with this set up. In the FAR continued thread, a user mentioned an increase of a crafts "thermal capabilities" after installing RSS.(I don't have rss, instead I used rescale! And SMURFF instead of RO)

I've already done some pretty hefty reentries with pods so i'm pretty confident the other parts work as intended and that it is indeed the sabre module thingy that could use an adjustment. 

 

Edited by Cruss
Link to comment
Share on other sites

  On 8/8/2019 at 7:30 AM, FreeThinker said:

It appears the reactor is not active, as it should have always some activity and it shows 0%. Perhaps you accidently disabled the reactor. Does the log spam any exceptions? Also what version of KSPIE are you using?

Expand  
  • The reactor was not disabled, as is indicated by the "shutdown" button in the screenshot.
  • KSPIE version is 1.22.2.4.
  • Except for those 'normal' (i.e. Steamworks / MiniAVC related) exceptions, there is only one exception (shown below) in the log file.
Module ModuleEnginesWarp threw during OnLoad: System.ArgumentException: The requested value 'Nozzle' was not found.
  at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 
  at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 
  at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 
Link to comment
Share on other sites

  On 8/8/2019 at 10:03 AM, singlet said:

The reactor status starts with 0% when the flight scene is loaded. The electric engines do not work even on the launchpad.

Expand  

Well electric engines do not work in an atmosthere due to static presure, so that is normal. What is not normal is that the reactor never correctly started. Wait, perhaps you disabled it in the VAB. By default the reactor connected with thermal nozzle will not activate unless staged, or when configured in the VAB explicitly

Edited by FreeThinker
Link to comment
Share on other sites

  On 8/8/2019 at 8:03 AM, FreeThinker said:

Sounds like the ModuleSabreHeating module issue. It causes the airbreating engines to produce more heat when a precooler is missing while traveling at high speed. I'm currently in the proces to make them more balanced in regard to air intakes vs preecooling. If you want this game mechanic removed look for Mk2Expansion.cfg in the Patches folder and remove ModuleSabreHeating  or better, write a custom MM script to remove it so it will stay that way after an update.

Expand  

I've done some more nosing, still have to test this but:

There's a patch file called "rapier" which also has declarations for the mk1 stock pre cooler. In this declaration there is also a module that enables the pre cooler to radiate heat.

I can not find any declaration of such about the mk2x pre cooler. It does have a heatconductivity modifier in its respective part config file in the mk2expansion folder. I'm adding it now and will update my findings.

Link to comment
Share on other sites

ModuleSabreHeating  is only added the air breathing chemical engies to create consistant behavoir regarding the precooler

That mean it will only add it to engines like the rapier and Mk2 air breathing parts

Edited by FreeThinker
Link to comment
Share on other sites

  On 8/8/2019 at 10:20 AM, FreeThinker said:

Well electric engines do not work in an atmosthere due to static presure, so that is normal. What is not normal is that the reactor never correctly started. Wait, perhaps you disabled it in the VAB. By default the reactor connected with thermal nozzle will not activate unless staged, or when configured in the VAB explicitly

Expand  

Yes, I know that. What I meant is the situation is the same, i.e. the reactor power is 0%. I did not disabled it in the VAB (I triple checked it), and surely I activated the engine via staging (also triple checked it).

Link to comment
Share on other sites

  On 8/8/2019 at 10:30 AM, singlet said:

Yes, I know that. What I meant is the situation is the same, i.e. the reactor power is 0%. I did not disabled it in the VAB (I triple checked it), and surely I activated the engine via staging (also triple checked it).

Expand  

I need to try to reprocude the problem. Could you send me you craft file?

  On 8/8/2019 at 9:44 AM, singlet said:
Module ModuleEnginesWarp threw during OnLoad: System.ArgumentException: The requested value 'Nozzle' was not found.
  at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 
  at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 
  at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 
Expand  

My gut feeling sais this is the problem. Its almost as if there is a mismatch in used dll.  DO you have PhotonSailor installed, if so, please remove it.

If something would go wrong durring onload, the engine will never propelry start , creating the situation you now see.

Edited by FreeThinker
Link to comment
Share on other sites

  On 8/8/2019 at 10:27 AM, FreeThinker said:

ModuleSabreHeating  is only added the air breathing chemical engies to create consistant behavoir regarding the precooler

That mean it will only add it to engines like the rapier and Mk2 air breathing parts

Expand  

I understand that, however, the mk1 stock pre cooler, has additional radiative capacities, implemented by the "rapier" patch file like this:

@part[RadialEngineBody]:for...........

MODULE

{

Name = flatfnradiator

Isdeployable = false

Convective bonus = 50

Etc. ( typos are from typing over on my phone if any) 

Also a resource module thingy:

RESOURCE

{

Name = wasteheat

Amount = 0

Maxamount = 1000

}

Specifically those, I can not find for the mk2x pre cooler.

Edited by Cruss
Link to comment
Share on other sites

  On 8/8/2019 at 10:31 AM, FreeThinker said:

I need to try to reprocude the problem. Could you send me you craft file?

My gut feeling sais this is the problem. Its almost as if there is a mismatch in used dll.  DO you have PhotonSailor installed, if so, please remove it.

If something would go wrong durring onload, the engine will never propelry start , creating the situation you now see.

Expand  

https://we.tl/t-Fds86luf4T

It is a very simple test vessel consisting of a probe core, a fuel tank (LH2), a thermal generator, a reactor (pebble bed) and two radiators.

PhotonSailor was not installed. My list of installed mods is shown below.

  Reveal hidden contents
Link to comment
Share on other sites

  On 8/8/2019 at 10:42 AM, FreeThinker said:

ok, there is a inconsistancy. It has not real effects as its only functional when connected with a reactor.   You can remove The flatfnradiator from the stock pre cooler .

Expand  

I've added it to the mk2x precooler actually and it does display ingame, even on the pre coolers not attached to an mk2 reactor and they do function too! It even prevented the pre coolers from blowing up.

So it did work I geuss, just not the way i wanted it to :) I can boost the craft to 1600m/s and nothing blows up now but engines will still give a heads up for imminent catastrophic failure, and prevents them from turning on untill I lose speed again.

Link to comment
Share on other sites

Would someone who is familiar with KSPIe kindly review and probably repair the KSPIe version of the engineonArm in the freshly updated Orbital Tug?

Github PR's always welcome, as is just posting the part.cfg.

Thank you in advance!

and to make things easier, here is the existing part.cfg:

  Reveal hidden contents

 

Link to comment
Share on other sites

  On 8/8/2019 at 9:44 AM, singlet said:
  • The reactor was not disabled, as is indicated by the "shutdown" button in the screenshot.
  • KSPIE version is 1.22.2.4.
  • Except for those 'normal' (i.e. Steamworks / MiniAVC related) exceptions, there is only one exception (shown below) in the log file.
Module ModuleEnginesWarp threw during OnLoad: System.ArgumentException: The requested value 'Nozzle' was not found.
  at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in <filename unknown>:0 
  at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <filename unknown>:0 
  at ModuleEngines.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 
  at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 
Expand  

Ok, I can confirm the problem and will try to determine when the problem developed.

Notice there is no problem when you use a iHall or Computer Core instead of a stock core. so it should allow you at least to play

Edit: it appears to go have wrong between 1.22.1 and 1.22.2

Edit2: Alright, figured out what cause electric only did not the work, it was cause by the radiators return 0 temperature when they started, causing al kind of havoc downstream.

Edited by FreeThinker
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...