Mystos Posted June 9, 2024 Share Posted June 9, 2024 (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 June 9, 2024 by Mystos Quote Link to comment Share on other sites More sharing options...
MrWizerd Posted July 3, 2024 Share Posted July 3, 2024 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? 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.... Quote Link to comment Share on other sites More sharing options...
MrWizerd Posted July 3, 2024 Share Posted July 3, 2024 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. Quote Link to comment Share on other sites More sharing options...
bansh33 Posted January 4 Share Posted January 4 (edited) Posting here as I cannot find any reason or explanation in any other reported posts, but stock KSP solar panels are listed as producing EC and 0 MJ but produce, as best i can tell, about zero EC. I am not sure if this is KSPIE or another mod doing this, but KSPIE isn't supposed to modify much at all about stock parts, so I'm at a loss as to why this is happening. As it is, you cannot setup any early relay satellites (let alone probes) because your solar panels simply do not work. This makes playing career mode with KSPIE effectively impossible (and even in sandbox, forces you to put nuclear power on even the smallest satellite, which is rather absurd). I'm not convinced it's KSPIE actually causing this, but I can't figure out what might be otherwise doing it. So far as I have been able to find, other people have reported this but havent gotten any answers, solutions or follow up apart from other people saying they also had this cropping up. editing to clarify--some years back in this thread, it was stated KSPIE does interact with the stock gigantor panels, but my post is about the basic 1x1--neither this, nor any other solar panels generate ANY EC at all so far as I can tell (tested in sandbox with a variety of simple satellites and probes). Edited January 4 by bansh33 Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted February 2 Share Posted February 2 @FreeThinker Hello, I'm working on a personal modification for Interstellar Extended that plans to make all heat-producing parts and radiators use Nertea's SystemHeat mod. It models heating and cooling in terms of kilowatts, megawatts and gigawatts, a measure of how much heat a part produces or radiates away, expressed as energy. I've had difficulty in finding how much heat parts should produce, specifically how much they produced when expressed as kilowatts, megawatts and gigawatts. If you can help in any way, it would be much appreciated. Thanks in advance, and I hope this isn't to much of a bother. Quote Link to comment Share on other sites More sharing options...
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