FreeThinker Posted December 25, 2020 Author Share Posted December 25, 2020 (edited) Version 1.26.10 for Kerbal Space Program 1.8.1 - 1.11 Released on 2020-12-25 Added graphene fixed edge radiator Added Air and Liquid Convection simulation in VAB Thermal Helper Improved Accuracy VAB Thermal Helper Dissipation prediction Improved automated calculated radiator surface area of reactors Improved stability power at maximum timewarp Rebalanced radiators convection performance Edited December 25, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted December 27, 2020 Author Share Posted December 27, 2020 Version 1.26.11 for Kerbal Space Program 1.8.1 - 1.11 Released on 2020-12-27 Added support for Kiwi Tech tree Added part balance support for Far Future Technology parts Added Omega Solar Technode and High Power Exotic Nuclear Propulsion Technode Improved GUI VAB Thermal Helper Quote Link to comment Share on other sites More sharing options...
viveleroi Posted December 28, 2020 Share Posted December 28, 2020 I added this mod into an existing save, maybe not wise, I wanted it from the beginning but tweakscale needed updates. It's changed the list of fuels that are available for cryo tanks from other mods. This really doesn't affect any in-flight ships, but I'm wondering if there's a way to fix that. For example, this tank had LH2+Oxidizer but after I added Interstellar the fuel list has a bunch of new entries but only allows LH2 or Ox, not both. Quote Link to comment Share on other sites More sharing options...
LittleBitMore Posted December 29, 2020 Share Posted December 29, 2020 So, to be clear, if I install Interstellar Extended into my Realism Overhaul save, it will upscale itself to match the real solar system? I see it has support for RSS, but I want to make sure that's how it works before potentially permanently altering my save Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted December 29, 2020 Author Share Posted December 29, 2020 (edited) 18 hours ago, viveleroi said: I added this mod into an existing save, maybe not wise, I wanted it from the beginning but tweakscale needed updates. It's changed the list of fuels that are available for cryo tanks from other mods. This really doesn't affect any in-flight ships, but I'm wondering if there's a way to fix that. For example, this tank had LH2+Oxidizer but after I added Interstellar the fuel list has a bunch of new entries but only allows LH2 or Ox, not both. I'm not sure if you are refering to IFS fuel tanks , the RealFuels definition or B9 Tank definitions. 10 hours ago, LittleBitMore said: So, to be clear, if I install Interstellar Extended into my Realism Overhaul save, it will upscale itself to match the real solar system? I see it has support for RSS, but I want to make sure that's how it works before potentially permanently altering my save What it basicly does is that it reverts some changes Realism Overhaul does to KSPIE engines allowing them to function as designed. Besides that it adds some additional fuel definitions (not sure if they still work). To answer your question, yes it should be safe to add it to an existing game unless someone proves me otherwise. Edited December 29, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted December 29, 2020 Author Share Posted December 29, 2020 (edited) Version 1.26.12 for Kerbal Space Program 1.8.1 - 1.11.0 Released on 2020-12-29 Compatible with KSP 1.8.1 - 1.11 Added addition Thermal Control Technodes: Intermediate Heat Management and Experimental Heat Management Rebalanced convection radiator, they now scale better with volume Fixed compatibility with UnKerballedStart Fixed issue where part upgrades where not active in campaign or science mode Fixed a problem with beamed power not able to function well as short distances Edited December 29, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
alexv86 Posted December 31, 2020 Share Posted December 31, 2020 Is this (v1.26.12) compatible with Nertea's System Heat mod? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 1, 2021 Author Share Posted January 1, 2021 (edited) Version 1.26.13 for Kerbal Space Program 1.8.1 - 1.11 Released on 2021-01-01 Added Experimental Propulsion technode Added atomated parent technode unlocking Improved overal stability reactor power output Improved VAB Thermal power calculations Fixed initialization on Water in Habitats Fixed PlasmaJet Magneto Inertial Reactor issues Fixed MHD power generator power balancing Edited January 2, 2021 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 2, 2021 Author Share Posted January 2, 2021 On 12/31/2020 at 11:49 PM, alexv86 said: Is this (v1.26.12) compatible with Nertea's System Heat mod? KSPIE has always used its own heat mechanic Quote Link to comment Share on other sites More sharing options...
alexv86 Posted January 2, 2021 Share Posted January 2, 2021 9 hours ago, FreeThinker said: KSPIE has always used its own heat mechanic Ok, do they just coexist together? I have them both installed currently and so far in my career save I haven’t run into any issues, but my unlocked KSPI-E tech is limited atm. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 2, 2021 Author Share Posted January 2, 2021 3 minutes ago, alexv86 said: Ok, do they just coexist together? I have them both installed currently and so far in my career save I haven’t run into any issues, but my unlocked KSPI-E tech is limited atm. well they don't interfere as far as I know Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 4, 2021 Author Share Posted January 4, 2021 Version 1.26.14 for Kerbal Space Program 1.8.1 - 1.11.0 Released on 2021-01-04 Replaced Magnetic Nozzle by new more compact Magnetic Nozzle by Lynxon Added power generation to magnetic Nozzle Added improve power control to the magnetic nozzle, plasma nozzle, and power generators Improved description and tags magnetic nozzle Improved sound effect active magnetic nozzle Hide VAB Thermal Helper by default Hide thermal heat coloring on generators and reactors Fixed exhaust magnetic nozzle during timewarp Fixed Power scaling Power control on power generators Quote Link to comment Share on other sites More sharing options...
MCMayhem57 Posted January 5, 2021 Share Posted January 5, 2021 Hi, I have the tech tree node that upgrades the Science Laboratory to be able to gather data from the environment, yet they do not do so, and there is no function to activate that function. Is that not functional in this version, or is there something else I need to add to the craft to make it work? Does the lab need to be landed? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 7, 2021 Author Share Posted January 7, 2021 Version 1.26.15 for Kerbal Space Program 1.8.1 - 1.11.0 Released on 2021-01-07 Compatible with KSP 1.8.1 - 1.11 Added Maximum Power Capacity Field Beamed Power Receivers Improved description VISTA Engine Improved Irratiance coloring on Radiators Removed power requirment and reduced maximum trust VISTA fusion engine Reduced maximum capacity non thermal power receiver by 50% Removed MKS patch Fixed beamed power bug causing you to lose 50% power Fixed issue where disabled reciever would still still affect remaining power Fixed issue Magnetic Nozzle not connecting in the VAB Fixed Nuclear Salt Water Rocket upgrades Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 30, 2021 Author Share Posted January 30, 2021 Version 1.26.16 for Kerbal Space Program 1.8.1 - 1.11.1 Released on 2021-01-30 Compatible with KSP 1.8.1 - 1.11.1 Added improved Engine Model and sound effects for Kerbstein (by KerboNerd) Added Reaction Wheel Saturation for iHall, ComputerCore and ProbeCore Added Support for WaterfallFX for several engines including Kerbstein, Daedalus, Magnetic Nozzle, and Plasma Nozzle (by Sernis) Added Improved support for Kerbalsim, allowing it to function at high timewarp Added Kerbalsim background support for iHall, ComputerCore and ProbeCore Added Kerbalsim background support for Tritium Breeding, fuel consumption, and Power generation with Molten Salt Reactor Added Kerbalsim background support for Cryostorage boiloff Fixed issue where a vessel with iHall, ComputerCore, and ProbeCore would lose Reputation after docking Fixed Thrust of Z-Pinch and other engines in VAB Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 31, 2021 Author Share Posted January 31, 2021 Version 1.26.17 for Kerbal Space Program 1.8.1 - 1.11.1 Released on 2021-01-31 Compatible with KSP 1.8.1 -1.11.1 Added Mini-Mag Orion Fission Engine Added improved exhaust effects for Plasma Nozzle Fixed issue where Plasma Nozzle not able to startup. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 2, 2021 Author Share Posted February 2, 2021 Version 1.26.18 for Kerbal Space Program 1.8.1 - 1.11.1 Released on 2021-02-02 Added support for Drain Valve: Marked pseudo resources like Wasteheat as non-drainable Added support for Comets: Defined resources Improved engine sound Traveling Wave Engine Improved context menu: Moved Tweakscale control to the top Reduced sound volume Tri Alpha reactor and scale it linear with power Improved RealFuels integration, hide LiquidFuel modes when RealFuels is installed Fixed Sound of reactors fall off when moving away Fixed message spam with high isp electric engines when inactive in flight Quote Link to comment Share on other sites More sharing options...
pp3d Posted February 4, 2021 Share Posted February 4, 2021 1.26.18: Kerbstein engine: no plume on active - any throttle position. I have waterfall FX installed. Looking to confirm if that's an issue. Quote Link to comment Share on other sites More sharing options...
pp3d Posted February 4, 2021 Share Posted February 4, 2021 39 minutes ago, pp3d said: 1.26.18: Kerbstein engine: no plume on active - any throttle position. I have waterfall FX installed. Looking to confirm if that's an issue. Issue is not waterfall. Path in the config Kerbstein2.cfg for FarFutureTechnologies - FarFutureTechnologies/FX/ - points to plumes that don't exist. Perhaps I have an incomplete install or game-mod version mismatch. Will investigate. Quote Link to comment Share on other sites More sharing options...
pp3d Posted February 4, 2021 Share Posted February 4, 2021 (edited) 4 hours ago, pp3d said: Issue is not waterfall. Path in the config Kerbstein2.cfg for FarFutureTechnologies - FarFutureTechnologies/FX/ - points to plumes that don't exist. Perhaps I have an incomplete install or game-mod version mismatch. Will investigate. Nah install is fine. Both 1.0.0 and 1.0.1 releases from nertea don't have those model names from the plumes. So if you have FarFutureTechnologies it messes up the plume in there. I can hack it in my case, but hope this is useful. Edited February 4, 2021 by pp3d Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 18, 2021 Author Share Posted February 18, 2021 Version 1.26.19 for Kerbal Space Program 1.8.1 - 1.11.1 Released on 2021-02-18 Added Fission-Fusion Hybrid Molten Salt Reactor Added Kerbstein Drive Support Command Adapter Added Isp scaling, Power Generation, Exhaust and Sounds to Radiant Antimatter Drive Added Global Tritium Decay Patch Balance: switched tech requirments NSWR and Mini Mag Engine Improved Display Tritium production in Reactor Screen Improved accuracy Wasteheat calculator Fixed convection radiator for non NF mode Quote Link to comment Share on other sites More sharing options...
Perantor Posted February 19, 2021 Share Posted February 19, 2021 The new nuclear reactor is amazing ... Quote Link to comment Share on other sites More sharing options...
AngryRaccoon Posted February 19, 2021 Share Posted February 19, 2021 (edited) Bug report: Let's take for example a iHAL Probe Core (weight 0.5 t). Add a standart 2.5m Pebble Bed Reactor (weight 11.43t), total weight is 11.93t. Add a Thermal Power Generator (weight 6t), the total weight becomes 34.43t ( should be 17.93t) Moreover, instead of 2.5m reactor, let's add 3.75m reactor, total weight will become 32.883t. Add the same Thermal Power Generator (6t), the total weight will become 108.821t Edited February 19, 2021 by AngryRaccoon Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted February 19, 2021 Author Share Posted February 19, 2021 The Power Generator mass is variable depending on Reactor Power, Technology Level and configured Maximum Power capacity. Quote Link to comment Share on other sites More sharing options...
siderr Posted February 25, 2021 Share Posted February 25, 2021 Bug report: Science Lab from the KSPIE does not transmit science, the messages about transmitting are bein displayed normally, antennas are opening and energy is being drained, but at the end no science is being added and no science is being removed from the lab itself. Also no sound of successful transmition is being played. Stock science lab works just fine. Quote Link to comment Share on other sites More sharing options...
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