WaveFunctionP Posted May 10, 2014 Share Posted May 10, 2014 (edited) Thank you for providing the link, though I must be dense. Are the source files in your version? When I created my project, I added references to Assembly-CSharp, Assembly-CSharp-firstpass, OpenResourceSystem_1_1_0, and UnityEngine. I can compile just fine but I get the following errors:[ERR 13:28:48.140] AssemblyLoader: Exception loading 'WarpPlugin': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'FNPlugin.FNNozzleController' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.FNModulePreecooler' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.PluginHelper' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.FNNozzleControllerFX' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'FNPlugin.ModuleSabreHeating' from assembly 'WarpPlugin, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.The .cs files for each of those modules are all included. You may need set your dependencies and outputs. Thought that should be included in the project files along with the alias for ORS. Each solution may need it's references updated. You don't need c sharp first pass. I don't even know what that is.Oh, and when I say my version, I mean on github. Not the compiled dropbox release. Edited May 10, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
WaveFunctionP Posted May 10, 2014 Share Posted May 10, 2014 Continuing from the earlier discussion about generator placement.I've been naughty. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted May 10, 2014 Share Posted May 10, 2014 That did the trick, thank you. Don't know what is wrong with my project files but yours work fine. I was able to build the aerospike with your source. Thanks again. I can send the patch to you if you'd like, though I'm using the stock aerospike nozzle for now. Link to comment Share on other sites More sharing options...
Sokar408 Posted May 10, 2014 Share Posted May 10, 2014 After getting my huge power station into orbit I tried to fire up a 3x Thermal rocket lifter with an Orange Tank payload. For some reason the flow of power to each of the 3 thermal rockets are uneven, and because of that fuel use is uneven, and its hard to keep stable during ascend. I'm use your experimental version WaveFunction (Everything for the reactor fix and tooltip updates). Link to comment Share on other sites More sharing options...
WaveFunctionP Posted May 11, 2014 Share Posted May 11, 2014 After getting my huge power station into orbit I tried to fire up a 3x Thermal rocket lifter with an Orange Tank payload. For some reason the flow of power to each of the 3 thermal rockets are uneven, and because of that fuel use is uneven, and its hard to keep stable during ascend. I'm use your experimental version WaveFunction (Everything for the reactor fix and tooltip updates).Receivers will always differ slightly in available power. Best way to compensate for this is either just use one since there is no cap on how much power they can receive as well how much power a thruster can use, or to balance the fuel consumption with a mod or fuel pipes. Link to comment Share on other sites More sharing options...
Woopert Posted May 11, 2014 Share Posted May 11, 2014 I checked the FAQ on the wiki but would like to ask a couple questions:- If I un-install the mod (not because I dislike it, it's for memory issues), will I retain the science points earned by the magnetometer?- What will happen to the tech tree if I un-install it?Thanks in advance! Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 11, 2014 Share Posted May 11, 2014 I checked the FAQ on the wiki but would like to ask a couple questions:- If I un-install the mod (not because I dislike it, it's for memory issues), will I retain the science points earned by the magnetometer?- What will happen to the tech tree if I un-install it?Thanks in advance! As to the first question, yes, because science is a stored resource in career mode. It isn't tied to any parts, other than parts create it.As to the second, probably bad things. And if you've built any ships with KSPI parts, it's an even worse idea. Link to comment Share on other sites More sharing options...
Sokar408 Posted May 11, 2014 Share Posted May 11, 2014 (edited) Receivers will always differ slightly in available power. Best way to compensate for this is either just use one since there is no cap on how much power they can receive as well how much power a thruster can use, or to balance the fuel consumption with a mod or fuel pipes.Makes sense. On another note, I noticed that the HUGE Xenon tank is, on balance comparison, WAY worse then the stock Xenon tank. It weighs a lot more then the it should, and has waaay less units in it compared to its size. Is this on purpose? Also some reason I can't use the large Xenon tank. Even though I have it researched, in the VAB it says it requires research I don't have. Any idea on how to fix this?EDIT: Also, is it by design that the centrifuge and ISRU requires to be the active vessel for the processes to function? I'm currently playing a game where only UF4 is available (I know this isn't how the mod is meant to be played, but hey, I wanted to try it), and I'm noticing that resource gather is extremely punishing because of this. Edited May 11, 2014 by Sokar408 Link to comment Share on other sites More sharing options...
Ya_Boi_Assault Posted May 11, 2014 Share Posted May 11, 2014 Can this work with B9? Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 11, 2014 Share Posted May 11, 2014 Can this work with B9?Yes.(Stupid forum rules ruining a perfectly good short reply again.) Link to comment Share on other sites More sharing options...
Einarr Posted May 11, 2014 Share Posted May 11, 2014 (Stupid forum rules ruining a perfectly good short reply again.)Rules like that tend to serve a greater purpose. It's unfortunate that on some forums the mod team seems unwilling to bend them where it would make sense to. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted May 11, 2014 Share Posted May 11, 2014 Makes sense. On another note, I noticed that the HUGE Xenon tank is, on balance comparison, WAY worse then the stock Xenon tank. It weighs a lot more then the it should, and has waaay less units in it compared to its size. Is this on purpose? Also some reason I can't use the large Xenon tank. Even though I have it researched, in the VAB it says it requires research I don't have. Any idea on how to fix this?EDIT: Also, is it by design that the centrifuge and ISRU requires to be the active vessel for the processes to function? I'm currently playing a game where only UF4 is available (I know this isn't how the mod is meant to be played, but hey, I wanted to try it), and I'm noticing that resource gather is extremely punishing because of this.I think it was just a hold over from Fractal's Repo. It has since been removed I think.I have no idea how resource extraction is supposed to work. That functionality is mostly handled by OSR and it looks like greek to me. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted May 11, 2014 Share Posted May 11, 2014 Rules like that tend to serve a greater purpose. It's unfortunate that on some forums the mod team seems unwilling to bend them where it would make sense to.Einarr, I'm currently testing my revamped grand tour vessel. With the tech available after finishing kerin, mun, and minimus. Link to comment Share on other sites More sharing options...
Aedile Posted May 11, 2014 Share Posted May 11, 2014 I think it was just a hold over from Fractal's Repo. It has since been removed I think.I have no idea how resource extraction is supposed to work. That functionality is mostly handled by OSR and it looks like greek to me.The xenon is a mess anyway, 1 unit of argon equals 50 units of xenon... Link to comment Share on other sites More sharing options...
Hughesdylan Posted May 11, 2014 Share Posted May 11, 2014 I'm creating some conversion modules for my own use, and if you guys don't mind please check my math? I want to make sure i get my units right so that i don't end up making something cheatsy.The science lab converts 5GJ into 24mg/day of antimatter. I assume that's 5GJ/second? So the total MJ cost for that 24mg of antimatter is 24X60X60X5000 or 432 million MJ or 432 TJ? Link to comment Share on other sites More sharing options...
Fractal_UK Posted May 11, 2014 Author Share Posted May 11, 2014 I'm creating some conversion modules for my own use, and if you guys don't mind please check my math? I want to make sure i get my units right so that i don't end up making something cheatsy.The science lab converts 5GJ into 24mg/day of antimatter. I assume that's 5GJ/second? So the total MJ cost for that 24mg of antimatter is 24X60X60X5000 or 432 million MJ or 432 TJ?Your maths is correct, yes. It's 0.1% efficient at converting electrical power into mass and half of that mass is antimatter, so the total result is 0.05% efficiency at antimatter production. Link to comment Share on other sites More sharing options...
Hughesdylan Posted May 11, 2014 Share Posted May 11, 2014 (edited) Great, thanks man. I appreciate the fast response. I made an inline unmanned MJ to AM forge. I'm having it cost 4.32PJ for the same amount. Something along the lines of "since kerbals arent supervising, the efficiency is only 10% of the research lab". My math sucks though so i wanted to make sure i didn't slip a digit somewhere.For anyone whos interested, here are the two things I've created so far. Both are dependent on both KSPI and TAC. In my game i just reused the battery pack for the Bridge, and the Advanced SAS ring for the LEAR. I might make the LEAR .01% the research lab given how absolutely tiny the collider ring in this would have to be.Antimatter Forge:PART{ // --- general parameters --- name = LEAR module = Part author = Skullpanda mesh = model.mu scale = 1 rescaleFactor = 1 // --- asset parameters --- scale = 1 rescaleFactor = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0, 0.1990267, 0, 0.0, 1.0, 0.0 node_stack_bottom = 0, -0.1990267, 0, 0.0, 1.0, 0.0 // --- editor parameters --- TechRequired = electronics entryCost = 6000 cost = 1000 category = Utility subcategory = 0 title = Low Energy Antiproton Ring manufacturer = Skullpanda Industrial Coop description = Utilizing lasers, millimetre thin gold foil, and fairy dust, this process creates minuscule amounts of AntiHydrogen. Without the supervision of Kerbals the process is only .1% as efficient as the science lab. The end result is an efficiency of only .05% // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 RESOURCE { name = Megajoules amount = 0 maxAmount = 1 } // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Antimatter Forge (MJ to AM) // Number of units to convert per day (24 hours) conversionRate = 1 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = Megajoules, 4320000000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Antimatter, 24, false } // --- resource parameters ---}And another module that converts between MJ and EC. it only has 90% efficiency though. PART{ // --- general parameters --- name = Bridge_Diode module = Part author = Skullpanda mesh = model.mu scale = 1 rescaleFactor = 1 // --- asset parameters --- scale = 1 rescaleFactor = 1 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 // --- editor parameters --- TechRequired = electronics entryCost = 6000 cost = 1000 category = Utility subcategory = 0 title = Bridge Diode manufacturer = Skullpanda Industrial Coop description = Definitely not the mangled remains of a battery found in a ditch! Very Possibly not attached with superglue and hope! Probably not 99% likely to cause total protonic reversal! Slowly converts between EC and MJ. Due to the very experimental (and definitly not broken!) method of conversion, this process is only 90% efficient. // --- standard part parameters --- mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12 breakingForce = 500 breakingTorque = 500 maxTemp = 3200 RESOURCE { name = ElectricCharge amount = 0 maxAmount = 1000 } RESOURCE { name = Megajoules amount = 0 maxAmount = 1 } // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Inverter (EC to MJ) // Number of units to convert per day (24 hours) conversionRate = 2400 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Megajoules, 0.9, false } // --- resource parameters --- MODULE { name = TacGenericConverter converterName = Rectifier (MJ to EC) // Number of units to convert per day (24 hours) conversionRate = 2400 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = Megajoules, 1 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = ElectricCharge, 900, false }} Edited May 11, 2014 by Hughesdylan Link to comment Share on other sites More sharing options...
Woopert Posted May 11, 2014 Share Posted May 11, 2014 Which folders/files would I have to delete to retain the tech tree, but have deleted all of the parts? I'm running out memory, that's the only reason why I might need to do this, thanks. Link to comment Share on other sites More sharing options...
Hughesdylan Posted May 11, 2014 Share Posted May 11, 2014 Which folders/files would I have to delete to retain the tech tree, but have deleted all of the parts? I'm running out memory, that's the only reason why I might need to do this, thanks.if your running out of ram with KSP i strongly suggest you start with this plugin first before deleting folders:http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs! Link to comment Share on other sites More sharing options...
ScallopPotato Posted May 11, 2014 Share Posted May 11, 2014 I probably sound like a noob for asking this, but is there any way to produce megawatts without reactors or beamed power? I have neither unlocked in my career save and I need a way to power my science lab. Link to comment Share on other sites More sharing options...
akman Posted May 11, 2014 Share Posted May 11, 2014 Does anyone know of a way to change the resource needed to upgrade part?Not the amount , the resource. Link to comment Share on other sites More sharing options...
Hughesdylan Posted May 11, 2014 Share Posted May 11, 2014 I probably sound like a noob for asking this, but is there any way to produce megawatts without reactors or beamed power? I have neither unlocked in my career save and I need a way to power my science lab.Heh, thats why i made the Bridge Diode for my own game in the above post. It converts 1000EC to 1MJ, although fairly slowly. If you wanted you probably could do something similar in your game. That way you could use Solars to power your lab. In base KSPI though it's my understanding that the answer is no. Link to comment Share on other sites More sharing options...
Woopert Posted May 11, 2014 Share Posted May 11, 2014 if your running out of ram with KSP i strongly suggest you start with this plugin first before deleting folders:http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs!I'm already using the Aggressive version of that mod. Does anyone know how to keep the tech tree progress but remove the parts? Link to comment Share on other sites More sharing options...
Hughesdylan Posted May 11, 2014 Share Posted May 11, 2014 I'm already using the Aggressive version of that mod. Does anyone know how to keep the tech tree progress but remove the parts?Wow, holy crap alright haha. It's my understanding that you dont even need KSPI to use the tech tree? Pretty sure treeloader does that all on its own. You could delete the whole folder and it shouldn't hurt anything. Or just the parts folder from within KSPI. That said, the "tree.cfg" file is directly in /warplugin/ if you wanted to move that somewhere else Link to comment Share on other sites More sharing options...
Woopert Posted May 11, 2014 Share Posted May 11, 2014 (edited) Wow, holy crap alright haha. It's my understanding that you dont even need KSPI to use the tech tree? Pretty sure treeloader does that all on its own. You could delete the whole folder and it shouldn't hurt anything. Or just the parts folder from within KSPI.So does the Interstellar tech tree come included with Tree Loader, or is that part of this mod here? If that's the case, I believe I can just delete WarpPlugin folder (after I recover all the flights, of course). Edited May 11, 2014 by Woopert Link to comment Share on other sites More sharing options...
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