Unicron Posted June 3, 2014 Share Posted June 3, 2014 It keeps crashing. Link to comment Share on other sites More sharing options...
Kerbal01 Posted June 3, 2014 Share Posted June 3, 2014 It keeps crashing.Can you describe the circumstances of this crash and provide computer specs and ksp.log and crash.log files? Link to comment Share on other sites More sharing options...
Parokki Posted June 4, 2014 Share Posted June 4, 2014 Are the stock NERVAs basically 1.25 thermal rockets with 1.25 fission reactors attached, and therefore kinda superfluous with Interstellar installed? I'm trying to figure out what existing or proposed real life technology all the new stuff in this mod represent and most of the stuff I've found on thermal rockets mentions the NERVA as an example.Also, can anyone link me to an article or something about what the inertial fusion engine is supposed to represent? The closest I've come to understanding that one is that it's basically the impulse drive from Star Trek. Link to comment Share on other sites More sharing options...
Einarr Posted June 4, 2014 Share Posted June 4, 2014 Are the stock NERVAs basically 1.25 thermal rockets with 1.25 fission reactors attached, and therefore kinda superfluous with Interstellar installed? I'm trying to figure out what existing or proposed real life technology all the new stuff in this mod represent and most of the stuff I've found on thermal rockets mentions the NERVA as an example.Also, can anyone link me to an article or something about what the inertial fusion engine is supposed to represent? The closest I've come to understanding that one is that it's basically the impulse drive from Star Trek. The Impulse Drive from Trek doesn't generally kill people with neutron radiation within 2km (that I remember hearing about). My bet is that the Vista is loosely based on theoretical concepts stemming from an Orion Drive applied to fusion technology, rather than fission. Looking at the article confirms my suspicion... Link to comment Share on other sites More sharing options...
NeoAcario Posted June 4, 2014 Share Posted June 4, 2014 Does anyone know, how to launch a vehicle with antimatter already onboard, like Enter Elysium did in his movies? Do it legitimately. I keep a 1m Antimatter probe (that I fuel from my Jool AM station) landed and stationed right at the base of the ramp of the launchpad with a kerbal to run up a line from the KAS mod to fuel the ship before take off.~Steve Link to comment Share on other sites More sharing options...
raxo2222 Posted June 4, 2014 Share Posted June 4, 2014 (edited) Wonder where WaveFunctionP went...wanted to show off the latest version of my grand tour ship...I'll do it anyway...http://imgur.com/a/sBtxcCool ship Can we have link to it? I built my own grand tour starship, but I had to assemble it in orbit. It has 300 parts.How many parts your ship has?Main engine is plasma thruster, lander has 3 plasma thrusters and 3 DT vistas. Also it has warp drive.Orbiter consists of antimatter and nuclear reactor (nuclear to have backup power), and lander has one antimatter initiated generator with 2 small nuclear reactors.I fire all plasma thrusters, when changing orbit, it has 0.7 G, and with all engines firing it has around 1 G. Edited June 4, 2014 by raxo2222 Link to comment Share on other sites More sharing options...
ctbram Posted June 4, 2014 Share Posted June 4, 2014 (edited) Not getting any science from IR telescopes. I have forty up all reporting .5 science per day and to test I warped for 2 days and got ZERO science when I checked in the tech center.Is there a cap? Do you have to be in the active vehicle (which would be silly)? When is the science computed?note: This is really not something I intend to do in my actual game as it seems to me would be kind of cheating. I did it as a joke because one of my friends that plays is always exploiting things so I build a 200t vessel with 40 IR telescopes and cryotanks and a fusion reactor and generator to power them all. Was going to see how much science would be produced during the time to fly a mission to jool and back. I also stuck a poor kerbal in a lander can out there and set a KAC alarm for every 200 days to service them all. Edited June 4, 2014 by ctbram Link to comment Share on other sites More sharing options...
raxo2222 Posted June 4, 2014 Share Posted June 4, 2014 Hmm apparently DT vistas are most efficient of all engines - they have huge ISP and moderate thrust for only 2500 MW of power! Even small upgraded antimatter generator can provide power 3 of them! Link to comment Share on other sites More sharing options...
undercoveryankee Posted June 4, 2014 Share Posted June 4, 2014 Are the stock NERVAs basically 1.25 thermal rockets with 1.25 fission reactors attached, and therefore kinda superfluous with Interstellar installed? I'm trying to figure out what existing or proposed real life technology all the new stuff in this mod represent and most of the stuff I've found on thermal rockets mentions the NERVA as an example.The LV-N is closely based on the historical NERVA. It's basically a reactor with a built-in thermal nozzle. In-game, it outperforms the unupgraded 1.25m Interstellar parts - to where it almost feels like a cheat by comparison.Can someone who's done more of the historical research weigh in on how the Interstellar thermal rockets compare to the historical NERVA and the reasons for the differences? Link to comment Share on other sites More sharing options...
undercoveryankee Posted June 4, 2014 Share Posted June 4, 2014 The Impulse Drive from Trek doesn't generally kill people with neutron radiation within 2km (that I remember hearing about). My bet is that the Vista is loosely based on theoretical concepts stemming from an Orion Drive applied to fusion technology, rather than fission. Looking at the article confirms my suspicion...The VISTA in-game is based on a Livermore paper study. It has some similarities to Orion, but with smaller and more frequent pulses. Link to comment Share on other sites More sharing options...
undercoveryankee Posted June 4, 2014 Share Posted June 4, 2014 Not getting any science from IR telescopes. I have forty up all reporting .5 science per day and to test I warped for 2 days and got ZERO science when I checked in the tech center.Known bug. Gets reported on this thread every couple of weeks. It's supposed to credit you for the science when you switch to the vessel, similar to what the lab module does. But for some reason, the telescope doesn't. Link to comment Share on other sites More sharing options...
Atrius129 Posted June 4, 2014 Share Posted June 4, 2014 Do it legitimately. I keep a 1m Antimatter probe (that I fuel from my Jool AM station) landed and stationed right at the base of the ramp of the launchpad with a kerbal to run up a line from the KAS mod to fuel the ship before take off.~SteveI think they are trying to avoid the 5 minute procedure every time they want to even test a vehicle with AM. The Resource Recovery mod works quit well and is not cheatey. Give it a try.@ctbramIt appears as though science recovery for the IR tele is broken. Got mine up to the 550 au and set up for Direct Planetary Observation. When I switch back over to the vessel after a few days I get a message saying I have earned "0" science even though it should be generating <15 sci/day. Not too worried as I don't really need the science, but somewhat disappointing. Link to comment Share on other sites More sharing options...
NeoAcario Posted June 4, 2014 Share Posted June 4, 2014 I think they are trying to avoid the 5 minute procedure every time they want to even test a vehicle with AM. The Resource Recovery mod works quit well and is not cheatey. Give it a try.@ctbramIt appears as though science recovery for the IR tele is broken. Got mine up to the 550 au and set up for Direct Planetary Observation. When I switch back over to the vessel after a few days I get a message saying I have earned "0" science even though it should be generating <15 sci/day. Not too worried as I don't really need the science, but somewhat disappointing.Slackers. It actually works quite perfectly with my launch routine. I have microwave receivers on my launch clamps that I use to charge my warp drives with the 20 GW I have in the aether. Usually takes longer to charge my exotic matter than it does to walk the kerbal up and down the ramp with the KAS line.But that's just me. If ya take shortcuts in a single player simulation game, you're only cheating yourself out of the experience. Then again, after hundreds of launches... I do let MJ handle the easy ones these days.~SteveFYIFuel Balancer mod can edit empty resources to whatever level you want. Link to comment Share on other sites More sharing options...
Atrius129 Posted June 4, 2014 Share Posted June 4, 2014 Slackers. It actually works quite perfectly with my launch routine. I have microwave receivers on my launch clamps that I use to charge my warp drives with the 20 GW I have in the aether. Usually takes longer to charge my exotic matter than it does to walk the kerbal up and down the ramp with the KAS line.But that's just me. If ya take shortcuts in a single player simulation game, you're only cheating yourself out of the experience. Then again, after hundreds of launches... I do let MJ handle the easy ones these days.~SteveFYIFuel Balancer mod can edit empty resources to whatever level you want.Slackers? Shortcuts? Quite critical of you. Not everybody has a computer that can likes excess parts near the launchpad. It is pretty funny that you talk about shortcuts taking away from the game when you use a mod that literally plays the game for you. But somehow taking away the mundane task (that runs at 60% real time on my PC because of the parts/KSC) of refueling on the launchpad is being a slacker. I do really like your idea of slapping receivers on the launch arms though! Also, your posts from a few months ago heavily influenced my late game ship design. I played with a few different setups, but something similar to your warp tug is usually what I end up settling on. You can see it in my post from the previous page; the antimatter tanker. Link to comment Share on other sites More sharing options...
Heki Posted June 4, 2014 Share Posted June 4, 2014 Hi folks!As I using a lot of mods and they are working well with ModuleManager.2.1.0 I cannot use KSP Interstellar because it still use version 1.5.6 that cause to crash to the game. I am sure about that because of testing It is in program an upgrade to the new version (or to a newer version) of the ModuleManager for KSP Interstellar? Or it's possible to use a workaround?Thank you in advance! Link to comment Share on other sites More sharing options...
Einarr Posted June 4, 2014 Share Posted June 4, 2014 (edited) The VISTA in-game is based on a Livermore paper study. It has some similarities to Orion, but with smaller and more frequent pulses. As could be expected when using inertial confinement fusion rather than fission bombs. When I wrote my response, I hadn't actually researched thoroughly. I knew of Orion and guessed that a similar concept using various kinds of fusion might have stemmed from it. When I finally got around to reading the article (after getting the URL for the link) I found that my guess was correct.As to this whole fueling antimatter, He3 and so on on the pad, I've built ground based antimatter factories and tankers in the past for that purpose. However, I do not feel that the time spent and computer resources required justify it. I am content to know it can be done, and I use TAC Fuel Balancer to fill antimatter and He3 instead. I simply consider it to occur in the background, like all other Kerbal industry...you don't usually fill regular rockets up with liquid fuel and oxidizer on the pad after all. I do have antimatter stations in Kerbin orbit, and will eventually have some in Jool orbit as well. I've included a mod (forget who wrote it) that adds He3 mining to the Mun. I took that and also added it to a few other bodies such as Ike, Tylo, and Dres. I used to also have it on Moho, then I remembered that Moho has an atmosphere that would reduce the amount of solar wind that hits its surface, and its being tidally locked to Kerbol would require a custom resource map. Edited June 4, 2014 by Einarr Link to comment Share on other sites More sharing options...
BigD145 Posted June 4, 2014 Share Posted June 4, 2014 Hi folks!As I using a lot of mods and they are working well with ModuleManager.2.1.0 I cannot use KSP Interstellar because it still use version 1.5.6 that cause to crash to the game. I am sure about that because of testing It is in program an upgrade to the new version (or to a newer version) of the ModuleManager for KSP Interstellar? Or it's possible to use a workaround?Thank you in advance!Remove ModuleManager 1.5.6. Use 2.1.0 or even 2.1.5. Do not ever have two or more versions of ModuleManager in your gamedata folder. Link to comment Share on other sites More sharing options...
ZAJC3W Posted June 4, 2014 Share Posted June 4, 2014 I have a ISRU related issue/question.What type of tank i need to have to get liquid fuel +oxidizer(h2+o2) from water electrolysis? Link to comment Share on other sites More sharing options...
ArcFurnace Posted June 4, 2014 Share Posted June 4, 2014 I have a ISRU related issue/question.What type of tank i need to have to get liquid fuel +oxidizer(h2+o2) from water electrolysis?You need a tank that can store liquid fuel and oxidizer, of course. Since those resources both have STACK_PRIORITY_FLOW, they need to be in the same stack as the refinery, or else connected by fuel lines (running towards the refinery, I believe, since producing resources is implemented as "consuming" a negative amount of resources). Link to comment Share on other sites More sharing options...
galactictaco Posted June 4, 2014 Share Posted June 4, 2014 i downloaded this today on a mac, with the kethane and modular kolonization mods installed, and am having difficulty making it run. i followed the directions and cannot get the game to turn on, failing at the very end of the loading process. when i remove the warpplugin, but leave the rest of the mod in place, the game turns on, however this means i cant use the parts. i tried transplanting the parts file out of the warpplugin, but this also wont load.am i doing it all wrong or am i just not using a good enough computer? Link to comment Share on other sites More sharing options...
Polini Posted June 5, 2014 Share Posted June 5, 2014 (edited) I just unlocked the atmospheric intakes, but I'm having a bit of a problem. I can see them as unlocked in the R&D screen, but they don't show up in the parts menu for the SPH. I've tried reinstalling all the files, but that didn't seem to work. Is there a solution to this? Any help would be appreciated.Edit: I went into sandbox mode and it wasn't there either Edited June 5, 2014 by Polini Link to comment Share on other sites More sharing options...
Atrius129 Posted June 5, 2014 Share Posted June 5, 2014 i downloaded this today on a mac, with the kethane and modular kolonization mods installed, and am having difficulty making it run. i followed the directions and cannot get the game to turn on, failing at the very end of the loading process. when i remove the warpplugin, but leave the rest of the mod in place, the game turns on, however this means i cant use the parts. i tried transplanting the parts file out of the warpplugin, but this also wont load.am i doing it all wrong or am i just not using a good enough computer?You are probably short on memory. Active Texture Management is a mod that will greatly help with that. 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...
ZAJC3W Posted June 5, 2014 Share Posted June 5, 2014 (edited) You need a tank that can store liquid fuel and oxidizer, of course. Since those resources both have STACK_PRIORITY_FLOW, they need to be in the same stack as the refinery, or else connected by fuel lines (running towards the refinery, I believe, since producing resources is implemented as "consuming" a negative amount of resources).Thanks****... my Minmus refueling station is useless then... have to check if KAS pipes can fix it, they act as docking port so maybe..Yes it worked KAS saved my station again Edited June 5, 2014 by ZAJC3W Link to comment Share on other sites More sharing options...
Northstar1989 Posted June 5, 2014 Share Posted June 5, 2014 I guess Fractal_UK would make nuclear fuels and nuclear reactors very expensive, giving such a base a high maintenance cost, and a high building cost. So the only viable solution for a ground power base would be dropping it on a nuclear fuel deposit, which implies transportation to such a deposit, which limits the size or increases tremendously the difficulty of assembling. Some single-cost solar satellite near Kerbol would be an efficient investment.Which would be unrealistic. In real life, solar panels eventually degrade- so solar satellites would need maintenance too...Realistically, ground-based transmission is and should be the cheapest way of getting beamed power to orbit, unless you can drastically bring down the launch cost to orbit (ironically, ground-based power may enable this- stick enough power transmitters on Kerbin's surface, and you can launch a Thermal Rocket with nothing but LH2, i.e. LiquidFuel, as propellant... Build a Space-X style reusable launch vehicle or a spaceplane with that, and you've got MUCH cheaper cost-to-orbit...)Regards,Northstar Link to comment Share on other sites More sharing options...
galactictaco Posted June 5, 2014 Share Posted June 5, 2014 do i transfer every .cnfg in the boulderco file to game data or just leave them all as one big file in the gamedata? Link to comment Share on other sites More sharing options...
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