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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13


Fractal_UK

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So my follow up question has to be, is there a reason I can't "take data" from the Double-C Seismic Accelerator?

I've followed the process of gathering impact from a crash on Minmus. I can right click it and "review impact data". I've gathered data from the temperature probe right next to it, but I've spent about 15 minutes jumping up and down alongside it trying to grab this data and right click just gives me "no damage".

This rocket can bring my crew back to Kerbin but the accelerometer is attached to a stage I need to jettison.

impact experiment data can't be collected via EVA. you need to return the accelerometer to kerbin or transmit the data back. The transmission rate is 100% so a small antenna is the easiest way to go. I build simple sensor probes and impact probes all in 0.625 format, send 3 sensor probes and half a dozen impact probes to a planet and run the experiments. you can rack up a lot of science that way.

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impact experiment data can't be collected via EVA. you need to return the accelerometer to kerbin or transmit the data back. The transmission rate is 100% so a small antenna is the easiest way to go. I build simple sensor probes and impact probes all in 0.625 format, send 3 sensor probes and half a dozen impact probes to a planet and run the experiments. you can rack up a lot of science that way.

I do something similar. I send 5 probes however. 1 probe usualy perched on the central stack is beefier than the rest and comes equiped with a small reactor and an antinna. I normaly land this one somewhere near a pole as it is over engineered compared to the rest. This one is the probe responsable for transmiting the data home. the remaining 4 are little more than a probe core, an RTG, the seismometer, and sufficient engine/fuel to soft land itself. those 4 are droped off 1 after another around the equator and soft land 90 degrees appart or close as I can get without puting MJ on there to do it for me. 4 probes makes things rather convenient from a symetry standpoint, both on the rocket and for landing.

Impact drones are just a core with the small rockomax and a big enough fuel tank to deorbit. I find 8 symmetry is sufficient to get most of the science out of a planet. I could send more but diminishing returns are kicking in by that point. I dont even need to supply them with power as long as I dont kick them off the mothership till just before they begin their deorbit burn.

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Hey everyone, so 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.

xPJ2Lzx.jpg?1

I've checked all the other tabs just to be sure, and it's not there. I've also tried it in sandbox mode but it's not there, either. I've also tried reinstalling all the mod files, and that didn't help. Anyone have any ideas on what to do?

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I am working on a cfg file for modular fuel tanks to add the KSPI resources to modular fuels. The file can be found here I am working on balancing the ratios of what tanks can hold. I am working on the premise that tanks have pods that are put inside the hulls "shell" that are specific to each type of resource. For instance, radioactive resources need shielding, thus taking room and adding weight to there tanks by volume. I have usages setup that I felt are a good start but I am looking for input from others specifically the mod creators. I sent a message to the creator a while ago, but I am unsure if that is the best way of contacting them. So, in lieu of this modules developer input I thought I would ask the community. If anyone knows how to get a hold of him, if they could forward this to them I would appreciate it.

Oh, also, I know that my cfg file works with the previous version of MFT but it seems that they did something that made adding tanks not work right, they are currently working on the fix so if you have updated your MFT recently it may not work.

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Hey everyone, so 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.

http://i.imgur.com/xPJ2Lzx.jpg?1

I've checked all the other tabs just to be sure, and it's not there. I've also tried it in sandbox mode but it's not there, either. I've also tried reinstalling all the mod files, and that didn't help. Anyone have any ideas on what to do?

you no longer need atmospheric intakes for inline or radial atmospheric scoops (the last 4 parts in your screen cap).

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Hey everyone, so 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 checked all the other tabs just to be sure, and it's not there. I've also tried it in sandbox mode but it's not there, either. I've also tried reinstalling all the mod files, and that didn't help. Anyone have any ideas on what to do?

You don't see them, 'cause they are right here :D

Regular, vanilla, good ol' air intakes get both IntakeAir for Jet engines and IntakeAtm for Thermal jets. So you just need to stick some intakes you're used to and you're good to go.

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I think that i used upgraded 2.5m fusion reactor as powerplant for my EVE rescue vessel. It was an SSTO, but not a plane, more rocket like design. It had four large B9 intakes with intercoolers and it worked nicely, got pretty high on atmosphere before had to switch to fuel burning mode.

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Actually, CO2 as a resource might be a bit too easy to come by... because any Life Support mod is going to have Kerbals generating it. Perhaps if there is going to be some kind of CO2 resource, it should require a seperator and compressor part for "useful" C02, probably in cryogenic liquid state. A built in refrigerator for any CO2 tank (really, any cryo-liquid resource) that consumes EC wouldn't be misplaced either...

Correct me if I'm wrong but CO2 doesn't have a liquid state. It goes straight from gas to solid. Not sure it would very useful in a solid state.

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I'm unable to collect data from the magnetometer even though I have the following settings in my config file:

dataIsCollectable = True

collectActionName = Take Data

interactionRange = 1.2

Any idea why? I am well within interaction range while on EVA.

Here's what's listed in my vessel info:

MODULE

{

name = ModuleScienceExperiment

isEnabled = True

Deployed = True

Inoperable = False

EVENTS

{

DeployExperiment

{

active = True

guiActive = True

guiIcon = Deploy

guiName = Log Magnetopsheric Data

category = Deploy

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

CollectDataExternalEvent

{

active = True

guiActive = False

guiIcon =

guiName = Take Data

category =

guiActiveUnfocused = True

unfocusedRange = 1.2

externalToEVAOnly = True

}

ReviewDataEvent

{

active = True

guiActive = True

guiIcon = Review Data

guiName = Review Data

category = Review Data

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

ResetExperiment

{

active = False

guiActive = True

guiIcon = Reset

guiName = Delete Data

category = Reset

guiActiveUnfocused = False

unfocusedRange = 2

externalToEVAOnly = True

}

ResetExperimentExternal

{

active = False

guiActive = False

guiIcon = Reset

guiName = Delete Data

category = Reset

guiActiveUnfocused = True

unfocusedRange = 1.2

externalToEVAOnly = True

}

}

ACTIONS

{

DeployAction

{

actionGroup = Custom03

}

ResetAction

{

actionGroup = None

}

}

ScienceData

{

data = 50

subjectID = magnetosphericExperiment@GillyInSpaceLow

xmit = 0.6

labBoost = 0

title = Analyse Magnetosphere while in space near Gilly

}

}

Edited by Angel-125
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Correct me if I'm wrong but CO2 doesn't have a liquid state. It goes straight from gas to solid. Not sure it would very useful in a solid state.

CO2 can be liquid, but only at high pressures

220px-Carbon_dioxide_pressure-temperature_phase_diagram.svg.png

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OK, found the problem. Even though my config file says Take Data is collectable, the persistent file didn't allow it.

Note the bold text below that you'll need in order to collect data on EVA:

CollectDataExternalEvent

{

active = True

guiActive = True

guiIcon =

guiName = Take Data

category =

guiActiveUnfocused = True

unfocusedRange = 1.2

externalToEVAOnly = True

}

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OK, found the problem. Even though my config file says Take Data is collectable, the persistent file didn't allow it.

Note the bold text below that you'll need in order to collect data on EVA:

CollectDataExternalEvent

{

active = True

guiActive = True

guiIcon =

guiName = Take Data

category =

guiActiveUnfocused = True

unfocusedRange = 1.2

externalToEVAOnly = True

}

good to know..

can you put that in the wiki?

know issues or so?

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Trying to start with KSPI and am trying to follow the advice from the wiki about how to get the tech tree to work right in an exsiting career game

Open the gamesave persistent file for your new career mode game and the one for your old career mode game. One of the first lines in the file is one which determines which tech tree is used. In the old career mode game that you wish to update, simply replace that line with the text from the new career mode saved game which specifies the use of the KSPI tech tree. Save your file for the old career mode game. Restart Kerbal Space Program. Bask in the glory that is the KSPI tech tree.

Done that and can't work out which one the " One of the first lines in the file" is actually the one I need. Its certainly not obvious, no variable labelled "techtree" or anything . . . a LITTLE more detail in the instructions might be good! Gonna have a play . . . if I find out then I'll post up the solution.

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Ok I think its not in the bloody save file at all, the is a separate .cfg file called tree.cfg

I have copied this from the new game to the old one (which didn't have one of these files at all). . . loading now to see if it works.

Hmmm it appears to have worked fine. . .

Methinks the Wiki instructions my be out of date, perhaps someone should get on that.

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After a fresh install of KSP and Interstellar, the game loads fine. After loading to the space center, a popup window appears telling me that an Update to the Interstellar Tech Tree is available. After applying the update, I crash (memory access violation) every time I try to load into the game. This is not happening if I tell it not to update the tree. I'm using a fresh install of Interstellar .11 downloaded yesterday. Also, RAM, I'm under the cap at around 3.1GB. Also experimenting with the x64-bit workaround (and more mods, about 5.5GB total RAM usage) with Unity executables, I'm also running into the exact same scenario there too.

Is the tech tree updated separately or is something broken here?

Edited by Barklight
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After a fresh install of KSP and Interstellar, the game loads fine. After loading to the space center, a popup window appears telling me that an Update to the Interstellar Tech Tree is available. After applying the update, I crash (memory access violation) every time I try to load into the game. This is not happening if I tell it not to update the tree. I'm using a fresh install of Interstellar .11 downloaded yesterday. Also, RAM, I'm under the cap at around 3.1GB. Also experimenting with the x64-bit workaround (and more mods, about 5.5GB total RAM usage) with Unity executables, I'm also running into the exact same scenario there too.

Is the tech tree updated separately or is something broken here?

3.1 is pushing the ragged edge on 32 bit. I normaly expect a crash if I go up past 3.3. I've been haveing some mod (no idea which) thats been memory leaking about 50mb every sceen change and I've just taken to restarting when I get over 3GB or so to avoid an inopportune crash.

You could try not updating through the game and manualy copy the tree.cfg from the warp plugin folder to your savegame folder and see if that behaves any better.

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My normal size(Sic!) game crashes mostly on those scene changes, ie. from VAB/SPH to launch state, so not much testing. I hate to think, but i believe it is the Interstellar mod that causes them crashes, partially to with those resource managers and also something else, like those hangs when you try to place radiators to your ship with reactor(s).

Another thing is, that Interstellar isn't working on RSS installation. All reactors coupled to thermal rocket nozzle have 500KN thrust and 1000 Isp and only consume stock Liquid fuel and Oxidizer. No EC production either as there is no megajoules. Also reactors and some other parts have that 'old' crowing out of icon problem. I wonder if there was some fix for RSS or can i pretty much scrap that 'testing'... :(

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Also experimenting with the x64-bit workaround (and more mods, about 5.5GB total RAM usage) with Unity executables, I'm also running into the exact same scenario there too.

What x64 workaround? The only one I know of is to play KSP on Linux and use the x64 KSP executable...is there another workaround?

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What x64 workaround? The only one I know of is to play KSP on Linux and use the x64 KSP executable...is there another workaround?

its in the general forums http://forum.kerbalspaceprogram.com/threads/82118

The cliffnotes version is someone figured out they could download the 64 bit unity player (from unity) copy a couple files from that overtop of the 32 bit equivelents in the KSP folder and the game would most of the time run in 64 bit. Seems to only work for about 75% of people who try it, for the rest it just crashes all the time. Not the most stable of game hacks but the folks that got it working seem to enjoy it.

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I'm interested in pushing a large station to Eeloo, and I'm interested in what options may exist for refining myself a return trip. Currently I don't see a way of gathering this from the wiki, or from the game without just flying there first?

Has anyone got a mission report on a similar mission?

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I'm interested in pushing a large station to Eeloo, and I'm interested in what options may exist for refining myself a return trip. Currently I don't see a way of gathering this from the wiki, or from the game without just flying there first?

Has anyone got a mission report on a similar mission?

What fuels will you be using? How big will the station be?

Eeloo should have resources, the gravity may make landing interesting.

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I'm interested in pushing a large station to Eeloo, and I'm interested in what options may exist for refining myself a return trip. Currently I don't see a way of gathering this from the wiki, or from the game without just flying there first?

Has anyone got a mission report on a similar mission?

First of all, Eeloo has ice -> water -> LiquidFuel (+ Oxidizer). Landing : easy. Power : hem, bring a landing-able reactor & land it on a deposit ? Then just land a ISRU + tanks and refill your engines. Plasma engines are ideal for a quick and easy Kerbin -> Eeloo trip (loads of power easily transmittable) but it's very difficult to bring enough power to return that way. Maybe you could take a tank of antimatter (eventually gathered in a potential Joolian collector) and your return ticket is paid.

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Does anybody know why tritium breeding increases when you have a thermal rocket or vista engine running?

Here's the code behind it from FNReactor:

tritium_rate = (float)(thermal_power_received / TimeWarp.fixedDeltaTime / 1000.0f / GameConstants.tritiumBreedRate)*(1-chargedParticleRatio)

TimeWarp.fixedDeltaTime = ~50

tritiumBreedRate = 428244.662271

chargedParticleRatio = 0 (for my fission reactor)

For my upgraded 3.75 fission reactor with one generator and 6 huge radiators & 2 vista engines, I have a thermal output of 3.1 GWth at idle and my tritium output is .63 kg/day.

With 2 microwave transmitters set to transmit, thermal power goes up to 12.4 GWth and my tritium output goes to 2.51 kg/day.

It seems that in order to get lots of tritium, I need to do something with the reactor's thermal output, such as have transmitters going or running rocket engines.

Makes me think that the reactors should have a setting to throttle up to increase tritium production, even if all that power isn't being used. In the meantime, I stuck a pair of microwave transmitters on my engine section so that while coasting in between burns, I can transmit power and produce lots of tritium for the fusion engines. Actually it might be helpful to do that if I have thermal powered spacecraft exploring some planet.

Edited by Angel-125
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