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


Fractal_UK

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As far as I can tell, the 2.5 m and 3.75 m versions lack the snazy animation. Only the smallest (1.25 m) version works (I discovered that after my previous post). Regarding the larger non-working ones, when I assemble the vehicle in the VAB it appears folded, but as soon as it's on the launch pad or reverted to the VAB, it's unfolded again, and nowhere does the "change state" button appear.

I guess I could be satisfied with just the smallest one, since it's the most likely to require ground-clearance, but it would still be nice if the other 2 worked as expected.

The folding drives all work perfectly for me and are an integral part of my fleet. I keep them in the same action group as radiators/solar panels. Are you trying to change state in the VAB? because I have never tried doing that.

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The folding drives all work perfectly for me and are an integral part of my fleet. I keep them in the same action group as radiators/solar panels. Are you trying to change state in the VAB? because I have never tried doing that.

Nope, I'm trying to change the state of the large 2 warp drives on the launch pad. They seem stuck in the unfolded position, and appear unfolded anytime I load a vehicle with them.

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Nope, I'm trying to change the state of the large 2 warp drives on the launch pad. They seem stuck in the unfolded position, and appear unfolded anytime I load a vehicle with them.

That's an old problem that pops up. The visual state doesn't save upon unloading.

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That's an old problem that pops up. The visual state doesn't save upon unloading.

Well I'm inclined to think it's more than just a visual thing, seeing as how the part doesn't have the right-click option to "change state" (fold/unfold). But that being said, I did notice a visual issue too, the stack-joint it attaches at appears to be significantly off, clipping into the next part.

But in any case, do you know if there's a way to fix it? I can't imagine a reason why it would work for one person and not another. Am I supposed to edit a cfg or something?

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Okay I think I found a solution!

I saw somewhere in the wiki it said "The sample .cfg files in the archive use the same internal name as the original Alcubierre part, so some .cfg editing will be necessary to integrate them into your KSP installation without conflicts." So I decided to open up the cfg's myself, (despite not really knowing what I'm doing).

Based on the relative masses in the cfg files, I could tell which of the 3 parts was the one that works, and the two that don't work.

I noticed the one that did work had a unique name "WarpDrive22", whereas the original non-folding warp drive of the same size was "WarpDrive2". So the maker of this part turned 2 into 22.

Meanwhile the other two (broken) foldable warp drives had names exactly mirroring their non-folding versions. So maybe KSP was converting the folding version to non-folding version because the part names matched. So I changed the part name WarpDrive to Warpdrive11, and changed WarpDrive3 to WrapDrive33.

And now they all seem to work!

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From looking at the planetary resources, I'm only seeing resource maps for Uranium and Thorium for Eeloo. Neither of those are useful as propellants. It appears that it's not even worth the time/effort of bringing refining apparatus there as there's nothing to mine/extract and then refine. You will have to either make a stop along the way to Eeloo, or bring enough fuel with you for the return.

Well I managed to get a probe there and it isn't even picking up uranium or thorium.

I guess Eeloo really isn't a great place to try this sort of mission :P

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Thanks for the compliment!

The posted module manager code will add this to any battery (and also to any other part that has electricCharge as a resource. To use this code to add this to all solar panels, replace the first line [the @PART[*]....] with:

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]

But not all panels are deployable- the stock OX-STAT comes to mind (though getting any significant power production this way is almost unimaginable), but more importantly, Multipanels mod adds scaled-up versions of the OX-STAT with up to 100 times the production per panel. I actually use these for the majority of my power on my Solar Power Microwave Transmitter Satellites, since it costs less mass to get the same EC generation with a bunch of static panels, and simply (very slowly) turn the whole satellite to face directly at the sun using an OKTO2 probe core, than to turn each individual panel at the sun through deployables... They're also useful for electric aircraft and (theoretically) high-speed airships- since deployables will break due to drag while moving through the atmosphere...

Will that line add the functionality to *ALL* solar panels, or just the deployable ones?

Additionally, do I *need* to add the tag to solar panels to convert their EC into Megajoules on the same craft? If the tag is added to batteries, won't it just convert surplus power reaching the batteries from the solar panels into Megajoules?

Finally, could you create a separate thread specifically for this fix/patch to KSP-Interstellar? I'd like to implement your idea, but I don't necessarily want to do it right now (in fact, I might wait until 0.24), and I'm worried about losing track of it in this enormous thread. Plus, other players could benefit from this fix as well.

If you DO create a thread for this, please PM me with the link (and well as posting it so others can see it)- there's a high probability of my missing your reply on here given the enormous volume of messages on this thread.

Regards,

Northstar

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Anyone aware if there's a setting, or some way of allowing tritium to decay into helium when not on the focused vessel? I found this module on all the parts that can hold Tritium, but there's nothing there that suggests there's a setting for it.

MODULE

{

name = ModuleElementRadioactiveDecay

decayConstant = 1.7915586e-9

resourceName = Tritium

decayProduct = Helium-3

convFactor = 1

}

Edited by Rayder
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But not all panels are deployable- the stock OX-STAT comes to mind (though getting any significant power production this way is almost unimaginable), but more importantly, Multipanels mod adds scaled-up versions of the OX-STAT with up to 100 times the production per panel. I actually use these for the majority of my power on my Solar Power Microwave Transmitter Satellites, since it costs less mass to get the same EC generation with a bunch of static panels, and simply (very slowly) turn the whole satellite to face directly at the sun using an OKTO2 probe core, than to turn each individual panel at the sun through deployables... They're also useful for electric aircraft and (theoretically) high-speed airships- since deployables will break due to drag while moving through the atmosphere...

Will that line add the functionality to *ALL* solar panels, or just the deployable ones?

Additionally, do I *need* to add the tag to solar panels to convert their EC into Megajoules on the same craft? If the tag is added to batteries, won't it just convert surplus power reaching the batteries from the solar panels into Megajoules?

Finally, could you create a separate thread specifically for this fix/patch to KSP-Interstellar? I'd like to implement your idea, but I don't necessarily want to do it right now (in fact, I might wait until 0.24), and I'm worried about losing track of it in this enormous thread. Plus, other players could benefit from this fix as well.

If you DO create a thread for this, please PM me with the link (and well as posting it so others can see it)- there's a high probability of my missing your reply on here given the enormous volume of messages on this thread.

Regards,

Northstar

All Solar panels use that module - the non-deployable ones simply have that noted in thier configs.

just make a text file in the gamedata directory and name it kspmod.cfg or something. paste

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]
{
RESOURCE
{
name = Megajoules
amount = 50000
maxAmount = 50000
}
MODULE
{
name = KethaneConverter
Label = Store MJ
InputRates
{
ElectricCharge = 500
}
OutputRates
{
Megajoules = .5
}
}
MODULE
{
name = KethaneConverter
Label = Release MJ
InputRates
{
Megajoules = .5
}
OutputRates
{
ElectricCharge = 500
}
}

}

into that file. module manager will then apply this to all solar panels

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Quick question.

I had a go at the following as suggested in the wiki:

For reactors that output a portion of energy as Charged Particles along with Thermal Power. You can place two generators on each side of the reactor for higher total MJ output. This is done by setting one generator to Direct Conversion Generator mode, to utilize the Charged Particles, and the other set to KTEC mode, to utilize the Thermal Power.

I was trying with a 1.25m "Sethlans" Fission Reactor and the Direct Conversion generator is producing no power.

I suspect this might be because I have no unlocked "Basic Nuclear Fusion" yet and thus my reactors are not upgraded to "Dusty Plasma" as yet.

Do the Sethlans series produce no charged particles at all prior to this upgrade?

The wiki implies the upgrade merely increases the proportion.

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so can any one help me find my microwave transceivers? from what i can tell i have all the techs available to me, but there are no transceivers either in the tree or in the VAB. i loaded a sandbox version to find them and was also unable.

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so can any one help me find my microwave transceivers? from what i can tell i have all the techs available to me, but there are no transceivers either in the tree or in the VAB. i loaded a sandbox version to find them and was also unable.

If you're using the stock tech tree or the Interstellar tree, some of the microwave parts are in Specialized Electrics, and some of them are in Experimental Electrics.

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i have the reveiver in specialized electrics, but the only things in experimental electrics is my lazor system, which is a separate mod, but maybe thats how i beam power? no mention of a power transceiver or transmitter or anything anywhere in my tech tree, however i do see it in my gamedata file, if that means anything.

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Quick question.

I had a go at the following as suggested in the wiki:

I was trying with a 1.25m "Sethlans" Fission Reactor and the Direct Conversion generator is producing no power.

I suspect this might be because I have no unlocked "Basic Nuclear Fusion" yet and thus my reactors are not upgraded to "Dusty Plasma" as yet.

Do the Sethlans series produce no charged particles at all prior to this upgrade?

The wiki implies the upgrade merely increases the proportion.

The particle bed fission reactors have a typo in their part.cfg, their resource storage is for "ChargedPower" instead of "ChargedParticles", causing them to generate no charged particles at all because they have nowhere to put them. This MM .cfg should fix it, just make sure you have the latest version of MM (version 2.1.5):

@PART
[*]:HAS[@RESOURCE[ChargedPower]]:Final
{
@RESOURCE[ChargedPower]
{
@name = ChargedParticles
}
}

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i have the reveiver in specialized electrics, but the only things in experimental electrics is my lazor system, which is a separate mod, but maybe thats how i beam power? no mention of a power transceiver or transmitter or anything anywhere in my tech tree, however i do see it in my gamedata file, if that means anything.

The fixed phased-array transceiver should be in Specialized Electrics, and the larger folding one in Experimental Electrics. If they're not there, then there's something wrong with your installation.

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Quick question.

I had a go at the following as suggested in the wiki:

I was trying with a 1.25m "Sethlans" Fission Reactor and the Direct Conversion generator is producing no power.

I suspect this might be because I have no unlocked "Basic Nuclear Fusion" yet and thus my reactors are not upgraded to "Dusty Plasma" as yet.

Do the Sethlans series produce no charged particles at all prior to this upgrade?

The wiki implies the upgrade merely increases the proportion.

Your suspicion is correct, initially those fission reactors don't produce charged particles, you need the dusty plasma upgrade before that can happen.

Obviously the proportion of charged particles from fission doesn't actually change physically, it's all about how it's possible to collect the fission power. In most designs, charged particles would just be immediately absorbed and become heat that could then be collected by some other mechanism, the upgrade is all about changing the design so it's possible to utilise those charged particles directly.

Fractal, you should release 0.12 on page 1000, post 10k. At least tease it somehow, it's quite the achievement.

Perhaps I'll try and make that a target but this thread moves so fast sometimes, that could happen before I blink! You're right though, it's pretty incredible how Interstellar has ballooned far beyond what I could possibly have imagined. You can probably see from the change of pace recently that it's proving difficult for me to keep up, though that's as much because of my recent change in work but hopefully we can maintain the momentum going forward - right now I have a load of really cool half-finished features but at least that means half the work is done!

Edited by Fractal_UK
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@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]
{
RESOURCE

SNIPPED

}

module manager will then apply this to all solar panels

Is there any way of doing this without kethane?

From what I can tell you are re-purposing the Kethane processing module (the DLL?) to convert Ec into MJ, would this work on any processing module? for example an oxygen regenerator from ECLSS?

@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]]
{
RESOURCE
{
name = Megajoules
amount = 50000
maxAmount = 50000
}
MODULE
{
name = LifeSupportRegeneratorModule
Label = Store MJ
InputRates
{
ElectricCharge = 500
}
OutputRates
{
Megajoules = .5
}
}
MODULE
{
name = LifeSupportRegeneratorModule
Label = Release MJ
InputRates
{
Megajoules = .5
}
OutputRates
{
ElectricCharge = 500
}
}

}

What is the 50,000 MJ capacity for?

Is it possible to simplify it to a straight conversion having an input of Ec and an output of MJ?

Maybe to add this into the code of the generators rather than the panels themselves?


MODULE
{
name = LifeSupportRegeneratorModule

INPUT_RESOURCE
{
name = ElectricCharge
rate = 2000.0
}

OUTPUT_RESOURCE
{
name = Megajoules
rate = 2.0
}
}

My understanding of it is that as soon as 2,000Ec is built up it will be converted into 2MJ?

Bit of a messy post but I'm writing this as I'm thinking it, :)

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Yes. I had had it running using the TAC life support generator, but that only works with manned pods (hardcoded into its dll, it seems). The only reason I use the kethane generator module is that (as far as I know) the stock generator module will generate even if the target resource is full (it has a node that can define it to stop if the source resource is empty). Any other module that does that will work.

I have it at 50000 as this is a blanket config. in my game, I use the models from nearfutures' capacitors with configs that increase the megajoule storage and rate of conversion for higher-tech parts in that. on second thought, the start amount might be better at 10 or something (with same big max) if you are worried about balance issues.

I have two opposing independent generators (MJ to ec and ec to MJ) for this reason:

I originally intended this to be a way to save extra e-c that I could release relatively quickly, mainly for probes. nearfutures' capacitor module has the issue that for a probe, if I am already out of electricity it is too late to discharge a capacitor. By having two opposing nodes I did the following:

If both are enabled:

- If ec is full and MJ is full, nothing happens (both gens do nothing, as target resource is full)

- if ec is full and MJ is not full (and something is charging up the batteries to keep ec full) - then the excess ec goes to MJ

- if ec is not full and MJ is full -then MJ drains into ec

- if both are not full - then nothing happens (both gens run, but net change is 0)

I can also enable only one or the other (use action groups, especially if you have many (but be careful on a probe - if you accidentally only have the 'to MJ' enabled and no sun you can drop out all your ec and go dead)) if I want to quickly dump into ec (say for an ion engine burn) (if both are enabled, then, probably due to a kethane quirk, the draining is much slower) or vice versa.

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My understanding of it is that as soon as 2,000Ec is built up it will be converted into 2MJ?

Bit of a messy post but I'm writing this as I'm thinking it, :)

No, this means that every second, the generator will [try to] convert 2000 ElectricCharge to 2 MJ.

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Here's the screen

http://i.imgur.com/L7YHtqE.png

I attached UF4 Container, to UF4 fueled KIWI nuclear fission reactor. But i can't transport the uf4 through the KAS connector. I don't have such problems with food, or fuel, so i guess it must be a interstellar problem? Is there any way to circumvent this?

Are you trying to pump it by alt-clicking both the containers? Fission reactors can't be refueled that way, you have to have the reactor shut down with no decay heat and no actinides, and then you take a Kerbal out on EVA, get up close to the reactor, right-click on the reactor and choose "refuel". At that point, if you have a connection to a container with fresh fuel (i.e. the UF4 container you mentioned, which ought to work through KAS since KAS basically works the same as docking) the reactor will be refueled.

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Ok, thx then. For my defence, i read all articles in ksp wiki, but haven't found anything about this.

That's because the KSPI reactors work differently to stock parts and even most mods so the stock KSP wiki can't really be used for them. The plugin changes their functionality from the normal operation.

There is a wiki for KSPI parts: https://github.com/FractalUK/KSPInterstellar/wiki

It includes the reactors and I think it also mentions refueling them. You can also read up on a lot of other parts/features such as the waste heat mechanics.

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