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


Fractal_UK

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Modular Kolonization System + Kethane let's you scan for water, but I don't know if the resource it finds is compatible with Interstellar. (I think it should be in theory, but I haven't confirmed personally)

Yeah. But right now I have crash fatigue and I'm trying to go a lightly modded as possible, and MK and Kethane are two pretty big ones.

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I'm having troubles with the generators. They seem to refuse to connect to anything and just drop straight through my rockets. I can attach to them in the VAB but everything seems to disconnect on loading on the launchpad. For example I took a probe and stuck a 3.5 generator then a fission reactor and when I launched they phased through the launchpad. I put a helicopter skid under the reactor and that kept it on the ground but the generator still phased through it. Struts don't seem to help as they just stretch as the part fall no matter how many I have.

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Hi! WaveFunctionP Thanks for your contribution to this mod. I have a problem about the Thermal Management and the MegaJ Management. Their button just disappear in some screens. Besides, the MegaJ management window don't show up when I click it. Any suggestion?

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- when I'm creating a craft (either rocket or spaceplane) the Thermal Turbojet shows up as if it was running (with the flame) and has two flames: one in the right direction and one pointing down.

I've seen this before when both TweakableEverything and HotRockets are installed. Try removing one or the other and see if that fixes it

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This is usually because of a bad install (all components must be installed, not just the warpplugin folder) or an old/faulty/duplicate openresourcesystem file from another addon.

The solution is the same. Delete the old folders (warplugin and openresourcesystem) and install all the files included in the version in my sig.

Yeah I realized I had two a duplicate of openresourcesystem. I deleted the old one and it fixed the problem. Thanks!

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So regarding my problem (thermal turbo jets had two flames and reactors didn't produce anything): it's half solved... I uninstalled KSP completely and installed it again, then installed Interstellar, from normal version to temporary fix. Normal version had the problems I metioned, with the fix, thermal jets/rockets no show normally, and work fine except they don't produce any thrust. Also, it seems reactors are not producing any waste heat...

Any idea?

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How to address major errors with the experimental version:

Delete all of the contents from the original interstellar out of your gamedata. All of it. There are multiple folders included with interstellar. ALL OF IT.

Install the contents of the experimental version. All of it. In the gamedata folder. Yes, even that bit you don't think you need. My .zip files includes a gamedata folder just to make it absolutely clear where the files and folders go. This means when you add the contents, there should be no merge conflicts. None. Because we removed all of it in the first step.

Do not reinstall the original version. The experimental version is not a "patch" or a "fix" It is a complete version of the mod.

If you still have huge problems, you've probably installed broken version of openresourcesystem from another mod. You can see this if you look into the OSR folders if there is any other .dll file other than the OpenResourceSystem1_1_0.dll that was included in the experimental version, delete it.

I don't know where you guys are still getting these broken files, but a bad install is the source of the big problems that break the mod like tooltips not showing any values or buttons, weird engine thrust vectors, getConnectedResource errors in the log, part icons blowing up/expanding in the VaB. All of this is caused by an improper or faulty installation.

To be clear, there are no known major issues with the experimental version. There is some wonkiness with the air intake on the cooler, part costs are still being adjusted, he-3 still doesn't work in the background and resource costs in the VAB haven't been implemented.

I know you guys are excited to play the mod, and I'd love to personally address each every one of you with an issue, but at this point, I'm repeating myself over and over. And I have to admit, it is getting frustrating separating people with legitimate problems from people who can't take the time to read the last few pages of the thread.

So, um, here's me asking for some help. If you see someone with a big problem, just link this post. Maybe we can eliminate some of the parroting going on and help weed out the real problems with the mod.

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I'm sorry, I meant to get back to you. Are you still experiencing this issue?

Is that regarding the 'An update to the Interstellar tech tree is available' pop up box?

If so then I'm constantly seeing that box whenever I'm on the space center screen, even though I'm not even using the Interstellar tech tree right now.

The reason I'm not using the tech tree is that it seems to be broken and there are a number of empty nodes (for example the node where the antimatter collector and storage tanks are supposed to go). Instead of being in this now empty node, the parts that are supposed to populate those empty nodes are instead where they default to in the stock tree.

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Is that regarding the 'An update to the Interstellar tech tree is available' pop up box?

If so then I'm constantly seeing that box whenever I'm on the space center screen, even though I'm not even using the Interstellar tech tree right now.

The reason I'm not using the tech tree is that it seems to be broken and there are a number of empty nodes (for example the node where the antimatter collector and storage tanks are supposed to go). Instead of being in this now empty node, the parts that are supposed to populate those empty nodes are instead where they default to in the stock tree.

KSPI literally requires a certain tech tree to function correctly, it's not just for science progression. You'll need to install the treeloader folder included with the mod.

See my post above about correcting the issue.

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I've been at summer camp for 8 weeks ( im a counselor) and haven't been able to follow the thread so please don't get angry. The question I have Is

Is Fractal_UK, still developing the mod or is WaveFunctionP now the owner

Fractal is currently absent. I've offered my personal variation for use, as it seems to be the only version being maintained at present.

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KSPI literally requires a certain tech tree to function correctly, it's not just for science progression. You'll need to install the treeloader folder included with the mod.

See my post above about correcting the issue.

once again I'll delete the treeloader, openresource and warp plugin folders and extract them again from the file and report back in a few minutes

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right, so after deleting and copying in yet another copy of the interstellar components I start KSP, load my save, hit the tree update button and quit KSP.

I restart KSP straight away and load my save.

I go into the tech tree and find the node where the antimatter collector and storage tanks are supposed to be.

Lo and behold, it's empty....

http://steamcommunity.com/sharedfiles/filedetails/?id=295826138

Instead, it's in experimental science....

http://steamcommunity.com/sharedfiles/filedetails/?id=295826957

there are other nodes like this too, although I don't have them unlocked at the moment. I can unlock them to illustrate if necessary though.

Edited by naturalbornidiot
typo
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How to address major errors with the experimental version:

Delete all of the contents from the original interstellar out of your gamedata. All of it. There are multiple folders included with interstellar. ALL OF IT.

Install the contents of the experimental version. All of it. In the gamedata folder. Yes, even that bit you don't think you need. My .zip files includes a gamedata folder just to make it absolutely clear where the files and folders go. This means when you add the contents, there should be no merge conflicts. None. Because we removed all of it in the first step.

Do not reinstall the original version. The experimental version is not a "patch" or a "fix" It is a complete version of the mod.

If you still have huge problems, you've probably installed broken version of openresourcesystem from another mod. You can see this if you look into the OSR folders if there is any other .dll file other than the OpenResourceSystem1_1_0.dll that was included in the experimental version, delete it.

I don't know where you guys are still getting these broken files, but a bad install is the source of the big problems that break the mod like tooltips not showing any values or buttons, weird engine thrust vectors, getConnectedResource errors in the log, part icons blowing up/expanding in the VaB. All of this is caused by an improper or faulty installation.

To be clear, there are no known major issues with the experimental version. There is some wonkiness with the air intake on the cooler, part costs are still being adjusted, he-3 still doesn't work in the background and resource costs in the VAB haven't been implemented.

I know you guys are excited to play the mod, and I'd love to personally address each every one of you with an issue, but at this point, I'm repeating myself over and over. And I have to admit, it is getting frustrating separating people with legitimate problems from people who can't take the time to read the last few pages of the thread.

So, um, here's me asking for some help. If you see someone with a big problem, just link this post. Maybe we can eliminate some of the parroting going on and help weed out the real problems with the mod.

Ok, it worked! Thanks! I thought it was a patch, that's why I was putting it over previous versions.

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right, so after deleting and copying in yet another copy of the interstellar components I start KSP, load my save, hit the tree update button and quit KSP.

I restart KSP straight away and load my save.

I go into the tech tree and find the node where the antimatter collector and storage tanks are supposed to be.

Lo and behold, it's empty....

http://steamcommunity.com/sharedfiles/filedetails/?id=295826138

Instead, it's in experimental science....

http://steamcommunity.com/sharedfiles/filedetails/?id=295826957

there are other nodes like this too, although I don't have them unlocked at the moment. I can unlock them to illustrate if necessary though.

Are you placing the contents of the gamedata folder in my .zip inside the gamedata folder in your ksp install? You removed all the old folders and files including ors, warpplugin and treeloader before doing so?

Is it an existing save? Have you tried deleting the tree.cfg in the save's folder?

I just loaded up a new save, added a bunch of science and the tree looked just fine.

Are there any errors in your output.log?

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Hello WaveFunction, I would like to try to add a glowing effect to the radiator based on their temperatures to actually display the perceptible light come out of them. Which should just be a simple shader with a brighter texture to blend in or even just a pixel increase on the red components .. but it looks like there aren't the sources of the animations in the files...

Is there a way in unity to add such a shared without the .mu sources?

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The seismic accelerometer isn't allowing the recording of impact data, which I'm pretty sure is a feature of Interstellar.
Any chance your science.cfg got changed? If not, what errors are you getting?

Also had this problem, seismic impactor events would be logged (the ship hitting the terrain would give the "your data's ready!" message), but clicking "collect seismic data" (the one below record/stop recording) would do nothing. In the logs there was "No experiment with id PNSeismicProbeExperiment was found". Similarly, the Magnetometer was also not functioning as a science experiment, although it was functioning in detecting antimatter flux. Again, in the logs, "No experiment with id magnetosphericExperiment was found" (not exactly precise wording, its from memory since KSP overwrites the logs).

This was happening on a clean install of KSP 0.24.2 and Interstellar 0.11exp, with the full contents of Interstellar copied into the GameData folder as per instructions (not merging, not patching previous version, totally fresh install).

After some digging I figured out where Interstellar is defining the impactor and magnetometer experiments - WarpPlugin/Parts/Resources/ScienceDefs.cfg. I had a custom ScienceDefs.cfg (Community Science Reports or whatever it's called), so I restored the backup of Squad's original ScienceDefs.cfg, and the problem was still occurring. I manually copied the EXPERIMENT_DEFINITIONs for the seismic scan, magnetometer, and gas chromatograph into Squad's original ScienceDefs.cfg, loaded up the game, and the magnetometers and seismic scanners were working perfectly - the seismic impactor even had the custom "Ship Name crashed into Planet" science report.

So the problem is that the ScienceDef.cfg in Interstellar's WarpPlugin that defines the new experiments (NOT the cfgs that define the new parts) is not being copied into the game's ScienceDefs.cfg, or is not being made available to the game the way that the original ScienceDefs.cfg is. Not sure if that's a ModuleManager limitation (it seems like MM doesn't handle ScienceDefs.cfg files, since the Community Science Reports mod doesn't use MM, it just replaces the file with its own) or if 0.24.2 broke however Interstellar is handling its ScienceDefs.

The workaround is to go to GameData/WarpPlugin/Parts/Resources/ScienceDefs.cfg, open it in a text editor and copy the entire thing (three EXPERIMENT_DEFINITION{ ... } blocks), then go to GameData/Squad/Resources/ScienceDefs.cfg and paste it on to the very end. And then get back to slamming Untitled Ship Probe Debris into poor unsuspecting Minmus.

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Seismic Accelerometer, Magnetometer, and Gas Chromatograph not functioning as science experiments?

A few others in the thread besides me have had this problem. I was having this problem on a clean install of KSP 0.24.2 and Interstellar 0.11exp, with the Interstellar files fully copied over (no merge, no previous versions). Digging through the logs shows that trying to use the science experiment functions of the seismometer caused the error "No experiment with id FNSeismicProbeExperiment found", and the magnetometer "No experiment with id FNMagnetometer found" (from memory, may not be verbatim).

These experiments are defined in GameData/WarpPlugin/Parts/Resources/ScienceDefs.cfg. The rest of the experiments in the game are defined in GameData/Squad/Resources/ScienceDefs.cfg. I manually copied the EXPERIMENT_DEFINITION{...}s from WarpPlugin's ScienceDefs into Squad / the game's ScienceDefs, and the seismic probe and magnetometer experiments immediately began working (confirmed with low Kerbin magnetometer result and Kerbin impact event result).

The problem is that however Interstellar intends to copy over its ScienceDefs / make its ScienceDefs available to the game, it isn't working.

The workaround is to go to GameData/WarpPlugin/Parts/Resources/ScienceDefs.cfg, open it in a text editor, and copy the entire thing. Then go to GameData/Squad/Resources/ScienceDefs.cfg, open that in a text editor, and paste the Interstellar experiment definitions on to the end on the file.

if you get confused: it goes EXPERIMENT_DEFINITION { a bunch of lines RESULTS { a bunch of reports } }

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