scottpaladin Posted August 13, 2014 Share Posted August 13, 2014 If you're working so hard to implement Tweakscale, can we maybe expect the antimatter collector to finally scale with size? The current implementation with tweakscale doesn't and I find that slightly maddening. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 13, 2014 Share Posted August 13, 2014 If you're working so hard to implement Tweakscale, can we maybe expect the antimatter collector to finally scale with size? The current implementation with tweakscale doesn't and I find that slightly maddening.It will indeed. All parts that should scale will scale appropriately. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 13, 2014 Share Posted August 13, 2014 (edited) It's been a problem for a long long time, and something Fractal never seemed interested in fixing. It seems that FAR sees the deployed size of the part regardless of its state making them extremely hard to handle. I haven't tested but I suspect NEAR does the same.Ferram says it's been fixed. So, IDK. Edited August 13, 2014 by WaveFunctionP Link to comment Share on other sites More sharing options...
scottpaladin Posted August 13, 2014 Share Posted August 13, 2014 It will indeed. All parts that should scale will scale appropriately.Woohoo! This will make my Jool antimatter gathering station not quite so FPS killing. Thank you! Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 13, 2014 Share Posted August 13, 2014 Ferram says it's been fixed. So, IDK.Hm. It was a long-standing problem which I have not tested recently because it always resulted in death and I have been playing an 'ironman' style career which means no reverting. Not that I don't believe Ferram but I will test it out once you release the new version. Link to comment Share on other sites More sharing options...
INSULINt Posted August 13, 2014 Share Posted August 13, 2014 In relation to the FAR/NEAR issues: Do fairings help? Procedural or otherwise? Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 13, 2014 Share Posted August 13, 2014 More teases, courtesy of mellon85.Cold radiatorshttp://i.imgur.com/NIX47Ge.pngHot radiatorshttp://i.imgur.com/7wAKQhE.pngAwesome stuff there WaveFunctionP and mellon85.Could we get some Antimatter collectors in 3.5m and 5m sizes? Or Tweak Scaling Link to comment Share on other sites More sharing options...
Atrius129 Posted August 13, 2014 Share Posted August 13, 2014 In relation to the FAR/NEAR issues: Do fairings help? Procedural or otherwise?They don't/didn't seem to. Haven't tested this in a couple of versions. @Donziboy2 According to WaveFunctionP, Yes Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 13, 2014 Share Posted August 13, 2014 They don't/didn't seem to. Haven't tested this in a couple of versions. @Donziboy2 According to WaveFunctionP, YesWow lol, I totally skimmed right by that:blush: Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 13, 2014 Share Posted August 13, 2014 Hm. It was a long-standing problem which I have not tested recently because it always resulted in death and I have been playing an 'ironman' style career which means no reverting. Not that I don't believe Ferram but I will test it out once you release the new version.This was fixed a while ago, there is still going to be drag if you try to launch a rocket with either of the 2 larger microwave dishes on a craft, if you stuck a wing flat ontop of the rocket it would do the same thing. But you can safely stick them inside fairings and FAR will treat the large folding one like it is closed unless you decide to open it in atmo(good luck...). Link to comment Share on other sites More sharing options...
M4ck Posted August 13, 2014 Share Posted August 13, 2014 I want to have pre-release up by the weekend, but no promises. Release hopefully a week after that to let people tell me how much I screwed up.Wow, that's great news! I have just started to play around with this mod in its current state, but everything seems to be falling apart I was surprised there was no mention of 0.24 in the main post, but now I see someone else is working hard to get this working again. Thank you for your dedication Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 13, 2014 Share Posted August 13, 2014 So I decided to make sure it was still working properly so I used the stock Kerbal 2 rocket and removed the chute and added the large folding transmitter to it. And launched at full thrust.Stock = 17410mTransmitter closed = 12770mTransmitter open = 3140mAlso....The transmitter also makes a good emergency chute. Link to comment Share on other sites More sharing options...
Gecko99 Posted August 14, 2014 Share Posted August 14, 2014 (edited) So I decided to make sure it was still working properly so I used the stock Kerbal 2 rocket and removed the chute and added the large folding transmitter to it. And launched at full thrust.Stock = 17410mTransmitter closed = 12770mTransmitter open = 3140mAlso....The transmitter also makes a good emergency chute.http://i.imgur.com/vYBqimW.pngWow thats a cool thing to know, after what Atrius129 said about using two of these transceivers to both transmit and relay my network, i feel better about my design of craft (i do a silly amount of planning before putting anything into orbit) Also, as WaveFunctionP said about so many things changing, i might just hold off putting my near Kerbol solar transmitters in place until the new mod is out, i dont wanna have to relaunch everythingThanks guys for your help so far! BTW: do donations on the githhub page, for this project, go to fractal or WaveFunctionP now? if im going to donate something I wanna know its going to the right person...THanks in advance EDIT: Sorry, wasnt Github, but cant remember where i saw it, i just want to make a small donation of some bottle caps to the man maintaining this mod. Edited August 14, 2014 by Gecko99 Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 14, 2014 Share Posted August 14, 2014 The donate button in the OP goes to fractal.I have a tip jar here: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=VQWK2AHCDMR9YI didn't see any donation buttons on github. Link to comment Share on other sites More sharing options...
merendel Posted August 14, 2014 Share Posted August 14, 2014 I've been meaning to mention it, but a word of warning for the next version. Every part is changing so all kspi vessels will break. I hate to do it, but there is so many changes that the vessels won't likely operate the way they were designed anyway. The good news is that the parts will be much more rational now. And there are more useful parts, but MUCH less cluster in the VABThats fine although might I suggest you leave a "Legacy" version up for a while in case folks come back to the game with a 23.5 save in progress so they can have a working version that does not break their ships right away? Not saying you need to support or update it from this point out, just leave it up so there's a basic 24 compatible patch for the old version around. Kinda like how some mods have old versions still avalible for download if folks want to use an outdated version for some reason. Link to comment Share on other sites More sharing options...
AndreyATGB Posted August 14, 2014 Share Posted August 14, 2014 I think this thread should be locked until Fractal requests for it to be unlocked again when he's back and Wave should start his own thread for the fork he's made that's now the only version working in 0.24.x. Using this one is confusing for new users as they need to search a bit before finding out what's going on around here. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 14, 2014 Share Posted August 14, 2014 Thats fine although might I suggest you leave a "Legacy" version up for a while in case folks come back to the game with a 23.5 save in progress so they can have a working version that does not break their ships right away? Not saying you need to support or update it from this point out, just leave it up so there's a basic 24 compatible patch for the old version around. Kinda like how some mods have old versions still avalible for download if folks want to use an outdated version for some reason.I plan on keeping the old version up for a while to allow players to install the old parts. Link to comment Share on other sites More sharing options...
carlos_rpg Posted August 14, 2014 Share Posted August 14, 2014 I think this thread should be locked until Fractal requests for it to be unlocked again when he's back and Wave should start his own thread for the fork he's made that's now the only version working in 0.24.x. Using this one is confusing for new users as they need to search a bit before finding out what's going on around here.Agreed. I'm sort of new player to KSPI and it's hard to search all thread to find a link or an anwser to a question. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 14, 2014 Share Posted August 14, 2014 Agreed. I'm sort of new player to KSPI and it's hard to search all thread to find a link or an anwser to a question.I'll be starting a new thread with the next release. Link to comment Share on other sites More sharing options...
The Pink Ranger Posted August 15, 2014 Share Posted August 15, 2014 (edited) Is the wiki outdated? I was reading up on reactors and the wiki says that Dusty Plasma Reactors are supposed to be less efficient but more powerful and lighter than Gas Core Reactors. However when I look at the stats in the VAB the Gas Core Reactors have a much higher core temp. I thought higher core temp meant better TWR in a nuclear thermal rocket. Am I missing something?Edit: Nevermind. I just watched Wavefunction's video. The verdict? "These things are useless" hahaha. Edited August 15, 2014 by The Pink Ranger Link to comment Share on other sites More sharing options...
Bolter Posted August 15, 2014 Share Posted August 15, 2014 Hello,I'm having trouble getting this mod to work.After I have rename the gamedata folder to_old and replace it with the one from the .zip, the game freezes on loading. It always does it when it is loading engines.This is the error portion from the ksp log file:[LOG 20:06:13.162] PartLoader: Compiling Part 'WarpPlugin/Parts/Electrical/WarpDrive/WarpDrive/WarpDrive'[LOG 20:06:13.174] PartLoader: Compiling Part 'WarpPlugin/Parts/Electrical/WarpDrive/WarpDrive2/WarpDrive2'[LOG 20:06:13.187] PartLoader: Compiling Part 'WarpPlugin/Parts/Electrical/WarpDrive/WarpDrive3/WarpDrive3'[LOG 20:06:13.200] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/AluminiumHybrid/part/AluminiumHybrid1'[ERR 20:06:13.201] PartCompiler: Cannot clone model 'Squad/Parts/Engine/solidBooster/model' as model does not exist[ERR 20:06:13.202] PartCompiler: Model was not compiled correctly[ERR 20:06:13.203] PartCompiler: Cannot compile model[ERR 20:06:13.204] PartCompiler: Cannot compile part[LOG 20:06:13.205] PartLoader: Compiling Part 'WarpPlugin/Parts/Engines/MPD/part0/smallerMPD'[LOG 20:06:13.222] LiquidFuel not found in resource database. Propellant Setup has failed.[EXC 20:06:13.226] NullReferenceException: Object reference not set to an instance of an objectI'm running steam 0.23.5 with KER 0.6.2.4 onlyThanks for any help,Bolter Link to comment Share on other sites More sharing options...
ninjakiwi42 Posted August 15, 2014 Share Posted August 15, 2014 hey all, I dont know if this is an established problem, but when downloading the latest interstellar with the latest ksp none of my parts work correctly, they dont have mass and my other parts fall through them, and they shoot fuel down and at right angles at all times. Any fix or info on what to do? I have followed the instructions and tinkered with it as much as possible.Thanks Link to comment Share on other sites More sharing options...
AndreyATGB Posted August 15, 2014 Share Posted August 15, 2014 hey all, I dont know if this is an established problem, but when downloading the latest interstellar with the latest ksp none of my parts work correctly, they dont have mass and my other parts fall through them, and they shoot fuel down and at right angles at all times. Any fix or info on what to do? I have followed the instructions and tinkered with it as much as possible.ThanksDid you download Wave's version? https://github.com/WaveFunctionP/KSPInterstellar/releases Link to comment Share on other sites More sharing options...
ninjakiwi42 Posted August 15, 2014 Share Posted August 15, 2014 Didnt even know about it. I will give it a try now, thanks for your reply! Link to comment Share on other sites More sharing options...
MaLuS Posted August 15, 2014 Share Posted August 15, 2014 Did you download Wave's version? https://github.com/WaveFunctionP/KSPInterstellar/releasesI just tried that version with only this mod installed and i keep getting stuck on the loading screen at the same point, the loading hints keep scrolling so the game doesnt lock up or crash so there is no crash report."WarpPlugin\Parts\Engines\AugmentedArcjet\part0\FNSmallerAugmentedArcjet"as you can see it only the mod files that are in that download that is installedcan anyone tell me how to fix this?windows 7 x64 running ksp 0.24.2 x64 Link to comment Share on other sites More sharing options...
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