WaveFunctionP Posted August 23, 2014 Share Posted August 23, 2014 I didn't even both figuring out how much I'd need to upgrade all the radiators, primarily because I disabled waste heat in the .cfg file due to the ridiculously high number of radiators needed to get the generators working at more than 10% efficiency. Even with waste heat turned off the generators still only get up to 24% before the upgrade and 42% after the upgrade even though the descriptions list 30% and 60% for thermal power and 85% for direct conversion. I saw the same numbers before turning off waste heat no matter how many extra radiators I added after the numbers turns green (at green the generators were only around 9-10% efficiency at 100% power).Radiator behavior is confusing and complicated and not properly messaged to the player, so I am not surprised if you are having issues. You can turn off waste heat, but that will just stop modules from shutting down due to buildup. Modules that use efficiency calculation will still continue to behave in the normal manner no matter the setting. Your issue is unupgraded radiators and I'm gonna guess fusion, since fission seems to work fairly well with unupgraded radiators. The immediate solution is to get experimental electronics for the radiator and generator upgrades. Link to comment Share on other sites More sharing options...
Monthar Posted August 23, 2014 Share Posted August 23, 2014 I did just get Experimental Electronics, than ran into the issue of not being able to upgrade anything, because the upgrade costs are in science not Kerbucks. After researching the tech I had 34 science left and every one of the Sethlans 2 generators listed upgrade cost 34/220.Still, the basic radiators shouldn't need such a ridiculously high number of them when used with the basic reactors. In other words, if an upgraded reactor only needs 10 of a certain size radiator, then the basic version of that same reactor should only need 10 of the basic version of that same size radiator, not 100 of them. Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 23, 2014 Share Posted August 23, 2014 I did just get Experimental Electronics, than ran into the issue of not being able to upgrade anything, because the upgrade costs are in science not Kerbucks. After researching the tech I had 34 science left and every one of the Sethlans 2 generators listed upgrade cost 34/220.Still, the basic radiators shouldn't need such a ridiculously high number of them when used with the basic reactors. In other words, if an upgraded reactor only needs 10 of a certain size radiator, then the basic version of that same reactor should only need 10 of the basic version of that same size radiator, not 100 of them.I happen to agree, which is why I remove upgrades and buffed radiators in my next version. You'll even find the radial radiators are actually useful in general applications. Link to comment Share on other sites More sharing options...
Brucey Posted August 23, 2014 Share Posted August 23, 2014 This mod looks very interesting. I'm thinking of adding it, but my mod list is getting large and, like a house of cards, I worry the next mod might break something. Can anyone tell me if there are any incompatibilities/conflicts between KSPI and the following mods? Does KSPI use up a lot of memory? (running 32 bit)ToolbarActive Texture ManagementChattererCommunity Resource PackDeadly ReentryEditor ExtensionsEngineerEnvironmental Visual Enhancements FineprintRastor Prop MonitorKerbal Attachment System (with JeffersonFlight's patch)KIDSInfernal RoboticsNEARFinal FrontierORSPart CatalogPrecise NodeProcedural FairingsReal ChuteRT2 (dev version)Scansat (dev version)Science AlertShip ManifestSoundtrack EditorStation ScienceTexture ReplacerTAC Life SupportAlarm ClockMKS/OKS/Karbonite Link to comment Share on other sites More sharing options...
Akira_R Posted August 23, 2014 Share Posted August 23, 2014 This mod looks very interesting. I'm thinking of adding it, but my mod list is getting large and, like a house of cards, I worry the next mod might break something. Can anyone tell me if there are any incompatibilities/conflicts between KSPI and the following mods? Does KSPI use up a lot of memory? (running 32 bit)ToolbarActive Texture ManagementChattererCommunity Resource PackDeadly ReentryEditor ExtensionsEngineerEnvironmental Visual Enhancements FineprintRastor Prop MonitorKerbal Attachment System (with JeffersonFlight's patch)KIDSInfernal RoboticsNEARFinal FrontierORSPart CatalogPrecise NodeProcedural FairingsReal ChuteRT2 (dev version)Scansat (dev version)Science AlertShip ManifestSoundtrack EditorStation ScienceTexture ReplacerTAC Life SupportAlarm ClockMKS/OKS/Karboniteyou should be good as long as you have all the ATM configs set up, for instance MKS doesn't come with an ATM cfg so you have to make one, but I run all these plus way more on 32 with aggressive ATM and have no issues on a 3 year old laptop Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 23, 2014 Share Posted August 23, 2014 This mod looks very interesting. I'm thinking of adding it, but my mod list is getting large and, like a house of cards, I worry the next mod might break something. Can anyone tell me if there are any incompatibilities/conflicts between KSPI and the following mods? Does KSPI use up a lot of memory? (running 32 bit)ToolbarActive Texture ManagementChattererCommunity Resource PackDeadly ReentryEditor ExtensionsEngineerEnvironmental Visual Enhancements FineprintRastor Prop MonitorKerbal Attachment System (with JeffersonFlight's patch)KIDSInfernal RoboticsNEARFinal FrontierORSPart CatalogPrecise NodeProcedural FairingsReal ChuteRT2 (dev version)Scansat (dev version)Science AlertShip ManifestSoundtrack EditorStation ScienceTexture ReplacerTAC Life SupportAlarm ClockMKS/OKS/KarboniteKIDS does not work with interstellar and there are a few resource conflict shenanigans with current experimental version. I am VERY close to the next version, which will break vessels in the transition. You may wish to hold out depending on how fast your progress through a save. Link to comment Share on other sites More sharing options...
Stage Posted August 23, 2014 Share Posted August 23, 2014 I happen to agree, which is why I remove upgrades and buffed radiators in my next version. You'll even find the radial radiators are actually useful in general applications.Does this mean the upgrade system is gone for good or will it be replaced by something similar? Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 23, 2014 Share Posted August 23, 2014 Does this mean the upgrade system is gone for good or will it be replaced by something similar?The idea is that a part is a part. It should always behave the same no matter where you are on the tech tree. It also simplifies the code and chances for other mods and updates to break interstellar substantially. Link to comment Share on other sites More sharing options...
Duality Posted August 23, 2014 Share Posted August 23, 2014 Streaming today? Link to comment Share on other sites More sharing options...
mitchello_ Posted August 23, 2014 Share Posted August 23, 2014 It was my understanding that you could make a nuclear powered spaceship without needing liquid fuel. Whenever I use thermal thrusters, they require liquid fuel. Whatever I do. And plasma thrusters don't propel, even in space. What do I do?? I don't use antimatter reactors though, as they are hard to find fuel for. Whenever I try to use the toggle propellant on the thermal thrusters, it just stays on liquid. Is there any way to run without liquid fuel? Just nuclear? Link to comment Share on other sites More sharing options...
MinorInconvenience Posted August 23, 2014 Share Posted August 23, 2014 The idea is that a part is a part. It should always behave the same no matter where you are on the tech tree. It also simplifies the code and chances for other mods and updates to break interstellar substantially.Wave:You are doing a great job. Can't wait to try your new experimental version with this!http://forum.kerbalspaceprogram.com/threads/89799-Nasa-IXS-Warp-ship-for-Interstellar?p=1369088&viewfull=1#post1369088Keep up the great work. Link to comment Share on other sites More sharing options...
RoverDude Posted August 23, 2014 Share Posted August 23, 2014 Yep, this is looking pretty sweet Link to comment Share on other sites More sharing options...
Tivec Posted August 23, 2014 Share Posted August 23, 2014 I am VERY close to the next version, which will break vessels in the transition. You may wish to hold out depending on how fast your progress through a save.Such a tease you are KSPI is probably my favorite mod all time - it feels very well designed and executed. It's a pillar in all mod setups I have. You do mention that the update will break vessels, so considering I am starting a new playthrough, I'll hold off until the experimentals are available Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 23, 2014 Share Posted August 23, 2014 Wave:You are doing a great job. Can't wait to try your new experimental version with this!http://forum.kerbalspaceprogram.com/threads/89799-Nasa-IXS-Warp-ship-for-Interstellar?p=1369088&viewfull=1#post1369088Keep up the great work. Link to comment Share on other sites More sharing options...
Tivec Posted August 23, 2014 Share Posted August 23, 2014 I laughed Link to comment Share on other sites More sharing options...
custume Posted August 23, 2014 Share Posted August 23, 2014 Make sure your in air breathing mod.... If not you will suck down your fuel alot faster in atmo. Also pointing engines at parts of your craft is a bad thing.I found the problem, you are right Donziboy2, the damm engines was block by the cover, after I take off and set the engines to flight position they got block by the side panels, got it fix , and the other problem its a reactor in the middle giving power to the engines, that's wy the main reactor did show any power.Regards to all Link to comment Share on other sites More sharing options...
Mr Shifty Posted August 23, 2014 Share Posted August 23, 2014 Wave, please consider starting a new forum thread when you've got the new experimental version ready for release. Thanks again for all the work you've put into this! Link to comment Share on other sites More sharing options...
wendo Posted August 23, 2014 Share Posted August 23, 2014 Hi Everyone.I've just installed Interstellar and some other mods and am trying to get my head around how to use it all. The first thing I wanted to try was beamed power, so I fired up a new sandbox game and tried making a simple ground station to beam power. It has a 2.5m fission reactor, a 2.5m generator, a probe core and a cylindrical radiator on each end (built from the space plane hanger) with 4 pairs of wheels and finally a microwave beaming panel on the top. When I get it out on the runway from everything I can find the reactor should be running and the generator should be making power, however the reactor isn't running. Right clicking on it brings up the buttons to disable breeding and disable the reactor but none of the information above them is populated at all, no temp etc. I've tried with both fuels but nothingAm I doing something wrong... so is something else causing me problems?Thanks Link to comment Share on other sites More sharing options...
Ars Techne Posted August 23, 2014 Share Posted August 23, 2014 Thank youBut I just got back into kerbal and is the first time using interstellar, so seeing 1000 pages and not knowing the currency of the problem I had thought I would be easier to ask.Great mod anyways, hope wave can keep it alive Link to comment Share on other sites More sharing options...
WaveFunctionP Posted August 23, 2014 Share Posted August 23, 2014 Hi Everyone.I've just installed Interstellar and some other mods and am trying to get my head around how to use it all. The first thing I wanted to try was beamed power, so I fired up a new sandbox game and tried making a simple ground station to beam power. It has a 2.5m fission reactor, a 2.5m generator, a probe core and a cylindrical radiator on each end (built from the space plane hanger) with 4 pairs of wheels and finally a microwave beaming panel on the top. When I get it out on the runway from everything I can find the reactor should be running and the generator should be making power, however the reactor isn't running. Right clicking on it brings up the buttons to disable breeding and disable the reactor but none of the information above them is populated at all, no temp etc. I've tried with both fuels but nothingAm I doing something wrong... so is something else causing me problems?ThanksThe version in the OP isn't supported in .24.2http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=1329198&viewfull=1#post1329198 Link to comment Share on other sites More sharing options...
sober667 Posted August 23, 2014 Share Posted August 23, 2014 It was my understanding that you could make a nuclear powered spaceship without needing liquid fuel. Whenever I use thermal thrusters, they require liquid fuel. Whatever I do. And plasma thrusters don't propel, even in space. What do I do?? I don't use antimatter reactors though, as they are hard to find fuel for. Whenever I try to use the toggle propellant on the thermal thrusters, it just stays on liquid. Is there any way to run without liquid fuel? Just nuclear? u always need a propelant liquid fuel is best fpr plazma trusters for termal i think better is LFO(if i good remember) Link to comment Share on other sites More sharing options...
Zaqson Posted August 24, 2014 Share Posted August 24, 2014 u always need a propelant liquid fuel is best fpr plazma trusters for termal i think better is LFO(if i good remember)Actually... Upgraded plasma thrusters can use the quantum vacuum as fuel, you just need to switch to that from anything else once you have unlocked the upgrade (and have enough power). Also, you don't need onboard propellant for the upgraded thermal turbojet either, you just need some air intakes and a reactor (or a microwave thermal receiver). Link to comment Share on other sites More sharing options...
wendo Posted August 24, 2014 Share Posted August 24, 2014 The version in the OP isn't supported in .24.2http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=1329198&viewfull=1#post1329198Right... that explains all the trouble... I thought I had checked versions but apparently missed the version check for this.Time to go investigate the options for downgrading KSPThanks Link to comment Share on other sites More sharing options...
GentlemanJack Posted August 24, 2014 Share Posted August 24, 2014 Ik this has nothing to do with interstellar. But science data that is stored in the Mk1 lander can is not letting me take it. I right click the part and it just says "No damage" Link to comment Share on other sites More sharing options...
AetherGoddess Posted August 24, 2014 Share Posted August 24, 2014 It was my understanding that you could make a nuclear powered spaceship without needing liquid fuel. You can, but you need SOMETHING to throw out the back in order to make go. the tyranny of the rocket equation at work. if you right click on the thrusters, there should be an option to toggle propellant mode, and it will offer you whatever propellant is available on the craft, including IntakeAir, which is used to make atmospheric planes that only need the the air around them. Later in the tech tree, you'll get Quantum Vacuum Thrusters, which are upgraded Plasma Thrusters, which can push spacecraft with only electrical megawatts, but 1) you need LOTS and 2) the thrust is very low (about 1/50th the thermal system). Link to comment Share on other sites More sharing options...
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