Tivec Posted August 24, 2014 Share Posted August 24, 2014 Wave, if I install the KSPI tree using TreeLoader, will I be in trouble when the update is released? Link to comment Share on other sites More sharing options...
INSULINt Posted August 24, 2014 Share Posted August 24, 2014 Wave, if I install the KSPI tree using TreeLoader, will I be in trouble when the update is released?I think he mentioned something about not using tree loader in the future. @Wave: true? If so, when? ... Link to comment Share on other sites More sharing options...
Atrius129 Posted August 24, 2014 Share Posted August 24, 2014 I think he mentioned something about not using tree loader in the future. @Wave: true? If so, when? ...He said the opposite. He said Treeloader is hard coded in, and it won't be removed any time soon. Link to comment Share on other sites More sharing options...
sober667 Posted August 24, 2014 Share Posted August 24, 2014 (edited) 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).for all turbojets u dont need a propelant in atmosphere but upgradet can use LFO as propelant in vacum just didnt now that we can use upgradet plazma trusters without propelant that..... gives a lots of options with huge power network ....and i have one more idea to have some parts compatibile with KAS aspacjaly smallest radiators ( so if we install it and have to much heat in pannels with existing version.. just grab some and attach! Edited August 24, 2014 by sober667 Link to comment Share on other sites More sharing options...
boribori Posted August 24, 2014 Share Posted August 24, 2014 I'm at a loss. When I upgraded from Fractal's KSP-I to Wave's a long time ago, I removed Treeloader, ORS and WarpPlugin first and everything was working fine. Recently I reinstalled everything, KSP and all mods and now I keep getting the "resource deprived" error. I think it happens after I load a quicksave, but not always, it seems random. I think it started after I upgraded MKS, so I removed the ORS folder again and replaced it with the one from Interstellar, but that didn't solve it. I also deleted the openresource dll I found in the scansat folder, but that didn't solve it either. It looks like I can temporarily fix it by replacing the "NaN" entries in the savefile with proper values. But the issue keeps coming back. I think it might be an incorrect entry in some save or config file, I can't find it though.Since WaveFunctionP is close to a new version I don't think it makes sense to dig deep into this issue now, but if anyone has seen this before and knows a quick fix for this issue that would be cool. Link to comment Share on other sites More sharing options...
AetherGoddess Posted August 24, 2014 Share Posted August 24, 2014 for all turbojets u dont need a propelant in atmosphere Sure you do: the thermal turbojets are configured to heat the atmosphere as eject it at high speeds as propellant. you could use golf balls too. you just need to throw things out the back with enough efficiency. but upgradet can use LFO as propelant in vacum Yup, in the same way that a hybrid rocket can use either liquid fuel and atmospheric oxygen (like a traditional turbojet) or switch over to LF+Ox for extra-atmospheric operation (like a traditional rocket). the difference is that the Thermal systems use the reactor's heat as the propelling energy, rather then the explosive fuels. just didnt now that we can use upgradet plazma trusters without propelant that..... gives a lots of options with huge power network ....the only problem with plasma thrusters is the conversion rates. to go from Fission/Fusion/antiproton/etc to Thermal/Charged Baryons/etc to Electricity to vector thrust you have an incomplete conversion at each step, and a little loss at each step. the problem gets worse when you add two microwave steps into the mix. Efficient systems should minimize this loss, since it's always easier to not generate power that isn't being useful. the counter argument is that, sometimes, local efficiency is gained at the expense of systematic inefficiencies. This is the argument for electric cars too, that it's more efficient to generate lots of kinetic energy at high volume, high efficiency, electrical generators and transfer that energy over inefficient power lines to inefficient electrical motors connected to wheels then to just start with inefficient kinetic motors that are directly connected to wheels. Link to comment Share on other sites More sharing options...
Lei07 Posted August 24, 2014 Share Posted August 24, 2014 Right... 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 KSPThanksNo need to downgrade KSP, just use the experimental build in WaveFunctionP's sig, its working fine with .24.2. You can also place it into your current install if you don't want to create a fresh one, just delete the older/current folders relating to KSPI before pasting in the new ones Link to comment Share on other sites More sharing options...
PhoenixComet Posted August 24, 2014 Share Posted August 24, 2014 What tab is the solar sail under? I cannot seem to find it. Link to comment Share on other sites More sharing options...
BLUESHADOW125 Posted August 24, 2014 Share Posted August 24, 2014 will this still work in ksp .24.2 with treeloader Link to comment Share on other sites More sharing options...
INSULINt Posted August 24, 2014 Share Posted August 24, 2014 He said the opposite. He said Treeloader is hard coded in, and it won't be removed any time soon.Ah, thanks! Heheh, can you tell I rarely venture outside of sandbox? Link to comment Share on other sites More sharing options...
Woodstar Posted August 24, 2014 Share Posted August 24, 2014 I know Wave is close to .12 release but did he give an ETA or not? Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted August 25, 2014 Share Posted August 25, 2014 I've been messing around with various antimatter bottle abuses...does anyone else have the thing where they make a massive flash of light and shockwave if they run out of power intact, but if they just slam into the surface or something they explode like normal and don't damage anything else? That seems a bit odd. Link to comment Share on other sites More sharing options...
Shad0wCatcher Posted August 25, 2014 Share Posted August 25, 2014 Trying to make antimatter bombs or what Greening? Can't say I've run into either issue actually. I tend to try to keep my electromagnetic containment vessels powered at all times. Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted August 25, 2014 Share Posted August 25, 2014 Antimatter bombs, not so much. I just find I would probably treat the antimatter bottles a little more carefully (ie never ever ever put one on a lander or plane) if I knew breaking them would light up Kerbin from the surface of the Mun, but as my mucking around shows, that doesn't happen in my game. Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted August 25, 2014 Share Posted August 25, 2014 Ive been seeing random lights pass over the surfaces of Kerbin and Minmus in the map view, and just now the oceans of Kerbin and the entire surface of Minmus turned rainbow colors. Not sure what's going on there... Link to comment Share on other sites More sharing options...
Ixonal Posted August 25, 2014 Share Posted August 25, 2014 Ive been seeing random lights pass over the surfaces of Kerbin and Minmus in the map view, and just now the oceans of Kerbin and the entire surface of Minmus turned rainbow colors. Not sure what's going on there...kerbal gay pride celebration? Link to comment Share on other sites More sharing options...
Undecided Posted August 25, 2014 Share Posted August 25, 2014 I'm playing with thermal rockets, and have setup a 1000 gigajoule solar power satellite around the sun (with enough batteries to milk the full power) and three relay satellites around the sun and Kerbin which give me full equatorial coverage of both (the relays are just one medium transceiver and one large battery). I've even setup relays at ground level to make sure they're being beamed perpendicular to the launch pad.However, my rockets only seem to receive about ~0.55 gigajoules at the launch pad. The super solar satellite is the only power source in my power network, so I know its connected or I would be getting zero power from my relays. When I add more than one thermal receiver to a ship the ~0.55 gigajoules seems to be diluted/split between them, reducing thrust even further.Is receiving such a tiny portion of power from the sun normal, or is my power being bottlenecked by something? Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted August 25, 2014 Share Posted August 25, 2014 kerbal gay pride celebration?Yes. They do appear to be mostly male, after all. Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted August 25, 2014 Share Posted August 25, 2014 I didn't even know solar panels could give you usable power (megajoules) in KSPI. Having said that, does the mod account for atmosphere losses? Might the super solar satellite be in partial shadow or flipped on its side relative to the sun? Honestly I have never even managed to make microwave power work properly but I'm just spouting off ideas here. Link to comment Share on other sites More sharing options...
Gecko99 Posted August 25, 2014 Share Posted August 25, 2014 I'm playing with thermal rockets, and have setup a 1000 gigajoule solar power satellite around the sun (with enough batteries to milk the full power) and three relay satellites around the sun and Kerbin which give me full equatorial coverage of both (the relays are just one medium transceiver and one large battery). I've even setup relays at ground level to make sure they're being beamed perpendicular to the launch pad.However, my rockets only seem to receive about ~0.55 gigajoules at the launch pad. The super solar satellite is the only power source in my power network, so I know its connected or I would be getting zero power from my relays. When I add more than one thermal receiver to a ship the ~0.55 gigajoules seems to be diluted/split between them, reducing thrust even further.Is receiving such a tiny portion of power from the sun normal, or is my power being bottlenecked by something?The atmosphere will limit your transmission, it cuts a lot of power, and the distance from the sun causes a loss of about 50% of the beamed power. So if you're beaming back 1 GW, you're only going to be seeing 500MW in Low orbit, and alot is going to be lost in the atmosphere.Solution, see my link at the bottom which is my "Relay Plan" and shows a way that i have about 8 GW anywhere on Kerbin and in LKO.The solar farm close to the Sun is the best "fire and forget" power source.Finally, make some reactor rovers in the space plane building and drive them a few KM away to the Hills, with fusion/fission reactors and microwave transmitters, they send power directly to the launchpad and are barely affected by the atmosphere over such a short distance.Hope that helps. http://imgur.com/7Vk4vLK Link to comment Share on other sites More sharing options...
Shurikeeen Posted August 25, 2014 Share Posted August 25, 2014 Can I extract UF4 from planets using ISRU Refinery? Link to comment Share on other sites More sharing options...
ZonkX Posted August 25, 2014 Share Posted August 25, 2014 Can I extract UF4 from planets using ISRU Refinery?Yes, but not with the small inline one. Link to comment Share on other sites More sharing options...
Makeone Posted August 25, 2014 Share Posted August 25, 2014 Yes you can. Although, technically they extract uranium (or thorium) and refine it to UF4 (or ThF4). Link to comment Share on other sites More sharing options...
DavidHunter Posted August 25, 2014 Share Posted August 25, 2014 Is the current version of KSPI running successfully on KSP v0.24.2? I tried about a fortnight ago and it kept causing all sorts of glitches (e.g. that bright pink and green and yellow coloured screen when you open the VAB). Nothing showed up in the player or KSP logs but the error only ever occurred when I had KSPI installed...I'm running the 32-bit Mac version.TIA. Link to comment Share on other sites More sharing options...
forsaken1111 Posted August 25, 2014 Share Posted August 25, 2014 Is the current version of KSPI running successfully on KSP v0.24.2? I tried about a fortnight ago and it kept causing all sorts of glitches (e.g. that bright pink and green and yellow coloured screen when you open the VAB). Nothing showed up in the player or KSP logs but the error only ever occurred when I had KSPI installed...I'm running the 32-bit Mac version.TIA.Nope, you'll have to use wavefunction's experimental update. Go back a few pages to find it in his sig.He's releasing a new version soon though which will break save compatibility so you may wayya wait for that. Link to comment Share on other sites More sharing options...
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