SheppardX Posted November 25, 2014 Share Posted November 25, 2014 anyway what i use client 32 bit with ATM or 64 bit ... its crashed or staucks on both of them with Interstellar mod --.-- Link to comment Share on other sites More sharing options...
ABZB Posted November 25, 2014 Share Posted November 25, 2014 Does fixing that line solve these errors? I'f so, which line is it?In FNRadiator.csline 445Debug.Log("rd _Emissive: " + renderer.material.GetTexture("_Emissive")); Link to comment Share on other sites More sharing options...
INSULINt Posted November 26, 2014 Share Posted November 26, 2014 Anyone else having physics issues with the computer core? It just falls thru the pad. Wierd thing is it disconnects from the decoupler stack attached to it, but remains attached to the pb-nuk on it radially. It swings beneath the pad like a clock pendulum! Link to comment Share on other sites More sharing options...
spudman2 Posted November 26, 2014 Share Posted November 26, 2014 So, I've applied the fix lined out on page 1209, and now antimatter stuff and alcubierre stuff is available on my tech tree. However, when I place a single 1.25m antimatter tank in the VAB the ship's price goes to ~ negative 43 million. Similarly, when I launch a single such tank, about 43 million credits are added to the space center's account. I've checked the part files, and they say it should cost 20,000 credit things. Anybody have an idea as to what I broke? Link to comment Share on other sites More sharing options...
Atrius129 Posted November 26, 2014 Share Posted November 26, 2014 So, I've applied the fix lined out on page 1209, and now antimatter stuff and alcubierre stuff is available on my tech tree. However, when I place a single 1.25m antimatter tank in the VAB the ship's price goes to ~ negative 43 million. Similarly, when I launch a single such tank, about 43 million credits are added to the space center's account. I've checked the part files, and they say it should cost 20,000 credit things. Anybody have an idea as to what I broke?The fixes for the mag nozzles and the alum rockets still apply from that post, but at this point you'll want the disregard the tech tree MM fix. Instead use the TechManager mod after deleting TreeLoader. This should completely restore your tree functionality.As far as the AM containers go, I believe that the solution was just to correctly set the full price of the containers. I don't quite remember, but it was detailed a couple of pages back. Link to comment Share on other sites More sharing options...
light_odin5 Posted November 26, 2014 Share Posted November 26, 2014 hello,i don't get the Record Seismic data option only the standard log data option.plz help because i really would like to use this game mech Link to comment Share on other sites More sharing options...
spudman2 Posted November 27, 2014 Share Posted November 27, 2014 Set the full price of the containers as the game will subtract out the price of the antimatter, right? Link to comment Share on other sites More sharing options...
Einarr Posted November 27, 2014 Share Posted November 27, 2014 Set the full price of the containers as the game will subtract out the price of the antimatter, right?Yes. You may want to refer to this post. Link to comment Share on other sites More sharing options...
the grue Posted November 27, 2014 Share Posted November 27, 2014 Wiki in the OP is woefully incomplete and, in places, out of date. Is there up-to-date documentation for this mod anywhere?At the moment, I'm trying to find the lifetimes for TH4 reactors(The wiki helpfully defines them as "considerably shorter"). Link to comment Share on other sites More sharing options...
Einarr Posted November 27, 2014 Share Posted November 27, 2014 And it has defined them that way for quite awhile, since at least KSPI 0.11 if not earlier. Unfortunately, I don't know of more updated documentation. Link to comment Share on other sites More sharing options...
Oafman Posted November 27, 2014 Share Posted November 27, 2014 Quick question about Aluminium Electrolysis:How do I add oxygen into the process? I'm on the Mun with a functioning ISRU, and am mining alumina and successfully converting it to aluminium. I had assumed that the oxygen would be extracted frrom the alumina, but the ISRU control window is saying "insufficient oxygen" and I'm producing no oxidiser. What am i missing? Link to comment Share on other sites More sharing options...
FreeThinker Posted November 27, 2014 Share Posted November 27, 2014 (edited) Question, is there anyway to convert stock ElectricCharge into KSPI MegaWatt on a single craft? Edited November 27, 2014 by FreeThinker Link to comment Share on other sites More sharing options...
David D Davidson Posted November 28, 2014 Share Posted November 28, 2014 It gets rather frustrating when designing a spaceplane as you have to stick all your reactors right on top of the engines (unless you're using nuclerar-electrical engines) usually causing issues with balance, or making you use three tiny reactors when one big reactor would have done the same job and you'd have a more aerodynamic design.Certainly reactors like molten salt reactors can pump their coolant (molten salt) to where it's needed if a pump is provided. More exotic reactors such as fusion or antimatter reactors would naturally need a heat exchanger and pump to get the heat to where it's needed.No idea if this has been said before, but I find it so limiting when there are things like bicouplers (on planes) and placing a reactor in a cargo bay right before said bicoupler will cause the engines to fail completely.I mean... if you can place radiators anywhere shouldn't the same be true for reactors; provided you've got a way (hopefully not too heavy) to move the heat to the thrust source. Link to comment Share on other sites More sharing options...
Atrius129 Posted November 28, 2014 Share Posted November 28, 2014 It gets rather frustrating when designing a spaceplane as you have to stick all your reactors right on top of the engines (unless you're using nuclerar-electrical engines) usually causing issues with balance, or making you use three tiny reactors when one big reactor would have done the same job and you'd have a more aerodynamic design.Certainly reactors like molten salt reactors can pump their coolant (molten salt) to where it's needed if a pump is provided. More exotic reactors such as fusion or antimatter reactors would naturally need a heat exchanger and pump to get the heat to where it's needed.No idea if this has been said before, but I find it so limiting when there are things like bicouplers (on planes) and placing a reactor in a cargo bay right before said bicoupler will cause the engines to fail completely.I mean... if you can place radiators anywhere shouldn't the same be true for reactors; provided you've got a way (hopefully not too heavy) to move the heat to the thrust source.Somebody actually made some radial heat pipes a few dozen pages back. Link to comment Share on other sites More sharing options...
SpaceMouse Posted November 28, 2014 Share Posted November 28, 2014 This is probably not a bug, I trimmed several unneeded parts from KSP-I and i'm trying to get a power transfer system setup and it keeps crashing the game with a :"ksp object refrense not set to a instance of a object" message. I'm assuming i deleted something it needed, would anyone know offhand what it's dependant on? I haven't deleted any effects or anything, just parts. :\ Link to comment Share on other sites More sharing options...
DivisionByZero Posted November 28, 2014 Share Posted November 28, 2014 Question, is there anyway to convert stock ElectricCharge into KSPI MegaWatt on a single craft?If you edit some part to include a tiny amount of MJ, then KSPI will start filling it up when all the electric charge is filled. Or just toss the microwave receiver on your ship. You don´t need to even turn it on, I don´t think. Link to comment Share on other sites More sharing options...
Drew Kerman Posted November 28, 2014 Share Posted November 28, 2014 It's a debugging message that seems to have been left in the code that controls radiator emissives. Unfortunately, it gets called per-frame if you happen to have one of those radiators present. There's no way to fix it without recompiling the plugin. For anyone interested in compiling locally, it's line 440 of FNRadiator.cs.Thanks for giving the location, I used this tutorial to download and install VSE and compile my own DLL with the debug line commented out. Anyone else looking to try, just include the references the tutorial gives as well as the Open Resource DLL (you can use the one in your GameData folder that came with KSPI). Instead of Ctrl+Shift+B, which will build the whole project, just right-click on the Interstellar C# and select Build. I'd suggest changing your build type to Release as well at the top of the VS window. Then you'll find the new DLL in the FNPlugin/bin/release folder Link to comment Share on other sites More sharing options...
Oafman Posted November 28, 2014 Share Posted November 28, 2014 (edited) Quick question about Aluminium Electrolysis:How do I add oxygen into the process? I'm on the Mun with a functioning ISRU, and am mining alumina and successfully converting it to aluminium. I had assumed that the oxygen would be extracted frrom the alumina, but the ISRU control window is saying "insufficient oxygen" and I'm producing no oxidiser. What am i missing?Anyone have any idea about this? I've searched the thread but could not find anyone with a similar issue. Does the Refinery usually produce both aluminium and oxidiser when you click to electrolyse aluminium? Edited November 28, 2014 by Oafman Link to comment Share on other sites More sharing options...
Threadsinger Posted November 28, 2014 Share Posted November 28, 2014 Anyone have any idea about this? I've searched the thread but could not find anyone with a similar issue. Does the Refinery usually produce both aluminium and oxidiser when you click to electrolyse aluminium?Hrm, I guess you can't pull water on Mun, eh? It's a good question, I've just unlocked both the alum rocket and the ISRU. Mind you my alum rocket has some messed up attachment nodes, but I think I saw a fix for that somewhere. Link to comment Share on other sites More sharing options...
light_odin5 Posted November 28, 2014 Share Posted November 28, 2014 heyy, which version could i use best for ksp .24? (the one i use now doesn't work) Link to comment Share on other sites More sharing options...
merendel Posted November 28, 2014 Share Posted November 28, 2014 Anyone have any idea about this? I've searched the thread but could not find anyone with a similar issue. Does the Refinery usually produce both aluminium and oxidiser when you click to electrolyse aluminium?I dont sopose you've got a picture of the craft? One frequent problem that crops up with ISRU's is fuel flow issues. Some resorces unless conected to a stack with the right container in it will have nowhere to go and wont be produced unless fuel lines are run. Even baring that a picture that shows the menu with the error message can also help. Link to comment Share on other sites More sharing options...
Lei07 Posted November 29, 2014 Share Posted November 29, 2014 Random question about the Science Lab, as I'm highly forgetful and quite embarrassed to ask. I've glanced the wiki and just want to make sure, so here goes.To keep the lab working long term, orbit or surface, it requires the crew of 2, decent battery capacity and standard method of energy generation, a reactor and a generator, and enough radiators to cover the wasteheat right? The SAFE 1500 and the 62.5 Elec Genny should be enough? I've started a new KSPI game for 0.25 and am just up to a point where I want my first long term orbital lab. I had a similar set up back in 0.23 I believe, but have had a bit of a mental block, hence the embarrassment. Any replies welcome and appreciated! Link to comment Share on other sites More sharing options...
SpaceMouse Posted November 29, 2014 Share Posted November 29, 2014 This is probably not a bug, I trimmed several unneeded parts from KSP-I and i'm trying to get a power transfer system setup and it keeps crashing the game with a :"ksp object refrense not set to a instance of a object" message. I'm assuming i deleted something it needed, would anyone know offhand what it's dependant on? I haven't deleted any effects or anything, just parts. :\I reinstalled the whole pack and it's still doing it so this does indeed seem to be a bug. Anyone have any ideas? Link to comment Share on other sites More sharing options...
giddonah Posted November 29, 2014 Share Posted November 29, 2014 I've been searching for a while now and I can't believe I can't figure this out. How do you get fusion reactors? I just went back and upgraded some radiators and I think the electric generator in flight, but there's no upgrade for the fission reactors. I have all science except the computer, but screenshots of the tech tree on here show more science to unlock that doesn't show up in my science tree. What am I missing?Much thanks to anyone who can shed some light on how this all works. Link to comment Share on other sites More sharing options...
merendel Posted November 29, 2014 Share Posted November 29, 2014 I've been searching for a while now and I can't believe I can't figure this out. How do you get fusion reactors? I just went back and upgraded some radiators and I think the electric generator in flight, but there's no upgrade for the fission reactors. I have all science except the computer, but screenshots of the tech tree on here show more science to unlock that doesn't show up in my science tree. What am I missing?Much thanks to anyone who can shed some light on how this all works.What version of the mod and game are you useing. Assuming you are using up to date stuff (.13 for the mod and .25 for ksp) then the most likely problem is you need to deleate the TreeLoader mod that comes bundled with KSPI and install TechManager instead. .25 broke Treeloader irreperably and the license did not alow for the comunity to fix it so a replacement had to be made. Sadly the install for KSPI has not been updated since techmanager was created so you have to do it manualy. Link to comment Share on other sites More sharing options...
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