Atrius129 Posted December 5, 2014 Share Posted December 5, 2014 Would it be rude to name an in-game AI core "Mariyate"?I don't think it would be rude. For realism, you could make it so it improperly installs your ship components despite your infallible trust in it. Also, you would not be allowed to put any descriptor for it, we would all just have to take your word on it. Link to comment Share on other sites More sharing options...
Elgreco7 Posted December 5, 2014 Share Posted December 5, 2014 Hi first of all i would like to congratulate you for your awsome mod!Since i updated my ksp to 0.25 some parts of your mod failed to load textures and i only see them as tottally whiteI dont know if it's whats wrong since apart from interstellar magic smoke indurties textures appears as white.do you think that there is somthing wrong with my configuration? Link to comment Share on other sites More sharing options...
FrontierProject Posted December 5, 2014 Share Posted December 5, 2014 The scale of the models for the Magnetic engines and Large Argon tank are off, how do I go about fixing this? Link to comment Share on other sites More sharing options...
Jarardo1 Posted December 5, 2014 Share Posted December 5, 2014 The scale of the models for the Magnetic engines and Large Argon tank are off, how do I go about fixing this?http://i.imgur.com/2QUdvbb.jpghttp://i.imgur.com/EGkBroa.jpgThere is a fix a few pages back. On my phone or I would post it I need it too! Link to comment Share on other sites More sharing options...
Ruptga Posted December 5, 2014 Share Posted December 5, 2014 Fix things like the above with MM configs, like in this post and the one right after it.http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13?p=1495408&viewfull=1#post1495408 Link to comment Share on other sites More sharing options...
Cairan Posted December 6, 2014 Share Posted December 6, 2014 Hi first of all i would like to congratulate you for your awsome mod!Since i updated my ksp to 0.25 some parts of your mod failed to load textures and i only see them as tottally whiteI dont know if it's whats wrong since apart from interstellar magic smoke indurties textures appears as white.do you think that there is somthing wrong with my configuration?That's a Squad KSP 0.25 issue with loading some textures in .tga format ... not much to be done about it for now except convert the textures to another format, but that requires intervention on the part of the modders... Link to comment Share on other sites More sharing options...
FreeThinker Posted December 6, 2014 Share Posted December 6, 2014 I like what Interstellar offers but it's ability convert MegaWatt into Electrocharge I consider unbalanced and cheating. The amount of power obsoletes any other method op power generation. Especially with Near future Propulsion Engines it becomes ridiculously unbalanced. Is there anyway to disable or reduce conversion of MW to Electrocharge? Link to comment Share on other sites More sharing options...
DivisionByZero Posted December 6, 2014 Share Posted December 6, 2014 The point of making space-based reactors power is to make new things possible like the plasma thrusters since solar panels do not have the juice for very powerful engines. Link to comment Share on other sites More sharing options...
legion1202 Posted December 6, 2014 Share Posted December 6, 2014 For some reason when building a plane in ksp if I slect and place one inake everything is ok but if I try to add semtrey (x2) to my aircraft it wont let me place the intake. When I hit alt f2 i see abunch of null expections going off reguarding the type of intake I have selcted tell me the object is not found. If I go to select another part it does the same thing. The only time ksp wil lgo back to normal is if I click on New to start my craft over. I`m using interseller, BS9 and colony back. If I take out interstellar the game works fine. Anyone have a clue? Thanks, Greg Link to comment Share on other sites More sharing options...
FreeThinker Posted December 6, 2014 Share Posted December 6, 2014 I was wondering. What is logical explanation that 1.25m Electric Generator has a 5000 MEGAWATT storage? Even if the reactor is offline, it can store the equivalent to 5.000.000 power in Electric Charge!!! Isn't that at list a bit excessive? Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 6, 2014 Share Posted December 6, 2014 I was wondering. What is logical explanation that 1.25m Electric Generator has a 5000 MEGAWATT storage? Even if the reactor is offline, it can store the equivalent to 5.000.000 power in Electric Charge!!! Isn't that at list a bit excessive?It's about what a 1.25m antimatter reactor can supply in a second. If you reduce the capacity much below that, then you may see power interruptions at high time acceleration. Link to comment Share on other sites More sharing options...
FreeThinker Posted December 6, 2014 Share Posted December 6, 2014 It's about what a 1.25m antimatter reactor can supply in a second. If you reduce the capacity much below that, then you may see power interruptions at high time acceleration.Ok, them wouldn't it make more sence to put this Resource storage on the Reactor itself? That way a 40 MW reactor only needed 40 MW buffer and only the 5000 MW Anti Matter reactor would need a 5000 MW buffer. Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 6, 2014 Share Posted December 6, 2014 Ok, them wouldn't it make more sence to put this Resource storage on the Reactor itself? That way a 40 MW reactor only needed 40 MW buffer and only the 5000 MW Anti Matter reactor would need a 5000 MW buffer.MJ storage is on the generator because the reactor itself doesn't generate electricity without a generator. If you're using a big reactor without a generator to power a thermal rocket, there's no reason for that reactor to act as a battery.I haven't seen any serious exploit of the storage on the generator, because everything that draws MJ goes through the resource manager and is limited to the rate at which MJ are being generated. What we have works in practice without being unnecessarily complicated. Link to comment Share on other sites More sharing options...
FreeThinker Posted December 6, 2014 Share Posted December 6, 2014 (edited) I haven't seen any serious exploit of the storage on the generator, because everything that draws MJ goes through the resource manager and is limited to the rate at which MJ are being generated. What we have works in practice without being unnecessarily complicated.Well Everything else that doesn't use MJ can still use it, making it behave as a 5.000.000 ElectricCharge battery. It effectively allows you to run an Ion engine at full strength for 13 Days. I'm looking for a way to limit the 5000 MW battery only to be used by parts that require MJ Edited December 6, 2014 by FreeThinker Link to comment Share on other sites More sharing options...
merendel Posted December 6, 2014 Share Posted December 6, 2014 Well Everything else that doesn't use MJ can still use it, making it behave as a 5.000.000 ElectricCharge battery. It effectively allows you to run an Ion engine at full strength for 13 Days. I'm looking for a way to limit the 5000 MW battery only to be used by parts that require MJWell first I'd wonder why anybody would want to run a single ion at full for 13 days. Second I'd wonder why this matters. Yes you could charge the thing up with another ship and then push what amounts to a half ton battery pack around for 13 days but you could also strap a half million batteries to it (which as I recall are considered physicly insignificant and therfore massless). Admitedly the later option would probably kill a computer but it would have better dV. In almost every case where someone straps a KSPI generator to a craft they've paired it to a reactor. At that point weather or not the storage capacity of the generator is OP for stock parts is irrelevant because the reactor/generator produces more EC than you could ever use with stock parts. If that 1 guy out of 100 players decides to think outside the box and use it as a giant capacitor... well who am I to say his idea of fun in a single player game is wrong?Also correct me if I'm wrong but I coulda sworn the MJ>EC conversion was a 1 time thing at the moment of generation. When the power is generated it fills up the EC first then puts the rest into MJ but if you turn off the reactor and depleate the EC bar you'll just have an empty EC bar and a full MJ bar. Cant say I've tested that in a while as the situation never came up but I thought that was how it worked. Link to comment Share on other sites More sharing options...
Atrius129 Posted December 6, 2014 Share Posted December 6, 2014 Well Everything else that doesn't use MJ can still use it, making it behave as a 5.000.000 ElectricCharge battery. It effectively allows you to run an Ion engine at full strength for 13 Days. I'm looking for a way to limit the 5000 MW battery only to be used by parts that require MJI actually did make a procedural MJ Kapacitor to work in conjunctoin with Procedural Parts, but going by KSP stock standards, a Kap the size of an orange tank ended up having only like 170 MJ. I feel like I should base it off of generator capacity. Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 7, 2014 Share Posted December 7, 2014 I've started a new project: The Illustrated Guide to Interstellar. I envision it as a series of tutorial articles covering every major system of KSPI in the order in which you'll encounter them playing career, with enough screenshots to show what all of the controls look like. I'll be testing each procedure while I get the screenshots for it, so I can provide the latest information on known bugs and workarounds.Chapter 0, covering installing and starting a career with TechManager, is up on the wiki at https://github.com/FractalUK/KSPInterstellar/wiki/Illustrated-Guide-Chapter-0:-Installing-and-Patching . During the testing and writing process, I collected the ModuleManager patches that I could find for Interstellar 0.13 on 0.25 and made a few updates myself. Link to comment Share on other sites More sharing options...
Enterprise Posted December 7, 2014 Share Posted December 7, 2014 Is it alright to use the "Unofficial KSPI" tech tree? How is it different from the one shipped with Interstellar? Link to comment Share on other sites More sharing options...
Lei07 Posted December 7, 2014 Share Posted December 7, 2014 Hey Enterprise, yeah it's fine. I and I'm sure many use that config as one has yet to be "officially" made to be used with TechManager over the old TreeLoader, as TreeLoader no longer works. The content is correct as of the current version, which works fine, and just needs a some MM configs (in this thread) to address some node placements on thermal nozzles.I'm sure we'll see a official TechManager tree when the next version of KSPI is released! Link to comment Share on other sites More sharing options...
DivisionByZero Posted December 7, 2014 Share Posted December 7, 2014 I've started a new project: The Illustrated Guide to Interstellar. I envision it as a series of tutorial articles covering every major system of KSPI in the order in which you'll encounter them playing career, with enough screenshots to show what all of the controls look like. I'll be testing each procedure while I get the screenshots for it, so I can provide the latest information on known bugs and workarounds.Chapter 0, covering installing and starting a career with TechManager, is up on the wiki at https://github.com/FractalUK/KSPInterstellar/wiki/Illustrated-Guide-Chapter-0:-Installing-and-Patching . During the testing and writing process, I collected the ModuleManager patches that I could find for Interstellar 0.13 on 0.25 and made a few updates myself.This is really awesome! Finding things on this forum is probably the hardest part of the game and you're making it much easier. Link to comment Share on other sites More sharing options...
FreeThinker Posted December 7, 2014 Share Posted December 7, 2014 (edited) It's about what a 1.25m antimatter reactor can supply in a second. If you reduce the capacity much below that, then you may see power interruptions at high time acceleration.After inspecting this 1.25m antimatter reactor, I noticed that the power of an upgraded 1.25m antimatter reactor (which is 15000 MJ) is less than the maxThermalPower of a 1.25 Generator, which has only a maxThermalPower of only 5000 MJ. Doesn't this mean that an upgraded Antimater reactor cannot produce more power than an antimatter reactor that isn't upgrated? Am I missing something here? Edited December 7, 2014 by FreeThinker Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 7, 2014 Share Posted December 7, 2014 After instecting this 1.25m antimatter reactor, I noticed that the power of an upgraded 1.25m antimatter reactor (which is 15000 MJ) is less than the maxThermalPower of a 1.25 Generator, which has only a maximum maxThermalPower of only 5000 MJ. Doesn't this mean that an upgraded Antimater reactor cannot produce more power than an antimatter reactor that isn't upgrated? Am I missing something here?I found code in the generator module that sets the generator's maxThermalPower to whatever the reactor can output when the generator is properly connected to a reactor. The value in the config file appears to be a placeholder to keep the generator module from crashing before a final value can be read from the reactor. Link to comment Share on other sites More sharing options...
Marval Posted December 7, 2014 Share Posted December 7, 2014 Hi, i have problem with my antimatter reactor. I discovered the hole techtree and still 1.25m antimatter reactor produce 5GW of power. Shouldn't it be upgraded and produce more? I tested that on new ships. Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted December 8, 2014 Share Posted December 8, 2014 Hi, i have problem with my antimatter reactor. I discovered the hole techtree and still 1.25m antimatter reactor produce 5GW of power. Shouldn't it be upgraded and produce more? I tested that on new ships.I've seen that too - part upgrading doesn't appear to be working, like many other features in KSPI. I just started a sandbox save, but this of course disables finding new science and the money system. Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 8, 2014 Share Posted December 8, 2014 I've seen that too - part upgrading doesn't appear to be working, like many other features in KSPI. I just started a sandbox save, but this of course disables finding new science and the money system.If you're using the stock tech tree, a few upgradeTechReq settings need to be switched to nodes that exist. If you're using TechManager to load the Interstellar tree, the upgrades should work the same way they did with TreeLoader. I'm still a few chapters of the Illustrated Guide away from unlocking any upgrades, but when I get there I'll be able to test upgrades in a TechManager/Unofficial KSPI tree career in detail.Speaking of the Guide, Chapter 1: Heat and Radiators is up if anyone wants to critique or revise. Link to comment Share on other sites More sharing options...
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