Dante Montana Posted December 26, 2014 Share Posted December 26, 2014 HelloI warmly recommend using the Community Tech tree with its unofficial KSPI MMpatch by Serino. Makes a lot of fun and works without problems with Boris´s release. Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 26, 2014 Share Posted December 26, 2014 updated fix link, dropbox caching messed up. Link to comment Share on other sites More sharing options...
Saint-Stanislas Posted December 26, 2014 Share Posted December 26, 2014 The dev link still give 404 by the way I'm still trying your fix, I have a bunch of other mods, mostly USI stuff, and It seems like I have some problem with the thermal turbojet. It doesn't seem to understand when he's hook on a reactor. The reactor is online at 0% and the turbojet gives 0 thrust. I'm just wondering what kind of mods could mess with kspi thermal mechanics. There's a lot of new stuff related to ressources and I'm not sure if it could conflict with how KSPI handles them. I'm thinking about regolith and CRP maybe even EPL. What kind of interaction is messing with interstellar ? Anyway, don't bother trying to reproduce it, I'm gonna install from scratch and reboot until I find some culprit... If I can't find anything I'll output the log later today Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 26, 2014 Share Posted December 26, 2014 updated links, thank you. Dropbox is messy ((P.S. make sure reactor runs ok without engine at all. Link to comment Share on other sites More sharing options...
Saint-Stanislas Posted December 26, 2014 Share Posted December 26, 2014 (edited) Well in fact, I just realise the toolbar "megajoule power manager" button was not doing anything. I would say that as long as I can't make that button work, means something is broken with the thermal mechanics dll. As I was saying, I'm gonna try it on a fresh install right now and try to outline the mod that could cause it.EDIT: Here's a screen of the results (tweakscale1.50 and modulemanager2.5.6 only). Actually, it's only happening with the Fusion reactors. They don't have any power output... I don't have the log right now, my game booted with -nolog and I'm leaving for shopping. I'll make one tonight. Edited December 26, 2014 by Saint-Stanislas Link to comment Share on other sites More sharing options...
FreeThinker Posted December 26, 2014 Share Posted December 26, 2014 Question, Is there any documentation regarding the magnetic nozzles? The Wiki doesn't mention them. How much trust are they supposed to generate at nomal Deteurium-Tritium fuel and at which ISP? Link to comment Share on other sites More sharing options...
sidfu Posted December 26, 2014 Share Posted December 26, 2014 Delete Techtree.cfg from save folder and reload the save. Tell me if it doesn't work.tree.cfg file in your save folder is not used by game, it was a legacy interstellar code that copyed it there. I just removed this useless operation.personaly i would like to see u split off a maintence topic for mod. Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 26, 2014 Share Posted December 26, 2014 1). There is always a debugger log - it's located in KSP_Data\output_log.txt2). I was finaly able to reproduce science tree bug, thank you. Will handle once again.3). Reproduce fusion reactor bug, will debug now.Be patient please and we'll be able to finish it until new year! Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 26, 2014 Share Posted December 26, 2014 personaly i would like to see u split off a maintence topic for mod.Your're right. If you want to help me out, come to dev topic. I need comunity help to clean the bugs.all further bug reports, fixes, proposals - go to development topic - http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread Link to comment Share on other sites More sharing options...
ActuallyImad Posted December 26, 2014 Share Posted December 26, 2014 Any word on the compatibility of the current version of Interstellar + KSP .90? Link to comment Share on other sites More sharing options...
MatterBeam Posted December 26, 2014 Share Posted December 26, 2014 Can this mod be used in 0.9 Beta? Link to comment Share on other sites More sharing options...
Olympic1 Posted December 26, 2014 Share Posted December 26, 2014 Can this mod be used in 0.9 Beta?You can download the UNOFFICIAL 0.90 fix here Link to comment Share on other sites More sharing options...
MatterBeam Posted December 26, 2014 Share Posted December 26, 2014 Thank you, Olympic1. Link to comment Share on other sites More sharing options...
stlemur Posted December 27, 2014 Share Posted December 27, 2014 Success! Thank you Boris!Delete Techtree.cfg from save folder and reload the save. Tell me if it doesn't work.tree.cfg file in your save folder is not used by game, it was a legacy interstellar code that copyed it there. I just removed this useless operation. Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 27, 2014 Share Posted December 27, 2014 latest version here: http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread Link to comment Share on other sites More sharing options...
[email protected] Posted December 27, 2014 Share Posted December 27, 2014 (edited) What does it take to keep a reactor cool? I have 8 of the medium sized radiators hooked up to a single 2.5m Aegletes on trajectory out of Kerbin and it is rapidly approaching shutdown.Nevermind...I attached the small ones. Well now I either have to construct a rescue mission with a very fast ship to do a retrofit or just write this one off as a $400,000 learning experience.... Edited December 27, 2014 by [email protected] Link to comment Share on other sites More sharing options...
Deredere Posted December 27, 2014 Share Posted December 27, 2014 UPDATE:I find current solar panel heat generation system highly unrealistic. They can act as radiators themselves (their back side), so in real life we don't really have problems with them overheating. I've corrected heat generation curve, so now you can safely use solar panels up to Eve, but not closer. Yes, that means you won't get stupid overheat somewhere close to Jool.New heat production curve for solar panels in red:https://dl.dropboxusercontent.com/u/23572905/KSP_Mods/0_90_patches/Development/SolarPanelHeatProduction.pngYou are the hero we needed and deserved. Link to comment Share on other sites More sharing options...
stellarator Posted December 28, 2014 Share Posted December 28, 2014 Fractal, Have you planned release a fix for 0.9 before the 0.14? I know that's a fix created by another person, but... It crashed my savegame, and now, i have the R&D-exit-Bug. I think i've solved it, but i lost all my ships, and now... I miss Interstellar and it's the mod that i need! Link to comment Share on other sites More sharing options...
FreeThinker Posted December 28, 2014 Share Posted December 28, 2014 Is there are known fix for the 1.25 ANTILA truster, it appears it is scaled too small. Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 28, 2014 Share Posted December 28, 2014 Maybe. Look for https://github.com/FractalUK/KSPInterstellar/wiki/Illustrated-Guide-Chapter-0%3A-Installing-and-Patching under Patching section. I've made those changes stock in my fork. Link to comment Share on other sites More sharing options...
FreeThinker Posted December 28, 2014 Share Posted December 28, 2014 (edited) Maybe. Look for https://github.com/FractalUK/KSPInterstellar/wiki/Illustrated-Guide-Chapter-0%3A-Installing-and-Patching under Patching section. I've made those changes stock in my fork.THanks, but the .625 ANTILA truster is now worse. fortunatly with the correct 1.25 scalling, the 0.625 scaling are easy to fix@PART[FNSmallerAugmentedArcjet]:Final{ @mass = 0,0625 @MODEL,0 { @scale = 0.4,0.275,0.4 } @node_stack_top = 0.0, 0.09, 0.0, 0.0, 1.0, 0.0, 1 @node_stack_bottom = 0.0, -0.125, 0.0, 0.0, 1.0, 0.0, 1} Edited December 28, 2014 by FreeThinker Link to comment Share on other sites More sharing options...
FreeThinker Posted December 28, 2014 Share Posted December 28, 2014 Has anyone ever attempted to use 62.5cm Plasma Thruster? I'm starting to believe no one ever did because it doesn't work.Fortunately, I made a simple Module Manager script to fix it:@PART[smallerMPD]{ @EFFECTS,0 { !electric_blue,0 {} }} Link to comment Share on other sites More sharing options...
Boris-Barboris Posted December 28, 2014 Share Posted December 28, 2014 I know that's a fix created by another person, but... It crashed my savegame, and now, i have the R&D-exit-Bug.Explain further please. What bug, how exactly the savegame was destroyed? Link to comment Share on other sites More sharing options...
Jarardo1 Posted December 29, 2014 Share Posted December 29, 2014 Has Fractal ever discussed a continuation of the tech tree? If not, what are some of anyone's thoughts? What kinds of future tech might be included? Would be nice to keep the need for science as a game objective after all is researched (Especially as more stars and planets are added!) I have about 10k to go to get the final tech in a save, very fun game! Link to comment Share on other sites More sharing options...
moot187 Posted December 29, 2014 Share Posted December 29, 2014 Hay everyone. I'm about to put together my mods for the .90 release and I'm wondering what are the odds of me being able to update the unofficial ( http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread?p=1630968&viewfull=1#post1630968 ) to the official version when it is released? As a plan B I was wondering if maybe I could just starting playing without KSPI and add it later when it updates but I'm not sure if that would work. Link to comment Share on other sites More sharing options...
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