Mrscratch Posted January 12, 2015 Share Posted January 12, 2015 i just download 0.13 interstellar on my 0.25 KSP,but when mousing over interstellar parts in the editor (VAB/SPH), they zoom to infinite size before disappearing, anyone know why i have this issue?This is an issue with TweakScale. Try deleting your TS folder and see if it fixes it. That seems to be the general consensus Also here's a post on a different thread regarding that same bug:http://forum.kerbalspaceprogram.com/threads/104943-0-90-KSP-Interstellar-port-maintance-thread/page17 Link to comment Share on other sites More sharing options...
Funky Dare Devil Posted January 14, 2015 Share Posted January 14, 2015 (edited) I downloaded the most recent iteration of the Interstellar mod for the 0.90 beta from this forum but the game does not recognize the files and I do not see any of the tech tree options nor any of the related parts. I think it may be that I have the Near Future series of mods in the Gamedata directory already. Does this matter, or should I be able to have both series of mods in that directory with no problem? Anyone else facing a similar issue here? How did you guys get it to work with the new beta? Edited January 14, 2015 by Funky Dare Devil Link to comment Share on other sites More sharing options...
Atrius129 Posted January 14, 2015 Share Posted January 14, 2015 I downloaded the most recent iteration of the Interstellar mod for the 0.90 beta from this forum but the game does not recognize the files and I do not see any of the tech tree options nor any of the related parts. I think it may be that I have the Near Future series of mods in the Gamedata directory already. Does this matter, or should I be able to have both series of mods in that directory with no problem? Anyone else facing a similar issue here? How did you guys get it to work with the new beta?KSPi maintenance thread here. Be sure to delete the files previously installed for this mod. Link to comment Share on other sites More sharing options...
feudalord Posted January 18, 2015 Share Posted January 18, 2015 Fixed Magnetic nozzle and Aluminium Hybrid node definitions and rescaled them to appropriate size. They should fit on your ships perfectly now. Download- - - Updated - - -As for the magnetic nozzle, they will only work if you provide it with the following:1. Electrical Generator2. Fusion/Antimatter Initiated reactor only as they provide charged particles.3. Radiator for the electrical Generator to work.4. Materials for the reactors to work. Some of the materials have to be collected, for example Helium3, antimatter as well as tritium which only can be brought in very small quantity. For test purposes, I edited the config to get these materials.5. Fuel.6. Go to space.In Space, I managed to get a thrust of over 600KN with antimatter initiated reacted for a 3.75m magnetic nozzle and specific impulse of about 12000. Although I tested that choosing to use smaller magnetic nozzles like a 2.5m or 1.25m or using fusion reactors reduces the thrust but is probably still useful. Link to comment Share on other sites More sharing options...
Jarardo1 Posted January 18, 2015 Share Posted January 18, 2015 Has anyone retrofitted a large fusion reactor? I have a few that were deployed before I had the upgrade available. The retrofit button is there, but I don't see a science needed on the right click menu, and clicking the retrofit button doesn't have an effect. Looking at the cfg it looks like the values for upgrade retrofit are there.Thanks! Link to comment Share on other sites More sharing options...
ABZB Posted January 18, 2015 Share Posted January 18, 2015 Has anyone retrofitted a large fusion reactor? I have a few that were deployed before I had the upgrade available. The retrofit button is there, but I don't see a science needed on the right click menu, and clicking the retrofit button doesn't have an effect. Looking at the cfg it looks like the values for upgrade retrofit are there.Thanks!I have noticed that none of the reactors retrofit properly - the button is there, but clicking it removes the appropriate amount of science, but nothing else happens. Link to comment Share on other sites More sharing options...
Jarardo1 Posted January 18, 2015 Share Posted January 18, 2015 I have noticed that none of the reactors retrofit properly - the button is there, but clicking it removes the appropriate amount of science, but nothing else happens.Ok thanks for the reply. Wasn't sure if I needed to have a Kerbal do it manually or something - or turn it off and let it cool down. Link to comment Share on other sites More sharing options...
ABZB Posted January 18, 2015 Share Posted January 18, 2015 I've looked at the code on github, there is not an obvious bug - (looking at the .9 maintenance one, but I think this has been present for a while). Link to comment Share on other sites More sharing options...
GreeningGalaxy Posted January 22, 2015 Share Posted January 22, 2015 (edited) Wee little necropost:Remember that hack of the magneticnozzle I did a while back to make a cool antimatter torch drive? Yeah, all those revisions and the math is still wrong. Don't bother with it; it uses orders of magnitude too little antimatter for its thrust power.If you want to join me in messing around with brachistochrone trajectories, you want this instead:{name = BeamCoreAntimatterRocketmodule = Partauthor = FractalMODEL{ model = WarpPlugin/Parts/Engines/MagneticNozzle/MagneticNozzle rotation = 0,0,180 scale = 2.462,2.757,2.462}node_stack_top = 0.0, 1.505, 0.0, 0.0, 1.0, 0.0, 2node_stack_bottom = 0.0, -0.93, 0.0, 0.0, 1.0, 0.0, 2fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, runningfx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameoutTechRequired = ionPropulsionentryCost = 14000cost = 78000category = Propulsionsubcategory = 0title = Plasma-Core Antimatter Rocketmanufacturer = Zefram Kerman's Warp Supplies Co.description = By annihilating the antimatter and propellant directly inside the nozzle, the plasma-core antimatter rocket achieves far greater thrusts and specfic impulses than nearly any other propulsion system available. attachRules = 1,0,1,1,0// --- standard part parameters ---mass = 16dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 7breakingForce = 200breakingTorque = 200maxTemp = 3600// --- FX definitions ---fx_exhaustFlame_blue = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustLight_blue = 0.0, -0.74338, 0.0, 0.0, 0.0, 1.0, runningfx_smokeTrail_light = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, runningfx_exhaustSparks_flameout = 0.0, -0.74338, 0.0, 0.0, 1.0, 0.0, flameout// --- Sound FX definition ---sound_vent_medium = engagesound_rocket_hard = runningsound_vent_soft = disengagesound_explosion_low = flameoutMODULE{ name = ModuleEngines engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2250 heatProduction = 350 fxOffset = 0, 0, -0.1 PROPELLANT { name = LiquidFuel ratio = 1.46875 DrawGauge = True } PROPELLANT { name = Antimatter ratio = 22.25 } PROPELLANT { name = Megajoules ratio = 5000 } atmosphereCurve { key = 0 56000 key = 1 52000 }}{ name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1}MODULE{ name = ModuleAlternator RESOURCE { name = WasteHeat rate = 50000.0 }}}PART(You'll want to paste this into a text file, name it something like "part4.cfg" and drop it into your GameData/WarpPlugin/Parts/Engine/MagneticNozzle directory in order for it to find the mesh/texture and stuff properly.)This one now has Uber Mega Correct 2.0 Physics! Features:-Accurate antimatter consumption (about 2 terawatts worth at full power)-Reduced thrust, keeping your TWR closer to about 1 in most cases and power schemes-Reduced efficiency, down from 100% to <50% (probably about right for a plasma-core antimatter rocket running in this gear)-Thrust vectoring, because every respectable engine needs a gimbal.Due to the ambiguous nature of how big a unit of "wasteheat" is, I have no idea if the wasteheat production I gave the thing is remotely accurate. We'll pretend most of the >50% of the input power (over a terawatt) of energy being lost as heat is escaping away from the ship in the magnetic exhaust plume. Meantime, you'll need a little more radiator than the VAB thermal helper will have you believe if you plan on running this thing constantly. I usually just stick an extra couple sets of six normal-sized upgraded radiators on the back of my torchships in addition to the main huge-sized ones, and I never have an overheat. You're welcome to experiment, though, I don't really know what the limit is because wasteheat is weird.I made this back when magnetic nozzle models were weirdly borked in size and shape, and it appears that my estimates at numbers for a rescaling fix gave me an engine that looks just a little bit longer than the magnetic nozzles. You may see this as a plus, since it lets you tell it apart from the magnetic nozzles, or you might be irritated by it. In the latter case, you can mess with those numbers till you like them, or you can come yell at me until I fix it. Either one is a totally viable option.Eventually, I do want to make my own model for this thing, since the magnetic nozzle model is already in use for something totally different (namely magnetic nozzles) and an engine like this should probably have some nice big superconducting hoops and tungsten blade shields and stuff. That's going to take more time than I have these days, though (what with being a university student and all that) so I'm afraid I can't give a good timeframe on that. I also notably have never made a good model before, and won't be releasing anything for this until I'm happy with it, so that will also delay its release. Don't hold your breath, or make any assumptions that some other, brighter, and better modder won't make something incredibly superior to this that fills in the torch drive niche before I do.Anyway, assuming anyone actually uses this or bothered to read all that, good luck! Also have fun. Edited January 22, 2015 by GreeningGalaxy Link to comment Share on other sites More sharing options...
Threadsinger Posted January 22, 2015 Share Posted January 22, 2015 Does anyone have a CTT config which would work well with RoverDude's Karbonite/MKS OKS mods? I pulled a CTT config for KSPI from someone's signature (it's been awhile, I forgot who ), but it's not quite working right - I haven't unlocked fusion reactors yet, although I have access to them (and AP reactors) in the VAB.Also, GreeningGalaxy, I look forward to seeing your torch drive! Once I figure out how to get all the cool tech mods to play nice, I'll give it a try! Link to comment Share on other sites More sharing options...
Toastedbuns Posted January 22, 2015 Share Posted January 22, 2015 Is Ferram recommended or incompatible with this mod? Link to comment Share on other sites More sharing options...
ABZB Posted January 23, 2015 Share Posted January 23, 2015 Completely Compatible. I use both. Link to comment Share on other sites More sharing options...
Olympic1 Posted January 23, 2015 Share Posted January 23, 2015 Does anyone have a CTT config which would work well with RoverDude's Karbonite/MKS OKS mods? I pulled a CTT config for KSPI from someone's signature (it's been awhile, I forgot who ), but it's not quite working right - I haven't unlocked fusion reactors yet, although I have access to them (and AP reactors) in the VAB.Also, GreeningGalaxy, I look forward to seeing your torch drive! Once I figure out how to get all the cool tech mods to play nice, I'll give it a try!I can make a CTT config, let me work on it. Link to comment Share on other sites More sharing options...
GreatGreengGoo Posted January 23, 2015 Share Posted January 23, 2015 For so long I have been wanting Interstellar to be made compatible with MKS/OKS and the community resource/tech tree. Link to comment Share on other sites More sharing options...
Olympic1 Posted January 23, 2015 Share Posted January 23, 2015 For so long I have been wanting Interstellar to be made compatible with MKS/OKS and the community resource/tech tree.It will take some time, because there are 57 tech nodes from KSPI that I want close as possible to the CTT nodes. Then I need to appoint ~100 parts to the nodes. Link to comment Share on other sites More sharing options...
Threadsinger Posted January 23, 2015 Share Posted January 23, 2015 I can make a CTT config, let me work on it.You sir are awesome. I would do it, but I don't have the faintest idea how. The one thing I liked about CTT was that it pushed Karbonite extraction much higher up the tech tree, so I couldn't exploit it for the first mun landings. (I also liked how it spread out the stock-a-like station parts too.) The big appeal for me for interstellar is the slow climb from basic engines to warp drives, and I'd like for all the popular sci fi mods to play nice in that regard. Then again, it's still in beta, and this mod hasn't seen any serious updates in awhile. Because it's a hobby and all, not a paid career.Thanks so much for tackling this! (And to all others who tweak this to keep it alive!)- - - Updated - - -Is Ferram recommended or incompatible with this mod?Compatible, although for obvious reasons be wary of firing up your fusion/AP turbojets at full power in low atmo. You'll break apart. Link to comment Share on other sites More sharing options...
alexman142 Posted January 23, 2015 Share Posted January 23, 2015 I am having trouble using the microwave power and receiver system. I launched a power plant esque thing with two of those giant power beamers into orbit, and I launched a probe with two receivers, but now power is transporting between the two. Link to comment Share on other sites More sharing options...
undercoveryankee Posted January 23, 2015 Share Posted January 23, 2015 I am having trouble using the microwave power and receiver system. I launched a power plant esque thing with two of those giant power beamers into orbit, and I launched a probe with two receivers, but now power is transporting between the two.What version of Interstellar and what version of KSP?How is the orbiting power plant generating power? Does it have Megajoules locally?Are the transmitters set to transmit? There are separate modes to transmit power generated on board and relay power coming in from elsewhere, so they don't do anything until you manually activate one of the modes.Do the receivers have line of sight and are they pointed at the transmitter? Unlike most things, Interstellar receivers do take orientation into account?What type of receivers are you using? If you're receiving as ThermalPower when you were expecting Megajoules or vice versa, it won't work. Link to comment Share on other sites More sharing options...
Threadsinger Posted January 23, 2015 Share Posted January 23, 2015 What version of Interstellar and what version of KSP?How is the orbiting power plant generating power? Does it have Megajoules locally?Are the transmitters set to transmit? There are separate modes to transmit power generated on board and relay power coming in from elsewhere, so they don't do anything until you manually activate one of the modes.Do the receivers have line of sight and are they pointed at the transmitter? Unlike most things, Interstellar receivers do take orientation into account?What type of receivers are you using? If you're receiving as ThermalPower when you were expecting Megajoules or vice versa, it won't work.This is something I would prefer be removed from a future version, if Fractal would be willing. Line of sight is fine, but having to ensure it's actually pointed at the target is too much micromanagement for my tastes. (Perhaps someone could implement a similar system to RemoteTech, where you need to manually ''lock'' the transmitter to a receiver, and physical orientation doesn't matter?) Link to comment Share on other sites More sharing options...
Rebelgamer Posted January 23, 2015 Share Posted January 23, 2015 You only need one transmitter on your power/relay satellites, orientation of transmitter does not matter. As for the receivers, I use the US Robotics mod to put them on hinges so they can be rotated in order to maximize reception power.My last big power network(.25), I had 3 kerbin geosync relays, 2 more in kerbin's orbit, 120 degrees leading/trailing, and 4 around kerbol inside moho's orbit. The primary power generation came from an AM farm orbiting Jool, with 3 relays in a polar orbit to keep from getting eclipsed by a moon during a burn. Also had a generator on kerbin just for launching, though it didn't get used much, as my base on minimus didn't need it. Would have been a nightmare without EL\karbonite though, I couldn't imagine launching all that hardware from kerbins surface.Tighter integration with MKS/OKS would be great, though I think those have shifted over to the regolith\CRP and away from ORS, which is what KSPI uses. It always irritated me that there was both water and liquid water, but they weren't the same or cross compatible. Link to comment Share on other sites More sharing options...
FrostX1 Posted January 25, 2015 Share Posted January 25, 2015 Ok so I installed the mod as per the instructions, play through career mode, get my first communications sat into space just to notice the mod isn't working. I was able to go all the way around the planet without interruptions.. Any idea how to fix this type of problem. I was hoping to set up a comms array but seeing as its not working I'm at a loss. Link to comment Share on other sites More sharing options...
Atrius129 Posted January 25, 2015 Share Posted January 25, 2015 Ok so I installed the mod as per the instructions, play through career mode, get my first communications sat into space just to notice the mod isn't working. I was able to go all the way around the planet without interruptions.. Any idea how to fix this type of problem. I was hoping to set up a comms array but seeing as its not working I'm at a loss.How is it not working? Are you also playing with remote tech?This version of KSP isn't up to date. Install Boris's release. Be sure to delete all previous KSPi folders first. Link to comment Share on other sites More sharing options...
Olympic1 Posted January 25, 2015 Share Posted January 25, 2015 For so long I have been wanting Interstellar to be made compatible with MKS/OKS and the community resource/tech tree.You sir are awesome. I would do it, but I don't have the faintest idea how. The one thing I liked about CTT was that it pushed Karbonite extraction much higher up the tech tree, so I couldn't exploit it for the first mun landings. (I also liked how it spread out the stock-a-like station parts too.) The big appeal for me for interstellar is the slow climb from basic engines to warp drives, and I'd like for all the popular sci fi mods to play nice in that regard. Then again, it's still in beta, and this mod hasn't seen any serious updates in awhile. Because it's a hobby and all, not a paid career.Thanks so much for tackling this! (And to all others who tweak this to keep it alive!)Sorry for the delay on the CTT support but school comes first. It's all done now, the only thing left is to test it. Link to comment Share on other sites More sharing options...
Olympic1 Posted January 25, 2015 Share Posted January 25, 2015 (edited) Sorry for the delay on the CTT support but school comes first. It's all done now, the only thing left is to test it.Here is the CTT config you're all be waiting for. I tested it and it plays nicely with MKS/OKS, Karbonite, ...It is spread over the whole tech tree, starting fom tier 5.If you have any suggestions for changing a parts node, please let me know via PM or via the KSPI thread.Download404!We can't find what you're looking for!heavierRocketryname = 25PureLiquidTankadvElectricsname = circradiatorKTname = circradiatorKT2name = circradiatorKT3name = SmallFlatRadiatorname = LargeFlatRadiatorname = RadialRadiatorzzzname = RadialRadiatorzzz2nuclearPowername = NuclearReactor0625name = NuclearReactor125name = FNPFissionReactor0625name = FNPFissionReactor125highAltitudeFlightname = ThermalTurbojetname = ThermalTurbojet2name = warpAtmIntakename = warpAtmIntake2ionPropulsionname = BigXenonTanklargeElectricsname = tinyBraytonname = Brayton1name = radiator0name = radiator1name = radiator2name = nitrogenRadiator1name = nitrogenRadiator2name = nitrogenRadiator3electronicsname = FNDeuteriumCryostatname = FNDeuteriumCryostat2name = FNHeliumCryostatname = DTMagnetometername = sensorGammaRaySpectrometername = FNNitrogenCryostatname = FNNitrogenCryostat2resourceUtilizationname = FNAmmoniaTankname = FNLiquidWaterTankname = FNInlineRefinerynuclearFuelSystemsname = HexCanThoriumFl4name = HexCanUraniumFl6name = HexCanUraniumNname = HexCanNitrogenlargeNuclearPowername = NuclearReactor250name = FNPFissionReactor250improvedNuclearPropulsionname = smallerThermalRocketNozzlename = smallThermalRocketNozzleveryHeavyRocketryname = AluminiumHybrid1name = 375PureLiquidTankhypersonicFlightname = atmosphericScoopname = atmosphericScoop2name = radial_atmospheric_scoop1name = radial_atmospheric_scoop2advIonPropulsionname = FNSmallerAugmentedArcjetname = FNSmallAugmentedArcjetspecializedElectricsname = Brayton2advScienceTechname = scienceModulename = FNGCMSname = FNLCMSoffworldMiningname = FNRefineryname = FNInlineRefineryLargeadvNuclearPowername = NuclearReactor375name = FNPFissionReactor375advNuclearPropulsionname = ThermalRocketNozzlename = bigThermalRocketNozzleexperimentalRocketryname = FNMethaneEnginename = FNMethaneTank3-1name = FNMethaneTank3-2automationname = computerCoreplasmaPropulsionname = smallerMPDname = smallMPDname = MPDexperimentalElectricsname = Brayton3cuttingEdgeSolarTechname = SM-Solar-SailexperimentalSciencename = FNIRTelescopenuclearSupportname = HexCanLithiumname = HexCanDeutTritLargename = HexCanHe3LargefusionPowername = FusionReactor250name = FusionReactor375fusionRocketsname = vistaadvPlasmaPropulsionname = KSPIMagneticNozzle1name = KSPIMagneticNozzle2name = KSPIMagneticNozzle3electricalSystemsname = microwaveTransmittername = microwaveReceivername = microwaveReceiver_microexoticReactionsname = AntimatterCollectorname = FusionReactor0625name = FusionReactor125powerTransmissionname = microwaveThermalEnergyReceiverSname = microwaveThermalEnergyReceiverMname = microwaveThermalEnergyReceiverLname = phasedArray1highEnergySciencename = FNAntimatterBottlename = AntimatterTank125name = AntimatterTank250name = AntimatterTank375name = FNFissionFusionCatReactorantimatterPowername = AntimatterReactor125name = AntimatterReactor250name = AntimatterReactor375ultraHighEnergyPhysicsname = WarpDrivename = WarpDrive2name = WarpDrive3 Edited January 26, 2015 by Olympic1 new update Link to comment Share on other sites More sharing options...
Olympic1 Posted January 26, 2015 Share Posted January 26, 2015 I updated my CTT config for KSPIDownloadChanges:* Moved some of the radiators from 'advElectrics' to 'largeElectrics'* Moved some of the HexCans from 'nuclearSupport' to 'nuclearFuelSystems' Link to comment Share on other sites More sharing options...
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