FreeThinker Posted May 24, 2015 Share Posted May 24, 2015 (edited) Ozy said: I feel the same way about Tweakscale, another required dependency in the current version It's one of those love-it-or-hate-it mods, and I don't love it Some KSP-I parts are not MEANT to be scaled, and Fractal himself steered clear of it for this exact reason. To be fair, Community Tech Tree did provide a neat and integrated solution to the ongoing problem of the KSP-I tech tree, but now that tech trees are contained in config files it's not strictly required. There is a growing demand for a port of "stock" KSP Interstellar, so we can all have a go at emulating Scott Manley in the 1.0 release. Unfortunately I'm not a coder or even a config editor so unfortunately my only hope is for someone else with the necessary skills to step up to the plate, the way Boris did for 0.90 Well you don't need to to be a coder, I made KSPI-E as open for modding as possible (that was the whole point in the first place). Technically, using ModuleManage and some detailed knowlegde, you could create a modification that is 99% close to KSPI Classic. - - - Updated - - - WaveFunctionP said: And honestly, a lot of the code and parts aren't needed with the way that stock works now. Specifically which parts/code do you think aren't needed anymore? - - - Updated - - - Dreadp1r4te said: My biggest complaint about KSPI-E is its dependence on Community Tech Tree, the monster tech tree abomination that takes 5 months of real gameplay to unlock anything meaningful. KSPI-E no longer has a hard dependency on CTT. it defines a subset of CTT which is overridden if the full Community Tech Tree is installed - - - Updated - - - Ozy said: I feel the same way about Tweakscale, another required dependency in the current version It's one of those love-it-or-hate-it mods, and I don't love it The main reason KSPI-E uses Tweakscale is because it saves me time. Technically, KSPI can work without Tweakscale, it would just require a lot op copy pasting and recalcualtions which is now done autoamticly by tweakscale. Preferable these part would become available if Tweakscale is not installed, which can be implemented by a simple MM script - - - Updated - - - Ozy said: It's a bit of a tortured history... The original author is MIA at the moment, busy with real life... wavefunctionP performed his own port to 0.24 before taking it in his own direction with Intestellar Lite. Fractal came back with an update for 0.25 but was unable to iron out all the bugs before going MIA again. Another member, Boris, performed a port/bug fix to KSP version 0.90 which worked quite well before he, too, was forced to bow out. It has now been taken on by someone else who has put in a lot of effort to get it up and running in 1.0 but he has taken it in his own direction, aiming for ultra-realism Ultra realism is not my goal, I allow a quite a lot of hand waving. Realism it's a my tool to balance the game in a natural way. If that means, it becomes more Hard Science Fiction, than that's a good thing I think. Edited October 3, 2016 by FreeThinker Link to comment Share on other sites More sharing options...
Dreadp1r4te Posted May 24, 2015 Share Posted May 24, 2015 KSPI-E no longer has a hard dependency on CTT. it defines a subset of CTT which is overridden if the full Community Tech Tree is installedYep, I was the one who suggested removing it in your other thread. I posted that comment about CTT dependency before you removed it, so that comment stands redacted. Link to comment Share on other sites More sharing options...
FreeThinker Posted May 24, 2015 Share Posted May 24, 2015 Yep, I was the one who suggested removing it in your other thread. I posted that comment about CTT dependency before you removed it, so that comment stands redacted. Yes, if the mountain doesn't want to move to Moses, Moses has to move up the mountain Link to comment Share on other sites More sharing options...
Coga19000 Posted May 25, 2015 Share Posted May 25, 2015 Yes, if the mountain doesn't want to move to Moses, Moses has to move up the mountain I actually think this phrase is supposed to be the exact opposite ; if Moses doesn't go to the mountain, the mountain goes to Moses. Link to comment Share on other sites More sharing options...
Murdabenne Posted June 1, 2015 Share Posted June 1, 2015 I actually think this phrase is supposed to be the exact opposite ; if Moses doesn't go to the mountain, the mountain goes to Moses./pedantry-mode-on The actual quote is: "If the mountain won't come to Muhammad then Muhammad must go to the mountain." (Sir Francis Bacon) ... meaning If one cannot get one's own way, one must bow to the inevitable. Link to comment Share on other sites More sharing options...
includao Posted June 5, 2015 Share Posted June 5, 2015 I just want to say that KSP Interstellar Extended changed the way I play Kerbal a lot. I couldn't live without this mod. It's my top 5. Link to comment Share on other sites More sharing options...
Murdabenne Posted June 9, 2015 Share Posted June 9, 2015 Is any0one going to update this for 1.0.x? This might be a nice less-complex alternative to KSPI-E. Link to comment Share on other sites More sharing options...
Coga19000 Posted July 1, 2015 Share Posted July 1, 2015 /pedantry-mode-on The actual quote is: "If the mountain won't come to Muhammad then Muhammad must go to the mountain." (Sir Francis Bacon) ... meaning If one cannot get one's own way, one must bow to the inevitable.Oh, I see... I was interpreting it more than no matter what one does, the inevitable will happen anyways, so he might as well go for it. Link to comment Share on other sites More sharing options...
Creeperchair Posted July 11, 2015 Share Posted July 11, 2015 I will have to uninstall this mod. I can't click on any buttons for several parts because there a stupidly huge wall of 'rad hardess: x' displays. I hope this will eventually be able to be disabled. Link to comment Share on other sites More sharing options...
raxo2222 Posted July 30, 2015 Share Posted July 30, 2015 I will have to uninstall this mod. I can't click on any buttons for several parts because there a stupidly huge wall of 'rad hardess: x' displays. I hope this will eventually be able to be disabled.You have outdated version, cookie.Heres newest one: http://forum.kerbalspaceprogram.com/threads/111159-WIP-0-90-KSP-Interstellar-Extended Link to comment Share on other sites More sharing options...
nukedragon676 Posted September 22, 2015 Share Posted September 22, 2015 Is there a KSPI for KSP 1.0.x yet? Link to comment Share on other sites More sharing options...
rabidninjawombat Posted September 22, 2015 Share Posted September 22, 2015 Is there a KSPI for KSP 1.0.x yet?Literally, the post RIGHT above yours Link to comment Share on other sites More sharing options...
A35K Posted October 24, 2015 Share Posted October 24, 2015 I installed this mod on my 0.23 KSP file, and I made sure that the mod was the appropriate version for the game version. However I have 2 issues:The most important one is that the ATTILA thruster, Thermal rocket/turbojet, and Plasma Thrusters are constantly showing the exhaust effect when they are off, and there is a sideways exhaust, like this:Then, any craft that has more than a few solar panels lags severly. I have tested this to make sure, and this lag is entirely dependent on the number of solar panels. For example, I have a 200 part ship with no solar panels and it runs perfectly fine, and another one with solar panels runs at around 15fps. Even a 300 part ship with no panels runs better than a 200 part ship with panels. The more panels there are, the more it lags.If anyone could help I would appreciate it. Thanks. Link to comment Share on other sites More sharing options...
raxo2222 Posted October 24, 2015 Share Posted October 24, 2015 I installed this mod on my 0.23 KSP file, and I made sure that the mod was the appropriate version for the game version. However I have 2 issues:The most important one is that the ATTILA thruster, Thermal rocket/turbojet, and Plasma Thrusters are constantly showing the exhaust effect when they are off, and there is a sideways exhaust, like this:http://i.imgur.com/RTeZxAZ.pngThen, any craft that has more than a few solar panels lags severly. I have tested this to make sure, and this lag is entirely dependent on the number of solar panels. For example, I have a 200 part ship with no solar panels and it runs perfectly fine, and another one with solar panels runs at around 15fps. Even a 300 part ship with no panels runs better than a 200 part ship with panels. The more panels there are, the more it lags.If anyone could help I would appreciate it. Thanks.This is what happens, when you use outdated version.Latest version is in link on my post above. Link to comment Share on other sites More sharing options...
A35K Posted October 24, 2015 Share Posted October 24, 2015 Isn't that the version for KSP 1.0.4? I'm trying to install the mod in my old 0.23 save, would anyone know where I could find the mod for the 0.23 version? Link to comment Share on other sites More sharing options...
xfrankie Posted October 28, 2015 Share Posted October 28, 2015 Isn't that the version for KSP 1.0.4? I'm trying to install the mod in my old 0.23 save, would anyone know where I could find the mod for the 0.23 version?https://bitbucket.org/FractalUK/kspinstellar/downloads/from changelog: "Version 0.12.0 -KSP 0.24.2 Compatibility..." so you might have to search//download several earlier versions and see which one works for you...though this is some serious necromancy right here, so don't be surprised if it doesn't work at all Link to comment Share on other sites More sharing options...
undercoveryankee Posted October 28, 2015 Share Posted October 28, 2015 https://bitbucket.org/FractalUK/kspinstellar/downloads/from changelog: "Version 0.12.0 -KSP 0.24.2 Compatibility..." so you might have to search//download several earlier versions and see which one works for you...though this is some serious necromancy right here, so don't be surprised if it doesn't work at allI think I used 0.10.3 on KSP 0.23 and 0.11 on KSP 0.23.5 through 0.24.1. Link to comment Share on other sites More sharing options...
dirtbiker1824 Posted October 30, 2015 Share Posted October 30, 2015 I've been having an issue with microwave power, I don't seem to noticed diminishing power with increased distance or smaller receivers. I only notice change in received power when I change angle. While this is a handy problem, I feel like the realism aspect is not there.I discovered this problem while I was trying to back out the equation for received power based on distance and receiver/transmitter area ratio. Maybe this isn't yet implimented in the mod, but reading the interstellar wiki it seem like it should be. Thanks and I'm looking forward to your feedback. P.S. I generated Attila ISP numbers for various fuel types. The wiki seems outdated and incorrect. My results are posted below if anyone is interested.[table=width: 500, class: grid, align: left] [tr] [td]Propellant[/td] [td]Thrust[/td] [td]ISP[/td] [td]MW[/td] [td]ISP*Thrust[/td] [td]Thrust / MW[/td] [/tr] [tr] [td]Hydrazine[/td] [td]235[/td] [td]2056[/td] [td]1653[/td] [td]483160[/td] [td]0.142[/td] [/tr] [tr] [td]Hydrogen per Oxide[/td] [td]242[/td] [td]1992[/td] [td]1653[/td] [td]482064[/td] [td]0.146[/td] [/tr] [tr] [td]Liquid Amonia[/td] [td]256[/td] [td]1746[/td] [td]1653[/td] [td]446976[/td] [td]0.155[/td] [/tr] [tr] [td]Mono Propellant[/td] [td]228[/td] [td]1878[/td] [td]1653[/td] [td]428184[/td] [td]0.138[/td] [/tr] [tr] [td]Liquid Fuel[/td] [td]412[/td] [td]770[/td] [td]1653[/td] [td]317240[/td] [td]0.249[/td] [/tr] [tr] [td]Liquid CO[/td] [td]231[/td] [td]1279[/td] [td]1653[/td] [td]295449[/td] [td]0.140[/td] [/tr] [tr] [td]Water[/td] [td]210[/td] [td]1298[/td] [td]1653[/td] [td]272580[/td] [td]0.127[/td] [/tr] [tr] [td]Liquid CO2[/td] [td]375[/td] [td]615[/td] [td]1653[/td] [td]230625[/td] [td]0.227[/td] [/tr] [tr] [td]Liquid Nitrogen[/td] [td]282[/td] [td]766[/td] [td]1653[/td] [td]216012[/td] [td]0.171[/td] [/tr] [tr] [td]Argon Gas[/td] [td]343[/td] [td]620[/td] [td]1653[/td] [td]212660[/td] [td]0.208[/td] [/tr] [tr] [td]Xenon Gas[/td] [td]566[/td] [td]348[/td] [td]1653[/td] [td]196968[/td] [td]0.342[/td] [/tr] [tr] [td]Liquid Hydrogen[/td] [td]73[/td] [td]2583[/td] [td]1653[/td] [td]188559[/td] [td]0.044[/td] [/tr] [tr] [td]Neon Gas[/td] [td]153[/td] [td]1215[/td] [td]1653[/td] [td]185895[/td] [td]0.093[/td] [/tr] [tr] [td]Krypton Gas[/td] [td]253[/td] [td]654[/td] [td]1653[/td] [td]165462[/td] [td]0.153[/td] [/tr] [tr] [td]Oxidizer[/td] [td]249[/td] [td]554[/td] [td]1653[/td] [td]137946[/td] [td]0.151[/td] [/tr] [tr] [td]Liquid Oxygen[/td] [td]198[/td] [td]687[/td] [td]1653[/td] [td]136026[/td] [td]0.120[/td] [/tr] [tr] [td]Liquid Methane[/td] [td]137[/td] [td]957[/td] [td]1653[/td] [td]131109[/td] [td]0.083[/td] [/tr][/table] Link to comment Share on other sites More sharing options...
MajorLeaugeRocketScience Posted November 7, 2015 Share Posted November 7, 2015 Question: Can I use the warp plugin for my own mod? Link to comment Share on other sites More sharing options...
Nansuchao Posted November 7, 2015 Share Posted November 7, 2015 Are you using this one or Interstellar Extended? In which KSP version? Link to comment Share on other sites More sharing options...
meeware Posted January 6, 2016 Share Posted January 6, 2016 Do I need any 'helper' plugins to get the animation on the Science laboratory? Can't seem to get the antennae arms to deply, no matter what i do. Firespitter? Link to comment Share on other sites More sharing options...
raxo2222 Posted January 20, 2016 Share Posted January 20, 2016 This is old mod. For newest version go here: http://forum.kerbalspaceprogram.com/index.php?/topic/100190-beta105-ksp-interstellar-extended-161-16-11-2015 Link to comment Share on other sites More sharing options...
badwolf88 Posted March 3, 2016 Share Posted March 3, 2016 I'm having trouble with the warp drives, not sure where else to ask this. Whenever I drop my lower stage, my exotic matter capacity drops down to the minimum required for starting the warp, only allowing me to warp for a second before shutting down. What am I doing wrong and how to I store up enough exotic matter to travel long distance? Power generation is not an issue, I have several power plants in orbit around my AO... my apologies if this is not the right place to post this! Link to comment Share on other sites More sharing options...
Ozy Posted March 3, 2016 Share Posted March 3, 2016 3 hours ago, badwolf88 said: I'm having trouble with the warp drives, not sure where else to ask this. Whenever I drop my lower stage, my exotic matter capacity drops down to the minimum required for starting the warp, only allowing me to warp for a second before shutting down. What am I doing wrong and how to I store up enough exotic matter to travel long distance? Power generation is not an issue, I have several power plants in orbit around my AO... my apologies if this is not the right place to post this! It depends... This is the thread for Fractals original Interstellar. Last supported KSP version was 0.25. Boris also did a port to 0.90 (Interstellar Port Maintenance Thread) which is discussed there. That was the last version which plays the same way as the Interstellar you see in the Scott Manley videos. The one in use for KSP 1.05 is a variant developed by Freethinker (Interstellar Extended) and has diverged considerably from Fractals original vision. It also has its own discussion thread. If you are mixing and matching versions, you are going to have trouble Make sure your version of Interstellar is for your installed version of KSP, as a first point. Link to comment Share on other sites More sharing options...
badwolf88 Posted March 3, 2016 Share Posted March 3, 2016 7 hours ago, Ozy said: It depends... This is the thread for Fractals original Interstellar. Last supported KSP version was 0.25. Boris also did a port to 0.90 (Interstellar Port Maintenance Thread) which is discussed there. That was the last version which plays the same way as the Interstellar you see in the Scott Manley videos. The one in use for KSP 1.05 is a variant developed by Freethinker (Interstellar Extended) and has diverged considerably from Fractals original vision. It also has its own discussion thread. If you are mixing and matching versions, you are going to have trouble Make sure your version of Interstellar is for your installed version of KSP, as a first point. Thanks. I did not realize that. I'll double check my mods. I'm pretty sure I have Interstellar Extended now that I think about it. Link to comment Share on other sites More sharing options...
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