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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13


Fractal_UK

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I am having an issue charging up the drive, I have an anti matter reactor and an electric generator, but the drive doesn't seem to be charging. the number on the charge doesn't move no matter how much I time warp.

-Æ

Edited by agentexeider
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Any reason why my science station isn't producing science.. It is on Minmus, has 2 kerbals, and is powered. Yet when I activate "do research" it animates but doesn't produce anything. Does it have to be farther away from Kerbin or is it glitched?

The first thing to check is, are you sure it isn't producing some science? The science generation rate on Minmus is very slow (around 0.25/day) so don't expect to see the resource bar filling up while you watch. It will however continue to generate science if you switch to a different ship, so feel free to leave it running while you do other missions and when you come back to it, you might have some science.

The other thing to check is what are in the boxes when you right click on the science lab? The two boxes you need to check are the "Power" box, does that one say "5.00 MW / 5.00 MW"?, and the "Science Rate" box, this should have a value/day in it. If the power is at zero, try leaving the lab researching, going back to the tracking station and then coming back to the ship and see if that makes a difference.

Ahh additional I found a Bug:

Following:

I have an Antimatter reactor (tried with all scales).

And one of these Electricity / Megajule Generators.

Now when I Update the Antimatter Reactor (Retrofit).

The Electricity Generator says: No Thermal Power connected

(It does than behave like there is no AM Reactor anymore and stops working, but the AM does still make Thermal Output power (like it should)).

The next version will fix this bug, I can't replicate the problem there.

I am having an issue charging up the drive, I have an anti matter reactor and an electric generator, but the drive doesn't seem to be charging. the number on the charge doesn't move no matter how much I time warp.-Æ

Check out the first page which has some useful material on, the wiki has also has some stuff on there that might be useful (written mostly by Rampart).

In short though, all you need to get a warp drive working is the warp drive itself, a reactor and a generator. If the reactor is an antimatter reactor, you'll also need an antimatter tank and some antimatter to put in the tank because they start empty. Nuclear reactors start fully fueled.

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I see. I can to make it. I like moving things and it can to used as model for small\tiny sized version instead just rescale. Something simple. But I need to finish with engines(thermal\plasma\jet) at first before to take something else.

I like this idea. The smaller ones can tuck away or fold flat for convenience.. the supersized one likely won't be doing any landings so better to keep it solid and more functional. :)

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We might also need a small, static radiator - something like OX-Stat solar panel. With four of them spaced evenly around the ship, one or two should be constantly in shade. It would provide some cheap, extra heat dispossal option. Useful for probes and smaller ships in times when whipping out big radiators is not needed or dangerous (docking :P).

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Will the heat management update be something that I would need to be concerned about with all of my crafts once installed or is it something that is currently planned to only appear when you start using the parts that come with Interstellar?

I mean the idea of having to deal with heat management in general is something I wouldn't mind much (Already got TAC Life Support, Deadly Reentry, FAR, RemoteTech installed, one more realism mod wouldn't hurt), but I would like to know in case I need to start saving my kerbals working on ill-equipped space stations in addition to planning replacements for the burning Low Kerbol Orbit power stations... :P

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Check out the first page which has some useful material on, the wiki has also has some stuff on there that might be useful (written mostly by Rampart).

In short though, all you need to get a warp drive working is the warp drive itself, a reactor and a generator. If the reactor is an antimatter reactor, you'll also need an antimatter tank and some antimatter to put in the tank because they start empty. Nuclear reactors start fully fueled.

Yes, I have a tank, antimatter reactor and generator, since I was just testing I used hyper edit to fill the anti matter tank, all of it is inline with each other. my issue is, that the drive won't charge/recharge.

also, I didn't see a link to a wiki.

@Fractal, have you considered also making a jump drive, there was one floating about in earlier versions but they don't work any more. basically you sent out a jump beacon of sorts to your destination via conventional drives and the jump drive on your vehicle would target them. eventually I created a jump network from planet to planet and major moon to planet. since your so interested in FTLs, and thank god you are, I was thinking that maybe we could add jump drives and jump beacons to the mix?

ps. the cool thing about the beacon was that you could mount it to anything, so using the jump gate mod someone made, which was just parts, made it seem like a working space gate.

-Æ

Edited by agentexeider
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Okay, I need to learn what the frog you are talking about. Can someone explain it so that someone with IQ Beachball can understand?

Basically you move really, really, really fast. As in "you're travelling at a significant proportion of the speed of light" fast.

IE a trip to Duna would take a few minutes rather than the months it usually takes with regular propulsion.

EDIT: Though with the way warp drive works, you still need to focus on travelling at proper launch windows and such lest you find yourself with a required 10000 m/s braking burn in order to put yourself in Duna orbit.

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Basically you move really, really, really fast. As in "you're travelling at a significant proportion of the speed of light" fast.

IE a trip to Duna would take a few minutes rather than the months it usually takes with regular propulsion.

EDIT: Though with the way warp drive works, you still need to focus on travelling at proper launch windows and such lest you find yourself with a required 10000 m/s braking burn in order to put yourself in Duna orbit.

see, I feel that when you turn the drive off, it should automatically fire off a deceleration pulse and stop you, thus allowing you to use your sub lights to maneuver.

EDIT: I figured out why my drive wasn't charging, I didnt add a collector, thinking since I was using hyper edit to test, I wasn't going to do the collection part. but damn it's seriously inefficient.

I'm still not understanding what produces the exotic matter and what why there is no gauge for the megajoules. I'm sorry I got to admit this is pretty convoluted. but still really awesome in terms of what it means.

-Æ

Edited by agentexeider
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Wasmic: So... you move? Please, I can make a rocket do that by pushing it with Kerbal RCS.

Yes, but can your rocket make a trip from Kerbin to Dres in 33 minutes? At x1 time? Going at slowest warp setting - 0.10 c? Well...after dropping out of warp you'd have to burn 5400 m/s dV to get captured into orbit - but still it's a thrill ride :D

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EDIT: I figured out why my drive wasn't charging, I didnt add a collector, thinking since I was using hyper edit to test, I wasn't going to do the collection part. but damn it's seriously inefficiant.

You shouldn't need a collector to do anything except collecting. Hyperediting antimatter for testing works fine for me.

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Indeed. You aren't accelerating when you use a warp drive, space itself is bending around you.

yes, but you still maintain the relative velocity when you went into warp. however, I realize it's not that bad, the deltaV used to get into orbit when coming out of warp in say between interplanetary space puts you into a nice orbit of the sun. so never mind, you just have to time it right when coming into a planet SOI.

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You shouldn't need a collector to do anything except collecting. Hyperediting antimatter for testing works fine for me.

the issue is it doesn't want to charge with out it. Don't get me wrong this mod is a dream come true, but there are issues that need resolving, a power guage on the warp drive itself since it seems to use 2 resources not just 1. There needs to be an explanation of exactly how the drive gets exotic matter, because right now I have a full anti matter tank, the reactor's thermal power is full and generator is full of both electric charge and megajoules, yet the drive isn't charging, nor is the exotic matter count going up.

EDIT: nm, about hyper edit, for some reason after a while the drive just stops producing exotic matter.

I have a question, it takes my warp drive something like almost two months to charge to be able to go 1c, what am I doing wrong, what do I need to do to get it to charge in a more timely fashion?

Edited by agentexeider
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Stronger (hotter) reactor and better generator. More power in form of Megajoules = faster charging warp drive. You might also want to upgrade relevant parts ASAP - which means building research infrastructure in uncomfortable and hard to reach places (Moho and Eeloo) to get decent amounts of science points.

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Stronger (hotter) reactor and better generator. More power in form of Megajoules = faster charging warp drive. You might also want to upgrade relevant parts ASAP - which means building research infrastructure in uncomfortable and hard to reach places (Moho and Eeloo) to get decent amounts of science points.

well im having issues with the drive stops producing exotic matter and I can't fill it back up.

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awesome mod....at least it looks like it is but is there anything along the lines of a "getting started" guide?

Any help would be appreciated! :D

This would be epic, I'd do it, but I barely understand the mod myself. Anyone willing? =P

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Welcome to the Club...

The only engene I got real to work yet (usefull for lift a ship from launchpad) is the Plasmathruster.

And (for lateR) the Warpengene.

Ok the science stuff is clear, the antimatter collector - Tank is (for me) more a "luckgame". sometimes the damn tank - collector connection works and it collects, and sometimes not .(even if they are damn direct conected behind eatch other).

The mircowavetransmitter is easy to handle too.

But like said... the new engenes *rips out hairs*

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