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


Fractal_UK

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Can you check your copy of the antimatter125.cfg and maybe check that the upgrade has gone through properly as well? Is it producing the right about of power?

I definitely fixed the consumption rates:


AntimatterRate = 0.1385
upgradedAntimatterRate = 0.4155

I know you changed the values... I'm looking at them in the file... and I did a fresh install of the mod. HOWEVER... testing on the launchpad shows it only using 0.14 after upgraded. I wonder if it's some bug with regards to still being attached to launch clamps/struts or something.

~Steve

EDIT: Not sure what I did before.. but it's working now. Apparently I found some bug.. somewhere. I'll let you know if I can recreate it.

Edited by NeoAcario
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After some break I finally made something new but instead of something usefull it's something too complex and crazy shaped mostly for my own fun. It's warpdrive model with changeble shape for horisontal things, it still need some additional elevation but much less then with regular model.

Not supposed to be part of regular pack, more like "bonus content". Use on your own risk.

I copied modules from regular one but don't know can it actually warp or not.

-snip-

http://www./?ewkw5zkzuss6s2h

When i try and use this is shows your design, but then when i laugh it shows the old version,

I tried removing the old version from the actual files and replacing it, but still, it reverts to the old one, Anything to get it working?

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When i try and use this is shows your design, but then when i laugh it shows the old version,

I tried removing the old version from the actual files and replacing it, but still, it reverts to the old one, Anything to get it working?

The names in the files weren't changed, you need to open up the cfg files and change the "name=" to something else. If you just add an extra character to the end of the name, it should work.

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No, that was changed in the last update, you can transmit power from generators now.

Do they Dynamically Check Power Consumption? (ie will my reactor run at 100% if the transmitter is on or will it check how much is being used?)

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Do they Dynamically Check Power Consumption? (ie will my reactor run at 100% if the transmitter is on or will it check how much is being used?)

The reactor will just run at 100%. Unfortunately, there is no way to control power consumption between vessels. The transmitter vessel isn't actually loaded by the game when the receiver vessel is (unless they're within 2.3km) so it takes some tricks to make it work as it does now.

How soon until we see the large receiver working properly again?

As soon as I can, I would like to make a few more tweaks to go with it though.

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Do they Dynamically Check Power Consumption? (ie will my reactor run at 100% if the transmitter is on or will it check how much is being used?)

Well a quick test shows that it runs the generator at full output and sends all available power. It prioritizes your transmitter ship so you wont run out of power.

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Well a quick test shows that it runs the generator at full output and sends all available power. It prioritizes your transmitter ship so you wont run out of power.

So using an Antimatter Generator in space to run a Small Lab Colony would not be effective.

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Fractal_UK

You overlooked a question:

Quoting from the wiki: The science lab does not need to be the focused vessel to generate antimatter, so long as it has power available you may pilot other vessels and antimatter will continue to generate "in the background."

I have an Antimatter forge in LKO.. it's supposed to generate 120 AM per day... I'm on day 114 and it's generated only 95 AM. What's going on? Does it only operate when I'm in SOI or what's the deal?

~Steve

EDIT: Also, are AM collectors supposed to 'work in the backround' as well?

Edited by NeoAcario
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Fractal_UK

You overlooked a question:

Quoting from the wiki: The science lab does not need to be the focused vessel to generate antimatter, so long as it has power available you may pilot other vessels and antimatter will continue to generate "in the background."

I have an Antimatter forge in LKO.. it's supposed to generate 120 AM per day... I'm on day 114 and it's generated only 95 AM. What's going on? Does it only operate when I'm in SOI or what's the deal?

~Steve

I've noticed Warp Speed tends to mess things up, might be the cause, might not.

Also, how stupid of Kerbals did you put in? and how much energy are you generating?

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I've noticed Warp Speed tends to mess things up, might be the cause, might not.

Also, how stupid of Kerbals did you put in? and how much energy are you generating?

I'm running a whole new save right now as I test out the whole mod. I've hacked the kerbins to be geniuses. 10 Kerbins with 0 stupidity. 10 fully upgraded 3.75 reactors + gens, 5 labs. Each generates 24 AM per day. 24x5 = 120 per day. It works perfectly when I have it focused.

FYI you can run 5 labs doing AM forging with only 9.5 fully upgraded 3.75m reactors.

EDIT: Also.. launching a 584 ton AM forge into LKO was a pain in the ass. Really sucks to see it not working.

Edited by NeoAcario
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You overlooked a question:

Quoting from the wiki: The science lab does not need to be the focused vessel to generate antimatter, so long as it has power available you may pilot other vessels and antimatter will continue to generate "in the background."

I have an Antimatter forge in LKO.. it's supposed to generate 120 AM per day... I'm on day 114 and it's generated only 95 AM. What's going on? Does it only operate when I'm in SOI or what's the deal?

Sorry there is a factor missing from the rate, I think I've fixed it now but I need to check it out.

EDIT: Also, are AM collectors supposed to 'work in the backround' as well?

Yep, they do. AM collectors try to average over their orbit though so try to make sure they are in circular orbits or you may not get what you're expecting.

Try hyper edit for testing, it makes life a whole lot easier.

High warp tends to break alot of mods.

This is mostly when the selected ship is at high timewarp speeds because the stock resource system is limited in how it copes with high resource rates, this mod should be much more resilient to that because of the resource manager code.

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The names in the files weren't changed, you need to open up the cfg files and change the "name=" to something else. If you just add an extra character to the end of the name, it should work.

Oh Ok, Thank you, it didn't work, It doesn't have any functions thought, Only a change state animation, Lol.

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Define "high" warp. 1,000 or higher? 10,000?

And no thanks on hyper edit. I save .crafts to toss into the VAB of fresh saves. This is as much design as it is a testing save.

~Steve

things start to bork up around 1000, but still work for the most part, anything past that is, well unstable at best.

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Don't Warp above 1,000... I can handle that.

It doesn't say anything on the Wiki.. but what about the AM collectors? Do they work in the backround also? Made a smaller version (same weight) and plan to just stick a massive collector into Kerbol Orbit in the legit save and skip the AM forge entirely.

~Steve

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Don't Warp above 1,000... I can handle that.

It shouldn't matter. The lab not generating at the right speed is a bug, so that won't matter how much you timewarp. In fact, it's only the persistance code that is bugged, the antimatter will generate at the correct rate at high timewarp speeds while the vessel is still selected.

It doesn't say anything on the Wiki.. but what about the AM collectors? Do they work in the backround also? Made a smaller version (same weight) and plan to just stick a massive collector into Kerbol Orbit in the legit save and skip the AM forge entirely.

Yes they do work in the background.

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NeoAcario, 24 AM Collectors at 900km from Kerbin will get you about 100 AM/day.

Same 24 AM collectors would get you 2643.84 per day orbiting Kerbol at 392.5Mm.

Sorry there is a factor missing from the rate, I think I've fixed it now but I need to check it out.

Whenever you make small fixes like this... do you re-upload the Mod file? I would love to help you test to see if things are working. Well, especially when it's something bothering me.

~Steve

Edited by NeoAcario
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