Jump to content

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


Fractal_UK

Recommended Posts

No, not all rockets.

What I meant is that stock Liquid Fuel is not hydrogen. Not innately at least, because kerosene is far more probable. Heck, it gets the first three letters right. :P

And here stock Liquid Fuel is used in place of hydrogen. Where actual liquid hydrogen gas can be used, in plasma thrusters and the science lab - plus of course any upgrades to conventional rocketry might happen, since liquid hydrogen is indeed very much rocket fuel.

Link to comment
Share on other sites

No, not all rockets.

What I meant is that stock Liquid Fuel is not hydrogen. Not innately at least, because kerosene is far more probable. Heck, it gets the first three letters right. :P

And here stock Liquid Fuel is used in place of hydrogen. Where actual liquid hydrogen gas can be used, in plasma thrusters and the science lab - plus of course any upgrades to conventional rocketry might happen, since liquid hydrogen is indeed very much rocket fuel.

Fair enough then, we're on the same page...just a misunderstanding then.

Link to comment
Share on other sites

nJRqd92.png

Something is wrong here, I think. (Two AtmIntakes and two Scoops).

I think whats happening is all of your thermal power is being used to power the scoops. Switch them to something that isn't produced (or can you just turn them off? I don't remember).

What do you have the scoops on there for anyway? Are you trying to produce fuel?

Edited by forsaken1111
Link to comment
Share on other sites

Im getting a few crashes, usually after returning on crafts from tracking station, that were in orbit. Im not 100% sure, but they all had radiator panels on them.

Also at any time i switch a ship, the retract animation of the rad panels (same thing with the lab) play once and stops at the retracted state, no matter if i had them deployed when i left or not.

And while this second problem, only seems to be a visual glitch, could it have some collider issues ?

A few lines i could make out from the crash log are the following:


(Filename: Line: 226)

This collider has some illegal parameters. Choose 'Reset' in the component popup menu to fix it.

(Filename: Line: 226)

Look rotation viewing vector is zero

(Filename: Line: 62)

Invalid parameter because it was infinity or nan.

Only thing i could dig up from the forum was for the "Look rotation viewing vector is zero" line. Link to the old thread here

Sorry in advance if this was discussed somewhere before.

EDIT: the above code part from the crash log, is located in the unpacking state of the particular craft i switch. It doesnt happen always though, so i cant constantly reproduce it.

Clean 0.22 installation only this mod installed (along with mechjeb that i havent unlocked yet).

Edited by Thourion
Link to comment
Share on other sites

No, turbojets are working fine, this is normal thrust for base 1.25m reactors. But two scoops (and intakes) are feeding three thermal turbojets up to 25km.

I think whats happening is all of your thermal power is being used to power the scoops. Switch them to something that isn't produced (or can you just turn them off? I don't remember).
Link to comment
Share on other sites

Also at any time i switch a ship, the retract animation of the rad panels (same thing with the lab) play once and stops at the retracted state, no matter if i had them deployed when i left or not.

I get the animation issue as well, on launch or any time the scene loads (as with switching craft). All radiator panels and science stations start in a deployed state and then undeploy. This happened with the hexagonal large receiver too

No, turbojets are working fine, this is normal thrust for base 1.25m reactors. But two scoops (and intakes) are feeding three thermal turbojets up to 25km.

What are the scoops for though? What are they producing?

Edited by forsaken1111
Link to comment
Share on other sites

I have some question~ amigos~~

1.How to produce Deuterium?

2.I have tried V0.7.0.1 , than~

when I take the science lab on my craft , I can't find the "science" on the “resourceâ€ÂGUI on the right top ,

now the question ,where is my "science"?

By the way , you got the "谢谢" from China~

Edited by sky92archangel
wrong word
Link to comment
Share on other sites

Yes. Deleted the entire KSP install and re-downloaded cleanly from Steam. Then downloaded and installed a clean copy of 0.7. Followed the same steps and saw the same blank fields in the right-click menus. Attaching my KSP.log file and the Unity Player log file (though I don't see much useful in there beyond the plugin load paths)

Everything looks fine in your KSP.log file, usually those fields go missing there is something like a NullReferenceException appearing. It might be worth making sure that there are no problems with saving into the KSP folder for some unusual reason, perhaps just move a few ships around at KSC, quicksave, quickload and see if all of that functions properly.

I'm afraid I may have to keep thinking about this one, if there's any more information you can give me about what's happening, it could possibly help me more. I can't even put it down to some issue with OSX because I know for a fact there are other people playing it on there with no problems.

Question, where does the science go now? I've put a decent size station in orbit around Moho (12 labs), all claiming to be generating 2.7-2.9 science per lab per day, However, the science in my R&D building is not increasing, there is no longer a science resource ingame so despite being in orbit during an entire mission to Jool and back in another vessel, it's created nothing. Please PLEASE don't say I need a comm's unit on there.

You don't need a transmitter. It should work fine without. I will investigate.

I wonder if you've any plans to switch to actual hydrogen instead of Liquid Fuel. Because Liquid Fuel isn't hydrogen. It's as dense as oxidizer, and way denser than xenon.

Would synergize nicely with Near Future Propulsion, too. ^_^

For the purpose of this mod, I'm assuming LiquidFuel is Hydrogen. That is primarily for convenience, I don't want to clutter up everyone's part lists with a million extra fuel tanks especially when Hydrogen would become the default fuel for almost everything in the mod.

No, turbojets are working fine, this is normal thrust for base 1.25m reactors. But two scoops (and intakes) are feeding three thermal turbojets up to 25km.

It must be the extra storage capacity that comes with the scoops that are causing that effect. If I can auto-lock the scoop resources when they aren't actually generating a resource, that should resolve the problem.

1.How to produce Deuterium?

You need a science lab splashed down in water, then you will see an option to "Activate Centrifuge". Click that and you will begin producing Deuterium. You can also use an atmospheric scoop at Jool and select the Deuterium resource.

2.I have tried V0.7.0.1 , than~

when I take the science lab on my craft , I can't find the "science" on the “resourceâ€ÂGUI on the right top ,

There is no "science" resource anymore, in career mode it will generate stock science points and in sandbox mode everything will start upgraded.

Link to comment
Share on other sites

Would it be possible to have a thermally conductive pipe that effectively acts as a fuel pipeline except that it conducts ThermalPower for use in thermal rockets? Could probably use it as a simple convective radiator as well.

This gave me an idea, though I don't think the mod currently could handle it: Radially attached thermal rocket nozzles. The mod would need to be able to correctly calculate thrust for several thermal nozzles attached to the side of a reactor though.

Link to comment
Share on other sites

I wonder if you've any plans to switch to actual hydrogen instead of Liquid Fuel. Because Liquid Fuel isn't hydrogen. It's as dense as oxidizer, and way denser than xenon.

Would synergize nicely with Near Future Propulsion, too. ^_^

NFP has some interesting designs, especially the xenon and argon tanks :)

I also like the reactors, the power output is more inline with what would actually be possible to build for the size. No offense Fractal_UK :wink:

Link to comment
Share on other sites

I also like the reactors, the power output is more inline with what would actually be possible to build for the size. No offense Fractal_UK :wink:

Are you sure about that?

KIWI_Phoebus_comparison.jpg

You could argue that I have, in fact, been a little conservative with the nuclear reactor power outputs. The NERVA tests involved the largest nuclear reactors ever built in the world.

Edited by Fractal_UK
Link to comment
Share on other sites

Crosspost from the TreeLoader thread, posted here because it involves the KSPI tree: I'm trying to get MechJeb installed, but it fails to appear as a part. I've tried different settings for "TechRequired" - both Advanced Unmanned (advUnmanned - stock) and Automation (automation - KSPI tree), and I've got nothing. I've also tried adding the parts to the appropriate nodes in the tree.cfg attached to my save file, and still no-go. I'm seeing the same issue with other mods that add parts to the tree, such as B9.

Help?

Link to comment
Share on other sites

What about the generator that would connect to those?

I have looked at small 300KW units that only weighed 200lbs and ive also seen 500kW units that weighed 5000lbs. Not to mention the power control systems required for those units to function properly.

And when I say seen them, they are sitting in the next room hooked up to equipment my company makes and sells.

Edited by Donziboy2
Link to comment
Share on other sites

Not getting any science from the labs either, I have a 4 lab station in LKO with the largest Dish Transmitter and I get nothing from it. Even tried the transmit data button, and it sends nothing.

Science lab functionality is working fine when the ship is selected but persistent science collection seems to have died. I shall work on a fix.

Crosspost from the TreeLoader thread, posted here because it involves the KSPI tree: I'm trying to get MechJeb installed, but it fails to appear as a part. I've tried different settings for "TechRequired" - both Advanced Unmanned (advUnmanned - stock) and Automation (automation - KSPI tree), and I've got nothing. I've also tried adding the parts to the appropriate nodes in the tree.cfg attached to my save file, and still no-go. I'm seeing the same issue with other mods that add parts to the tree, such as B9.

Help?

Do you have the latest version of TreeLoader or latest version of KSPI? There was a problem with the way that TreeLoader loaded files in the previous version that prevented modded parts appearing in modded tech trees, downloading either the new treeloader or a new copy of KSPI should fix it.

Link to comment
Share on other sites

What about the generator that would connect to those?

I have looked at small 300KW units that only weighed 200lbs and ive also seen 500kW units that weighed 5000lbs. Not to mention the power control systems required for those units to function properly.

And when I say seen them, they are sitting in the next room hooked up to equipment my company makes and sells.

Those units were designed to be a new upper stage for the Saturn V so you're talking about about a fairly specific mass range that you could accomodate - I believe around 180tonnes wet mass and 35t dry mass. Generator would add a lot of mass, NERVA was never designed as a bimodal NTR but they have a significant extra mass footprint in the mod as well - that's one reason that I've been more conservative with the power output of the reactors since I assume that the reactors have to contain a great deal of equipment to allow them to be hooked up to a generator even if you decide not to actually make use of that functionality.

Edited by Fractal_UK
Link to comment
Share on other sites

Im getting a few crashes, usually after returning on crafts from tracking station, that were in orbit. Im not 100% sure, but they all had radiator panels on them.

Also at any time i switch a ship, the retract animation of the rad panels (same thing with the lab) play once and stops at the retracted state, no matter if i had them deployed when i left or not.

And while this second problem, only seems to be a visual glitch, could it have some collider issues ?

A few lines i could make out from the crash log are the following:


(Filename: Line: 226)

This collider has some illegal parameters. Choose 'Reset' in the component popup menu to fix it.

(Filename: Line: 226)

Look rotation viewing vector is zero

(Filename: Line: 62)

Invalid parameter because it was infinity or nan.

Only thing i could dig up from the forum was for the "Look rotation viewing vector is zero" line. Link to the old thread here

Sorry in advance if this was discussed somewhere before.

EDIT: the above code part from the crash log, is located in the unpacking state of the particular craft i switch. It doesnt happen always though, so i cant constantly reproduce it.

Clean 0.22 installation only this mod installed (along with mechjeb that i havent unlocked yet).

I think you might be right about this creating some sort of collider issue, I've done some experiments and the problem definitely seems to be intermittent but making the radiators and science labs instantly adopt their deployed or undeployed state without playing the animation seems to give better results so I'll switch over to doing it that way.

Link to comment
Share on other sites

Thats a very interesting site you listed Fractal_UK that will give me some reading material for a while:)

And I sure don't want this on my rocket:P

KIWI-A_photo.jpg

I actually haven't looked at the site much other than a bit about what they had on nuclear thermal rockets. I actually found that image I posted in some UW Madison lecture material about nuclear propulsion but noticed that site had the same image in more readily linkable form.

But yeah, KIWI-A is certainly not something you'd want to use on a real rocket!

Link to comment
Share on other sites

I must be absolutely blind today because I've not seen this question asked and if it has been asked, I apologise for asking it again!

Is there some means of integrating this into the stock tech tree in a way that doesn't exclude other parts mods?

I was mucking about with B9 and KW Rocketry yesterday and it seemed those parts can't be integrated into the research tree when using a custom research tree like the one that integrates KSP Interstellar. As much as I love KSP Interstellar, I do love some good, old-fashioned rocketry and would very much like to get those mods working together!

Link to comment
Share on other sites

Ummm I hate to pester you yet agian, but another sugestion?

What about the ability to rename AI cores, them having names is a fun little bit of flavor that makes them feel like real crew, I just kinda wish to give mine a diffrent set of names.

Or is this posible by editing the craft file as well?

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...