Donziboy2 Posted November 25, 2013 Share Posted November 25, 2013 (edited) Anyone else notice the generators being stuck at 19% no matter how many radiators you have?Here is the unupgraded reactor/gen info, I'm working my way threw career atm. Edited November 25, 2013 by Donziboy2 Link to comment Share on other sites More sharing options...
TeoUltika Posted November 25, 2013 Share Posted November 25, 2013 So I found what I assume is either a bug, or a hint at something coming soon...?So looking over this new ISRU refinery, I realized it has what seems to be a door on it. I got Jeb out to take a look, and lo and behold, "[F] Board". I could go in!Of course it would not be that easy, because apparently the module was full... of nobody. Looking forward to going in and irradiating Kerbals soon. Link to comment Share on other sites More sharing options...
Srilania Posted November 25, 2013 Share Posted November 25, 2013 I can't seem to get my reprocessing center to rez. I added to the .cfg file the following to get it to pop up in the tech tree. TechRequired = electronicsIt pops up, allows me to build in the SPH or VAB, then when FLY is hit, it takes a lil bit, then poof, the reprocessor's gone, and when revertingro killing the flight and going back to the assembly you find......NOTHING where you'd put the reprocessing center. Also, it seems the labs can't do anything, and the reactors make actinates only, no DU4, like it used to. Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 25, 2013 Author Share Posted November 25, 2013 I can't seem to get my reprocessing center to rez. I added to the .cfg file the following to get it to pop up in the tech tree. TechRequired = electronicsIt pops up, allows me to build in the SPH or VAB, then when FLY is hit, it takes a lil bit, then poof, the reprocessor's gone, and when revertingro killing the flight and going back to the assembly you find......NOTHING where you'd put the reprocessing center. Also, it seems the labs can't do anything, and the reactors make actinates only, no DU4, like it used to.Check what is happening in the Alt+F2 screen. You could also try adding the entry cost field to the part.cfg and that should make it perform better.As for the reactors, this is the proper behaviour. You don't get DepletedFuels anymore until you do some fuel reprocessing (and you must have a container to store the DepletedFuels in). Thus the resource tanks have slots for UF4 and ThF4 plus DepletedFuels, you take new fuel out of these tanks and slowly fill them up with DepletedFuels. The reactors then use one type or another of nuclear fuel and turn that into Actinides. Link to comment Share on other sites More sharing options...
Scotius Posted November 25, 2013 Share Posted November 25, 2013 Just to check but do you have thorium tanks on there? You cannot mine thorium directly into a reactor, you have to put it into a fuel tank first. You can only refuel the reactor itself via the EVA option.Yes, it's a nice idea in theory and I have actually discussed this issue with Majiir but both of us are rather set against acquiring cross-plugin dependence. Interstellar requiring a Kethane install is out of the question and the reverse is likewise true. The only option that remains would therefore be a third plugin that could be distributed with any compatible plugins to provide the interface for the mods wanting to make use of it but this has issues that have been discussed recently, e.g. in the ModuleManger thread. Particularly, if a user downloads one plugin with an older version of this resource handler, a newer version might get overwritten and cause bugs that are quite opaque to the user.Kethane has a very good API for third parties and I know that Majiir is helpful to people who want to make use of it. I'm likewise happy to help anyone who wants to make use of Interstellar's resource system, which I have tried to make very easy to use and to mod but I obviously have no feedback about this aspect yet. I would however recommend these features mainly to modmakers who are interested in making resources a supplemental part of their mod. Obviously this is definitely not the case of Kethane and while it's probably true of Interstellar as of 0.8, it will become less so over time as many of my plans for expansion revolve around use of the resource system - particularly using the resource system for new science experiments, maybe even some science experiments that require a bit of thought from the operator, as well as things like Helium-3 mining from regolith and potentially tracking abundances of more common materials. Of particular interest amongst these is obviously Aluminium, which already has a place in the mod but is currently a binary thing that is either present or not.I know it's nice for players to have common frameworks so that everything appears to be unified and tidy but it's unclear whether such a mechanism will become viable by any means at this stage. Additionally, the two resource systems are already quite different and I guess it depends on the direction of both Interstellar and Kethane as to whether they evolve to be more or less similar in the future - I actually hope for the second because two systems that do more or less the same thing are far less valuable to the community than two systems that have unique strengths.Maybe situation will change when/if Devs will add mapping and resource scanning system(s?) into the game. Thus providing a basic, common platform for modders to build on. Link to comment Share on other sites More sharing options...
CattyNebulart Posted November 25, 2013 Share Posted November 25, 2013 I think your problem is because you need something to jumpstart your fusion reactor. Remember, it takes a bit of up-front energy to start a fusion reactor.That is why I have a nuclear reactor too. The stack above the pod is fusion, power, cooling, power, nuclear. Granted it is a 7.4 nuclear reactor as just copying the mod over apparently didn't remove all the old versions of objects.I built the same ship and did not get NaN errors on my generators. Tried turning stuff on and off, etc and was not able to duplicate.Grr. I hate phantom bugs like that.Tested in sandbox, same as you. What other mods do you have running?Firespiter for propelers and stuff and that is it, removed all the mods due to loading issues in the 64 bit version. Just did a clean install with just this mod. Still the loading issue (but only about 50% of the time), but the nan issue is gone... I suspect it might be due to just copying over the 7.4 install of the mod. I guess this means I have to drop all my old games to play with the new version... oh well.Reinstall 7.4 and overwrites it with 8 again... yep that causes the NaN issues. Link to comment Share on other sites More sharing options...
Srilania Posted November 25, 2013 Share Posted November 25, 2013 (edited) Well, checking, but so far, the message I've gotten once I add the item is [Error]: NpScene::createJoint: desc.isValid() fails! in debug. As far as pumping fuels around, none of the fuels pump in or out or around, making a right proper mess of trying to get fuel INTO the reactor, or actinites out. addingthe entry cost field into the .cfg field, to see if that might fix, but I'm doubting that's the issueEdit: Nope, adding an entry cost did not fix the issue. Edited November 25, 2013 by Srilania Link to comment Share on other sites More sharing options...
Cairan Posted November 25, 2013 Share Posted November 25, 2013 So I found what I assume is either a bug, or a hint at something coming soon...?So looking over this new ISRU refinery, I realized it has what seems to be a door on it. I got Jeb out to take a look, and lo and behold, "[F] Board". I could go in!Of course it would not be that easy, because apparently the module was full... of nobody. Looking forward to going in and irradiating Kerbals soon. Jebediah: Ship... Out of danger?Bill: You saved the ship!Jebediah: The needs of the many...Bill: ...are way too costly?Jebediah: -sigh- *gasp* Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 25, 2013 Author Share Posted November 25, 2013 Well, checking, but so far, the message I've gotten once I add the item is [Error]: NpScene::createJoint: desc.isValid() fails! in debug. As far as pumping fuels around, none of the fuels pump in or out or around, making a right proper mess of trying to get fuel INTO the reactor, or actinites out. addingthe entry cost field into the .cfg field, to see if that might fix, but I'm doubting that's the issueEdit: Nope, adding an entry cost did not fix the issue.Can you give a longer list of the messages that appear? A copy of your KSP.log file would do the trick.Also - Actinides don't come out of the reactor, you reprocess Actinides to get UF4 or ThF4 and DepletedFuels, they cannot be removed from the reactors by any (normal) means. It makes sense once you work out whats going on with the system but might not be obvious until then. I'll try and write up a new and complete description on the wiki tomorrow. Link to comment Share on other sites More sharing options...
RabidMonkey Posted November 25, 2013 Share Posted November 25, 2013 I might have missed it given how fast this thread grows, but is there a way to see thorium or uranium deposits in map view as opposed to camera view? For me, it's a little difficult to plot an accurate landing on something where I can't see my exact orbital path. Link to comment Share on other sites More sharing options...
Srilania Posted November 25, 2013 Share Posted November 25, 2013 Can you give a longer list of the messages that appear? A copy of your KSP.log file would do the trick.Also - Actinides don't come out of the reactor, you reprocess Actinides to get UF4 or ThF4 and DepletedFuels, they cannot be removed from the reactors by any (normal) means. It makes sense once you work out whats going on with the system but might not be obvious until then. I'll try and write up a new and complete description on the wiki tomorrow.Not sure if this is the information you want. the reprocessor is attached to the reactor, atop the power crawler, which is being used as a power core for a kerbal based research area.[LOG 22:00:16.999] Loading ship from file: C:/Kerbal Space Program/KSP_Data/../saves/Srilania/Ships/SPH/Auto-Saved Ship.craft[LOG 22:00:17.823] Crawler power unit 4 loaded![LOG 22:00:20.713] putting ship to ground: 2.801325[LOG 22:00:20.715] [Crawler power unit 4]: Ready to Launch - waiting to start physics...[LOG 22:00:20.726] [FLIGHT GLOBALS]: Switching To Vessel Crawler power unit 4 ---------------------- [LOG 22:00:20.728] setting new dominant body: KerbinFlightGlobals.mainBody: Kerbin[LOG 22:00:20.729] Reference Frame: Rotating[LOG 22:00:20.731] stage manager resuming...[LOG 22:00:20.732] Vessel assembly complete![LOG 22:00:20.733] stage manager starting...[LOG 22:00:20.734] all systems started[ERR 22:00:21.191] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:21.192] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:21.193] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:21.194] WheelCollider requires an attached Rigidbody to function.[WRN 22:00:21.196] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:21.197] [KAS] OnStart(Winch) HeadState : Locked[WRN 22:00:21.228] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:21.232] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:21.621] [circradiatorKT]: Activated (forced)[ERR 22:00:21.658] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:21.661] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:21.666] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:21.668] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:22.038] [computerCore]: Activated (forced)[LOG 22:00:22.059] [WarpPlugin] Creating Resource Manager for Vessel Crawler power unit 4 (Megajoules)[LOG 22:00:22.060] [Brayton2]: Activated (forced)[LOG 22:00:22.677] [WarpPlugin] Configuring Generator[LOG 22:00:22.698] [WarpPlugin] Creating Resource Manager for Vessel Crawler power unit 4 (ThermalPower)[LOG 22:00:22.700] [WarpPlugin] Creating Resource Manager for Vessel Crawler power unit 4 (WasteHeat)[LOG 22:00:23.093] [NuclearReactor250]: Activated (forced)[LOG 22:00:23.502] [radiator1]: Activated (forced)[LOG 22:00:24.104] [radiator1]: Activated (forced)[LOG 22:00:24.489] [radiator1]: Activated (forced)[LOG 22:00:24.883] [radiator1]: Activated (forced)[LOG 22:00:25.411] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:25.413] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:25.414] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:26.529] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:26.530] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:26.532] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:27.131] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:27.132] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:27.133] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:27.742] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:27.743] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:27.744] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:28.322] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:28.323] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:28.324] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:28.923] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:28.926] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:28.928] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:29.520] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:29.522] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:29.523] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:30.102] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:30.103] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:30.104] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:31.182] [KAS] OnLoad(Core) Loading docked info from save...[LOG 22:00:31.183] [KAS] OnLoad(Winch) Loading winch head info from save...[LOG 22:00:31.184] [KAS] OnLoad(Winch) Loading plug info from save...[LOG 22:00:32.041] [Crawler lab unit 2]: landed - waiting for ground contact to resume physics...[LOG 22:00:32.641] [scienceModule]: Activated (forced)[LOG 22:00:32.642] [scienceModule]: Activated (forced)[WRN 22:00:32.665] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:32.666] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:33.062] [computerCore]: Activated (forced)[ERR 22:00:33.626] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:33.627] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:33.629] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:33.630] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:33.631] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:33.632] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:33.634] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:33.635] [KAS] OnStart(Winch) Retrieve part with ID : 2760947801 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:33.636] [KAS] Set head position to : (6.2, -3.5, 0.0) | Rotation : (-0.6, -0.6, 0.6, -0.1)[WRN 22:00:33.639] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:34.141] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:34.143] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:34.144] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:34.145] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:35.138] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:35.631] WheelCollider requires an attached Rigidbody to function.[WRN 22:00:35.650] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:35.652] [KAS] OnStart(Winch) HeadState : Locked[ERR 22:00:35.660] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:35.662] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:36.584] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:36.585] WheelCollider requires an attached Rigidbody to function.[WRN 22:00:36.587] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:36.588] [KAS] OnStart(Winch) HeadState : Locked[ERR 22:00:36.594] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:36.596] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:37.172] [circradiatorKT]: Activated (forced)[LOG 22:00:37.206] [WarpPlugin] Creating Resource Manager for Vessel Crawler lab unit 2 (Megajoules)[LOG 22:00:37.207] [Brayton2]: Activated (forced)[LOG 22:00:37.591] [WarpPlugin] Configuring Generator[LOG 22:00:37.615] [WarpPlugin] Creating Resource Manager for Vessel Crawler lab unit 2 (ThermalPower)[LOG 22:00:37.616] [WarpPlugin] Creating Resource Manager for Vessel Crawler lab unit 2 (WasteHeat)[LOG 22:00:37.984] [NuclearReactor250]: Activated (forced)[LOG 22:00:38.390] [computerCore]: Activated (forced)[LOG 22:00:38.975] [radiator1]: Activated (forced)[LOG 22:00:39.346] [radiator1]: Activated (forced)[LOG 22:00:39.704] [radiator1]: Activated (forced)[LOG 22:00:40.280] [radiator1]: Activated (forced)[LOG 22:00:40.282] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:40.283] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:40.284] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:40.286] [KAS] OnStart(Winch) Retrieve part with ID : 2975311279 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:40.288] [KAS] Set head position to : (0.0, -2.9, -0.2) | Rotation : (-0.7, -0.1, 0.1, 0.7)[WRN 22:00:40.290] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:40.367] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:40.368] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:40.369] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:40.371] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:40.411] [scienceModule]: Activated (forced)[LOG 22:00:40.412] [scienceModule]: Activated (forced)[WRN 22:00:40.435] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:40.436] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:40.836] [computerCore]: Activated (forced)[ERR 22:00:40.865] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:40.867] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:40.868] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:40.869] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:40.870] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:40.871] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:40.873] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:40.874] [KAS] OnStart(Winch) Retrieve part with ID : 2531390824 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:40.875] [KAS] Set head position to : (1.0, -21.1, 0.7) | Rotation : (-0.5, -0.1, 0.1, 0.9)[WRN 22:00:40.877] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:41.230] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:41.231] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:41.232] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:41.233] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:41.411] [scienceModule]: Activated (forced)[LOG 22:00:41.412] [scienceModule]: Activated (forced)[WRN 22:00:41.432] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:41.434] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:41.829] [computerCore]: Activated (forced)[ERR 22:00:41.998] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:41.999] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:42.001] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:42.002] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:42.004] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:42.007] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:42.009] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:42.010] [KAS] OnStart(Winch) Retrieve part with ID : 3015752540 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:42.012] [KAS] Set head position to : (2.5, -5.6, 0.7) | Rotation : (0.0, 0.5, -0.5, -0.7)[WRN 22:00:42.014] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:42.373] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:42.375] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:42.376] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:42.377] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:42.547] [scienceModule]: Activated (forced)[LOG 22:00:42.548] [scienceModule]: Activated (forced)[WRN 22:00:42.572] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:42.573] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:43.154] [computerCore]: Activated (forced)[ERR 22:00:43.315] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.316] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.317] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.318] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:43.318] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:43.320] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:43.321] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:43.323] [KAS] OnStart(Winch) Retrieve part with ID : 2177811128 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:43.325] [KAS] Set head position to : (5.1, -6.4, 0.8) | Rotation : (-0.4, -0.4, 0.4, 0.8)[WRN 22:00:43.327] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:43.412] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.413] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.414] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.416] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:43.453] [scienceModule]: Activated (forced)[LOG 22:00:43.454] [scienceModule]: Activated (forced)[WRN 22:00:43.480] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:43.482] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:43.880] [computerCore]: Activated (forced)[ERR 22:00:43.908] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.909] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.910] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:43.911] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:43.912] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:43.913] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:43.916] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:43.917] [KAS] OnStart(Winch) Retrieve part with ID : 3326275195 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:43.919] [KAS] Set head position to : (-4.9, -8.8, -0.3) | Rotation : (-0.7, 0.3, -0.3, 0.6)[WRN 22:00:43.922] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:44.200] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:44.202] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:44.203] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:44.204] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:44.338] [scienceModule]: Activated (forced)[LOG 22:00:44.339] [scienceModule]: Activated (forced)[WRN 22:00:44.361] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:44.362] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:44.786] [computerCore]: Activated (forced)[ERR 22:00:44.908] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:44.909] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:44.910] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:44.911] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:44.914] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:44.916] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:44.920] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:44.921] [KAS] OnStart(Winch) Retrieve part with ID : 1588889109 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:44.922] [KAS] Set head position to : (-0.2, -5.4, -0.3) | Rotation : (-0.7, 0.0, 0.0, 0.7)[WRN 22:00:44.925] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:45.214] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:45.215] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:45.216] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:45.217] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:45.338] [scienceModule]: Activated (forced)[LOG 22:00:45.340] [scienceModule]: Activated (forced)[WRN 22:00:45.365] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:45.367] [KAS] OnStart(Winch) HeadState : Locked[LOG 22:00:45.977] [computerCore]: Activated (forced)[ERR 22:00:46.087] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.088] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.089] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.090] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:46.092] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:46.094] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:46.095] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:46.096] [KAS] OnStart(Winch) Retrieve part with ID : 2391181699 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:46.098] [KAS] Set head position to : (-1.8, 0.1, -3.4) | Rotation : (-0.1, 0.3, -0.3, 0.9)[WRN 22:00:46.100] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:46.280] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.287] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.302] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.304] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.391] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.393] WheelCollider requires an attached Rigidbody to function.[WRN 22:00:46.394] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:46.395] [KAS] OnStart(Winch) HeadState : Locked[ERR 22:00:46.400] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:46.402] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:46.793] [circradiatorKT]: Activated (forced)[LOG 22:00:47.228] [computerCore]: Activated (forced)[LOG 22:00:47.253] [Brayton2]: Activated (forced)[LOG 22:00:47.840] [WarpPlugin] Configuring Generator[LOG 22:00:48.224] [NuclearReactor250]: Activated (forced)[LOG 22:00:48.622] [radiator1]: Activated (forced)[LOG 22:00:48.985] [radiator1]: Activated (forced)[LOG 22:00:49.582] [radiator1]: Activated (forced)[LOG 22:00:49.966] [radiator1]: Activated (forced)[LOG 22:00:49.967] [KAS] OnLoad(Core) Re-set docking on Radial connector port[WRN 22:00:49.969] [KAS] DockTo(Core) Parts already docked, nothing more to do[WRN 22:00:49.971] [KAS] OnStart(Winch) No connected part found ![LOG 22:00:49.972] [KAS] OnStart(Winch) Retrieve part with ID : 2338000498 | From vessel ID : 665a49f4-ce2b-4b47-b9c7-7cbded60ae11[LOG 22:00:49.974] [KAS] Set head position to : (0.9, -0.2, -7.0) | Rotation : (0.5, 0.0, 0.8, 0.0)[WRN 22:00:49.976] [KAS] OnStart(Winch) HeadState : PlugDocked[ERR 22:00:50.134] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:50.144] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:50.166] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:50.172] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:50.261] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:50.262] WheelCollider requires an attached Rigidbody to function.[WRN 22:00:50.263] [KAS] OnStart(Winch) No connected part found ![WRN 22:00:50.264] [KAS] OnStart(Winch) HeadState : Locked[ERR 22:00:50.272] WheelCollider requires an attached Rigidbody to function.[ERR 22:00:50.274] WheelCollider requires an attached Rigidbody to function.[LOG 22:00:50.646] [circradiatorKT]: Activated (forced)[LOG 22:00:51.253] [computerCore]: Activated (forced)[LOG 22:00:51.276] [Brayton2]: Activated (forced)[LOG 22:00:51.644] [WarpPlugin] Configuring Generator[LOG 22:00:52.040] [NuclearReactor250]: Activated (forced)[LOG 22:00:52.636] [radiator1]: Activated (forced)[LOG 22:00:53.028] [radiator1]: Activated (forced)[LOG 22:00:53.426] [radiator1]: Activated (forced)[LOG 22:00:54.023] [radiator1]: Activated (forced)[WRN 22:00:54.798] File 'C:/Kerbal Space Program/KSP_Data/../saves/Srilania/kethane.cfg' does not exist[WRN 22:00:54.992] Kethane deposits loaded (191ms)[ERR 22:01:01.926] NpScene::createJoint: desc.isValid() fails![LOG 22:01:01.929] [PlanetariumCamera]: Focus: Crawler power unit 4[LOG 22:01:01.946] [scienceModule]: Activated (forced)[LOG 22:01:01.951] [computerCore]: Activated (forced)[ERR 22:01:01.954] NpScene::createJoint: desc.isValid() fails![ERR 22:01:01.959] NpScene::createJoint: desc.isValid() fails![LOG 22:01:01.960] [circradiatorKT]: Activated (forced)[LOG 22:01:01.961] [Brayton2]: Activated (forced)[LOG 22:01:01.962] [NuclearReactor250]: Activated (forced)[LOG 22:01:01.964] [computerCore]: Activated (forced)[LOG 22:01:01.965] [radiator1]: Activated (forced)[LOG 22:01:01.966] [radiator1]: Activated (forced)[LOG 22:01:01.968] [radiator1]: Activated (forced)[LOG 22:01:01.969] [radiator1]: Activated (forced)[LOG 22:01:01.974] [scienceModule]: Activated (forced)[LOG 22:01:01.976] [computerCore]: Activated (forced)[LOG 22:01:01.980] [scienceModule]: Activated (forced)[LOG 22:01:01.982] [computerCore]: Activated (forced)[LOG 22:01:01.985] [scienceModule]: Activated (forced)[LOG 22:01:01.987] [computerCore]: Activated (forced)[LOG 22:01:01.990] [scienceModule]: Activated (forced)[LOG 22:01:01.994] [computerCore]: Activated (forced)[LOG 22:01:01.998] [scienceModule]: Activated (forced)[LOG 22:01:02.000] [computerCore]: Activated (forced)[LOG 22:01:02.003] [scienceModule]: Activated (forced)[LOG 22:01:02.005] [computerCore]: Activated (forced)[ERR 22:01:02.008] NpScene::createJoint: desc.isValid() fails![LOG 22:01:02.013] [circradiatorKT]: Activated (forced)[LOG 22:01:02.015] [computerCore]: Activated (forced)[LOG 22:01:02.016] [Brayton2]: Activated (forced)[LOG 22:01:02.017] [NuclearReactor250]: Activated (forced)[LOG 22:01:02.019] [radiator1]: Activated (forced)[LOG 22:01:02.020] [radiator1]: Activated (forced)[LOG 22:01:02.022] [radiator1]: Activated (forced)[LOG 22:01:02.025] [radiator1]: Activated (forced)[ERR 22:01:02.027] NpScene::createJoint: desc.isValid() fails![LOG 22:01:02.029] [circradiatorKT]: Activated (forced)[LOG 22:01:02.031] [computerCore]: Activated (forced)[LOG 22:01:02.033] [Brayton2]: Activated (forced)[LOG 22:01:02.034] [NuclearReactor250]: Activated (forced)[LOG 22:01:02.036] [radiator1]: Activated (forced)[LOG 22:01:02.037] [radiator1]: Activated (forced)[LOG 22:01:02.041] [radiator1]: Activated (forced)[LOG 22:01:02.042] [radiator1]: Activated (forced)[LOG 22:01:04.844] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.846] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.857] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.858] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.868] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.869] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.880] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.882] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.891] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.895] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.905] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.906] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.915] [KAS] OnSave(Core) Docked joint detected, saving info...[LOG 22:01:04.917] [KAS] OnSave(Winch) Winch head deployed, saving info...[LOG 22:01:04.927] [KAS] OnSave(Core) Docked joint detected, saving info... 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CalculusWarrior Posted November 25, 2013 Share Posted November 25, 2013 I might have missed it given how fast this thread grows, but is there a way to see thorium or uranium deposits in map view as opposed to camera view? For me, it's a little difficult to plot an accurate landing on something where I can't see my exact orbital path.You should be able to see the deposits in both map and camera view; it's what I see. Link to comment Share on other sites More sharing options...
BananaDealer Posted November 25, 2013 Share Posted November 25, 2013 Yay new version! Link to comment Share on other sites More sharing options...
Eadrom Posted November 25, 2013 Share Posted November 25, 2013 You might have better luck using it with an aircraft-like launch. You will get more thrust with intake air and lower TWR will be less of a problem when you have lifting surfaces. My testing definitely gave me the impression that they make aircraft which fly very nicely as well as a nice space engine.I just built a small test plane using the 1.25m fusion reactor. Omg this is fantastic for SSTO's and space planes. I was getting almost 200 kN of thrust at one point burning in atmo mode. Given the incredible efficiency once in space, I can see these little fusion reactors as a space plane workhorse engine. With a bit of design work, I think I could make an SSTO that could visit Laythe and return on a single FL-T800. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted November 25, 2013 Share Posted November 25, 2013 I just built a small test plane using the 1.25m fusion reactor. Omg this is fantastic for SSTO's and space planes. I was getting almost 200 kN of thrust at one point burning in atmo mode. Given the incredible efficiency once in space, I can see these little fusion reactors as a space plane workhorse engine. With a bit of design work, I think I could make an SSTO that could visit Laythe and return on a single FL-T800.What kind of configuration and aircraft size were you using?I just finished working with an SSTO that I had using SCRAMJETs (Took the Pizzaria Ramjets and configured them as a new part for the SCRAMJET regime. Takes some work to get up to mach 3.5, but once you get there... just enjoy the ride right to mach 9), I was able to get 3000 m/s delta left for a 120 ton medium spaceplane by the time it reached orbit. Then I reconfigured that to try putting in fusion engines and thermal turbojets.Eight thermal turbojets... They developed thrust horribly. Though I think the fusions were throttled down. They were 'active: 30.00%'. I need to investigate engine relationships more. My scramjet SSTO was my first fully successful SSTO that could get anywhere other than a local orbit. Link to comment Share on other sites More sharing options...
Eadrom Posted November 25, 2013 Share Posted November 25, 2013 What kind of configuration and aircraft size were you using?Mk1 cockpit, LOF tank, 1.25m generator and reactor, hybrid thermal jet in a single stack. A pair of tail fins and delta wings for lift and basic control surfaces and a sprinkling of radial air intakes. Jump started the fusion reactor with a fission reactor that was detached prior to launch. Very basic and minimal design. Such a basic design needs some work to make it SSTO capable, but there is very much potential there. Link to comment Share on other sites More sharing options...
CommanderPetrovaski Posted November 25, 2013 Share Posted November 25, 2013 I apologize for the potential derail in advance: First: Fractal love your work this is one of my favorite mods. The new update is great.Second: A question about your generators: Did you base the design on an actual prototype or concept and if so what was it? I have worked on and around nuclear propulsion plants most of my adult life and I can not fathom how a turbine generator would work in zero gravity. I can figure out how a condenser would function much less the condensate/feed systems without gravity.Also love that work on nuclear parts is a royal pain that's some truth in fiction Link to comment Share on other sites More sharing options...
Thourion Posted November 25, 2013 Share Posted November 25, 2013 (edited) ... I've transferred from the Jool SOI into Laythe's, and, MAGIC the generator started providing power, both MW and ElectricCharge. No idea why but I hope this helps locate the issue!...Huh. Well, my window opens in 38 days, I guess I'll see if I just have to push it somewhere else.Well i can confirm this is one temp solution. I just installed HyperEdit, and moved both ships from Jool to Laythe, and boom they cranked up like there was no tommorow. And they keep working after i teleported them back to their location in Jool.Now the interesting thing is that i initially ported the one ship from jool to jool, and that didnt made a difference. Maybe because the small map scene change didnt make the Gen/Reac happy? dunno lol. Once ported to Laythe they started working, and that kept going on after re-teleport to Jool.Ill see if i have the fuel and "time before boom", to reload the save and transfer to Laythe manually without Hyper, to see if that makes any difference.Edit: Well i mostly did a normal transfer, although i used TaC Balancer, to Empty and lock the AM tanks, to prevent them from getting juice, to prevent the explosion.Anyway the second i changed SOI, everything was fixed running normal, along with the thermal power resource, which seems to be stuck during the glitch period.Unfortunatelly like i said, its a temp fix, since once you change ships or load/reload, the bug reappears. Edited November 25, 2013 by Thourion Link to comment Share on other sites More sharing options...
Northstar1989 Posted November 25, 2013 Share Posted November 25, 2013 Alright, so the changelog says:"Nuclear reactor temperatures and thermal rocket isp correlation adjusted (doesn't affect engine performance)"But the 1.25 meter Fission Reactors have CLEARLY been nerfed (reduced in capabilities) when it comes to powering thermal turbojets.In an effort to build a fleet of Duna-capable aircraft using thermal turbojets, I had extensively tested the 0.7.4 nuclear reactors and thermal turbojets in numerous possible configurations, and recording particularly relevant results. For instance, I got the following number for the thermal turbojets in clamped-burn tests on the KSC runway with solid-core reactors and basic thermal turbojets:1.25 meter Reactor + Thermal Turbojet ISP = 78.0 Maximum Thrust = 19.1 kN2.5 meter Reactor + Thermal Turbojet ISP = 78.0 Maximum Thrust = 59.7 kNWith the 1.25 meter combination, at least (the workhorse of my plane designs, based on the much better TWR I observed on the runway), the thrust roughly doubled at high altitude flight to a maximum of around 38 kN. Once again, solid-core reactors, basic thermal turbojets.After updating to 0.8, however, I now see that my 1.25 meter reactors have been renamed to "liquid sodium core" reactors, or something like that (game's not open at the moment, so I'd have to check the exact wording, which is unimportant to me).However, I also was very upset to notice that the thrust for the Thermal Turbojets using a 1.25 meter reactor at pre-Fusion Career Mode tech level (with most earlier-level techs discovered, including Experimental Electrics) had been greatly reduced.I now observe a maximum thrust of 14.1 kN in clamped-burn tests on the KSC runway with my 1.25 meter reactors and thermal turbojets. This represents a 26% reduction in thrust- which I found very disturbing and annoying for a part that was already hard to use because of its low TWR, and after I had already gone through all the effort of sending up a couple copies of a plane utilizing the 1.25 meter Thermal Turbojets to Duna on the side of a rocket- for a challenge no less (the Flying Duna Challenge).I really don't think the thrust values should have necessarily been reduced. I can see maybe it is to give more incentive to use the new fusion reactors- but the fusion reactors are overpowered if you ask me, and unrealistically so (it's completely unrealistic to expect fusion power technology to develop to those kinds of efficiencies anytime in the reasonable future- the technology of controlled fusion has improved linearly, not exponentially- and will not yield those kinds of returns in net of power consumed to maintain the reaction at those kind of reactor weights for a LONG, LONG time- probably no for at least 70-100 years or more...)Regards,Northstar Link to comment Share on other sites More sharing options...
Hremsfeld Posted November 25, 2013 Share Posted November 25, 2013 Changelog questions and observationsThe engines produce lower thrust at lower altitudes, much like real-life rocket engines. Lob something straight up and test it in space, the thrusts should be normal.As for fusion's power being more advanced than we're likely to be able to do in the near future; the efficiency upgrade comes when we're working with antimatter reactors. All the antimatter ever produced so far in real life could maybe power a lightbulb for a fraction of a second, if it didn't annihilate within a nanosecond; if we had the technology for collecting, storing, moving, and using antimatter, it's pretty safe to say we could improve our fusion reactors.Plus, there's the whole warp drive thing. Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 25, 2013 Author Share Posted November 25, 2013 I apologize for the potential derail in advance: First: Fractal love your work this is one of my favorite mods. The new update is great.Second: A question about your generators: Did you base the design on an actual prototype or concept and if so what was it? I have worked on and around nuclear propulsion plants most of my adult life and I can not fathom how a turbine generator would work in zero gravity. I can figure out how a condenser would function much less the condensate/feed systems without gravity.Also love that work on nuclear parts is a royal pain that's some truth in fiction The KTEC thermoelectric generator, the upgraded one, is based on a specific piece of technology, namely the Johnson Thermoelectric Energy Converter (or JTEC). I think this was originally designed with solar energy in mind but is also applicable to other heat sources at very high efficiency levels.The unupgraded version is just a closed cycle Brayton turbine system (almost all real world power plants use the Rankine cycle), these systems feed the working fluid through a compressor and turbine assembly. I understand that in a normal power plant, the compressor typically takes advantage of gravity to seperate the vapour and condensate. I understand there are a number of different schemes that can be used to perform this function in zero gravity conditions.Alright, so the changelog says:"Nuclear reactor temperatures and thermal rocket isp correlation adjusted (doesn't affect engine performance)"But the 1.25 meter Fission Reactors have CLEARLY been nerfed (reduced in capabilities) when it comes to powering thermal turbojets.In an effort to build a fleet of Duna-capable aircraft using thermal turbojets, I had extensively tested the 0.7.4 nuclear reactors and thermal turbojets in numerous possible configurations, and recording particularly relevant results. For instance, I got the following number for the thermal turbojets in clamped-burn tests on the KSC runway with solid-core reactors and basic thermal turbojets:1.25 meter Reactor + Thermal Turbojet ISP = 78.0 Maximum Thrust = 19.1 kN2.5 meter Reactor + Thermal Turbojet ISP = 78.0 Maximum Thrust = 59.7 kNAre you using the same vehicle for testing purposes? The only thing that has changed and could affect the results slightly are some tweaks to the atmospheric limit code, which prevents flameouts. The nuclear reactors are fairly hampered by atmosphere, their specific impulse using atmospheric propellant is very low - the advantage of that is it gives you more thrust, the downside is it makes flameouts occur quicker than is ideal. Anyway, on the launch pad, my testing shows 16.3kN from a clamped thermal turbojet and a basic uranium MSR and an 85.5% atmospheric limit - that means with more airflow I could get up to 19.1kN, exactly the same value as you recorded in the previous version.This change was neccessary in order to prevent twin-jet engined aircraft from yawing unpleasantly due to the two engines producing different thrusts, something that often happens when intake propellant is available but in short supply (but before a flameout).Now, intakes are quite velocity dependent and stationary on the launchpad is not their ideal operating regime. Under actual flight conditions, you shouldn't see such a big difference between this version and the last - once you get off the ground, you'll start to see the benefits of increased specific impulse due to more ideal atmospheric conditions as well as higher intake values due to aircraft velocity. You can also add more intakes to your plane in order to make sure you get access to all the atmospheric propellant you need and try and push that atmospheric limit close to 100%.Additionally, switching over to thorium fuel can be an asset for an aircraft you plan to make regular use of. By doing so, you will see a 27% increase in thrust as well as an 8% increase in specific impulse. By doing both this and adding a couple more intakes, you should actually see a big improvement in un-upgraded nuclear flight compared to version 0.7.4.As for the fusion reactors - it's hard to say whether they are overpowered yet because they are a new addition. That said, the unupgraded fusion reactor is available on the same tech as the upgraded fission reactors and they are a moderate improvement - 175MW thermal power compared to 120MW but the fusion reactor requires an ongoing 7MW of electrical power to continue operation, which can cut off somewhere between 14MW and 45MW from the thermal power depending on operating temperature conditions and whether you have upgraded generators. Unupgraded, they therefore offer a very modest increase in power output compared to the upgraded fission reactors at the expensive of drastically increased fuel consumption. A fusion reactor burns through it's fuel way more rapidly than the fission reactors.Once upgraded, they are a lot better but are by that point competing with the first generation of antimatter reactors, which give you a whole new set of capabilities again.Anyway, I hope some of that rundown helps you get your aircraft working smoothly again. 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WAS Posted November 25, 2013 Share Posted November 25, 2013 (edited) Weird issue I'm having with latest build 0.8 on 0.22 of KSP. I'm not sure what's happening here. So basically, when Intersteller is installed, nothing is clickable in KSP. It started out fine, was building a new lander, then suddenly all the parts I clicked on would appear under the parts menu instead of dragging out with the mouse, and then I couldn't click on them. Then nothing would work after I tried saving my ship to restart KSP. Couldn't click a single thing. I restart KSP, and not even the menu works, can't resume my games, start a new one, go into settings, or exit. I removed Intersteller and the problem persists until a clean install of KSP. If I reinstall Interstellar on a fresh copy, it does the same thing, though this time when trying to select parts during launch to direct fuel flow. Removed Intersteller, and KSP was still bugged. What is happening? Using 0.8 Edited November 25, 2013 by WAS Link to comment Share on other sites More sharing options...
catastrophy Posted November 25, 2013 Share Posted November 25, 2013 The reactors and several other parts are supposed to be upgradeable. Just: How do you do it, the upgrading? Link to comment Share on other sites More sharing options...
Fractal_UK Posted November 25, 2013 Author Share Posted November 25, 2013 So basically, when Intersteller is installed, nothing is clickable in KSP. It started out fine, was building a new lander, then suddenly all the parts I clicked on would appear under the parts menu instead of dragging out with the mouse, and then I couldn't click on them. Then nothing would work after I tried saving my ship to restart KSP. Couldn't click a single thing. I restart KSP, and not even the menu works, can't resume my games, start a new one, go into settings, or exit. I removed Intersteller and the problem persists until a clean install of KSP. If I reinstall Interstellar on a fresh copy, it does the same thing, though this time when trying to select parts during launch to direct fuel flow. Removed Intersteller, and KSP was still bugged. What is happening? Using 0.8How are you installing Interstellar? I can only assume there is some issue with the installation if it's causing such weird behaviour. It might be worthwhile downloading another copy of Interstellar in case something become corrupted upon download. Link to comment Share on other sites More sharing options...
forsaken1111 Posted November 25, 2013 Share Posted November 25, 2013 Aww yeah, fusion is in! I've been looking forward to this. Everything in the new version sounds amazing, can't wait to get home and try it out. Link to comment Share on other sites More sharing options...
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