Boamere Posted January 12, 2014 Share Posted January 12, 2014 Man i wish this mod took up less space, i have 37 mods and the texture compressor, and i really wish i could use this :/ Link to comment Share on other sites More sharing options...
Lightwarrior Posted January 12, 2014 Share Posted January 12, 2014 (edited) Is this mod compatible with life support mods (TAC specifically), or will I have to edit the resource definitions etc?It works fine. You cannot use Interstellar water for life support or TAC water for engines by default, but if you do not need to plugin itself work ok. Edited January 12, 2014 by Lightwarrior Link to comment Share on other sites More sharing options...
Fractal_UK Posted January 12, 2014 Author Share Posted January 12, 2014 It works fine. You cannot use Interstellar water for life support or TAC water for engines by default, but if you do not need to plugin itself work ok.Download Eadrom's KESA Resource Integration if you want to unify the Interstellar and TAC resources. Link to comment Share on other sites More sharing options...
Mic_n Posted January 13, 2014 Share Posted January 13, 2014 Question about beamed power:Is there some way to 'pool' power received by arrays/MTERs? I've tried to use MTERs connected to thermal turbojets/rockets to create lifters, but it appears that in the same way that the dishes are directional, the MTERs don't all seem to receive the same power, meaning the engines don't all generate uniform thrust, meaning problem.Unless something else was going on I wasn't paying proper attention to, that is.Also, the precoolers.. I had some attached to the 2.5m intakes, but I have no idea how to get them working? there's nothing bindable in action groups, nothing on the right-click interface in-game, and they never seemed to come 'online' while my thermal turbojet got hotter and hotter and hotter.?? Link to comment Share on other sites More sharing options...
Rassyu Posted January 13, 2014 Share Posted January 13, 2014 when i instal the mob my game crashes any tips??? Link to comment Share on other sites More sharing options...
Mic_n Posted January 13, 2014 Share Posted January 13, 2014 Oh, also also:power transmitters/relays/receivers... any chance of getting some kind of trace of what connections are in play ala remotetech? So we can trace what sources we're picking up, what we're not, and how we might best turn the latter into the former? Link to comment Share on other sites More sharing options...
Wren Posted January 13, 2014 Share Posted January 13, 2014 Question about beamed power:Is there some way to 'pool' power received by arrays/MTERs? I've tried to use MTERs connected to thermal turbojets/rockets to create lifters, but it appears that in the same way that the dishes are directional, the MTERs don't all seem to receive the same power, meaning the engines don't all generate uniform thrust, meaning problem.Unless something else was going on I wasn't paying proper attention to, that is.Also, the precoolers.. I had some attached to the 2.5m intakes, but I have no idea how to get them working? there's nothing bindable in action groups, nothing on the right-click interface in-game, and they never seemed to come 'online' while my thermal turbojet got hotter and hotter and hotter.??The precoolers have to be attached directly to the engine, and the intake has to be directly attached to precooler, you can't have fuel tanks or anything else really in between... as far as I can tell Link to comment Share on other sites More sharing options...
TheTom Posted January 13, 2014 Share Posted January 13, 2014 Not even an engine fuselage? Link to comment Share on other sites More sharing options...
Quaiden Posted January 13, 2014 Share Posted January 13, 2014 Is anyone else having issues with radiators not venting waste heat built up from solar panels? I have made 15 different versions of a comms satellite and used every type of inline and radial radiator in the mod and they will NOT vent heat no matter how many I put on the satellite. I builds up heat and stores heat but will NOT vent heat unless all solar panels are closed and it is on the dark side of the planet. All of my satellites worked great before with 1 small radial radiator per 1 1x6 solar panel, now I have even tried putting 1 2.5 meter inline radiator for just 1 solar panel and it still just builds up heat with no venting.I know the fold out radiators are better for space but I have not unlocked them yet. I kind of wish I had a mode which re-arranged the tech tree so I got more satellite/probe stuff before I got all this manned mission stuff as it makes no sense to send manned missions to planets first... Any help would be appreciated. Link to comment Share on other sites More sharing options...
Ogamaga Posted January 13, 2014 Share Posted January 13, 2014 To Fractal and those having trouble with precoolers, I found a problem in the file "rapier.cfg" which seems to have prevented modulemanager from affecting the "Radial Engine Body". I fixed the problem by changing this@PART[radialEngineBody]{@title = Intake Pre-cooler@description = A magnificent piece of engineering that pre-cools the air flow from atmospheric engines, preventing overheating at high speeds.MODULE{ name = FNModulePreecooler}to this@PART[radialEngineBody]{ @title = Intake Pre-cooler @description = A magnificent piece of engineering that pre-cools the air flow from atmospheric engines, preventing overheating at high speeds. MODULE { name = FNModulePreecooler }I'm not sure how much of what I did was needed, but I think it was changingMODULE{to MODULE {this issue also seems to be present in "b9aero.cfg" for the SABREs and SABRE Bodies Link to comment Share on other sites More sharing options...
Wren Posted January 13, 2014 Share Posted January 13, 2014 Is this heat normal?I only have 1 2.5 reactor and can't get my waste heat down to neutral, even with all these radiators hooked up. Link to comment Share on other sites More sharing options...
Lightwarrior Posted January 13, 2014 Share Posted January 13, 2014 (edited) Is this heat normal?...I only have 1 2.5 reactor and can't get my waste heat down to neutral, even with all these radiators hooked up.You will never get WasteHeat down to zero. The more WasteHeat you have, the higher radiator temperature is and more heat is radiated. This process will stabilize at some point, and if WasteHeat will still be lower then ~95% of maximum capacity it is ok.Also inline radiators are almost useless in space. Edited January 13, 2014 by Lightwarrior Link to comment Share on other sites More sharing options...
TheTom Posted January 13, 2014 Share Posted January 13, 2014 Funny though - the Gigantor is full with heat. Does it still work in this state? Link to comment Share on other sites More sharing options...
Lightwarrior Posted January 13, 2014 Share Posted January 13, 2014 It will work. And it happens often to other sources of heat like reactors. Only total amount of WasteHeat really matter, not its distribution through different parts. Link to comment Share on other sites More sharing options...
Domfluff Posted January 13, 2014 Share Posted January 13, 2014 Just a semi-rambling thought around the Interstellar Science Lab part:Squad have talked about not wanting to use parts that just sit and generate science, since you can just time-warp through the tech tree. I can understand that, and if I wasn't running TAC life support to provide some serious limitations (more than actinide buildup/uranium depletion) then I would be tempted to agree.The problem is, that they've also talked about the need to have something to *do* when you're at a planet.With Interstellar, you can have a crewed science lab as a surface base, which gives you a reason for such a thing to exist (rather than being aesthetic). Now, perhaps there could be some kind of diminishing returns, to encourage bases on as many objects/biomes as possible (rather than just spamming the Mun, or whatever), but in any case it gives an external impetus for development.Also, you can create heavy landers with science bases built-in. This way, the time spent waiting for the return launch window isn't wasted, as you can be generating science. I haven't yet attempted this (it just occurred to me...) but I noticed that at the moment I'm usually waiting out my time in orbit docked with the interplanetary stage, since the lander is carrying to bare minimum of life support supplies etc. This doesn't really make much sense, since surely the point of going to a planet is to spend as much time as possible on the surface. This also counters the other realism problem in KSP - the sensible way to do most exploration is with one-man capsules (especially with life support), and here you'd ideally want at least two, and preferably as many as possible.So... I'm not sure if there *is* a better solution than the Interstellar Science Lab. It might be possible to tweak, but I think KSP might ultimately need a part like it. Link to comment Share on other sites More sharing options...
Patupi Posted January 13, 2014 Share Posted January 13, 2014 I like Domfluff's idea, if it's extrapolated over a long period of time. IE, make the science lab produce science at a reasonable rate, then diminish over say a year to zero... for that specific Biome. Switch to a new biome and the science would return to full. Link to comment Share on other sites More sharing options...
Domfluff Posted January 13, 2014 Share Posted January 13, 2014 I like Domfluff's idea, if it's extrapolated over a long period of time. IE, make the science lab produce science at a reasonable rate, then diminish over say a year to zero... for that specific Biome. Switch to a new biome and the science would return to full.That's one possibility - the other would be a scaling factor per biome, where each subsequent science lab in the same biome produces less science, meaning that you can still leave bases up permanently, but you'd be encouraged to have multiple bases, or multiple bases per site for bodies with biomes. Link to comment Share on other sites More sharing options...
RussPixie Posted January 13, 2014 Share Posted January 13, 2014 Personally, I've not used the science lab to generate science. On this playthrough, (which admittedly started in 0.22 with the resulting science spam), I've only used the stock science system to unlock the parts. I still have to unlock the last 2 interstellar nodes, so I haven't even got antimatter reactors yet. Yes, this has been quite challenging, though the addition of the minmus biomes helped immensely, I know that if I do run out of science, I can spam a few science labs around to finish off. Every one has a different play style, and I like the fact that the game and this mod support that.I am looking forward to putting the distant telescope out there though, even if only for the challenge And finally, because I like showing off a little, some pictures of my current infrastructure:My current LKO Station, which has since also had the stock science lab docked.My Anti-matter collection station in Kerbin orbit, which has since had another set of collectors docked with it. And finally the Discovery Orbital Science Vessel during a Laythe flybyRussps It seems I need to take more up to date pictures Link to comment Share on other sites More sharing options...
Boamere Posted January 13, 2014 Share Posted January 13, 2014 Anyone know why the engines effects won't turn off? Link to comment Share on other sites More sharing options...
Kaethorin Posted January 13, 2014 Share Posted January 13, 2014 Boamere, try reactivating the engines, burn up a bit then cut thrust, wait til .000000u fuel flow and it should turn off, its how i've solved it haping the couple times its happened. maybe a bug somewhere where it thinks its still having fuel flow when the engine was shut down. (i'm a newbie to engines modding wise and in general mods besides using them) Link to comment Share on other sites More sharing options...
ncore Posted January 13, 2014 Share Posted January 13, 2014 I have a couple problems with this mod, please let me know if you can help:1. The laboratory doesn't have an option to send science back. For some reason there just isn't an option, and it doesn't tell me how much science i have collected at all. I have both kerbals inside and a satellite transmitter and lots of power. Still, nothing.2. I can't connect satellites via anything! The receivers don't give an option to connect or anything. I set up two different ones right next to each other, turned both on, ad still nothing happens.3. I can't access the science tree to upgrade parts, i dont know where to find it. Link to comment Share on other sites More sharing options...
mossman Posted January 13, 2014 Share Posted January 13, 2014 Is the new KSPI resource system integrable with Extraplanetary Launchpads? I'd like to use the latter but I don't particularly care to use the Kethane mod. Link to comment Share on other sites More sharing options...
Boamere Posted January 13, 2014 Share Posted January 13, 2014 Boamere, try reactivating the engines, burn up a bit then cut thrust, wait til .000000u fuel flow and it should turn off, its how i've solved it haping the couple times its happened. maybe a bug somewhere where it thinks its still having fuel flow when the engine was shut down. (i'm a newbie to engines modding wise and in general mods besides using them)Ok I'll try ,thanks Edit: worked, thanks. It's a bit odd isn't it Link to comment Share on other sites More sharing options...
BigD145 Posted January 13, 2014 Share Posted January 13, 2014 I have a couple problems with this mod, please let me know if you can help:1. The laboratory doesn't have an option to send science back. For some reason there just isn't an option, and it doesn't tell me how much science i have collected at all. I have both kerbals inside and a satellite transmitter and lots of power. Still, nothing.2. I can't connect satellites via anything! The receivers don't give an option to connect or anything. I set up two different ones right next to each other, turned both on, ad still nothing happens.3. I can't access the science tree to upgrade parts, i dont know where to find it.1) You don't transmit science manually with Interstellar's lab2) That's not how KSP or Interstellar mod work3) Also not a mod thing. Learn how to use vanilla KSP. Link to comment Share on other sites More sharing options...
urbansys Posted January 13, 2014 Share Posted January 13, 2014 Is there any benefit to building a station with the science lab and a computer core? Does it give more science? Also why does Jool give more science per day then moho? I have the same exact station build at both, but the one at moho produces half the amount per day.Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts