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


Fractal_UK

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Having a lot of fun with this mod.

I've noticed that generators, while needing to be attached to a reactor, don't actually have to draw from the reactor they're attached to. It also appears that generators [aboard a vessel] can share a combined max output, which is achieved so long as just 1 generator is activated. Is this intentional? It has caused a bit of a headache when using ships with multiple powerplants aboard. For example, I can pull 8+ GW out of a 62.5cm generator attached to a nuke reactor - all that extra power is being pulled from an antimatter reactor elsewhere on the ship - even with that AM's generator turned off.

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This is a great mod FractalUK thank you so much :D

I'm sending a research laboratory to duna, with full 3 years of life support from TAC, and return vehicle and it's pretty freaking hard! Actually treating my smart kerbals and a precious non-renewable resource adds a lot of challenge to the game!

I'm investigating the potential of thermal rockets for my main interplanetary propulsion, and I've seen on your table that they achieve much better performance with an upgraded reactor, so I have 2 important questions:

Does upgrading work only on one object or will it upgrade all parts of that type? Will it work retroactively on parts that have already been launched? I don't want to waste my hard earned science points on something that won't be going into space! They're actually hard to get when all your labs have to have life support and return capability.

Thanks again for the awesome mod!

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Does upgrading work only on one object or will it upgrade all parts of that type? Will it work retroactively on parts that have already been launched? I don't want to waste my hard earned science points on something that won't be going into space! They're actually hard to get when all your labs have to have life support and return capability.

Upgrades one object only. Meaning if you upgrade a reactor on a vessel, only that one has been upgraded. If you crash or scrap the ship, your science is gone.

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Having a lot of fun with this mod.

I've noticed that generators, while needing to be attached to a reactor, don't actually have to draw from the reactor they're attached to. It also appears that generators [aboard a vessel] can share a combined max output, which is achieved so long as just 1 generator is activated. Is this intentional? It has caused a bit of a headache when using ships with multiple powerplants aboard. For example, I can pull 8+ GW out of a 62.5cm generator attached to a nuke reactor - all that extra power is being pulled from an antimatter reactor elsewhere on the ship - even with that AM's generator turned off.

The output of the generator should be capped by the reactor that it is attached to. So one generator can, at the moment, draw thermal power from another reactor anywhere on the ship but the amount it can draw should be limited by the size of the reactor it's attached to. This is something that I will change - possibly just to prevent a generator being active if its associated reactor isn't also active.

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You people are daft as a brick, you know? I said, should I point the TRANSMITTER towards the sun, not the solar panels, which, BTW, are ALL pointed at the sun ~24/7, and to boot, it produces 200 MWs.

My question

Was why it wasn't transmitting to Kerbin, form orbit, when I had the transmitter pointed towards the launch pad near directly. the solar panels were still producing their max 200 MW, and the whole nine yards, aimed at the sun.

Christ, pay, the freak, attention.

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Listen carefully, bud: This mod is still under development. Fractal_UK releases bugfix after bugfix, and yet on every page there are people posting even more bug reports. Or they just share news about quirks, glitches or plain weirdness related to various parts of this mod. Some of them happen only to the poster and no one else. So maybe you should take a chill-pill, and try not insulting everyone else because YOUR copy of the mod does something weird? As for your oh-so-subtle question: No. You don't need to point transmitter antenna straight at Kerbol. It will spray microwaves over entire system wherever you point it. Caveat: There will be losses with distance. Ships in the shadow of the planet/moon will not get power if they don't have Line of Sight to at least one transmitting power sat. There may be bug, or interference from another mod that is screwing with this particular feature on your computer. Check it. Try reinstalling the mod. Check your ship's design. And if you'll insult anyone else in this thread i WILL report you to the mods. GOT IT?

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I've never had this problem, and i have installed on 3 different machines.

I did noticed that the receiver will sometimes turn on by itself, or not turn on until it is in the line of sight(depending on the version I guess). If you think we're not getting the question: post pictures, post the debug thingy, and Fractal will get to you(or others), you can even post your crafts(the one in space and the one on the ground).

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SeventhArchitect, I would leave a message regarding your post but Scotius has already done that and his post covers what I want to say pretty well. Please be aware that if you want people to answer your question it's generally better to ask nicely and ask nicely again if your question wasn't understood or answered in a satisfying manner. If you are rude to people you want favors from you'll most likely be ignored.

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You people are daft as a brick, you know? I said, should I point the TRANSMITTER towards the sun, not the solar panels, which, BTW, are ALL pointed at the sun ~24/7, and to boot, it produces 200 MWs.

My question

Was why it wasn't transmitting to Kerbin, form orbit, when I had the transmitter pointed towards the launch pad near directly. the solar panels were still producing their max 200 MW, and the whole nine yards, aimed at the sun.

Christ, pay, the freak, attention.

I'm sure you're heard the expression "You'll catch more flies with honey than vinegar." Well, it applies here and I suggest you think carefully how you are coming across in your posts. Just because other people may be annoying does not make it right to stoop to their levels.

Cheers!

Capt'n Skunky

KSP Community Manager

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Yowza! It got serious here. To lighten the mood i will present to you two of my ungodly creations (that somehow still work, more or less). Behold:

VprJk5s.jpg

Raven II probe around Minmus. It can scan for kethane and take measurements of magnetic field. Unfortunately its 0.63 meter unupgraded nuclear reactor/generator/small thermal nozzle combo produces ver, very unimpressive amount of thrust. Good thing i bolted some additional radial engines to the hull.

hgOjJRc.jpg

Space Station Aurora in all its lag-inducing glory :D. Now with brand new power core attached. Docked to power core is Osiris interplanetary tug, waiting for Moho Science Outpost (still in development)

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Was why it wasn't transmitting to Kerbin, form orbit, when I had the transmitter pointed towards the launch pad near directly. the solar panels were still producing their max 200 MW, and the whole nine yards, aimed at the sun

This hints at what the problem might be, have you been expecting to receive megajoules? The power you would've been generating near Kerbin orbit is 200KW, 200MW, well, would require about a thousand satellites near Kerbin. The receiver gains the first 1MW of power as 1000 electric charge before any Megajoules are generated. So with 200KW, expect to receive something like 130 ElectricCharge on the ground after efficiency losses.

Kerbin satellites are great for generating ElectricCharge but it's hard to get them to generate Megajoules. If you want Megajoules, try to put the satellites into a low Kerbol orbit.

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So I created a forum account just to post this, since this addon has been pretty impressive so far. I started testing thermal rockets out and for about two hours I couldn't get them to work. I noticed that after I activated them, fuel lines were good, attached to a reactor but it would produce a flame-out animation and just stops working. In fact, my KSP wouldn't even let me throttle up. Peculiar! After two hours, I figured out it was because I have Mechjeb's prevent overheat turned on and it prevented the thermal engines from throttling at all.

So for anyone else using Mechjeb and utilizing this particular feature... Turn it off :P

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Warp engine? It was made by zzz and yes, it is amazing :D Science lab and anti-matter collector were also made by him. They all were made parts of the mod by Fractal, so all you have to do is install Warp plugin and you'll get them. If you are talking about fuel tank, it is part of Spherical Tanks made by Talisar.

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Fractal_UK, I have a rather complicated request: Could make a segmented version of the mod/plugin? Specifically for the DT Vista engine? I want to use this engine, and I think that it would be REALLY col to use, but I don't want to use the rest of the features, so I would like a version of this mod that has all the parts in the rest of the mod needed to get that engine to run, and just that.

The Upgrade system is cool, and I would like to keep that, but the rest of the features of this mod that are present I do not really need.... So, what can I remove to keep that engine and upgrade system working?

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To run the vista you need a reactor and an electric generator. You can either use the nuclear or the AM reactor. This means you can just remove the microwave power transmission, possibly all the AM stuff and definitely the warp engine.

You might as well just get the full package ;)

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You won't be able to run the Vista without upgraded nuclear parts or antimatter parts, in which case you'd need the science parts to do the necessary upgrades for the nuclear reactors, or the antimatter reactors and either the science lab or the antimatter collector to get antimatter.

You can safely remove the warp engine, of course. You could also remove all the microwave parts but, in my opinion, it's only 2 parts and two of the most interesting and potentially useful in the pack. You can remove the extra intakes and the scoop and the thermal rockets but there aren't too many. One of the main ideas of the upgrade system was to reduce part clutter.

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Ok so my MPD thruster doesn't seem to be changing its thrust when the input to the microwave reciever changes, and is stuck at 11.9KN (using Argon as fuel).

in Kerbin orbit i get around 200 MW from my (very OP) dyson sphere, but at moho orbit i get around 2GW but despite this massive change the MPD still gives me the same pathetic amount of thrust, shouldn't the thrust change with the input?

EDIT: just tested the MPD with a 3.5 nuclear reactor (1.5 GW), and despite to lower power, i get more thrust (13KN). When i tested the 2.5 nuclear reactor (200MW) i got 2.7 KN thrust, so basically the reciever-MPD combo is overpowered when it's recieving around 200MW of power, and underpowered once you start getting GW's

Edited by DaveStrider
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hi, just downloaded this mod, absolutely love it, but for some reason the warp drive stops recharging "exotic matter" after its first use.

not sure if its a bug, or if i havent put the right files in the right folders.

also, a quick installation guide in the first post would be extremely helpful.

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hi, just downloaded this mod, absolutely love it, but for some reason the warp drive stops recharging "exotic matter" after its first use.

not sure if its a bug, or if i havent put the right files in the right folders.

also, a quick installation guide in the first post would be extremely helpful.

It should just be a case of unzipping the file into the main KSP folder. You should start to see lots of files and directories in [KSP Directory]\GameData\WarpPlugin

When it stops recharging, is your generator still working? If it's a bug, it's certainly one I haven't heard of yet.

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When it stops recharging, is your generator still working? If it's a bug, it's certainly one I haven't heard of yet.

I have the same issue, warp-drive didn't charge anymore. But it differs on the situation.

Ship-Design (tail to front, you can see it in the 4th picture in my post above):

Thermal-Rocket|AM-Reactor|Generator|LF-Tank|Warpdrive (all upgraded)

Situations:

1) floating in space, Warp-drive empty, AM-Reactor active: -> Warp-drive dosn't charge, AM-Reactor shows throttled to 0% (or 0.01%), Thermal power @max

2) accelerating with thermal rocket, Warp-drive empty, AM-Reactor active: -> Warp-drive charging slow, AM-Reactor shows full throttle (100%)

3) floating in space, Warp-drive empty, AM-Reactor disabled: -> Warp-drive dosn't charge, Thermal power is slowly emptying

4) docked @Station, Station AM-Reactor disabled, Station nuclear reactor online, ship AM-Reactor enabled: -> Warp-drive charges normal, Station nuclear reactor and ship AM-Reactor shows full throttle (100%)

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