ABZB Posted June 12, 2014 Share Posted June 12, 2014 I'm not sure - it might be. I has the same general feature- the final resource node of a part with 3 or more such nodes does not always fill. Link to comment Share on other sites More sharing options...
technoDaleks Posted June 13, 2014 Share Posted June 13, 2014 Hello,Apologies in advance for the deluge of questions, butttt...I want to install some of the Planet Factory CE files but I also want Interstellar to work for those planets. I've searched through prior posts to check what 'corrections' are needed. So I'll need to add the new planets to the atmospheric resources (i.e. @ATMOSPHERIC_RESOURCE_DEFINITION[Planet1Argon]{ resourceName = Argon}Same idea for the oceanic resources and the planetrary resources. However, for the planetary one it requires a map. How can I generate one of these for a new planet, and how to make sure that the map 'size' matches the planet 'size'? And what does the scale multiplier in the planetary resource def control?I also read that I need to make sure that the flight globals index is in order of least to greatest for them, same as their distance to Kerbol otherwise it will cause issues with the resource generation. Does this exclude any new planets from being added within Jool's obrital radius, or if I give it a number '17' (Jool's index is 16 I think), will it be ok? And, sorry, how do moons factor into the number assignment?And to get the antimatter/magnetometer working, I need to make sure that the appropriate planetary data is in their respective .cfg file. I think that's the jist of it...at the moment, at least. Link to comment Share on other sites More sharing options...
mrstoned Posted June 13, 2014 Share Posted June 13, 2014 I'm sure i have missed something, but i cant seem to be able to power two vessels with MJ as the same time?I have the following setup: 3 pwr sources scattered, 13 relays in total.1 reciever on vessel on mun (refinery).1 reciever on vessel on mun (sci lab)They are placed next to eachother, but not connected.I can only get one of them to connect to the network at a time. If i close the active one, the antenna opens for the other one.Any advice?/Rikard Link to comment Share on other sites More sharing options...
ArcFurnace Posted June 13, 2014 Share Posted June 13, 2014 I'm sure i have missed something, but i cant seem to be able to power two vessels with MJ as the same time?I have the following setup: 3 pwr sources scattered, 13 relays in total.1 reciever on vessel on mun (refinery).1 reciever on vessel on mun (sci lab)They are placed next to eachother, but not connected.I can only get one of them to connect to the network at a time. If i close the active one, the antenna opens for the other one.Any advice?/RikardConservation of energy is implemented in the network, although it's not quite how it would work IRL. If you're providing, say 1 GW of microwave power, and one receiver is consuming that 1 GW, any other receivers won't get anything. Does adjusting the reception slider on the receivers do anything? Link to comment Share on other sites More sharing options...
Atrius129 Posted June 13, 2014 Share Posted June 13, 2014 I'm sure i have missed something, but i cant seem to be able to power two vessels with MJ as the same time?I have the following setup: 3 pwr sources scattered, 13 relays in total.1 reciever on vessel on mun (refinery).1 reciever on vessel on mun (sci lab)They are placed next to eachother, but not connected.I can only get one of them to connect to the network at a time. If i close the active one, the antenna opens for the other one.Any advice?/RikardYou won't be getting full power to both vessels when they are within the 2.3 KM. If the vessel is by itself, the current state will be saved when you switch away from that vessel, and it can keep running. When you are within range of another vessel, it's state reloads and won't receive that power. One thing you may try is to limit the reception of the active ship in order to let some of that MW power flow to the other craft. I don't know if this will actually work; the author may have designed it with the thought that transmitter/relays are not multi-channel and cannot beam to multiple craft at once. Who knows. Another solution would be to download/use KAS and attach the craft with a pipeline. Bingo. Would be very easy to send a quick maintenance crew down (err.. up) to install it. Link to comment Share on other sites More sharing options...
Northstar1989 Posted June 13, 2014 Share Posted June 13, 2014 I think I posted my solution a while ago.The simplest solution is this modulemanager code (requires kethane modules):adds switcher to any part that stores electric charge but not megajoules (so it won't modify generators)@PART[*]:HAS[@RESOURCE[ElectricCharge],!RESOURCE[Megajoules]]{RESOURCE{ name = Megajoules amount = 50000 maxAmount = 50000}MODULE{ name = KethaneConverter Label = Store MJ InputRates { ElectricCharge = 500 } OutputRates { Megajoules = .5 }}MODULE{ name = KethaneConverter Label = Release MJ InputRates { Megajoules = .5 } OutputRates { ElectricCharge = 500 }}}That's BRILLIANT! Is there any way to create a ModuleManager wild-card system with that (like "MechJeb and RemoteTech for All" uses) so that it will automatically apply it to every type of solar panel and RTG, and players won't have to go through and manually add it to each individual part?I'm running NearFuture and MutliPanels mods- both primarily for the extra types of (deployable and static, respectively) solar panels. Adding that to ALL my panels could be quite tedious- especially considering I'm planning on doing a re-install and starting fresh with 0.24... (KSP-Interstellar will DEFINITELY still be on the list of mods I use, though)Regards,Northstar Link to comment Share on other sites More sharing options...
Fatchicken Posted June 13, 2014 Share Posted June 13, 2014 In order to collect stuff from atmosphere with scoop, do i need some containers for that? Link to comment Share on other sites More sharing options...
technion Posted June 13, 2014 Share Posted June 13, 2014 Quantum Vacuum Plasma drive with a reactor would work for the trip. all you need is refining additional fuel for the reactor. Eeloo's gravity may be low enough to allow you to take off/land with a refinery. Also no atmosphere, so you should be able to use the drive the whole way. TWR is probably abyssmal.This works for me. I don't intend on returning the refinery - it would be a large ship going there, small rocket coming home. If refining some reactor fuel is workable I'll look into it. Link to comment Share on other sites More sharing options...
mrstoned Posted June 13, 2014 Share Posted June 13, 2014 You won't be getting full power to both vessels when they are within the 2.3 KM. If the vessel is by itself, the current state will be saved when you switch away from that vessel, and it can keep running. When you are within range of another vessel, it's state reloads and won't receive that power. One thing you may try is to limit the reception of the active ship in order to let some of that MW power flow to the other craft. I don't know if this will actually work; the author may have designed it with the thought that transmitter/relays are not multi-channel and cannot beam to multiple craft at once. Who knows. Another solution would be to download/use KAS and attach the craft with a pipeline. Bingo. Would be very easy to send a quick maintenance crew down (err.. up) to install it.I have tested setting <50% on both ships, and it doesnt work. The last activated reciever maintains connection, even at low % reception.My problem is i'm using the reciever on the sci lab, which is connected to my EL runway, workshops, drills and converters to power them with umphf.Guess some regular generators would be required as well when building new ships that works of micro power network while inside the load range./Rikard Link to comment Share on other sites More sharing options...
mrstoned Posted June 13, 2014 Share Posted June 13, 2014 Conservation of energy is implemented in the network, although it's not quite how it would work IRL. If you're providing, say 1 GW of microwave power, and one receiver is consuming that 1 GW, any other receivers won't get anything. Does adjusting the reception slider on the receivers do anything?Tested, changing the reception doesnt alter the distribution./Rikard Link to comment Share on other sites More sharing options...
mrstoned Posted June 13, 2014 Share Posted June 13, 2014 I also found a possible bug.I get more output power then input thermal power when using a thermal receiver and generatorcombo.Images below:Reciever: http://i.imgur.com/FseIc8r.pngGenerator: http://i.imgur.com/0EK2zAS.pngThis might be a conversion-thing as well between thermal and regular power./Rikard Link to comment Share on other sites More sharing options...
ArcFurnace Posted June 13, 2014 Share Posted June 13, 2014 (edited) I also found a possible bug.I get more output power then input thermal power when using a thermal receiver and generatorcombo.Images below:Reciever: http://i.imgur.com/FseIc8r.pngGenerator: http://i.imgur.com/0EK2zAS.pngThis might be a conversion-thing as well between thermal and regular power./RikardI think both of your problems there are due to the fact that the receiver-throttling tweakable doesn't really work like you might expect (I suggested trying that because I thought it might work, but thanks for confirming that it doesn't). I remember when I was trying to make a microwave-powered spaceplane, reducing the reception would reduce the amount of electricity the receiver said it was getting, but it wouldn't actually reduce the amount of waste heat generated. It looks like for thermal receivers it doesn't reduce the thermal power they produce either, even though the "input power" number displayed changes. Definitely seems like a bug ... at least, I don't think Fractal would have deliberately programmed it to work like that.Doing the math shows that your generator seems to be producing exactly the power it should if your reception slider was still at 100%. So basically, the reception tweakable doesn't actually do anything, even though it looks like it does. Edited June 13, 2014 by ArcFurnace Link to comment Share on other sites More sharing options...
ABZB Posted June 13, 2014 Share Posted June 13, 2014 That's BRILLIANT! Is there any way to create a ModuleManager wild-card system with that (like "MechJeb and RemoteTech for All" uses) so that it will automatically apply it to every type of solar panel and RTG, and players won't have to go through and manually add it to each individual part?I'm running NearFuture and MutliPanels mods- both primarily for the extra types of (deployable and static, respectively) solar panels. Adding that to ALL my panels could be quite tedious- especially considering I'm planning on doing a re-install and starting fresh with 0.24... (KSP-Interstellar will DEFINITELY still be on the list of mods I use, though)Regards,NorthstarThanks for the compliment!The posted module manager code will add this to any battery (and also to any other part that has electricCharge as a resource. To use this code to add this to all solar panels, replace the first line [the @PART[*]....] with:@PART[*]:HAS[@MODULE[ModuleDeployableSolarPanel]] Link to comment Share on other sites More sharing options...
seb62085 Posted June 13, 2014 Share Posted June 13, 2014 IR Telescope no ScienceSo i searched and could find no fix for this. I have an IR telescope attached directly to Liquid He... receiving more than required power. With Deep Field Survey activated i get no science. I keep my focus on the telescope and warp a few days... schience does not change. I saw Scott Manley had to change some settings in the mod... any idea what they might be? Link to comment Share on other sites More sharing options...
merendel Posted June 14, 2014 Share Posted June 14, 2014 IR Telescope no ScienceSo i searched and could find no fix for this. I have an IR telescope attached directly to Liquid He... receiving more than required power. With Deep Field Survey activated i get no science. I keep my focus on the telescope and warp a few days... schience does not change. I saw Scott Manley had to change some settings in the mod... any idea what they might be?If I had to guess he may have changed the LqdHelium resource from STACK_PRIORITY_SEARCH to ALL_VESSEL. I havent tried it myself but that may make the telescope a bit less persnickety about how you attach the helium. Link to comment Share on other sites More sharing options...
Rayder Posted June 14, 2014 Share Posted June 14, 2014 (edited) Apologies if this has already been asked, but with close to 1,000 pages it'll take forever to search.Is there a way to not make the parts auto upgrade? Or at least make individual parts not upgrade?I'd like to use the 62.5cm nuclear reactor for very long term electrical power, but upgrading it drops it's lifetime from 31.5 years to 10.5 years. Edited June 14, 2014 by Rayder Link to comment Share on other sites More sharing options...
ArcFurnace Posted June 14, 2014 Share Posted June 14, 2014 Apologies if this has already been asked, but with close to 1,000 pages it'll take forever to search.Is there a way to not make the parts auto upgrade? Or at least make individual parts not upgrade?I'd like to use the 62.5cm nuclear reactor for very long term electrical power, but upgrading it drops it's lifetime from 31.5 years to 10.5 years.The only way that I know of is to have launched the ships before you unlocked the upgrade, parts on vessels already in flight will not upgrade until you manually retrofit them. I suppose you could pre-launch a giant vessel that's nothing but a pile of tiny reactors equipped with docking ports for use later. Link to comment Share on other sites More sharing options...
Einarr Posted June 14, 2014 Share Posted June 14, 2014 Apologies if this has already been asked, but with close to 1,000 pages it'll take forever to search.Is there a way to not make the parts auto upgrade? Or at least make individual parts not upgrade?I'd like to use the 62.5cm nuclear reactor for very long term electrical power, but upgrading it drops it's lifetime from 31.5 years to 10.5 years.AFAIK there's no way to do it from within KSP. However, if you are not afraid to edit your persistence file, then you can manually downgrade any KSPI part on any ship. Obviously you have to locate the part on the ship in question, then look in the modules for, "isupgraded = True" (no ") and change it to, "False" (again no ").The following is a snippet from one of my probes that uses a 1.25m AM reactor for main propulsion with a secondary 1.25m fission reactor to maintain the AM tank during any mission phase that does not require power from the AM reactor (it's a SCANSat probe, so lots of time orbiting each body, plus coasting).PART { name = NuclearReactor125 uid = 3682765884 mid = 3661790067 parent = 8 position = 0,-5.40762901306152,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = top, 8 attN = bottom, 10 mass = 1.5 temp = -62.34311 expt = 0.5 state = 1 connected = True attached = True flag = Airogue/Flags/Culpeper rTrf = NuclearReactor125 EVENTS { } ACTIONS { } MODULE { name = FNNuclearReactor isEnabled = True upgradedToV08 = True uranium_fuel = True upgradedToV10 = True IsEnabled = True isupgraded = True breedtritium = False last_active_time = 7.050737E+07 ongoing_consumption_rate = 1 reactorInit = False startDisabled = False EVENTS { ManualRestart { active = False guiActive = False guiIcon = Manual Restart guiName = Manual Restart category = Manual Restart guiActiveUnfocused = False unfocusedRange = 3 externalToEVAOnly = True } ManualShutdown { active = True guiActive = False guiIcon = Manual Shutdown guiName = Manual Shutdown category = Manual Shutdown guiActiveUnfocused = True unfocusedRange = 3 externalToEVAOnly = True } RefuelUranium { active = False guiActive = False guiIcon = Refuel UF4 guiName = Refuel UF4 category = Refuel UF4 guiActiveUnfocused = False unfocusedRange = 3 externalToEVAOnly = True } RefuelThorium { active = False guiActive = False guiIcon = Refuel ThF4 guiName = Refuel ThF4 category = Refuel ThF4 guiActiveUnfocused = False unfocusedRange = 3 externalToEVAOnly = True } SwapFuel { active = False guiActive = False guiIcon = Swap Fuel guiName = Swap Fuel category = Swap Fuel guiActiveUnfocused = False unfocusedRange = 3 externalToEVAOnly = True } EditorSwapFuel { active = True guiActive = False guiActiveEditor = True guiIcon = Swap Fuel guiName = Swap Fuel category = Swap Fuel guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ActivateReactor { active = False guiActive = True guiIcon = Activate Reactor guiName = Activate Reactor category = Activate Reactor guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DeactivateReactor { active = False guiActive = True guiIcon = Deactivate Reactor guiName = Deactivate Reactor category = Deactivate Reactor guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DeactivateReactorVAB { active = True guiActive = False guiActiveEditor = True guiIcon = Disable Reactor guiName = Disable Reactor category = Disable Reactor guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } ActivateReactorVAB { active = True guiActive = False guiIcon = Enable Reactor guiName = Enable Reactor category = Enable Reactor guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } BreedTritium { active = True guiActive = True guiIcon = Enable Tritium Breeding guiName = Enable Tritium Breeding category = Enable Tritium Breeding guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } StopBreedTritium { active = False guiActive = True guiIcon = Disable Tritium Breeding guiName = Disable Tritium Breeding category = Disable Tritium Breeding guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } RetrofitReactor { active = False guiActive = True guiIcon = Retrofit guiName = Retrofit category = Retrofit guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ActivateReactorAction { actionGroup = None } DeactivateReactorAction { actionGroup = None } ToggleReactorAction { actionGroup = None } } }I'm not entirely certain what the underlined bits mean, I'd leave them alone unless changing the isupgraded to false doesn't do what I expect. Link to comment Share on other sites More sharing options...
Rayder Posted June 14, 2014 Share Posted June 14, 2014 Well the .cfg edit will do what I need. And it's only a one off each time I want to do it, so it's not that difficult. Thanks. Link to comment Share on other sites More sharing options...
Patupi Posted June 14, 2014 Share Posted June 14, 2014 (edited) OK, I've been using KSPI for ages, but somewhat recently, due to computer issues, I had to switch to Linux as my OS. It's been working fine (with some graphical and speed issues), but because of other limitations I haven't been playing KSP much and thus haven't used the Resource system in KSPI till now. It doesn't seem to work at all. I can't detect or mine any resources. Admittedly I've only tried the Kerbin system so far, but the detector won't pick up anything and indeed shows a load of blank 'hide' and 'show' commands for nothing, with a zero reading for Uranium at the top of the list, and for mining, no matter how much power I have nothing is available.I've tried uninstalling and reinstalling all three folders (though I seriously doubted Treeloader had anything to do with it) with no result. Has this problem cropped up before by any chance? I've searched back a few pages but didn't come across anything Linux related. I suppose it could be something other than Linux, I just seem to be having trouble with other stuff because of that so I just assumed it had something to do with it.As reference I have recently tried (again) to load in my favorite mods. Hence this particular save has a lot of mods in.... really slowing things down. I lag on 150 part ships right now, even on the 64bit linux version.I'm using a small piece of KW rocketry (mainly the fuel tanks) LLL, KSPRC (and it's dirivatives), KSPI, Editor extensions and AGM. Edited June 14, 2014 by Patupi Link to comment Share on other sites More sharing options...
klesh Posted June 14, 2014 Share Posted June 14, 2014 (edited) Hi,I just added this to my game, and it appears to be making it crash. I'm wondering if you all could help me get it up and running?I installed the files correctly per the provided installation instructions. All locations check out. The game will finish the opening load sequence, with the progress bar at the bottom. When that completes, it goes to the black screen with the orbital loading animation thingy in the bottom right corner. This runs for a few seconds and when it seems to finish, the game crashes to desktop.I have added Interstellar to an install of KSP which already had number of other mods installed. Perhaps there is a conflict with some of the other mods? Here is the contents of my GameData folder:Is that too many mods? Have I gone over the RAM limit of the game (I've read about this I think).Any help would be great, folks. Thanks in advance.Edit: It seems that there was too many mods, and the game was exceeding the memory limits. I monitored via the task manager, and without Interstellar, I was running at 3.2gb of RAM. Adding it pushed me past 4, which I think is the limit because it's a 32-bit program or somesuch?Anyway, I will now try making a seperate KSP install, and using only selected mods in concert with Interstellar. Edited June 14, 2014 by klesh Additional Troubleshooting Link to comment Share on other sites More sharing options...
Atrius129 Posted June 14, 2014 Share Posted June 14, 2014 Hi,I just added this to my game, and it appears to be making it crash. I'm wondering if you all could help me get it up and running?I installed the files correctly per the provided installation instructions. All locations check out. The game will finish the opening load sequence, with the progress bar at the bottom. When that completes, it goes to the black screen with the orbital loading animation thingy in the bottom right corner. This runs for a few seconds and when it seems to finish, the game crashes to desktop.I have added Interstellar to an install of KSP which already had number of other mods installed. Perhaps there is a conflict with some of the other mods? Here is the contents of my GameData folder:http://i.imgur.com/UOaVISv.pngIs that too many mods? Have I gone over the RAM limit of the game (I've read about this I think).Any help would be great, folks. Thanks in advance.Edit: It seems that there was too many mods, and the game was exceeding the memory limits. I monitored via the task manager, and without Interstellar, I was running at 3.2gb of RAM. Adding it pushed me past 4, which I think is the limit because it's a 32-bit program or somesuch?Anyway, I will now try making a seperate KSP install, and using only selected mods in concert with Interstellar.Active Texture Management will help you out a lot. Run on aggressive for best results. Link to comment Share on other sites More sharing options...
Entropius Posted June 14, 2014 Share Posted June 14, 2014 Can anyone tell me how to get the Folding Alcubierre Drive working? As far as I can tell, it's no different from the regular one. Link to comment Share on other sites More sharing options...
merendel Posted June 14, 2014 Share Posted June 14, 2014 Can anyone tell me how to get the Folding Alcubierre Drive working? As far as I can tell, it's no different from the regular one.its functionally identical. The only difference is it has a snazy animation for folding away and deploying. If its leting you warp like the standard drive then its working as intended. If its not doing that then we'll need more information about what its actualy doing to try and advise you. Link to comment Share on other sites More sharing options...
Entropius Posted June 14, 2014 Share Posted June 14, 2014 its functionally identical. The only difference is it has a snazy animation for folding away and deploying. If its leting you warp like the standard drive then its working as intended. If its not doing that then we'll need more information about what its actualy doing to try and advise you.As far as I can tell, the 2.5 m and 3.75 m versions lack the snazy animation. Only the smallest (1.25 m) version works (I discovered that after my previous post). Regarding the larger non-working ones, when I assemble the vehicle in the VAB it appears folded, but as soon as it's on the launch pad or reverted to the VAB, it's unfolded again, and nowhere does the "change state" button appear.I guess I could be satisfied with just the smallest one, since it's the most likely to require ground-clearance, but it would still be nice if the other 2 worked as expected. Link to comment Share on other sites More sharing options...
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