Fractal_UK Posted September 20, 2014 Author Share Posted September 20, 2014 I'm so glad you're back! I'm downloading immediately. I will miss the tweakscale integration from Lite, though.Thanks. There's still a lot of catching up to do for Interstellar but now it's working in the latest KSP it's a platform to build from for the future. Link to comment Share on other sites More sharing options...
cttw Posted September 20, 2014 Share Posted September 20, 2014 It seems that the problem is because the precooler intake module hasn't been removed properly. I'm not sure why that is. If you close the precooler's intake and use only intakes attached to the precooler, it should still work.Thanks, that does make it work. Link to comment Share on other sites More sharing options...
Joshwoo70 Posted September 20, 2014 Share Posted September 20, 2014 Will you have tweakscale integration or at least talking with wavefunctionp in merging lite into one? Link to comment Share on other sites More sharing options...
dethsturm Posted September 21, 2014 Share Posted September 21, 2014 Are the radiators from Interstellar Lite compatible with the full version? Link to comment Share on other sites More sharing options...
Joshwoo70 Posted September 21, 2014 Share Posted September 21, 2014 Are the radiators from Interstellar Lite compatible with the full version?Kinda. TweakScale integration not in yet.When you have radiators, they will enlarge to become the medium sized ones.TBH I still like lite better than the original version. Link to comment Share on other sites More sharing options...
LostElement Posted September 21, 2014 Share Posted September 21, 2014 YES! You're back! DL'ing immediately. Now I can begin playing KSP again Link to comment Share on other sites More sharing options...
Lifeforce87 Posted September 21, 2014 Share Posted September 21, 2014 Yay finally! My top essential mod for KSP! Link to comment Share on other sites More sharing options...
Lightwarrior Posted September 21, 2014 Share Posted September 21, 2014 There are some problems with D/T and HE3 cryostat prices, they seem to be set for cryostat full of resources, but cryostats are added without tritium/he3 by default with HUGE negative prices. Link to comment Share on other sites More sharing options...
Siloo Posted September 21, 2014 Share Posted September 21, 2014 Hello,since a system reinstallation I've a problem with KSP and Interstellar. When starting the game with installed Interstellar everything boots fine but once I wat to select the TechTree there are none in the list. I can only "select reload" list or "select".I'm running out of ideas how to solve it:1. Reinstall KSP and Interstellar (no other mods)2. Deactivation of all FirewallsDoes anybody has an idea what might be the reason ?Regards,Siloo Link to comment Share on other sites More sharing options...
Fractal_UK Posted September 21, 2014 Author Share Posted September 21, 2014 Hello,since a system reinstallation I've a problem with KSP and Interstellar. When starting the game with installed Interstellar everything boots fine but once I wat to select the TechTree there are none in the list. I can only "select reload" list or "select".I'm running out of ideas how to solve it:1. Reinstall KSP and Interstellar (no other mods)2. Deactivation of all FirewallsDoes anybody has an idea what might be the reason ?Regards,SilooThere seems to be a problem with the loading of trees from TreeLoader at the moment. I'm working on ways around it but for now you can copy the tree.cfg found in the WarpPlugin folder into your savegame folder. That will give you the Interstellar tree. Link to comment Share on other sites More sharing options...
DianonForce Posted September 21, 2014 Share Posted September 21, 2014 assuming right, that interstellar tech tree won't work under science mode, because treeloader still won't work? Link to comment Share on other sites More sharing options...
Fractal_UK Posted September 21, 2014 Author Share Posted September 21, 2014 assuming right, that interstellar tech tree won't work under science mode, because treeloader still won't work?Unfortunately, that's right. I'm looking at switching from TreeLoader to ATC but will need to get the ability to add new techs working in there. Link to comment Share on other sites More sharing options...
DianonForce Posted September 21, 2014 Share Posted September 21, 2014 is it possible that you forget SmallFlatRaiator in the tree.cfg? I got the Part in the VAB but not in the RnD. I serched it in the Parts Folder and found TechRequired = advElectrics but in the tree.cfg name = node5_advElectrics techID = advElectrics pos = -1043,671.9929,-1 icon = ADVELECTRICS cost = 160 title = Advanced Electrics description = We're fairly certain no one will ever need more than 64kw of power for anything. anyParent = False hideIfEmpty = False parents = node4_electrics PARTS { name = ksp.r.largeBatteryPack name = solarPanels1 name = solarPanels2 name = solarPanels3 name = solarPanels4 name = circradiatorKT name = circradiatorKT2 name = circradiatorKT3 name = LargeFlatRadiator name = RadialRadiatorzzz name = RadialRadiatorzzz2 } Link to comment Share on other sites More sharing options...
AetherGoddess Posted September 21, 2014 Share Posted September 21, 2014 Unfortunately, that's right. I'm looking at switching from TreeLoader to ATC but will need to get the ability to add new techs working in there.Wave ran into the exact same issue, and was part of the way through the conversion. not sure where he left it. Link to comment Share on other sites More sharing options...
Fractal_UK Posted September 21, 2014 Author Share Posted September 21, 2014 is it possible that you forget SmallFlatRaiator in the tree.cfg? I got the Part in the VAB but not in the RnD. I serched it in the Parts Folder and found but in the tree.cfgIt's very possible since that part is new in Interstellar 0.12, if I remember correctly. I will fix it in the next version. I think I have one or two new parts to add as well.I would also definitely be interested in finding people to help out with the modelling side of things going forward. Link to comment Share on other sites More sharing options...
Woodstar Posted September 21, 2014 Share Posted September 21, 2014 I've only had one problem, and that is the last node with the warp drives does not show in my tree, I have everything researched up to it but the last node is not there. Link to comment Share on other sites More sharing options...
Black Science Man Posted September 21, 2014 Share Posted September 21, 2014 I've installed Interstellar (from GitHub), with the WarpPlugin folder in GameData and the other folders in the main KSP folder, but nothing is showing up. No parts are visible in sandbox, and I have no option to select the tree with a new career/science game. Any help? I'm using 0.24.2, btw. Link to comment Share on other sites More sharing options...
Fractal_UK Posted September 21, 2014 Author Share Posted September 21, 2014 I've only had one problem, and that is the last node with the warp drives does not show in my tree, I have everything researched up to it but the last node is not there.Could you start KSP, just load up the R&D centre, quit then post up a copy of your KSP.log file? Link to comment Share on other sites More sharing options...
Riverey Posted September 21, 2014 Share Posted September 21, 2014 Yay!Glad you're back!And original Interstellar works again. I will miss tweakscale integration and radiators glowing, but i believe you will add it too=) Link to comment Share on other sites More sharing options...
Fractal_UK Posted September 21, 2014 Author Share Posted September 21, 2014 Yay!Glad you're back!And original Interstellar works again. I will miss tweakscale integration and radiators glowing, but i believe you will add it too=)Already added the glowing radiators! Link to comment Share on other sites More sharing options...
NotExactlyRocketDesign Posted September 21, 2014 Share Posted September 21, 2014 Unfortunately, that's right. I'm looking at switching from TreeLoader to ATC but will need to get the ability to add new techs working in there.Since there are only a few extra nodes needed, you may be able to cannibalize some of the "extra" 10 or 11 nodes (the ones that cost 1000 science each and don't show up in a stock game). That would negatively impact any other mods that use them, but it's otherwise an easy fix. Link to comment Share on other sites More sharing options...
Monthar Posted September 21, 2014 Share Posted September 21, 2014 Please say one of the new parts you're adding is a new science instrument for the impact study so the seismometer can go back to its stock functionality. I hate having to edit the .cfg file to restore the stock functionality every time I instead an updated version. I'm sure I'm not alone in this. Link to comment Share on other sites More sharing options...
RoverDude Posted September 21, 2014 Share Posted September 21, 2014 Please say one of the new parts you're adding is a new science instrument for the impact study so the seismometer can go back to its stock functionality. I hate having to edit the .cfg file to restore the stock functionality every time I instead an updated version. I'm sure I'm not alone in this.(FYI I offered up a new, animated model for this - did not hear yet if Fractal was planning on using this or not. If not, I was going to just use it for something else). Link to comment Share on other sites More sharing options...
The Pink Ranger Posted September 21, 2014 Share Posted September 21, 2014 Hey Fractal I'm sure you've already been keeping up with Dr. White's talks but in case you haven't I found a pretty interesting bit of info on how warp drive might work.According to Dr. White the warp bubble has no sense of direction so you need to use conventional propulsion to give your spacecraft an initial velocity in the direction you want to warp. Then when you activate the warp bubble space starts "piling up" in the appropriate orientation. So in terms of KSP the warp effect should happen in the direction of your prograde vector regardless of how your ship is oriented. Might add a little more challenge to the endgame since you'd still need to get your inclination right before warping, and also mid course corrections would consume lots of fuel.He talks about this at 50:25 Link to comment Share on other sites More sharing options...
Warp11 Posted September 21, 2014 Share Posted September 21, 2014 Is there a way to make the interstellar lab or the stock lab to perform the functions of the other one? For example I don't always want to take the 2 labs with me just to reset experiments. I tried to copy the modules from the stock lab to the science lab but that doesn't work. When I rightclicked on it, it just disabled rightclicking on everything. Link to comment Share on other sites More sharing options...
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