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[0.24.2] Interstellar Lite - Tweakscale Integration [v0.12.3][Sept 7]


WaveFunctionP

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Why is it called lite? It doesn't seem to be missing any features, or simplified?

The number of parts added to the part catalog has been greatly reduced (with the addition of tweakscale), and there's been some simplification and re-balancing of the various power plants to make their progression make more sense but moves them away from the "real world" values the old Interstellar plugin used.

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Update:

Interstellar Lite v0.12.2

- Fixed powercap scaling for electricengines. (Existing parts may not be affected.)

- Removed redundant base scaleexponent configs from interstellar_tweakscale.cfg

- Fixed MM patch. (It works for reals this time!) (realgrep)

- Remove unused and broken radioactivedecay modules from some part files.

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The number of parts added to the part catalog has been greatly reduced (with the addition of tweakscale), and there's been some simplification and re-balancing of the various power plants to make their progression make more sense but moves them away from the "real world" values the old Interstellar plugin used.

I laughed at the quotes.

Oh, so true. :P

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Oh, that's not that bad. As long as it works OK with RSS, I'm happy

I think a good description of Lite is that it conforms to stock scaling a little better than vanilla kspi, better feedback to the player and has less confusing, marginally useful modes and parts.

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Thanks, If you don't mind the suggestion, you might want to change the name from lite, due to that implication

Yeah, no offense, but I'm done with name changes. It's not longer open to debate. The name is good enough to serve it's purpose in differentiating it from vanilla kspi. :P

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I love what you have done with this WaveFunctinP! Just an FYI for people installing on an existing game along with GoodSpeed Aerospace parts pack....delete the Scale.dll in the plugins folder of Goodspeed as it is an old .dll and breaks the TweakScale portion of this and a couple other mods.

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Hey Wave, great job putting this together. Been playing it more or less continuously since you posted it :) Just finished a 4-ship launch to Jool with a lander, orbital reactor, fuel tanker, and set of relays. 2 things I've noticed:

1) the science lab doesn't seem to be able to reprocess fuel. tried several configurations, and it just doesn't do anything. I have spare tanks attached, plenty of power, etc. Am I missing something? [imgur](http://i.imgur.com/ZCaIgVj.jpg). Also the EVA refueling functionality and restart don't seem to work. (Fission)

2) the Vista is a bit OP I think. once I got it, I don't bother with any other engines at all. it's too cheap to strap a liquid fuel and a Vista to anything and go anywhere, particularly as it scales in size/power pretty spectacularly.

Incidentally, I think you've done a great job with the rebalancing, it's a lot more playable, and most of the really annoying bugs from the original seem to have been weeded out. Nicely done.

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Is the thermal nozzle being unable to switch from LFO to just liquid fuel intended or did I break something?

Edit: also, a quick test reveals that despite the descriptions, standard fission and particle bed have the same isp/thrust

That would be highly unlikely about the isp/twr. You should be able to switch modes.

Been meaning to post these numbers.

For 2.5m, approximately (the exact numbers aren't important):

fission: 1066 kN, 848isp

pfission: 1508kN, 600isp

fusion: 1508kN, 1200isp

ami: 2132kN, 848isp

am: 3016kN, 1200isp

Keep in mind should that you decide to test these values, isp and thrust for thermal engines are reduced in atmosphere.

There is currently an annoying behavior where the nozzle is selecting liquidfuel as the default fuel mode instead of LFO where available. It will reset the mode every time you reload the vessel. And driving me me insane on my playthrough. Expect a fix soonish.

Edited by WaveFunctionP
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I for one really like the direction this version of interstellar is taking, except for the full antimatter tanks as default. Easy mm fix, and I imagine an "empty_antimatter.cfg" file could be included as an optional thing in the download?

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Been using the original Interstellar tree since 0.23 and when I updated to Interstellar Lite (12.1) I got a message for tree update, but it showed up right where the Module Manager reload window is and is skinned the same so I overlooked it as I went straight from loading my game into the tracking station. When I came back out, the tree loader update window was gone. Hasn't come back, even tho I updated to 12.2. Is this a problem at all? I know tree loader support is being phased out but I want to make sure I'm not missing a step in the process.


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VERSION

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Been using the original Interstellar tree since 0.23 and when I updated to Interstellar Lite (12.1) I got a message for tree update, but it showed up right where the Module Manager reload window is and is skinned the same so I overlooked it as I went straight from loading my game into the tracking station. When I came back out, the tree loader update window was gone. Hasn't come back, even tho I updated to 12.2. Is this a problem at all? I know tree loader support is being phased out but I want to make sure I'm not missing a step in the process.


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VERSION

That is the correct tree.

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I for one really like the direction this version of interstellar is taking, except for the full antimatter tanks as default. Easy mm fix, and I imagine an "empty_antimatter.cfg" file could be included as an optional thing in the download?

In the future AM will be very expensive, You'll want to tweak it down or farm some up. The resource costs are really just a placeholder right now.

I had the option to continue to delay release while I implement the resource revamp or go ahead and let people play with the nuts and bolts while I take the time to polish the resource system in another update. I was having a lot of fun even without the resource revamp so I decided it was good enough for now.

Edited by WaveFunctionP
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That would be highly unlikely about the isp/twr. You should be able to switch modes.

Been meaning to post these numbers.

For 2.5m, approximately (the exact numbers aren't important):

fission: 1066 kN, 848isp

pfission: 1508kN, 600isp

fusion: 1508kN, 1200isp

ami: 2132kN, 848isp

am: 3016kN, 1200isp

Keep in mind should that you decide to test these values, isp and thrust for thermal engines are reduced in atmosphere.

There is currently an annoying behavior where the nozzle is selecting liquidfuel as the default fuel mode instead of LFO where available. It will reset the mode every time you reload the vessel. And driving me me insane on my playthrough. Expect a fix soonish.

I'll take a look at my install and see if I can unbreak it then.

edit; going with "file mismatch due to bad habits" Also editing my last post. Sorry about that.

Edited by ian9018
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My log continues to spam:

[Exception]: ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

I have updated my install to 12.2 and deleted the default tweakscale warpplugin cfg. I hope that helps because I'm stumped.

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My log continues to spam:

[Exception]: ArgumentOutOfRangeException: Argument is out of range.

Parameter name: index

I have updated my install to 12.2 and deleted the default tweakscale warpplugin cfg. I hope that helps because I'm stumped.

I need the output log. That just says something is executing improperly, not what specific bit of code is throwing the error. Watch the video in the OP.

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Karbonite uses ModuleManager.2.2.1.dll too... is there a way to bypass this? Haven't tried renaming the file...

Lot's of mods now use module manager. You only want one copy installed, and you want it to be the highest version (usually). Mod makers just include it so you don't have to go digging for it. If it is a lower version then what you have, then don't replace it.

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