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[0.90][Depricated] KSP Interstellar Near Future Integration 0.3 (update 1-2-2015)


FreeThinker

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Edit: KSPI NF is depreciated and going to be replaced by KSPI Extended (with Near Future Technology Mode)

About

I'm currently working on a mod that attempts to integrate and balance Fractals famous KSP Interstellar Mod with the more Stock like KSP Near Future Technologies Mod. Merging Interstellar and Near Future is a seemingly impossible tasks because they operate on vastly different power scales. Interstellar functions on the Gigawatt range while Near Future doesn't get much higher than a few Megawatt. Also the scaling is vastly different where Near Future is stable, Interstellar power scaling over time varies between hardly useful to incredible powerful. Another problem is that they use resources that seem similar but are incompatible and mixing cooling technology doesn't work either.

Features

A lot has changed to make them work together and in the process I added additional features. But in short here are the main features:

- Reactor power has been reduced drastically and the power difference between the weakest and strongest is much smaller. For example the end game anti matter reactor (+ generator) is only 40 times as powerful as the initial nuclear reactor. Compare that with Interstellar 1000 times and you get the idea.

- Merged Interstellar and Near Future Technology tree into a separate Tech Manager tree. I made early (Near Future) nuclear technologies accessible earlier and lowered the science requirement of near future electrical engines to make them a good intermediate technology between the nuclear engines and fusion engines.

- Near Future reactors now represent the first generation of nuclear reactor with slightly more power output than their Near Future reactor equivalent. They use a modified version of Interstellar reactor modules, yet do not require any external power generator to produce electricity, therefore similar to the original self contained reliable near future reactors. These reactor will be ideal for powering space ship over a long periods or remain at standby to start and maintain fusion reactors.

- Thermal engines (thermal rocket nozzle), which come available after nuclear propulsion tech, are now useful from the start including the smaller versions. A first generation nuclear reactor connected to a thermal nozzle provide equivalent trust to a stock nuclear engine (which is 60 kN). The added advantage of a separate nuclear reactor is that beside propulsion, the same reactor can also be used for long lasting power

- Interstellar nuclear reactor become available later (as NF Reactors) and function as high performance, high maintenance reactor which become powerful enough for upper stages of rocket or SSTO with added benefit of much higher specific impulse.

- Resource integration; For example, Interstellar engines now uses Near Future Liquid Hydrogen resource (instead of Liquid Fuel) and Near Future hydrogen tanks (which have less density than Liquid Fuel) now require some electrical power (like Interstellar Liquid Deuterium tanks) to keep the Liquid Hydrogen from boiling off.

- Interstellar Electric Engines are now integrated with Near Future Tech nodes. Interstellar Electrical engines, although still very power hungry, now require much less power, able to compete with Near Future electrical engines. Further, their power usage is now limited by your generated power and ISP and the thrust is effected by atmosphere density.

- Improved Science Lab research gatherering. The amount of research now also depends on the Kerbals Profession (Scientist, Engeneer) and skill level. This means leveling up your scientist in the field before they enter the lab will be rewarding.

- Added ability of Atmospheric Scoop to function as Propulsive fluid accumulator which can be achieved by placing a vessel in a circular orbit at the edge of space with access to (KSPI) plasma engines and enough power.

- Added Nitrogen as a resource which can be used as a propellant in Thermal/Magnetic Noozles and Electric Engines. Nitrogen is stored as a pressurized gas, which can be converted to Liquid Nitrogen. Liquid Nitrogen allows for more compact storage and can be used for Cooling Wasteheat, allow electric generators to temporary to perform more efficient.

- Balanced the Alcubierre warpdrive; In order to balance the warpdrive with modified reactors, I had to significantly changed it performance and behavior. Instead of a low requirements infinite travel wormhole generator, it now becomes high requirements limited distance warp field engine. By infinite travel wormhole generator, I mean that the original warp-engine could be charged with any reactor and travel for any distance and even allow charging for the next warp jump during warp.

Warpdrive

The new Alcubierre warpdrive requires your reactors to overcome a power threshold and the distance you can travel is determined by the initial strength of the warpfield (determined by warp speed) and your ability to maintain it (with electric power). This effectively makes it impossible to power the warpengine using only nuclear power, you going to need at least a fusion power to get into warp. Charging the warpengine works as it previously did but instead of losing all warp power at launch, you lose half (and any overcharge). The first half is used start warp travel, the second half represent the warp field which you need to maintain to remain at warp speed. The more power you can use to maintain the warp field, the longer distance you can travel. Once you warp field (represented by Exotic matter) runs out, it collapses and you return to normal space. If you stop you electrical generators or stop feeding the warp engines, the warp field will start to collapse on it's own, but it can take considerable time depending on the warp field strength (which depend on the warp speed). If you you wish to drop out of warp sooner, you can press the "Deactivate Warp Drive" to reverse to polity of your warpfield generator and help the warp field to collapse much fast. This means you can no longer instantly drop out of warp at will (as you did in Interstellar) and that your warp engines start uncharged after dropping out of warp.

This mod, which was created out of my own frustration with the lack of incompatibility between Interstellar and Near future, is my first (public) Mod for KSP.

My currently version already includes all above mentioned features, but not everything is balanced and tested yet. However if your interested in a sneak peek, you can download the current version of the mod from Kebalstuff. For full functionality you need to download Near Future separately. The Current version is a continuation of Boris 0.90 Interstellar, and therefor contains all fixes (and quirks)

Download & Installation instructions:

1: remove any previous WarpPlugin / Interstellar map from your GameData folder

2: download the mod from Kebalstuff and extract it inside GameData folder (allow it to override all other files and folders)

3: (Optionaly but advisable) start/load a game and at the space open Tech-Manager (Press Alt-F7) and add [KSP Interstellar Near Future Techtree]

Source Code: GitHub

So let me know what you think. :D

Integrated KSPI/NF TechTree:

The New techtree is intended to replace both KSPI techtree and Near Future Techtree. Technically, the new integrated techtree isn't required to play the mod, but it would improve gameplay by distributing KSPI/NF technology more over the existing technodes

QaT1Bm7.jpg

Known Issues:

Near Future radiators do not work, for the moment do not use them

Wanted

I'm looking for someone that can make me some simple textures for exiting models

License:

- KSP Near Future Technologies : is not distributed in this mod and merely alters Near Future parts using Module Manager config files which are licensed under GNU GPL License

- KSP Interstellar code/configfiles: These modified modified files are distributed under original license https://github.com/FractalUK/KSPInte...gin/License.md

Edited by FreeThinker
depricated
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Good luck with your mod, but note that all mod threads must have a license. Since yours is a derivative work, you must also ensure that the license you choose and the way you distribute your mod is fully compliant with both the licenses of Near Future and KSP Interstellar. Since the latter uses a custom license with specific redistribution requirements, this will not be trivial.

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Good luck with your mod, but note that all mod threads must have a license. Since yours is a derivative work, you must also ensure that the license you choose and the way you distribute your mod is fully compliant with both the licenses of Near Future and KSP Interstellar. Since the latter uses a custom license with specific redistribution requirements, this will not be trivial.

Well now that you mention it, I only altered Near Future parts by using Module Manager, so no license needed here. For Interstellar, from my understanding, is an open custom license requiring a reference to the original licence and access to all source code which also contains the original license.

Edited by FreeThinker
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Well now that you mention it, I only altered Near Future parts by using Module Manager, so no license needed here.

You'll need to have a license for your ModuleManager configs. You own the copyright on anything you write (even MM configs), and you have to allow us to distribute and use it - by licensing it.

http://choosealicense.com/

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I like the idea of parts interrelation and balancing between them to make them play better together. I do think anything with the tech tree should be an extremely low priority though as there are many tech trees that already include KSPI and NF so proportionately fewer users would be effected by or even notice ones in this.

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I like the idea of parts interrelation and balancing between them to make them play better together. I do think anything with the tech tree should be an extremely low priority though as there are many tech trees that already include KSPI and NF so proportionately fewer users would be effected by or even notice ones in this.

Well merging the techtrees was actually one of the easier things I did and the great thing about techtree manager that it can be used with any other techtree. My interstellar Near Future Techtree is mend to replace both Interstellar and Near Future tech-trees and creating a synergy that is greater than the sum of both (which is when you use them desperately). Of cource you can still choose not to use it and everything would still be accesable. That's because I haven't created any new nodes, I merely used the nodes in the interstellar techtree and near future to forge them into a self cohered techtree, which by the way is also visually pleasing and convenient.

Edited by FreeThinker
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I love the idea of mod cooperation.

But personally id rather see Interstellar as part of the Community Tech Tree (As both Near Future, and all of Roverdudes constellation of mods, plus many others already use it)

If im not mistaken Boris-Barboris the guy maintaining Interstellar while FractelUK is not around, is looking into Interstellar integration with the CRP(Community Resource Pack).

Id also like to hopefully see Interstellar transition from ORS to Regolith, though thats a whole 'nother ball of wax. (Actually looking into this one myself, but my coding skills arnt as up to snuff as they could be)

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I love the idea of mod cooperation.

But personally id rather see Interstellar as part of the Community Tech Tree (As both Near Future, and all of Roverdudes constellation of mods, plus many others already use it)

If im not mistaken Boris-Barboris the guy maintaining Interstellar while FractelUK is not around, is looking into Interstellar integration with the CRP(Community Resource Pack).

Id also like to hopefully see Interstellar transition from ORS to Regolith, though thats a whole 'nother ball of wax. (Actually looking into this one myself, but my coding skills arnt as up to snuff as they could be)

Well the plugins code is still 99% similar to Interstellar code. As soon Boris-Barboris manages to integrate CRP/Regolith, I will do as well. But please understand that my Mod tries to be different from the original Interstellar in one fundamental way, which is that I aim to Kerbalize Interstellar, and therefore be more compatible with the Community Tech Tree. My main guideline is gameplay, realism comes second. WaveFunctionP used the same guideline, but he did it by cutting 70% of it's content, and boosting it's starting power output to even higher levels, making to problem worse in my view. The power output of near future reactor and interstellar already is vastly unequal. To give you an idea, a single unupgraded interstellar reactor can replace about 15 near future reactors, and about 100 reactors after upgrading. My mods aims to bring them into harmony, making the progression from nuclear reactors to fusion engines and eventually antimatter in a more natural progression, increasing richness, making them both relevant, creating more interesting choices. I realize not everybody will like this different path, so be it.

Edited by FreeThinker
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The idea for saving work didn't work it seems since it was the easiest part :P I do very much like your idea of gameplay over realism! This has been my biggest gripe about about the FractalUK path over WaveFunctionP's. But I strongly dislike the TweakScale integration of WaveFunctionP's incarnation. It is sounding like your path could very well be the best of both worlds :)

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Downloading right now; I'll need to cut a few things (mostly the tech tree) due to the lack of Near Future Electrical 0.90. I'll report any problems or suggestions I find.

For reference, I'm copying all .cfg files in the /WarpPlugin folder, along with the NF_KSPI folder (with Tree_Interstellar_NF_Integration.cfg, Tweak_Near_Future_Radiators.cfg, and Tweak_Near_Future_Reactors.cfg deleted due to the lack of NF Electrical) over a "stock" KSPI install and Boris_Barboris's fix.

EDIT: *Slaps head* there's a new version of Boris's fix which isn't a mere fix but a full DL. Using that one instead.

EDIT 2: Trying to find a way to edit the propellants in Boris's version; hoping they're not hardcoded.

Edited by Whovian
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In order to build this mod, I had to modify the Dll to make the parts behave in the way I want them to behave.

Therfore you can not simply mix Boris's fix with this mod files (although they are mostly the same), it will only create a big confusing mess k_huh.gif

For now Boris's fixes and mine are separate and you can only use either mine or his mod, but not both at the same time! If you seriously about helping, simply remove the entire Warpplugin folder and replace it with this Mods WarpPlugin folder . But fear not, in the "Near Future" I intend to merge them :wink:

Although I do not remove or add any new parts, any existing ships with near future parts will become extremely overpowered (by a factor of 100). If you also have deadly reentry intraled it can effectivly kill you kerbals by excessive g-force when you go full throtle with thermal engines/jets. :P

Regarding thermal engine, I'm currently working on making the stock nuclear engine engine work with interstellar truster and thermal reactor. This already works but still has some weird behavior when staged. The advantage of this, is that it makes stock nuclear engines have finite lifetime and usage and they can switch propellants like interstellars thermal engines. :cool:

EDIT: this comments is now obsolete.

Edited by FreeThinker
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Since I'm playing in 0.90, I suppose I'll have to use Boris's .dlls; I'll therefore definitely be using a hodgepodge of the two versions. In MM'ing this to work with other mods, I have a couple questions:

1. How do the Hydrogen tank's power requirements scale with volume? A bit of graphing based on Tweak_Near_Future_Tanks.cfg indicates that after about 10-14k of Hydrogen storage, they're about linear with volume; is this a reasonable approximation to what you used?

2. For usage with mods such as KSPX or Novapunch which add new nuclear engines, what values should I scale in Tweak_Nuclear_Engines.cfg to make them work roughly the same as your tweaked version of the standard NERVA with appropriately adjusted parameters?

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  • 2 weeks later...
Sounded good but the specific requirements for tech tree for this kills it for me. Don't use NF, KSPI, nor CTT trees so would require way too much modification to make this work in place of Boris'.

Well the modified Techtree isn't an absolute requirement, but it would offer a more balanced game as it would make more advanced tech available later. Note also that I don't introduce any new tech-nodes or parts, I merely reuse them in a slightly different configuration.

Edited by FreeThinker
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Alright, the current version is now fully integrated with Boris Interstellar 0.90. I'm looking for some people that can do some testing for me. You can download Interstellar NF integration from Kerbalstuff

Seems to work for me, but I was super confused why I lost all reactors, but eventually realised that I don't have NF reactors installed because it doesn't support .90. Is there a way to use it in .90?

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I got really excited when I saw this. I downloaded it but I am having problems. I installed it and tried to run my game and it gets to warpplugin/parts/engines/aluminiumhybrid/part/aluminiumhybrid 1 on the load screen and it stops right their. I left it for 45 min and it never got passed that point. Any way I can fix this?

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I got really excited when I saw this. I downloaded it but I am having problems. I installed it and tried to run my game and it gets to warpplugin/parts/engines/aluminiumhybrid/part/aluminiumhybrid 1 on the load screen and it stops right their. I left it for 45 min and it never got passed that point. Any way I can fix this?

This happens if you used an old KSPI installion. My advice is first to delete the old KSPI, then install Boris KSPI 0.90 and on top of this KSPI NF Integration Mod

Edit: sorry for not being clear about the installation instruction in the OP:

Installation instructions:

1: remove any old WarpPlugin / Interstellar

2: Install Boris 0.90 Interstellar and KSP Near Future Technologies

3: download the mod from Kebalstuff and extract it inside GameData folder (allow it to override all other files and folders)

- - - Updated - - -

Seems to work for me, but I was super confused why I lost all reactors, but eventually realised that I don't have NF reactors installed because it doesn't support .90. Is there a way to use it in .90?

Well, the Current version of Near Future supports 0.25/0.90 But for my Mod that doesn't really matter, since I mainly use the NF reactor models and the Near Future reactor modules are replaced by KSPI modules.

Edited by FreeThinker
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Can the tech tree be used without the other changes, your modifications don't change the naming of any parts do they?

Correct, I haven't changed the name or introduced any nodes except the found in both KSPI and NF, it's an effective merge tree balanced by modified by cost, part activation and modied node tech requirements.

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So the more I read over this the more I am convinced that I actually want to use your integration in it's entirety instead of trying to integrate and balance them myslef like I did in my .24 game lol, it sounds like you did a really good job.

I just have a couple questions, so at the moment the NF reactors are now functionally KSPI reactors correct? So they can be used in beamed power networks and such things like that?

Second, were you able to get the NF radiators to function like KSPI radiators?

and I guess that is it for now lol.

Edited by Akira_R
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Alright, so I'm confused and hopefully someone can help me out.

There's this, which as I've read seems to be fully integrated with Boris' KSPI, right? So I can install that, then install this. This is a set of configurations that harmonizes Boris' KSPI with NFT. However, you also made an install ( https://kerbalstuff.com/mod/508/KSPI%200.90%20Extended%20Configuration ) that harmonizes Boris' KSPI with RealFuels? Do I install both of these?

And that's even more confusing, because I thought Boris was trying to integrate KSPI with the Community Resource Project so that it would interoperate with things like TACLS, but RF isn't integrated into CRP. If that's the case, how would this, or a combination of all these configs play with MKS or Karbonite?

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