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View Code? Open in Web Editor NEWcontinuation of KSP Interstellar
License: Other
continuation of KSP Interstellar
License: Other
The deployment modes on the umbrella radiator, especially in regards to automation, seem borked. This may be in relation to receiver dishes (since the Circular Thermophotovoltaic Receiver also seems weirded out similarly, albeit differently).
In previous versions, the umbrella radiator would, for instance, when automation is enabled, open up after leaving atmosphere. It would also automatically close upon liftoff (if opened), as well. Neither of these work anymore.
Additionally, if the radiator/automation/deployment modes aren't selected properly in VAB, upon liftoff the radiator won't animated that it has opened but will act like it has opened from liftoff (causing launch speed to drop, as it should when opened).
I also noticed that there are repeated actions available for this part, and some of the actions, when mapped, don't actually work.
Hello!
After some months of absence from the KSP world I am testing some new (to me) features of KSPI.
I bumped into this little (bug?). The Universal Liquidificator and the Universal Gasifier should be complementary to each other but they seem to behave the same way. They both act as gasifiers.
I created a small video to illustrate this behavior.
I have attached a log file too.
Thank you for this wonderful mod and keep up the good work.
output_log.txt
In 1.14.15 KSPI-E, USI's MKS modules for their version of regolith processing (based on the Dirt resource instead of Regolith) worked fine, somewhat like the new Universal Drill except that the relevant modules consumed/"processed" pre-mined Dirt to output the various resources a world offers.
As of 1.15.1, those modules from USI-MKS (the 'Ranger' Regolith Sifter and the 'Tundra' Industrial Regolith Sifter) no longer process dirt or output resources, not even the flat-rate "Rock" resource byproduct. (I noticed existing compatibility support for it, so I figured this was unintentional but something y'all might like to address.)
I double-checked everything; KSPI-E and the Interstellar Fuel Switch are the only updates that occurred during the relevant span of time over which I noticed the change in behavior. It's nice to see that KSPI-E has adopted a module with similar functionality, though I would like to have both sets working... especially since it just neutered a base I just started setting up in career mode.
I wish I could be of further help, but the best technical information I can give is that I wasn't able to identify any part of the Patches .cfg files responsible for the change by examining the differences among them and performing manual edit tests. It's probably something in the .dll codebases.
The Circular Solar Photovoltaic Cells have an issue where they are always blocked by themselves, except when in the middle of animating the extending or retracting.
While any reactors are placed in "Electrical" category this one is in "Utility". Looks inconsistent and confusing.
I tracked this issue down to this code:
KSP-Interstellar-Extended/FNPlugin/Collectors/UniversalCrustExtractor.cs
Lines 596 to 597 in 7b22a5d
(As well as further above in 585 and 586)
"abundance" is a decimal percentage (and therefore never larger than 1), and exponentiating that with the power of 4 makes it extremely small.
I dont quite understand what this bit of code was supposed to do, but i believe it can simply be removed, that gives the universal drill the same mining speed as a stock drill.
Regolith processing already produces water, so it stands to reason it should also produce heavy water in the standard 1:6420 ratio that's defined in CrustalResourceHandler.cs. I can practically see all the changes that need to be made in RegolithProcessor.cs. I would make the changes myself, but I'm on a Linux machine right now and I'll need to make a Windows VM before I can do anything.
It appears that because the animation module is before the data transmitter module in the part config, KSP believes the antenna must be "deployed" to function. Upon launch, it will not function as a data transmitter. However, if you run the test rotation animation, it will function as a data transmitter.
Compatibility issues with Kerbal Konstructs, I am opening an issue with them as well. Fresh install of the game, no other mods installed. Crash happens right after main loading screen, just before you get to main menu.
Hi,
There are some textures referenced by the part models which are not in their folder. Would it be possible to add them to the repo or remove the reference from the model ?
If you wish I can do the removal myself if provided with the original model files...
I tried to make you a (hopefully exhaustive list here) with the convention Modelname->Missing texture parth:
qvengine2.mu
-> WarpPlugin/Parts/Engines/PlasmaWakefieldAccelerator/IXS_ENGINE_emissive
resourcesphere.mu
-> WarpPlugin/PlasmaMedGlow
interstellarAmmoniaExhaust.mu, interstellarArgonExhaust.mu,interstellarChargedExhaust.mu, interstellarHydrogenExhaust.mu, interstellarLithiumExhaust.mu, interstellarQVPExhaust.mu, interstellarXenonExhaust.mu
-> WarpPlugin/FX/puff
LANTR_small.mu, NTR_mini.mu, NTR_small.mu
-> WarpPlugin/FX/plasma
ixsmainhull.mu
-> WarpPlugin/Parts/Electrical/IXSMainHull/ixs_MAINHULL_EMISSIVE_tga
warpring.mu
-> WarpPlugin/Parts/Electrical/IXSWarpRing/ixs_WARPING_EMISSIVE_finalTGA
mhdg.mu
->WarpPlugin/Parts/Electrical/MHDGenerator/big_diff
-WarpPlugin/Parts/Engines/RCSTank/model.mu
-> WarpPlugin/Parts/Engines/RCSTank/cstSolar
-WarpPlugin/Parts/Microwave/RadialThermalReceiverDishAluminium/model.mu
->WarpPlugin/Parts/Microwave/RadialThermalReceiverDishAluminium/ORI69
This issue has a simple fix, tested by myself - the tweakscale config file simply needs the microwave receiver section changed from "maximumpower" to "maximumthermalpower" and a second entry added for electric.
It looks like about a month ago the Vista engine controller was rewritten and the module renamed. At that time the Near Future patch wasn't updated with the new name. This can be resolved by adding the following to USI_NF_Mode.cfg:
@PART[*]:HAS[@MODULE[VistaECU2]]:NEEDS[NearFutureElectrical]:FOR[WarpPlugin]
{
@MODULE[VistaECU2]
{
%powerRequirementMultiplier = 0.002
%wasteHeatMultiplier = 0.002
}
}
The Molten Salt Reactor breeds Tritium gas, but has storage for a small quantity of LqdTritium. I suspect this is just something that was overlooked when a bunch of output products were converted from liquid to gas recently.
Nuclear engines with an integrated thermal generator (Timberwind, Closed cycle gas core, direct cycle nuclear turbojet, solid core and TORY) have a maximum generator efficiency of 8% as per config file:
efficiencyMk1 = 0.04
efficiencyMk2 = 0.06
efficiencyMk3 = 0.08
But show 32 or 64% in the editor description regardless. This is misleading.
Tested using various tweakscaled AM collectors - the multiplier value is displayed in the UI but the collectors do not behave accordingly. Possibly because "FixedUpdate" does not use the collectormultiplier value in its calculations? If not I can't be any more helpful than to say the multiplier just doesn't apply.
I am using KSP 1.3.1 with KSPIE 1.16.0
This is a visual bug, it does not affect gameplay.
Reproduction:
I have confirmed this happens with the "Candle" and "Solid Core Nuclear engine" but does not affect the "TORY".
If you hide the tooltip and reopen it, the correct fuel displays with no problems and when swapping, the correct resource shows up in other mods at the correct levels.
There're no 'BandwidthConverter' specified for the part. So it doesn't have frequency assigned (it's displayed as 'Unknown' in game)
This mod does not appear to be available on CKAN for download, despite it's presence on SpaceDock/Curse.
Timberwind engine has black plume:
https://preview.ibb.co/fdZgFw/screenshot17.png
Post on the forums:
https://forum.kerbalspaceprogram.com/index.php?/topic/155255-131-ksp-interstellar-extended-kspie-1161-20-10-2017-support-release-thread/&do=findComment&comment=3209719
The Candle engine has been repeatedly and consistently causing a graphics glitch for me. Whenever the engine is staged/activated, the camera instantly goes black. The UI is still visible. Pressing escape brings the camera back but with most textures either black or see through.
I've tried this and it happens on both KSP version 1.3.0 and 1.3.1, with the relevant mod version for each. It happens when KSPIE is the only mod installed. It does not actually cause a crash, but I need to completely exit out and restart the game to fix the textures. I have put every combination of keywords on google I could think of but I can't find any related issues.
Any ideas?
Pictures:
At launch, before staging:
https://i.imgur.com/70U5aHC.png
As soon as I press space to stage:
https://i.imgur.com/HeWzuxF.png
Then if I immediately hit Escape:
https://i.imgur.com/hvN8RrD.png
After closing escape menu:
https://i.imgur.com/o6AaLk4.png
I noticed some mismatch between UF4 and UF6 in the VAB while configuring the tank. Looking at the source file, UF6 and Uraniumhexaflouride are used on lines 74,75,86 but the resource name used on the following line in position 3 is UF4. Since the reactors all seem to need UF4 I'm guessing this is a cosmetic bug only.
Clean install of KSP 1.3 with this mod 1.15.0.7. Configuring a hydrogen tank with a timberwind engine will warp me into space on load, Also I get Nan values for thermal power (side note I'm running this in OSX). Also I'm not able to run a configuration with Reactor -> Thermal Nozzle, I just cannot get trust
If you select / This resouces is added to the tank:
Deuterium -> HTP
HeavyWater -> Water
Helium-3 -> LqdDeuterium
Helium-4 -> LqdHe3
I notices that CircularRectennaPanel has two MicrowavePowerReceiverDish modules, with none of them having full list of properties. Also it's quite confusing in UI - some elements (like Receiver Type switch) are doubled.
Is it intended to be that way?
I have the weirdest behavior, which I've narrowed down to one part - the brayton-cycle thermal power generator. When that part is present, the spaceships (and spaceplanes) start to float and rotate on the launchpad (runway), and no amount of thrust will alter their position.
I've found no exceptions in the log, but I did see this difference between a run with the part, and a run without the part. With the part, I get the following:
[LOG 00:38:13.346] [KSPI] - Start Initializing ElectricEngineControllerFX
[LOG 00:38:13.346] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.346] [KSPI] - we did not find techid specializedPlasmaGeneration in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid specializedPlasmaGeneration in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - we did not find techid advEMSystems in saved hash
[LOG 00:38:13.348] [KSPI] - End Initializing ElectricEngineControllerFX
Without the part, I get no similar message in the logs. I am using a pebble-bed generator with a thermal launch nozzle but that works fine if the thermal power generator is not used elsewhere in the craft (with it's own, adjacent, thermal source, such as a separate pebble-bed reactor).
In the end I'm using USI's reactors (which have built in generators and supply MW power now) to work around this and power my plasma nozzles, but they're not as powerful in terms of MW supplied to the engine. And adding that part shound't result in an un-flyable craft.
Dry cost for tanks has been doubled from original wet cost.
For example: FL-T100 tank costs 104 dry/150 wet in stock. With IFS installed it costs 300 dry/346 wet.
i tested 3 different engines saying they could use Helium in ingame part description, but in actually propellant selection of placed part, helium could not be chosen
wrong alert pls delete.
I tracked it down to the line
&& p.ConnectedChargedParticleElectricGenerator == null
in FNGenerators.cs line 569 which is not null in this instance, even though it should be.
I suspect it has something to do with the built-in generator of the tri alpha reactor.
The thrust the Vista produces doesn't seem to pass through its centerline and even causes craft that are perfectly symmetrical to yaw/pitch quite significantly during a burn, even causing misalignment with SAS enabled
Maybe this was intentional, but I noticed that the IXS fusion reactor no longer allows fusing of De-Li6, as it was able to do in prior incarnations of KSP-IE.
I also noticed it doesn't allow He3-He3 fusing, amongst a few of the other fusing modes that things like the Stellarator and such allow (but maybe that's also intentional?).
Apologies if my ignorance of fusion reactions proceeds me. :p
Noticed this when building a SSTO. The droptanks are listed in the editor, but I can't but LFO or any of the stock fuels in it. Looks like a config problem but I can't figure out what has to be edited to fix it.
Radiators do not respect control settings assigned to them in VAB and have everything turned on upon launch. Furthermore, prevent shielded deploy option is not working at all.
I've found some strange numbers with methalox and some tanks.
WarpPlugin\Parts\FuelTank\InterstellarFuelTank\InterstellarFuelTank-X200-48.cfg
tankSwitchNames = LFO;LiquidFuel;Hydrogen;Hydrolox;Methalox;D+He3;Oxygen;Methane;Ammonia;Hydrazine;Nitrogen;CO2;CO;Water;HTP;Argon
resourceAmounts = 3024,3696;6720;26880;21504,5376;14972.16,10632;13440,13440;11907.84;26880;26880;26880;26880;26880;26880;26880;26880
I think it should be
resourceAmounts = 3024,3696;6720;26880;21504,5376;14927.6,11872.4;13440,13440;26880;26880;26880;26880;26880;26880;26880;26880;26880
to preserve 0.557:0.443 ratio of methalox and to fill tank with pure oxygen.
WarpPlugin\Parts\FuelTank\InterstellarFuelTank\InterstellarFuelTank-X200-32.cfg
resourceAmounts = 1555.2,1900.8;3456;17280;13824,3456;9625,8424;8640,8640;17280;17280;17280;17280;17280;17280;17280;17280;17280;17280
resourceAmounts = 1555.2,1900.8;3456;17280;13824,3456;9625,7655;8640,8640;17280;17280;17280;17280;17280;17280;17280;17280;17280;17280
WarpPlugin\Parts\FuelTank\NBconeTank3m\part.cfg
resourceAmounts = 2160,2640;4800;24000;19200,4800;13368,11700;12000,12000;24000;24000;24000;24000;24000;24000;24000;24000;24000
resourceAmounts = 2160,2640;4800;24000;19200,4800;13368,10632;12000,12000;24000;24000;24000;24000;24000;24000;24000;24000;24000
Also I'm not sure about D+He3 quantites. Looks like Daedalus engine uses 0.194976:0.805024 ratio. But most of the tanks have 1:1 ratio for this option with the exception of InterstellarFuelTank-X200-96, which has the same ratio as Daedalus engine.
Subj
Steps to reproduce:
I tested in KSP v1.3.1.1896, all translation became blocks, it's normal if I open in textEdit, only not working in game
I noticed that time warp affects (unfortunately not always in the same manner) resource production/conversion. I made this little video to show the issue. At about 1000x time warp production ceases altogether, starting again at 100000x time warp.
Video on dropbox
In other ships I noticed an even stranger behavior, with the production rate decreasing steadily with time warp, making impossible any mass production at all.
In conclusion there is something strange going on with time warp and resources conversion.
output_log.txt
Scaling this part up, along with the deployable phased array, causes the total mass to decrease instead of increase.
Maybe a missed negative sign?
KSP version: 1.2pre
KSPI Extended version: https://kerbal.curseforge.com/projects/ksp-interstellar-extended/files/2335476
The Science Laboratory does not generate any science, even though my labs are fully manned and have enough power. See attached for an example. It appears to happen everywhere, I have tested this in orbit around every body at different heights and none of them generate science.
KSP 1.3.1 was released on 10/5, and KSP Interstellar-Extended is raising warnings about only supporting 1.3.0
Hello
my testing is continuing. I noticed that the refrigerator has duplicate slots for each and every gas.
If you fiddle with both at the same time there are unpredictable results.
output_log.txt
Title says it all i think.
Universal drill has dust particle texture always turned on, even when it is not deployed. This problem happens even in VAB/SPH: https://imgur.com/Sya88lp
Hi,
the crew HUD of the lab is not shown when launched. I have already seen the issue posted in a comment on curse but maybe you'll want it here for better visibility.
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