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ksp-interstellar-extended's Introduction

KSP Interstellar Extended: To The Stars And Beyond!

Welcome to the Github repository for Kerbal Space Program (KSP) Interstellar Extended (KSPIE). KSPIE is a plugin for Kerbal Space Program, designed to encourage bootstrapping toward ever more advanced levels of technology as well as utilizing In-Situ resources to expand the reach of Kerbal civilization.

The easiest way to install Interstellar is by using the Comprehensive Kerbal Archive Network, which is available here.

Looking for release information? Please visit the release thread on the Kerbal Space Program forum.

For support with Interstellar extended, please see the support thread for assistance. Additionally, there is information on the wiki. We would love to hear your suggestions on what can be done to make things easier to understand, and what problems that you're experiencing so that we make may the learning process more enjoyable for everyone.

Would you like to suggest a new feature, or the new developments? There's a development thread for that.

Want to chat with fellow KSP Interstellar Extended players? Jump on to our Discord server!

History and goals

KSP Interstellar Extended aims to continue in Fractals original KSPI vision in providing a realistic road to the stars.

Players will first gain access to contemporary technologies that have not been widely applied to real space programs such as nuclear reactors, electrical generators and thermal rockets. By continuing down the Community Tech Tree (CTT) and performing more research, these parts can be upgraded and later surpassed by novel new technologies such as fusion and even antimatter power.

We attempt to portray both the tremendous power of these technologies as well as their drawbacks, including the tremendous difficulty of obtaining resources like antimatter and the difficulties associated with storing it safely. The goal being to reward players who develop advanced infrastructure on other planets with new, novel and powerful technologies capable of helping Kerbals explore planets in new and exciting ways.

The principal goal of KSP Interstellar is to expand Kerbal Space Program with interesting technologies and to provide a logical and compelling technological progression beginning with technologies that could have been available in the 1970s/1980s, then technologies that could be available within the next few years, progressing to technologies that may not be available for many decades, all the way out to speculative technologies that are physically reasonably but may or may not ever be realizable in practice.

ksp-interstellar-extended's People

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ksp-interstellar-extended's Issues

Radiators do not respect settings

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.

  1. Here is an example vessel in VAB:
    https://imgur.com/AF2eWwT
    Note, that radiator automation is turned off and shielded deploy is on
  2. Here is this vessel on runway:
    https://imgur.com/3PXMIcN
    Not, only all radiator controls are on, but radiators immediately deploy regardless of fairings.

Wrong efficiency on nuclear engines

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.

RFC2501 tank UF6 and UF4 confusion

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.

[USI - MKS compatibility] MKS-sourced 'Regolith' Processors broken with recent update (1.15.1)

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.

IXS Magnetic Confinement Fusion Reactor no longer allowed to fuse Deuterium - Lithium6

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

Missing Textures

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

  • WrapperTank.mu
    -> WarpPlugin/Parts/FuelTank/WrapperTank/Decoupler

-WarpPlugin/Parts/Microwave/RadialThermalReceiverDishAluminium/model.mu
->WarpPlugin/Parts/Microwave/RadialThermalReceiverDishAluminium/ORI69

Tri-Alpha Reactor has a misleading power rating

The Tri-Alpha reactor is rated for 1, 1.5 and 2.25 GJ power at MK1, 2 and 3.

It can never reach those values since all available fuel modes on the reactor have a NormalisedReactionRate of less than 1.
Example:

But the best power rating you can get from the reactor is 1.87 instead of 2.25:

Reactors display unavailable fuel modes in editor

None of the fuel modes displayed here are actually available on this reactor; as it is ALL reactors show ALL fuel modes in the editor description:

Suggested fix: only display fuel modes that are actually selectable

Fuel resource slider duplication in tooltip window while in editor

I am using KSP 1.3.1 with KSPIE 1.16.0

This is a visual bug, it does not affect gameplay.

Reproduction:

  • Open VAB
  • Select Molten Salt Reactor
  • Right click on it to bring up tool tip
  • Click "Swap Fuel"

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.

Output Log
Screen Shots

Universal Liquidificator is not liquifying

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

Bizarre levitation of spacecraft when Thermal Power Generator is used

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.

Circular Solar Panels Block Themselves

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.

Some strange numbers with methalox and some tanks

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.

Open gas core fission reactor fuel mode confusion

You have "Uranium Hexafluoride" in Reactor Control Window as fuel mode.
However, reactor itself has Uranium Nitride storage and still works. That seem quite confusing.
imgur-2017_04_08-18 25 06

Tested in 1.12.19 on KSP 1.2.2 with KER and VesselMover

KSPI: Science Laboratory, missing crew HUD

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.

KSPIE drills extremely slow

I tracked this issue down to this code:

if (abundance < 1)
abundance = Math.Pow(abundance, 4);

(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.

Vista Engine broken when used with Near Future Electrical

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
	}
}

RegolithProcessor should produce HeavyWater

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.

Tank base cost doubled

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.

CKAN Support

This mod does not appear to be available on CKAN for download, despite it's presence on SpaceDock/Curse.

FELA as data transmitter must be "deployed" to function

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.

Graphene Umbrella Radiator Borked

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.

FuelSwitch: DropTanks have RSS fuels, but not LFO

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.

Refrigerator has duplicate slots

Hello
my testing is continuing. I noticed that the refrigerator has duplicate slots for each and every gas.
screenshot
If you fiddle with both at the same time there are unpredictable results.
output_log.txt

Time Warp affects (heavily) resources production

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

Some parts are messed up

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

Candle Engine Graphics Glitch

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

Field Translation Not Working

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

Antimatter collector "collection multiplier" not being applied.

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.

1.3.1 Support

KSP 1.3.1 was released on 10/5, and KSP Interstellar-Extended is raising warnings about only supporting 1.3.0

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