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Nils277

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Everything posted by Nils277

  1. Jep, the greenhouse will also support TAC-LS once this is added. The USI-LS compatibility is still only for test purposes. I'll add a FAQ section to the main post tomorrow, when i have a bit more time at hand.
  2. Separate landing legs were planned for the next release Think i should add the landing legs as standard to the adapter and engine modules... The glassy parts war quite a lot of work, but i add at least the greenhouse glassy version as optional part in the download and see what the overall resonance is. Thanks Jep its my first mod. Had been programming other stuff though^^
  3. That is exactly what's planned for the major LS-Mods The Bug (it's a feature ) The deployable modules only can hold kerbals when they are deployed. The also can't be retracted until all Kerbals have left this part. To the suggestions: 1. For the TAC support, look my answer above in this reply. TAC is planned for the modular storage. 2. An adapter might be a good idea 3. I also have at least an alternative for the greenhouse with slightly transparent windows, which will be added as an option in the next releases. This means though, that the light animation will not be very good, because there is no transparent shader that is also emissive.
  4. Hmm...i should at least add a warning that this might happen.
  5. Uhm...wow thats strange I tried this sevral times with my bases on minmus and kerbin. Both the moon and the base behave normal. Was your base directly on the ground or on landing legs? Maybe this has happened because the collision meshes where scales down a bit and some modules COM was moved... If you want you can send me your savegame so maybe i can figure out what went wrong.
  6. I hate to doublepost, but an update for this mod was just uploaded. Now also on KerbalStuff Download KerbalStuff: [Moderator removed defunct website link] Curseforge: http://kerbal.curseforge.com/ksp-mods/232217-kerbal-planetary-base-systems/files Changes: New Parts: - Added the Habitat Module MK1 for two Kerbals - Added the MAL top mounted control unit New IVAs: - Added the IVA for the Cupola Enhancements: - The doors are scaled up and repositioned. - Added Stack-Nodes on top and bottom of the parts - The windows now have a structural segment where they bend (no potential (theoretical) structural weakness) - The deployable module now all mention the number of kerbals they can hold - The current IVAs now have better lighing - Some texure tweaks in the Habitat MK2 - Added flags to some of the modules Mod Support: - All the parts now support CLS Bug fixes: - The gangway-airlock and the habitat mk2 can now store experiments and the habitat mk2 now allows crew reports - Repositioned the center of mass of some modules, it was slightly offset - Corrected some typos in the descriptions Additional: - Added two flags - Added K&K as agency for contracts I renamed some the functions on of the plugin, so to have it function properly you have to delete the old folder. The bases you have are not broken though. When the extendable modules behave funny just remove all Kerbals from them and deploy, retract them. Some parts that didn't make it into this update: Landing legs, ISRU unit, Heat-Shields. They will be added in the next one. The support for (many) other will will come in further updates. Have fun!
  7. Is it possible, that you still have the "old" version 0.1.0? This one didn't work because i renamed the folder. Version 0.1.1 should work.
  8. These models look really nice Somehow everybody makes rovers...to be honest this option didn't even came into my mind Btw. welcome to the forums Already experimeted with this but haven't found a satisfying container to fit them yet. I also want to use them Somehow i have the tune from "Pinky and the brain" running in my ears again.
  9. That's weird...The habitat does not have any crew capacity set prior to being deployed. Even the "CrewCapacity" entry is not set in the .cfg file. I once have seen a thread where someone had to rescue a Kerbal from the RC001S Remote Guidance Unit, maybe this is the same bug. I think i'll still move the hatches to a place where they are always accessible, this would also help with the too small doors.
  10. I somehow wasn't aware of CKAN until now. I'll try to add it to this as well in the future. I haven't experienced this weird behaviour until now and looked up the cfg of the storage Module and haven't seen anything funny that could have caused this. Do you have any other mods installed? Maybe was hieywiey mentioned tweakscale? Two parts stacked on the bottom and the heatshield on to front also seems like a good idea. Althoug it would be really hard to position the parts after the base landed. Already added CLS to the parts. CLS will be supported with the next release. I also saw someone who asked if he/she could make other containers for other mods. The answer is yes! I added a link to templates for the containers in the first post (Blender and Gimp files, as well as .cfg dummies)
  11. Wow cool!! These are already planned and will arrive soon I will add the suggested nodes on top and bottom and a control unit that can be attached on top to allow easier landing. Don't know yet about the smaller/bigger storages. They aren't that hard to create though maybe a smaller version will be made. There really seems to be a demand for Extraplanetary Launchpads Will consider them after the LS mods are done Wait till next release, to finish/refine the vanilla parts with IVAs and stuff is top priority at the moment Wow, looks really cool. Threre also will be a smaller not deployable habitat that will better fit to make rovers I Well, forgot about them, thanks for the hint Will roll out the mod to the other hosting platforms as well soon, this was only for the first release. Regarding the cupola thingy...i have absolutly no idea. My guess would be that the contract searches for the exact name of the part to be fullfilled so probably no. This has to be tried out though. Would really be nice if the contract could be fullfilled with this part. Hope i haven't forgotten any posts to answer. I'm not at home for the rest of the Weekend, so i will be able to reply in ca. 2 days again. Btw. a next updated is planned for next friday
  12. Thanks! I'll come back to that when i integrate the LS mods. Thought that was already in the descriptions of the expandable modules...will fix that. Regarding the Heatshields, it may be a good idea to make the bottom of the modules ablative. Also thought about a heatshield with tweakable size. So this would go into a "one shield fits all" way. Another idea was a giant heatshield unterneath the complete base...like in this picture i found But who in Kermans name would be able to bring this into space? I'll take a look into that once the vanilla and LS mods are done. This will probably be in one of the next two or three updates. Not sure about the doors yet, they really seem a bit small for the Kerbals. On the other side the hatches in the stock parts aren't much bigger. The problem is that i wanted to make all the parts fit into the MK3 cargo bay so there is not much space to scale them up. Phew..there is still a lot of work to do to support the whole mod ecosystem...
  13. You are right with the part about landing sideways. It really wasn't easy to land the showcased base on minmus. To your points: That might be a good idea. Though this won't be possible with the Science Lab since it has its "telescope" in the exact center of the top. This idea sounds good too. This would make landing these things much easier. Also it might look cool having such a thing on top. In some tests i attached the Rover-Body to one of the sides of the modules and it looked like a huge air control unit. You are right, i have to scale down the collision meshes a bit, this applies to all other parts as well. Forgot that they have to be a bit smaller than the model due to the way the physics-engine handles collisions. Doh! Hmm...This would result in many different sized heatshields for all modules...maybe i find a way to solve this without spamming parts. There are no lights in the IVAs yet. They will be added in one of the next releases.
  14. I'm not 100% sure what you mean with this. Do you mean a part where you can store others parts in like in the SC-62 Container from KIS?
  15. As of now there is not really support for/interconnection with other mods. Planned is support for TAC-LS, USI Life Support, Snacks, ECLSS, Connected-Living Spaces, Kerbal Inventory System and CTT. These will be added eventually. MKS and EPL are still in consideration, when they are demanded/wished for by the community. Storage tanks are already available (the two dark ones in the fifth image). As for the other suggestions i'll take a look into it once the vanilla parts and the Life Support Mods are integrated. Already thought about adding something like a garage or cargo-bay later. Aside from the missing IVAs and the support for other mods they will be added eventually. In the meantime you can still use the service-bay for a mini/nano rover.
  16. The Habitat or any other module can't be retracted when a kerbal is inside of it. (This would eventually result in crushing him/her ). Another cause might be that you don't have a kerbal in a command module, the Habitat does not function as command module.
  17. The files are now updated and the parts will be available in the SPH and VAB. Just download the new version and override the old one. Sorry for the inconvenience. Thanks man! Been browsing the forums for some time now, but not really actively.
  18. Sorry about that, i renamed the folder from the working title to the new one and forgot to update the model-paths in the .cfg files. As a hotfix, rename the folder "PlanetaryBaseInc" to "KerbalBaseInc" this should fix it. I will upload a fix ASAP!
  19. @Nansuchao I tried to keep the memory footprint as low as possible, many of the parts (e.g. all pipes and all containers) share the same texture. Also all textures used are in the *.dds format.
  20. Have you ever said "I don't want to live on this planet anymore"? Now you can! We at Kerman & Kerman Orbit and SurfaceStructuresare proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. It is designed to fit with the other stock parts and feel as "Kerbal" as possible. The mod has been released! Further development and discussion of this mod will be continued in the RELEASE THREAD
  21. Hi, i'm just wondering what's wrong with the KSP Wiki in the last few days. Every time i try to visit the wiki i get a blank page with the following text: I haven't found any announcement or other thread regarding this problem lately. So am i the only one experiencing this? Does anyone have a solution? Thanks and best regards Nils Edit: Ah haven't seen this thread, now my post seems redundant^^
  22. Hi, i'm having a problem when i try to land a small craft on a floating platform an Laythe. While the platform is floating alone its state is "splashed", but as soon as the other small craft is landed on the platform the state is changed to "landed". The state wouldn't be a problem but as soon as i use the time-warp, switch to the craft from more than 2.3km or from the KSP it jumps down to the ground of the sea and most of the time explodes. Situation when the crafts are separeted Situation when a craft is landed on the platform The weird thing is when i try the exact same thing on Kerbin or Eve everything behaves as expected. The quicksaves from the two situations: https://www.dropbox.com/s/0dlv6xyotlidpos/quicksaves.zip?dl=0 When the "quicksave_landed" file is loaded the platform immediately jumps to the ground of the sea. I also looked into the savefiles and maybe found the error: For the platform it says: [I]sit = LANDED[/I] [I]landed = True[/I] [I]landedAt = [/I] [I]splashed = True [/I]which seems like a mix of landed and splashed Edit: The same combination also occurres on Eve and Kerbin when a craft is landed on the platform but there the crafts behave normal. Has anyone experienced the same problem and found a solution to this? Specs: KSP Version: 0.24.2 Build: 5592014-07-25_12-26-07 Branch: Master System: Windows 7 Professional 64Bit https://www.dropbox.com/s/j95kchkivdghf30/DxDiag.txt?dl=0 Thanks for any help in advance, Nils
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