Nertea

[1.7.x] Stockalike Station Parts Redux (May 21st)

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11 hours ago, KSPNoob said:

With regards tot he redone stock parts, is there a way to have both the redon and stock skin parts simultaneously?

Why do you want this? :/ 

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9 hours ago, AtilaElari said:

I may be a little bit dense, but are there no 3.75m docking ports for modular assembly of oversized stations?

Unfortunately no. Maybe sometime, but not now.

13 hours ago, LitaAlto said:

Have I mentioned how beautiful I think these parts are? 

Nice! Looks like your adjustment of greenhouse lights worked!

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7 hours ago, Nertea said:

Nice! Looks like your adjustment of greenhouse lights worked!

 

Beautifully so, thanks again!

13 hours ago, Sassenach said:

AtilaElari, as far as I know stock parts go up to 2.5m. Near Future Construction has Annular Truss type parts with larger docking ports though. My own preference is to use USI construction ports to seamlessly weld.

 

I like the USI construction ports as well. They look stock-ugly, but after welding they disappear, leaving a seamless transition between station parts.

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8 hours ago, Nertea said:

Unfortunately no. Maybe sometime, but not now.

Nice! Looks like your adjustment of greenhouse lights worked!

i made one from the short crew tube and some radial attach points around. looks great since it matches the surrounding parts.

 

GgTO3MG.jpg

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How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions?

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1 hour ago, NomenNescio said:

How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions?

Try it and find out!  Nertea probably has no clue. As this is mostly a parts pack it should be fine. But the only way to know for certain is to try it yourself. 

Edited by Tarheel1999

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On 2/12/2018 at 10:56 AM, JadeOfMaar said:

Why do you want this? :/ 

Well, in my case, I already had Ven's Revamp installed. Didn't really want to lose that style, so I made a cfg to keep them both. Could be used for keeping the stock ones too, if you wanted, though I have to admit Nertea's is way better.

For anyone who wants it, drop this in a .cfg file somewhere in your /GameData, requires ModuleManager to work:

+PART[crewCabin]:BEFORE[zzzzStationParts] {
  @name = oldCrewCabin
}
+PART[cupola]:BEFORE[zzzzStationParts] {
  @name = oldCupola
}
+PART[Large_Crewed_Lab]:BEFORE[zzzzStationParts] {
  @name = oldLarge_Crewed_Lab
}

 

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3 hours ago, NomenNescio said:

How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions?

SSPXr has no compatibility with Kerbalism. Anyone who prepares it will have to publish it separately.

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@JadeOfMaar and @Nertea,

I am playing with the configs of the crew tubes (as I mentioned above), but so far I have utterly failed to make it work consistently the way I think it should. Ideally, I want the tubes to dock only with each other or the associated hub, and have a few other tweaked characteristics (dock aligned to each other, etc). 

*IF* I ever get this to work, I will send you the configs for your inspection, mockery, and possible approval. :)

 

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I'd just like to say, wow, this is a beautiful mod. Thank you for taking the time to make it.

Edited by Raven Industries

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So here's the thing. I'm using this mod along with kerbalism. Now, over on their forum they've created a .cfg file to enable the food and water resources for the storage containers. But I notice something very odd about the amounts these can store. The amounts of food and water stored seems to be way too little. With the largest inline container (the PXL-CRG-1 Logistics Module) I get enough food and water for 35 days for one kerbal. If I then add the comparatively tiny Supply Container from Kerbalism to that craft it jumps up to 106 days. Just looking at the size of this storage container it should last one kerbal at least a year. (I haven't actually done the maths, it's just a guess.)

Over on their forums they're reluctant to tweak the values since they originally come from here. Which is why I'm now asking you to tweak them to contain a lot more resources.

EDIT: Image for size comparison:

Ohh4lT7.png

Edited by NomenNescio

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7 hours ago, NomenNescio said:

So here's the thing. I'm using this mod along with kerbalism. Now, over on their forum they've created a .cfg file to enable the food and water resources for the storage containers. But I notice something very odd about the amounts these can store. The amounts of food and water stored seems to be way too little. With the largest inline container (the PXL-CRG-1 Logistics Module) I get enough food and water for 35 days for one kerbal. If I then add the comparatively tiny Supply Container from Kerbalism to that craft it jumps up to 106 days. Just looking at the size of this storage container it should last one kerbal at least a year. (I haven't actually done the maths, it's just a guess.)

 

That's a problem with Kerbalism, not here then. Have them adjust the volume values to fit their resources. 

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On 12/02/2018 at 6:20 PM, AtilaElari said:

I may be a little bit dense, but are there no 3.75m docking ports for modular assembly of oversized stations?

Try these, they still work in 1.3.1

 

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I just noticed that SSPXr doesn't include the "Illuminator Mk3" surface-mounted light that was in the earlier SSPX.  I never really used that as a station part, but it's pretty useful on spaceplanes, e.g. next to a mk2 docking port to illuminate whatever you're trying to dock with.  Please consider bringing it back in a future update.  :-)

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12 hours ago, Wyzard said:

I just noticed that SSPXr doesn't include the "Illuminator Mk3" surface-mounted light that was in the earlier SSPX.  I never really used that as a station part, but it's pretty useful on spaceplanes, e.g. next to a mk2 docking port to illuminate whatever you're trying to dock with.  Please consider bringing it back in a future update.  :-)

+1

 

its just a great all around omni light

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Will deleting B9 Part Switch break the mod? Because its making MKS incompatible........

 

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Just now, TheEnderman said:

Will deleting B9 Part Switch break the mod? Because its making MKS incompatible........

I run both of those just fine.

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My god that was a fast reply! I will try to reinstall MKS and see..........

What version do you use? I was trying to use 0.53

 

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Can I ask for a specific part? For my base construction I'd like a low profile 4-way hub I tried to weld some parts together but I guess the meshes switch confused the welding mod, this is the result:

https://youtu.be/aqjl1IJSxW0

Ok after some funiculì funicolà :confused: I managed to fix the welded part enabling also variant switching , here is the cfg :

Spoiler

PART
{
	name = brusura.4waybase
	module = Part
	author = Brusura
	rescaleFactor = 1
	PhysicsSignificance = -1
	node_stack_topsspx-attach-125-11 = -1.502, 0, 0, -1, 0, 0, 1
	node_stack_topsspx-attach-125-12 = 0, 0, 1.502, 0, 0, 1, 1
	node_stack_topsspx-attach-125-13 = 1.502, 0, 0, 1, 0, 0, 1
	node_stack_topsspx-attach-125-14 = 0, 0, -1.502, 0, 0, -1, 1
	node_stack_topsspx-tube-25-30 = 0, 0.486, 0, 0, 1, 0, 2
	node_stack_bottomsspx-tube-25-30 = 0, -0.486, 0, 0, -1, 0, 2
	node_attach = 0, -0.486, 0, 0, -1, 0, 2
	CrewCapacity = 0
	TechRequired = specializedConstruction
	entryCost = 13200
	cost = 2400
	category = Structural
	subcategory = 0
	title = Base connector
	manufacturer = Brusura Co & UbioZur Welding Ltd
	description = A low profile 4-way connector for your offworld base. Warranty void during re-entry.
	attachRules = 1,1,1,1,0,0,0
	mass = 0.76000002
	dragModelType = default
	maximum_drag = 0.194000006
	minimum_drag = 0.194000006
	angularDrag = 1.93799996
	crashTolerance = 15
	breakingForce = 50
	breakingTorque = 50
	maxTemp = 1000
	fuelCrossFeed = True
	explosionPotential = 0.5
	thermalMassModifier = 1
	heatConductivity = 0.12
	emissiveConstant = 0.40000000000000002
	radiatorHeadroom = 0.25
	bulkheadProfiles = size1,srf
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-tube-25-3
		position = 0, 0, 0
		scale = 1, 1, 1
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2-alt
		position = 0, -0.486, 0
		scale = 1, -1, 1
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2
		position = 0, 0.486, 0
		scale = 1, 1, 1
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1
		position = -1.2, 0, 0
		scale = 1, 1, 1
		rotation = 90, 270, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1
		position = -1.502, 0, 0
		scale = 1, 1, 1
		rotation = 90, 270, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1
		position = 0, 0, 1.2
		scale = 1, 1, 1
		rotation = 90, 0, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1
		position = 0, 0, 1.502
		scale = 1, 1, 1
		rotation = 90, 0, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1
		position = 1.2, 0, 0
		scale = 1, 1, 1
		rotation = 90, 90, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1
		position = 1.502, 0, 0
		scale = 1, 1, 1
		rotation = 90, 90, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1
		position = 0, 0, -1.2
		scale = 1, 1, 1
		rotation = 90, 180, 0
	}
	MODEL
	{
		model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1
		position = 0, 0, -1.502
		scale = 1, 1, 1
		rotation = 90, 180, 0
	}
	MODULE
	{
		name = FlagDecal
		textureQuadName = flagTransform
		flagDisplayed = false
	}

	MODULE
	{
		name = ModuleB9PartSwitch
		moduleID = endcapSwitch
		switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name

		SUBTYPE
		{
			name = BlackHandles
			title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
			transform = 25mCapStructuralBlack
			transform = 125EndcapBlack
		}
		SUBTYPE
		{
			name = WhiteHandles
			title = #LOC_SSPX_Switcher_Endcaps_White_Handles
			transform = 25mCapStructuralWhite
			transform = 125EndcapWhite
		}
		SUBTYPE
		{
			name = Black
			title = #LOC_SSPX_Switcher_Endcaps_Black
			transform = 25mCapStructuralBlackBare
			transform = 125EndcapBlackBare
		}
		SUBTYPE
		{
			name = White
			title = #LOC_SSPX_Switcher_Endcaps_White
			transform = 25mCapStructuralWhiteBare
			transform = 125EndcapWhiteBare
		}
	}
	MODULE
	{
		name = ModuleB9PartSwitch
		moduleID = endcapSwitchLower
		switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name

		SUBTYPE
		{
			name = BlackHandles
			title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
	         	transform = 25mCapStructuralBlackFlip
		}
		SUBTYPE
		{
			name = WhiteHandles
			title = #LOC_SSPX_Switcher_Endcaps_White_Handles
                        transform = 25mCapStructuralWhiteFlip
		}
		SUBTYPE
		{
			name = Black
			title = #LOC_SSPX_Switcher_Endcaps_Black
                        transform = 25mCapStructuralBlackBareFlip
		}
		SUBTYPE
		{
			name = White
			title = #LOC_SSPX_Switcher_Endcaps_White
	              	transform = 25mCapStructuralWhiteBareFlip
		}
	}

	MODULE
	{
		name = ModuleColorChanger
		shaderProperty = _EmissiveColor
		animRate = 4
		animState = False
		useRate = True
		toggleInEditor = True
		toggleInFlight = True
		toggleInFlight = true
		unfocusedRange = 25
		toggleName = Toggle Lights
		eventOnName = Lights On
		eventOffName = Lights Off
		toggleAction = True
		defaultActionGroup = Light
		redCurve
		{
			key = 0,0,0,3
			key = 1,1,0,0
		}
		greenCurve
		{
			key = 0,0,0,1
			key = 1,1,1,0
		}
		blueCurve
		{
			key = 0,0,0,0
			key = 1,0.699999988,1.5,0
		}
		alphaCurve
		{
			key = 0,1
		}
	}
}

 

 

To be built on duna...

Edited by brusura

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On 2/10/2018 at 8:24 AM, JadeOfMaar said:
  • Added to Aquaculture Module
    • [TAC] Algae Farm with and without KPBS
  • Added to Greenhouses:
    • [USI] BotanySkill requirement if USI LS and MKS are present
    • [TAC] operate in SETI mode by default but now can change to K&K mode if KPBS is present @BigJammy @Nils277

I just had the chance to try your pre-update, and maybe I'm doing something wrong but I couldn't find this changes. The two TACLS.cfg files from 1.0 e 1.1 look exactly the same. Could you have uploaded the wrong one?

Edited by BigJammy

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Firstly: Thank you for your outstanding mod! Great work!

But I scanned my KSP.log after installing it and get some errors since. I also have TAC, DMagic Orbital Science and Universal Storage installed, but not KerbalHealth:

Quote

 

[LOG 12:04:19.416] PartLoader: Compiling Part 'StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-airlock-25-1/sspx-airlock-25-1'
[ERR 12:04:19.423] Cannot find a PartModule of typename 'ModuleKerbalHealth'

[LOG 12:04:19.424] -INFO- Tac.LifeSupportModule[FFFA4424][54.27]: OnAwake
[LOG 12:04:19.429] -INFO- Tac.LifeSupportModule[FFFA440A][54.27]: OnAwake
[LOG 12:04:19.430] PartLoader: Part 'StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-airlock-25-1/sspx-airlock-25-1' has no database record. Creating.
[LOG 12:04:19.435] -INFO- Tac.LifeSupportModule[FFFA42FE][54.27]: OnAwake
[LOG 12:04:19.436] DragCubeSystem: Creating drag cubes for part 'sspx-airlock-25-1'

 

Is this a problem?

 

Also, this:

Quote

[LOG 12:54:36.430] PartLoader: Compiling Internal Prop 'NearFutureProps/Props/Racks/NF_RACK_GloveBox/NF_RACK_GloveBox'
[ERR 12:54:36.431] PartCompiler: Cannot clone model 'NearFutureProps/Props/Racks/NF_RACK_GloveBox' as model does not exist

[ERR 12:54:36.432] PartCompiler: Model was not compiled correctly

[LOG 12:54:36.432] LoadInternalProp 'NearFutureProps/Props/Racks/NF_RACK_GloveBox/NF_RACK_GloveBox' FAILED: Cannot find model

The file NF_RACK_Glovebox.mu is named with a lowercase 'B'

Edited by Jim_Panzee

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Hello

first of all. AWESOME MOD ! I was so happy when i first flew with one of those centrifugas. Now i spend much more time looing around my ships during missions.. which makes them much longer :D

Question: if i carry these parts separately into space, they need to have clampotron at the end, to be connected to other parts? Just asking how to connect these magnificent parts in space practically. 

Edited by papuchalk

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