Nertea

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

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Just in case nobody said this in the last page or two of the thread...

This is absolutely amazing work Nertea! Looks awesome.  I've been away from KSP for a couple years and this is what I see on my return... I'm going to have to play sandbox mode though because I definitely wont be able to wait out being able to launch these in career mode.

Thanks again for another great addition to KSP!

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Good point.. I’ve been too busy building stations (or monstrosities that’ll pass for one) to say it:

Thank you Nertea!

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20 hours ago, vossiewulf said:

Nertea, any idea why the Harbour station core at the bottom and the presurized crew tubes aren't considered connected living spaces? I launched this and docked it and then found I couldn't EVA my crew as they couldn't reach the airlock.

 

I'm having that issue with the centrifuges and inflatable habs, in the editor they also have no crew slots. 

 

Also, what are those docking ports you have? are they in SSPXr? can't seem to find them ingame if so

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21 hours ago, vossiewulf said:

Nertea, any idea why the Harbour station core at the bottom and the presurized crew tubes aren't considered connected living spaces? I launched this and docked it and then found I couldn't EVA my crew as they couldn't reach the airlock.

 

I'm not really sure how CLS works, might want to take it to the thread. As far as I'm aware this is fine:

@PART[sspx-tube-375-1]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace]
{
  MODULE
  {
    name = ModuleConnectedLivingSpace
    passable = true
    passableWhenSurfaceAttached = true
    surfaceAttachmentsPassable = true
  }
}
@PART[sspx-tube-375-2]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace]
{
  MODULE
  {
    name = ModuleConnectedLivingSpace
    passable = true
    passableWhenSurfaceAttached = true
    surfaceAttachmentsPassable = true
  }
}
@PART[sspx-tube-375-3]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace]
{
  MODULE
  {
    name = ModuleConnectedLivingSpace
    passable = true
    passableWhenSurfaceAttached = true
    surfaceAttachmentsPassable = true
  }
}
24 minutes ago, GurpsWibcheengs said:

I'm having that issue with the centrifuges and inflatable habs, in the editor they also have no crew slots. 

 

Also, what are those docking ports you have? are they in SSPXr? can't seem to find them ingame if so

They intentionally do not allow crew to be loaded in the editor. 

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First of all, @Nertea and everyone else involved - fantastic work!

I encounter a few minor issues -- nothing that prevents the mod from working but I haven't seen them reported either:

  • I can't unzip the file. That may or may not be due to the software used (PowerArchiver) but I haven't encountered such an error anywhere else. Anyway, downloading the zip repository and using the gamedata folder from there fixes that problem (I'm able to extract the dependencies from the zipfile)
  • The docking port shows an extreme amount of z-fighting. Some other parts too, but it's very visible with the docking port

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5 hours ago, Kerbart said:

First of all, @Nertea and everyone else involved - fantastic work!

I encounter a few minor issues -- nothing that prevents the mod from working but I haven't seen them reported either:

  • I can't unzip the file. That may or may not be due to the software used (PowerArchiver) but I haven't encountered such an error anywhere else. Anyway, downloading the zip repository and using the gamedata folder from there fixes that problem (I'm able to extract the dependencies from the zipfile)
  • The docking port shows an extreme amount of z-fighting. Some other parts too, but it's very visible with the docking port
  • I have not heard of this issue and the current release version has been out a couple months now. What download source have you used? Have you used anything that could mess with downloads like a download manager or something?
  • Are you sure you have the dependencies installed? Almost all models have alternate meshes that use B9PartSwitch to turn on and off.

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Posted (edited)
40 minutes ago, Nertea said:
  • I have not heard of this issue and the current release version has been out a couple months now. What download source have you used? Have you used anything that could mess with downloads like a download manager or something?

I tried all three sources, and they all stall when unzipping at 96% I agree that it’s unlikely to be a “real” error or others would have complained. I’m using Firefox; I’ll try Edge and different zip software and let you know.

Edit: it’s not the browser, but the archiving software. The standard windows archiver had no problem extracting it; one mystery solved.

Quote
  • Are you sure you have the dependencies installed? Almost all models have alternate meshes that use B9PartSwitch to turn on and off.

I’ll double check on that. I do have something B9 installed, but perhaps I’m missing one!

Edit 2: likely due to what you indicated, using the “full” unzip probably covered missing files in the B9 Part Switch dependency. All looks good now!

Thank you for the quick reply.

Edited by Kerbart
Updates

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Hmm, well they're packaged with the default Python zip archiver, shouldn't be anything special. Glad you got it solved at least. 

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On 6/20/2019 at 11:00 AM, StarStreak2109 said:

Well, you always have the possibility to use the matching docking adapters from SSPXr. If you use a mod like Konstruction, you must pay attention to what is the root part of the module you are adding. If the root is one of the Konstruction docking ports, you cannot use the welding function. Therefore always remember to reroot to another part once you have assembled your rocket and payload. I only mention this, because this happened to me more than once. I usually plan my space stations in the VAB or SPH, then dissassemble it into individual subassemblies. In order to mate these to the launcher of choice, often the docking port needs to be the root. Hence, reroot once payload and launcher are assembled, or you'll likely pull out your hairs once you launched it, because the welding does not work!

Hey, @Angel-125, didn't you also have weldable docking ports? Just checking, to be able to offer an alternative to RoverDude's parts... ;)

what's artemis?

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We were watching a movie last night.   I cant believe that I never noticed the parts are based on the Hermes from the Martian before.  NOW I LOVE THEM EVEN MORE!

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Posted (edited)

All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either.

Edited by Autolyzed Yeast Extract

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I don't have explicit compatibility for CCK. Feel free to submit such a patch though!

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2 hours ago, Autolyzed Yeast Extract said:

All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either.

In the Kerbalism thread it is posted that, yes, it is Kerbalism that is causing this.

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Posted (edited)
13 hours ago, Autolyzed Yeast Extract said:

All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either.

It is normal for parts that have a CCK tab to be set to no longer show up in stock categories. I know a few popular mods that do this. Possibly, Kerbalism is adding/moving the SSPXr parts to its own tab.

Edited by JadeOfMaar

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