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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)


sumghai

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R0.02.2a DEV BUILD released - see first post for download link

R0.02.2a DEV BUILD    28 June 2013
---------------------------

Fixes
- Tweaked rendering and collision meshes
- This should greatly reduce the "freeze-on-drag" issue some users experience in the VAB and especially in the SPH
- Model file sizes have consequently been reduced to 50%
- Reverted to using PNG textures, which reduces texture file sizes and memory usage (according to some users)
- Those responsible for sacking the people who have just been sacked have been sacked
- Lowered ElectricCharge rate of Utility Modules to 15.0 / min
- Older value was far too overpowered and had made Solar panels useless
- Newer value now forces players to add their own solar panels and/or RTGs if more than three other modules are connected in the same structure

Although I have yet to start on the new parts I wanted to add for R0.03a, I'm releasing this WIP release to quickly address the VAB/SPH slowdown issue - I recently setup a KSP 0.20.2 build and found that the lagging was most noticeable in the SPH.

Edited by sumghai
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Minor hotfix to R0.02.2a DEV BUILD released - see first post for download link

This improves the Mk III Node colliders to prevent surface attached parts from sinking below the part surface, whilst still retaining the performance improvements from R0.02.2a. As this is a very minor fix that technically should have been implemented, there is no change to the patch notes - just re-download and re-install.

Edited by sumghai
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  • 2 weeks later...

Question: what exactly do the bulkhead and end node do? In what way do they make other fuselages "compatible"?

On perhaps a related note, how do you use the Karmony Node MkIII? I can't seem to connect other Karmony modules anywhere except the front and back, so what's the point?

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Question: what exactly do the bulkhead and end node do? In what way do they make other fuselages "compatible"?

On perhaps a related note, how do you use the Karmony Node MkIII? I can't seem to connect other Karmony modules anywhere except the front and back, so what's the point?

the point is to do something like the stock .craft "space station core". or something along those lines.

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the point is to do something like the stock .craft "space station core". or something along those lines.

I've looked at that and I'm not sure what you mean. The description implies that the node should be used for quick space station construction, but how is that possible if you can't connect to the dorsal/ventral and left/right areas?

Is there no way to use the FusTek parts to create a T-split in a station?

Edited by Kimberly
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Question: what exactly do the bulkhead and end node do? In what way do they make other fuselages "compatible"?

The bulkheads and the end taper rings simply make the ends of any 2.5m part aesthetically match the modules in this pack.

On perhaps a related note, how do you use the Karmony Node MkIII? I can't seem to connect other Karmony modules anywhere except the front and back, so what's the point?
the point is to do something like the stock .craft "space station core". or something along those lines.
I've looked at that and I'm not sure what you mean. The description implies that the node should be used for quick space station construction, but how is that possible if you can't connect to the dorsal/ventral and left/right areas?

It sounds like you're trying to build a craft that is pre-docked in the VAB.

The correct and recommended usage for the Mk III Node is:

- Add docking ports to the ends and side recesses

- Launch the Node on its own into orbit

- Launch, rendezvous and dock other modules to the Node

Think of the Mk III Node as the FusTek version of the stock Rockomax Hubmax Multi-Point Connector.

Is there no way to use the FusTek parts to create a T-split in a station?

If you have done the above correctly, then you should be able to make a T junction by only using the two ends and one of the side recesses.

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I was hoping to fully design my Mun base in the VAB, so I could use OrbitalConstruction to build it on the surface of the Mun itself (because I'm not looking forward to a dozen assembly missions, or trying to land a 100-ton monstrosity in one piece). But thanks for the explanation, I suppose I'll alter the design so that each section which includes a node will be built separately. I'll have to get a KAS crane working to attach them all, but that's alright. I'm still not entirely sure why the Node's sides absolutely refuses to snap to docking ports in the VAB, though, because if I start with a Node, I can attach other modules to it with that method just fine.

I love the pack, by the way, just in case my grumbling is giving the wrong impression. :)

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I was hoping to fully design my Mun base in the VAB, so I could use OrbitalConstruction to build it on the surface of the Mun itself (because I'm not looking forward to a dozen assembly missions, or trying to land a 100-ton monstrosity in one piece). But thanks for the explanation, I suppose I'll alter the design so that each section which includes a node will be built separately. I'll have to get a KAS crane working to attach them all, but that's alright. I'm still not entirely sure why the Node's sides absolutely refuses to snap to docking ports in the VAB, though, because if I start with a Node, I can attach other modules to it with that method just fine.

In the CFGs for the Node(s), there is the following line:

attachRules = 1,0,1,1,0

Which basically means:

- The Node can be stacked onto other parts

- The Node cannot be placed onto a surface

- Other parts can be stacked on to the Node

- Other parts can be placed on the surface of the Node

- The Node cannot be placed if it intersects another part

Some combination of these configurations is what's causing the described effect - this is the same setup as used in fusty's original Mk II Nodes.

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In the CFGs for the Node(s), there is the following line:

- The Node cannot be placed if it intersects another part

I bet that must be it. It means you can't place a docking port, then attach one of the Node's sides to the docking port, because the docking port will recess into the Node (as it's supposed to) causing an intersect.

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R0.03a released - see first post for download link

R0.03a          22 July 2013
---------------------------

Features:
- New Parts
- Karmony Parts Warehouse Module
- Karmony Node Cover
- Karmony Node Cover - Viewport Variant
- Kirs Docking Module
- Kuest Legacy Airlock
- Kupola Observation Module
- Karmony Parts Warehouse Module is designed for use with the OrbitalConstruction Redux mod, and can store up to 200 units of SpareParts
- Kirs Docking Module acts as a 1.25m diameter standoff for docking space stations with vessels that are unable to approach closer
- Kuest Legacy Airlock is functionally equivalent to the standard Kuest Airlock, but is cheaper and lighter, at the expense of not rated for use on planetary surfaces
- Kupola Observation Modules come with animated blast shutters to protect occupants from space debris. Most of the time.
- The FusTek_Sumghai.dll plugin, specifically compiled to handle multiple animations per part, is now included in the pack
- This was developed with the assistance of Snjo, and uses portions of his Firespitter.dll code

Fixes
- Tweaked rendering and collision meshes
- This should greatly reduce the "freeze-on-drag" issue some users experience in the VAB and especially in the SPH
- Model file sizes have consequently been reduced by up to 50%
- Reverted to using PNG textures, which reduces texture file sizes and memory usage (according to some users)
- Those responsible for sacking the people who have just been sacked have been sacked
- Lowered ElectricCharge rate of Utility Modules to 15.0 / min
- Older value was far too overpowered and had made Solar panels useless
- Newer value now forces players to add their own solar panels and/or RTGs if more than three other modules are connected in the same structure

Bugs/Known Issues
- All crew-capable modules currently STILL use either the default generic "UniKarmony" or the stock KSP Cupola internal model
- Work on module-specific unique internals will begin in the next version (R0.04a)
- Karmony Parts Warehouse Module will be outfitted with animated cargo bay doors and internal payload magazine rack once nothke finishes making his KASPAR mod

Edited by sumghai
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Oh look! New version with more parts!

*Downloads*

*Launches KSP*

*Sees C-Corp ID-15377 Hades Orbital Research & Utility Station fly apart, for the fifth or sixth time this month.*

images?q=tbn:ANd9GcSZjj0qysjQHVJQ_ST0O8S3WIjahKzkPJPNmVfQzJGxNFSXM9rM_g

Also, can you make a Kirs Docking Module with an airlock? Would be awesome to put in shuttles' cargo-bays...

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Stealth patch for R0.03a uploaded

CFG change only - this lowers the SpareParts quantity in the Warehouse module down to 100, as the original 200 was too OP for the standardized size of the Karmony series module.

If you do not wish to redownload the whole pack just for this fix, you can edit the Warehouse module CFGs to use the new (lowered) value.

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This mod looks AWESOME. I was just about to use the old FusTek for build a station when I figured I'd see if there was a new version. Then I found all of this! Yay! This is an exciting looking mod to say the least.

Read the whole thread here and just want to say something about the texture format issue. For me personally, RAM usage is the MOST important factor for why I might not use a mod that I otherwise love. My computer specs are great, but I seem to be drawn to really big mods that chew up RAM fast. The issue is that ~4GB RAM limit forced by 32-bit (I absolutely hate it and wish they would do a 64-bit since it would make me and my 16GB of RAM quite happy). I don't care about load times one bit. As you experiment with what format to use, I care about what uses the least RAM to avoid those nasty CTD from all my mods.

Quick example, the latest ISA Mapsat is using almost 1GB of RAM. That is unacceptable to me. I love the mod, but I'm strongly considering parting with it if that doesn't get fixed soon. I'll definitely give you some feedback on RAM usage when I get some time to install this and play in the next few days. Awesome work!

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R0.03.1a released - see first post for download link

R0.03.1a          24 July 2013
---------------------------

Fixes
- Tweaked CoM of Karmony series modules so that they line up with the part's geometric centre
- This should fix the Center-of-Mass balancing issues, especially with MechJeb
- No change to actual part origins, though

Edited by sumghai
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This is just a general FYI, not something sumghai can fix...

I know that it's an issue with the integrated MechJeb...but the main parts don't work in the VAB under .21.

It looks like any part with MechJebCore included in the cfg has this issue right now. Most likely once r4mon and those guys update the MJ dll the parts will work correctly.

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This is just a general FYI, not something sumghai can fix...

I know that it's an issue with the integrated MechJeb...but the main parts don't work in the VAB under .21.

It looks like any part with MechJebCore included in the cfg has this issue right now. Most likely once r4mon and those guys update the MJ dll the parts will work correctly.

Thanks for the heads-up, much appreciated.

For now, folks should just strip the MechJebCore module out of the configs, and put them back in when r4mon gets a patch ready.

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Thanks for the heads-up, much appreciated.

For now, folks should just strip the MechJebCore module out of the configs, and put them back in when r4mon gets a patch ready.

No prob. There is an unofficial MechJeb fix on the (currently) last page of the thread, but in my 15 minute experience with it, it's better off not having it.

Also, I think that if you uninstall MechJeb, the part loading engine will ignore references to it in cfg's.

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No prob. There is an unofficial MechJeb fix on the (currently) last page of the thread, but in my 15 minute experience with it, it's better off not having it.

Also, I think that if you uninstall MechJeb, the part loading engine will ignore references to it in cfg's.

Yes, I've heard the unofficial fix borks docking and RCS. And indeed, the nice thing about PartModules (stock or mod) is that they degrade gracefully by simply ignoring non-existent ones.

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