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Akira_R

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Everything posted by Akira_R

  1. The lag could also be because of NRE spam, have you checked your debug log while the station is focused? I know that currently there is a problem with the inline docking port not having a proper transform or something for the docking node, this can result in a lot of NRE spam when it is included in a vessel that has other docking ports.
  2. So after a quick read through of the thread I see that 90% of peoples problems can be fixed by having a decent understanding of how part configs are set up and simply having the confidence to go in and edit them. Welding is an excellent tool, but it has a lot of inherent limitations as far as how much of the process can actually be automated, while you can just weld something and then load it and try and use it you will have a much better experience if you go in and clean up the cfg first. I strongly recommend that people spend some time learning about how part cfgs work and how the game does what it does, not only will you be able to get way more out of the game it will also help you chase down a lot of bugs you may encounter. I predominantly use this to create large station modules, I then go in and pretty much delete everything in the cfgs except the section dealing with the models and node positions, then delete all the extra nodes, tweak the node positions, tweak model positions and scales, tweak part mass, cost and other aspects, and then start adding in the MODULES and resources that I want the part to have. I also use a separate install of the game to do all my welding and editing in, and once I am happy with a part I then transfer the config over to my main game, this helps keep you from screwing something up majorly in your main install with your main saves and stuff. Just as an example here are two cfgs, the first is what I got after welding the parts together, the other is after editing everything. I have removed all the extraneous modules, nodes, and resources, added in OKS functionality as well as Station Science functionality, it has the resources I want, and a reasonable part mass and cost, comparable to OKS modules from RoverDude, it also has avionics control in it with RT functionality. PART { name = KSS Module module = Part author = UbioZurWeldingLtd rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topcrewtube-125-12 = 0.0008012516,5.703447,-0.002856542,0,1,0,1 node_stack_topcrewtube-attach-1253 = 0.0008012258,4.855428,-0.8512554,0,0,-1,1 node_stack_bottomcrewtube-attach-1253 = 0.000801324,4.855428,-0.09534322,0,0,-1,1 node_stack_topcrewtube-attach-1254 = 0.0008012928,4.855428,0.8455429,0,0,1,1 node_stack_bottomcrewtube-attach-1254 = 0.0008011357,4.855428,0.08963079,0,0,1,1 node_stack_bottomlargeAdapter218 = 0.0008012516,-3.234828,-0.002856542,0,1,0,1 node_attach = 0,0,0,0,0,0,0 CrewCapacity = 6 TechRequired = sandboxWeld entryCost = 0 cost = 40350 category = Utility subcategory = 0 title = KSS Module manufacturer = UbioZur Welding Ltd description = Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 8.930403 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2000046 angularDrag = 1.25 crashTolerance = 39.83213 breakingForce = 70.17653 breakingTorque = 70.17653 maxTemp = 1212.5 fuelCrossFeed = True MODEL { model = StationPartsExpansion/Parts/Command/crewpod-habitation-25/crewpod-habitation-25 position = 0.0008012516,0.4968471,-0.002856542 scale = 1,1,1 rotation = 0,0,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-125-25 position = 0.0008012516,3.181987,-0.002856542 scale = 1,2,1 rotation = 0,315,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-1 position = 0.0008012516,4.699767,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,-0.6530173 scale = 1,1,1 rotation = 90,180,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,0.6473048 scale = 1,1,1 rotation = 90,1.190402E-05,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6491221,4.475228,-0.002856482 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6507251,4.475228,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,3.155136E-06,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6295684,4.474727,-0.1717635 scale = 1.1,1.1,1.1 rotation = 360,165,-2.796032E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6311709,4.474727,0.1660504 scale = 1.1,1.1,1.1 rotation = 360,345,-2.796031E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6282008,4.474378,0.1656841 scale = 1.1,1.1,1.1 rotation = 360,195,1.463844E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6298034,4.474378,-0.1713971 scale = 1.1,1.1,1.1 rotation = 360,15,1.463844E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6391132,4.668237,-0.174321 scale = 1.1,1.1,1.1 rotation = 360,165,-2.796032E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6407158,4.668237,0.1686079 scale = 1.1,1.1,1.1 rotation = 360,345,-2.796031E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6489695,4.667848,-0.002856542 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.650572,4.667848,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,3.155136E-06,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6367205,4.669217,0.1679669 scale = 1.1,1.1,1.1 rotation = 360,195,1.463844E-05 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.638323,4.669217,-0.17368 scale = 1.1,1.1,1.1 rotation = 360,15,1.463844E-05 } MODEL { model = AerojetKerbodyne/Parts/ICPS/ICPSUpper position = 0.0008012516,-2.226396,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter2/model position = 0.0008012516,-3.045611,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419836,-1.595555,0.7383255 scale = 1,1,1 rotation = 3.415095E-06,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419831,-1.595555,-0.7440386 scale = 1,1,1 rotation = 5.122642E-06,315,89.99999 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403811,-1.595555,-0.7440386 scale = 1,1,1 rotation = 3.415095E-06,45.00001,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403806,-1.595555,0.7383255 scale = 1,1,1 rotation = 5.122642E-06,135,89.99999 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,0.7375699 scale = 1,1,1 rotation = 3.415095E-06,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,-0.743283 scale = 1,1,1 rotation = 5.122642E-06,315,89.99999 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,-0.743283 scale = 1,1,1 rotation = 3.415095E-06,45.00001,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,0.73757 scale = 1,1,1 rotation = 5.122642E-06,135,89.99999 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.8819841,0.7058172,-0.8856421 scale = 1.25,1.25,1.25 rotation = 0,315,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.8819841,0.7058172,0.8799285 scale = 1.25,1.25,1.25 rotation = 0,45,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.8835866,0.7058172,0.8799288 scale = 1.25,1.25,1.25 rotation = 0,135,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.8835866,0.7058172,-0.8856418 scale = 1.25,1.25,1.25 rotation = 0,225,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3579276,-1.508355,1.311579 scale = 1,1,1 rotation = 360,337.5,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3757785,2.428708,1.304183 scale = 1,1,1 rotation = 360,337.5,6.319564E-05 } RESOURCE { name = MonoPropellant amount = 2180 maxAmount = 2180 } RESOURCE { name = LiquidFuel amount = 558 maxAmount = 558 } RESOURCE { name = Oxidizer amount = 682 maxAmount = 682 } RESOURCE { name = XenonGas amount = 3200 maxAmount = 3200 } RESOURCE { name = Oxygen amount = 480.5 maxAmount = 480.5 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.6 } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-Habitation-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleConnectedLivingSpace passable = true } MODULE { name = LifeSupportModule } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-Adapter25-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleAnimateGeneric animationName = CrewTube-Small-Windows startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleConnectedLivingSpace passable = true surfaceAttachmentsPassable = true } MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.0, -0.15) evaPartDir = (0,0,-1) storable = True storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False } MODULE { name = ModuleFuelTanks volume = 15 type = RCS } MODULE { name = TweakScale type = stack scaleFactors = 1, 1.5 scaleNames = 2.50m, 3.75m techRequired = heavyRocketry, heavierRocketry } MODULE { name = TweakScale type = adapter_2_1 defaultScale = 2.5 } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 400 type = Xenon } MODULE { name = TweakScale type = free } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = ModuleFuelTanks volume = 500 type = RCS } MODULE { name = TweakScale type = surface } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true addPartMass = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } MODULE { name = KASModuleGrab evaPartPos = (0.0, 0.00, -0.12) evaPartDir = (0,0,-1) storable = true addPartMass = true storedSize = 10 attachOnPart = True attachOnEva = False attachOnStatic = False attachSendMsgOnly = False } } PART { name = KSS2 module = Part author = Akira_R rescaleFactor = 1 node_stack_top = 0.0008012516, 5.65, -0.002856542, 0,1,0,1 node_stack_side1 = 0.0008012258, 4.855428, -0.755, 0,0,-1,1 node_stack_side2 = 0.0008012928, 4.855428, 0.755, 0,0,1,1 node_stack_bottom = 0.0008012516, -3.2, -0.002856542, 0,-1,0,1 CrewCapacity = 4 TechRequired = scienceTech entryCost = 8000 cost = 25000 category = Utility subcategory = 0 title = KSS Module manufacturer = Akira Heavy Industries description = Space Station module designd for the KSS station, provides more living and works space for the station, also includes a large amount of life support storage, facilities for food preparation, as well as facilities for storing flora and fauna for research purposes. attachRules = 1,0,1,1,0 mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 1800 fuelCrossFeed = True vesselType = Station INTERNAL { name = crewCabinInternals } MODEL { model = StationPartsExpansion/Parts/Command/crewpod-habitation-25/crewpod-habitation-25 position = 0.0008012516,0.4968471,-0.002856542 scale = 1,1,1 rotation = 0,0,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-25-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-25/crewtube-125-25 position = 0.0008012516,3.181987,-0.002856542 scale = 1,2,1 rotation = 0,315,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-1 position = 0.0008012516,4.699767,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,-0.6530173 scale = 1,1,1 rotation = 90,180,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = StationPartsExpansion/Parts/Structural/crewtube-attach-125/crewtube-attach-125 position = 0.0008012516,4.855428,0.6473048 scale = 1,1,1 rotation = 90,0,0 texture = blank, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125 texture = blank_a, StationPartsExpansion/Parts/Structural/crewtube-125-1/crewtube-125-n } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6491221,4.475228,-0.002856482 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6507251,4.475228,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,0,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6295684,4.474727,-0.1717635 scale = 1.1,1.1,1.1 rotation = 360,165,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6311709,4.474727,0.1660504 scale = 1.1,1.1,1.1 rotation = 360,345,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6282008,4.474378,0.1656841 scale = 1.1,1.1,1.1 rotation = 360,195,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6298034,4.474378,-0.1713971 scale = 1.1,1.1,1.1 rotation = 360,15,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6391132,4.668237,-0.174321 scale = 1.1,1.1,1.1 rotation = 360,165,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.6407158,4.668237,0.1686079 scale = 1.1,1.1,1.1 rotation = 360,345,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6489695,4.667848,-0.002856542 scale = 1.1,1.1,1.1 rotation = 0,180,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.650572,4.667848,-0.002856661 scale = 1.1,1.1,1.1 rotation = 0,0,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = -0.6367205,4.669217,0.1679669 scale = 1.1,1.1,1.1 rotation = 360,195,0 } MODEL { model = AIES_Aerospace/FuelTank/AIESmsRCSTank/model position = 0.638323,4.669217,-0.17368 scale = 1.1,1.1,1.1 rotation = 360,15,0 } MODEL { model = AerojetKerbodyne/Parts/ICPS/ICPSUpper position = 0.0008012516,-2.226396,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/Utility/largeAdapter2/model position = 0.0008012516,-3.045611,-0.002856542 scale = 1,1,1 rotation = 0,0,0 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419836,-1.595555,0.7383255 scale = 1,1,1 rotation = 0,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7419831,-1.595555,-0.7440386 scale = 1,1,1 rotation = 0,315,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403811,-1.595555,-0.7440386 scale = 1,1,1 rotation = 0,45,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7403806,-1.595555,0.7383255 scale = 1,1,1 rotation = 0,135,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,0.7375699 scale = 1,1,1 rotation = 0,225,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = 0.7412278,-1.818156,-0.743283 scale = 1,1,1 rotation = 0,315,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,-0.743283 scale = 1,1,1 rotation = 0,45,90 } MODEL { model = Squad/Parts/FuelTank/xenonTankRadial/model position = -0.7396253,-1.818156,0.73757 scale = 1,1,1 rotation = 0,135,90 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.87, 0.75, -0.87 scale = .9, 1.35, .9 rotation = 0,315,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = -0.87, 0.75, 0.87 scale = .9, 1.35, .9 rotation = 0,45,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.87, 0.75, 0.87 scale = .9, 1.35, .9 rotation = 0,135,0 } MODEL { model = KOSMOS/Parts/FuelTank/Kosmos_TKS_RCS_Tank/model_Raded position = 0.87, 0.75, -0.87 scale = .9, 1.35, .9 rotation = 0,225,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3579276,-1.508355,1.311579 scale = 1,1,1 rotation = 360,337.5,0 } MODEL { model = US_Core/Parts/US_Radial_R20_Oxygen/model position = -0.3757785,2.428708,1.304183 scale = 1,1,1 rotation = 360,337.5,0 } //End Models // // //Command and SAS and stuff MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name=ElectricCharge rate = 0.06 } } MODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleConnectedLivingSpace passable = true surfaceAttachmentsPassable = true } // //RT2 stuff // MODULE { name = ModuleSPU IsRTCommandStation = true } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } // //Station Science stuff // MODULE { name = ResearchFacility minimumCrew = 1 sciPerDay = 1.0 kibbalPerDay = 2.0 bioproductsPerHour = 1.0 kibbalPerBioproduct = 1.0 } // //OKS Stuff // MODULE { name = KolonyConverter converterName = Composter conversionRate = 1 inputResources = Waste, 0.000015393518520, ElectricCharge, 6.25,SpareParts,0.000000425,PunchCards,0.00085 outputResources = Compost, 0.000169270833330, False,Recyclables,0.000000425,true requiredResources = Machinery,350 SurfaceOnly = False } MODULE { name = KolonyConverter converterName = Habitat conversionRate = 1 inputResources = BioMass, 0.000169270833330, ElectricCharge, 12.50,SpareParts,0.000000425,PunchCards,0.00085 outputResources = Food, 0.000169270833330, False,Recyclables,0.000000425,true requiredResources = Machinery,350 SurfaceOnly = False } MODULE { name = MKSModule workSpace = 1 livingSpace = 3 } // //Resources // RESOURCE { name = Machinery amount = 0 maxAmount = 350 isTweakable = True } RESOURCE { name = SpareParts amount = 5 maxAmount = 5 isTweakable = True } RESOURCE { name = ElectricCharge amount = 3000 maxAmount = 3000 isTweakable = false } RESOURCE { name = MonoPropellant amount = 2000 maxAmount = 2000 } RESOURCE { name = Kibbal amount = 0 maxAmount = 200 isTweakable = True } MODULE { name = ModuleFuelTanks type = LifeSupport volume = 1100 } } Pics of said station module I highly recommend a more thorough disclaimer in the OP explaining that to really get a lot of functionality out of the mod basic config editing skills are highly recomended and that the process can't automate everything. Also I would recommend including links to these two videos by Bob Fitch as they cover the process very well Thank you so much for updating and maintaining this mod, I was worried about updating to .90 and having to do all my part welding in a .25 install as one is more likely to miss adding in necessary modules doing that lol. Cheers
  3. Erp I thought that got fixed Wait are you using the config I sent you Avera9eJoe? Because that would explain it, I made a .90 test install for doing all my HR tweaking and stuff and I just copied the HR config over from my old .24.2 career game which didn't have the change we made for the smaller engines in it, so that would be why it isn't working, my bad lol I'll make sure to change that.
  4. No doubt it is a conflict, you can try the old binary search thing, remove half the mods and see if it happens, half it again and again until you have it narrowed down. Or just look at the mods that try and do something to the stock parts.
  5. Interesting, did you update anything aside from TR, or install anything new?
  6. The issue with the panels and lights is most likely due to the new TR update, it looks like it changes how reflections and such are handled, I know that SPR comes with a cfg for the TRReflections module that was introduced I believe in the 2.0 update. Try removing that cfg, although the problem is probably that that cfg no longer works with the new reflections stuff so now you are seeing how it normally looks lol. As far as the issue with engine fairings and such i have no idea, anything in the debug log? If you launch and stage like normal does the shroud fall away like normal? What about toggling the lights in the flight scene?
  7. As far as adding "tankbutts" which in real life are merely aero fairings to cover the engine plumbing to reduce turbulence and drag for stages that burn in atmosphere, an easy way to get this visual look is to just put one of the structural adapters on the bottom of the tank and then just clip the engine up into it so that just the nozzle is showing.
  8. I must say when I first saw this I was a little unsure how this was going too look and work, but seeing it now this looks great and i am really excited about it, already downloaded the frames, can't wait to see how the rest turns out.
  9. lol blender and 3DS are the ones I always here about. I'll definitely check that out thank you for the tip and the link
  10. lol I totally understand, although this is quite a bit different than making parts or anything like that, it is a lot harder to truly screw things up, that and unless you plan on providing it for other people it really only has to work on your machine right? sorry trying to convince you to give it a go lol. And FYI there is already HotRockets support for space y, I just took a look at it and it comes with a MM patch that if you have HR installed it will apply HR FX, although looking at it he hasn't set up the atmo expansion stuff, so half the work is already done for you
  11. I know how to do that but unfortunately it wont fix the issue because there is a cut out in the aero shell on the other side that allows for the umbilical tether from the decoupler to access the side of the pod, rotating it will cause this to be miss aligned.
  12. Yes this is correct there are definitely significant memory leaks in KSP, the game is by and large completely un-optomized. Hopefully in the near future that will start changing, one of the things that made this update special and why they say it has entered "beta" phase is that now all of the core features of the game that squad wanted are present, from here on out updates will start fleshing out and expanding those features and the optimization process will begin. One of the well known and some what fixable memory leaks has to do with loading tga format texture files, the amount of memory leakage caused by these can be mitigated by converting them to another format, one of the options for that is DDS and using DDS loader, however I know very little about all the actual benefits of this or how it is done. I usually judge my RAM usage after I have loaded into the Space Center from a fresh restart on my main save.
  13. Out of curiosity has any one here remodeled the SDHI aero cap so that it lines up with the new position of the door on the Mk1-2 pod, and the heatshield since this makes quite a large gap between it and the pod?
  14. Lol Hmm yes you're right adjusting the attach node would then make the arm on the decoupler not line up correctly I forgot about that So both the aero cap and the heat shield will need a remodel to get them to work, sigh I'm doing it again I'm threatening to try and learn blender, or something, whats the other one? 3DS or something like that? I can't even remember the name of the program I learned on back in highschool in like 2005 lol Considering I backed a 3D printer companies crowd funding thing and will be receiving one in like July or something I should probably re learn all that stuff lol.
  15. As of right now the actual mod author has been away from the forums for quite some time now, currently some members of the community, myself included, have been maintaining a number of the configs that enable HotRockets, since that is all that HoRockets really is, just a bunch of MM patches and then some wonderful particle flame effects, the actual plugin that enables it all to happen is SmokeScreen which is still being maintained. So most of the work of making effects for an engine involves messing with MM cfgs which is something that is actually quite easy to learn. I highly recommend you trying your hand at it, if you read the OP here and in the SmokeScreen thread, as well as reading up on MM documentation and then just look at the configs that are currently available one can figure out how it all works. If that isn't appealing to you then I am afraid your only option is to wait, at the moment I am in the middle of making configs for Vens Stock Revamp as well as a custom set for someones personal use, however that one only involves tweaking a couple of engines that are already set up. I generally tend to only wright these things for mods that I actually use because it is a very time consuming process, lots of making changes and reloading KSP to see how it looks. If you decide to try and tackle these yourself I would be more than happy to answer any questions you might have. My first suggestion would be to take my KW config and re-purpose that for your engines, by that I mean pick a space y engine to start with, and then look for a KW engine that is of similar size and fills a similar roll, find the entry for that KW engine in the KW_hotrockets cfg and copy it into your own cfg, change the necessary things to get it to work (specifically things like the PART name and then the thrustTransform name) load it up and then start tweaking values from there to get it to look good.
  16. Starwaster you are 100% correct, Vens modifications are the cause of any conflicts people come across. That being said, and please no one bite my head off, has anyone made a modified aero cap to fit with the altered door position on Vens pod? I figure this is a reasonable place to ask if any one has taken it upon themselves to make such a change considering the license does permit it, and I in absolutely no way think this responsibility should fall to sumghai or anything of that sort. If the answer is no, no one has, well then I have been threatening to dust off my horrendously inadequate modeling skills for quite awhile now in order to address a number of things like this, and this just may be the thing that gets me to do it lol. Also how thoroughly broken is the SDHI heat shield with Vens rework, would it just require an attach node adjustment or will the models not even come close to lining up now? I just started hacking together mods to start up a .90 game and haven't realy tested anything like this yet, I still play in .24.2 because I've been to lazy to go through the whole process lol.
  17. This kind of thing is way way way more complex than just enabling the same kind of functionality in the flight scene. To achieve this effect would require extensive editing of the save file, and a much much much more intelligent process to do the actual welding itself, it would have to accurately place the parts every time, effectively decide what MODULEs to include/delete/combine, among a nu,ber of other things that would be very difficult to achieve. Anything that involves extensive editing of the save file is definitely best left to do by hand, and even then the results are never 100% predictable. To achieve the desired effect I would recommend reconstructing the station in the editor, welding it together as a whole or a few separate chunks, edit the part file because anything this big is going to end up really messy and need some touching up, and then hyperediting them into the same orbit as the original, this can't really be considered as cheating since you did already launch and construct the station
  18. I know the answer to that one, basically you need to make an override exception for the folder inside the mod folder that has the textures for the buttons, you can also do this for flags and such so they don't show up all weird in the contracts window. As an example here is a config for EPL that tells it to not compress or make unreadable anything inside the textures folder inside the EPL folder, this is where the button icons for EPL are. you can also just specify specific texture files inside a folder in case the folder also contains textures you do want to get compressed. ACTIVE_TEXTURE_MANAGER_CONFIG { folder = ExtraplanetaryLaunchpads enabled = true OVERRIDES { ExtraplanetaryLaunchpads/Textures/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = false } } } Of course when I can't find a config file telling ATM to compress a folder and yet it still is then I have no idea what is going on lol. Edit: Oh I almost forgot ATM now comes with a config specifically for the toolbar, I'm not sure why, I went ahead and removed it, this may also be your problem
  19. I have run into a minor but no less annoying issue with ATM for some reason compressing and making unreadable the icon textures for FAR, they just show up as black squares on the stock app launcher. I just recently decided it was high time to leave my .24.2 game and upgrade to the new .90, so I have been downloading all my essential mods and going through the slow process of installing them, poking with a stick to see if bees appear, install more mods, poke with stick, install more mods, you get the idea. I always start with my functionality and game changing mods (Editor Extensions, FAR, RCSBuildAid, ATM, Toolbar, Etc.) and my visuals/beautification mods (EVE, TR) first, and then all the parts packs last. I'm on windows 7 using the x86 .90 KSP, and all of my mods are fresh downloads of the newest versions. As I just started this process my mod list is fairly light right now, but when I installed FAR I noticed I had black buttons on the stock app launcher, as I have seen ATM do this before I was like ok why is there an ATM config for FAR it's not like it really adds any textures to the game, I went to the ATM texture cache folder just to see if it was being targeted and sure enough there was a FerramAerospaceResearch folder with four little icon texture cache files in it. So I went looking, I dug through all the ATM configs, and looked through every folder I could think of and couldn't find any ATM configs specifying the FAR folder. Can any one give me a hint as to what is going on here, did ATM change to being exclusion based instead of inclusion based? It doesn't appear to have made that change just looking at the configs but maybe I'm a dunce or something, any help will be appreciated. Cheers
  20. Indeed I was very pleased to find there wasn't much of an impact, and since I'm using aggressive ATM it may have been even less than that Also thanks to a very well written MM file, adding HotRockets support to all the new engines will be very easy as well. As I said a truly spectacular pack.
  21. Yeah i love how that stuff looks, if I was able to get HotRockets to really look like that and run on the two potatoes i call a computer it would be so awesome. From what I understand there are some guys that are making essentially HotRockets for RO and trying to get the effects to look very realistic, shock diamonds and realistic expansion and movement of the shock diamonds based on the density affecting the speed of sound and all kinds of stuff that is way out of range for anything that I want to try and do lol. Apparently it is super taxing on the comp because they are using a LOT of particles.
  22. Wow..... Like, wow.... I remember taking a look at this back in September or something and it was cool but not something I felt like taking up RAM with at the time, but now, already downloaded and one of the first things installed on my new .90 game, normally I pretty much cut out all of the squad stuff in favor of cramming in other crap lol, now other mods are going to be heavily scrutinized and trimmed down if I need more space. If any one is interested I will be making some HotRockets configs for all of these engines, don't know when I will get them done but I will post them here and the HotRockets thread when I do. Damn fine work sir o7
  23. Ah ok I'm sorry I thought you were suggesting they weren't doing the expanding thing at all, yeah I should be able to get them to do something like that. I probably wont get to it until this weekend though, I'll shoot you a PM when it's done and I'll post it here in case anyone else wants to use it. In the meantime I know there are a couple other people as good if not better than I am at playing with the cfgs, so if any of them want to take a crack at it they are more than welcome to. Edit: So just sitting here thinking about how to do that a couple issues come to mind, one is that when you make the effect larger all that is happening is you are making the size of the particles larger, so while making it that wide is doable it may look really bad because you will just have these really large particles, also as you increase the length of the flame you will run into the issue that the smoke wont line up with it, you can offset the point at which the smoke starts appearing but then when the engine gimbals the whole flame will move an the smoke will just be appearing out of thin air, I have a few ideas on how to get around that but I don't know if any of them will work. RE HotRockets CoolRockets integration, they are definitely two separate mods, yes they both use the SmokeScreen plugin but aside from that they are made and maintained by two different people, currently the actual author of HotRockets is on a long extended hiatus and is partially just being maintained by the community. I don't really seen any benefit/need for trying to package them together, are you experiencing some kind of conflict?
  24. Well luckily those are all already done, my post here has my squad and nasa configs, just replace the ones in the HotRockets folder with those and you should be good. I honestly haven't tested them against .90 yet, they were working fine in .25 though so let me know if you have any issues with them or want the fx tweaked. A few of the smaller probe engines don't have HotRockets enabled on them yet so they will just be running stock flames. Oh and make sure the individual configs for the engines are stock, changing certain things in them might result in sadness when MM tries to apply the HotRockets patch, things like messing with the thrust/ISP/mass/fuel stuff is ok though. As far as credit where credit is due FPSlacker is the one that really wrote those and got the atmo expansion thing down, I just went in and fixed the fact that throttle no longer had any effect on the engine FX, fixed some compatibility issues with a few other mods that make changes to some of the engines, and a few other little tweaks, and all my other work like the KW FX is all derived from his work on those two cfgs. Thank you very much for the offer, that is definitely the right kind of asking nicely that will get my lazy rear in gear lol I subbed to your channel and hope to see some sweat HotRockets fx in the near future Cheers
  25. As Jacke said as long as you have a current version of Smoke Screen then you shouldn't have any issues with getting these working. RE atmo expansion, I have made configs that will add the atmo expansion to KW engines as well as squad and nasa. but you do have to have the correct config file installed, is it not working for one of these or do you want the effect for a different engine set? If you ask really really nicely I may go ahead and make one for you. If you have any other questions post them, I try and check this thread at least once a week, and I know there are a couple guys that also really know there stuff in regards to this mod that also check up every now and then.
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