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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!


Nils277

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I'm trying to keep my mod count as low as possible so I can play for reasonable timeframes without crashing, though.

There is often a call for mod developers to add more and more features, then they have many dependencies, and some of us might get rid of the mod for that reason. Optional support is obviously different.

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I'm trying to keep my mod count as low as possible so I can play for reasonable timeframes without crashing, though.

There is often a call for mod developers to add more and more features, then they have many dependencies, and some of us might get rid of the mod for that reason. Optional support is obviously different.

IR reuses DDS textures. The mod's total footprint is really low.

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Alright, I'm starting to get this monstrosity to work, but shouldn't the Airlock allow Kerbals to exit the base? Or am I missing a mod?

Keep in mind you can transfer Kerbals from one part to another in stock by clicking on the EVA hatches. You could also use something like crew manifest to something similar with an easier UI.

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Is there any way to decrease the RAM usage of your mod? You know, I'm on a RAM diet because of freezing problems.

I suppose it would be hard to decrease the RAM usage. The mod already uses DDS textures and e.g. all the gangways already use the same texture (as well as all the containers and a few others). The only way i see for now is to delete the IVAs or the emit and normal textures for the parts. You could also try to decrease the resolution of the textures with e.g. GIMP, but i think KSP already takes care of that when the settings are set to low.

Alright, I'm starting to get this monstrosity to work, but shouldn't the Airlock allow Kerbals to exit the base? Or am I missing a mod?

Uhm...do you mean the Airlock from the gangways? It's just a normal part with crew capacity, you'll have to transfer the kerbal to this part first to exit.

I'm trying to keep my mod count as low as possible so I can play for reasonable timeframes without crashing, though.

There is often a call for mod developers to add more and more features, then they have many dependencies, and some of us might get rid of the mod for that reason. Optional support is obviously different.

Let me assure you that this mod will NEVER depent on another mod! :)

I probably have to use ModuleManager to allow support for other mods like TAC, but many of these mods (like TAC) already have it as a dependency. But this will be fully optional!

Edited by Nils277
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Something I wished for today: A part the same width as an engine, but holding 1 each side of the quarter-wedges. That, and a 2m/4x1m vertical mounted 'Flat' bay and I'd be about set :)

Once I work out how to get screenshots to work right on Linux, I must note in passing - you can land base pairs using only a 2m heatshield and a fairing. It's glorious! ... would be a little easier if I could mount drogue chutes on a fairing, though, those aerodynamic fairings are rubbish at drag. Funny that. ;) If a part were needed at all, a made-for-purpose skinny bicoupler would probably do it. The stock ones are functional, but a little ugly... but given they're functional, this is hardly a priority!

Regarding memory size: A simplified-IVA version of the habitats might work for the fussy - but I personally love them, they're adorable! :D

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Everyone likely uses MM for something, anyway, that's a dependency I don't mind.

I've had no memory issues with this mod. I have had intermittent issues with EVA kerbals not switching focus. Ie: you hit EVA and the verbal appears at the door, but the game is still focused on the craft the kerbal

left from, it does't switch to the kerbal. It caused a slight issue as I still had a decoupler attached, and I EVAedm reflexively hit space, and had the hab fall off the lander. No worries, some KIS/KAS EVA work fixed everything up.

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Yeah, I have seen that as well.

At what point does the inventory get cleaned though? If it's happening when allowed # of Kerbals in the part is being reduced due to retracting the habitat space, then it kinda makes sense that anything specific to that Kerbal, as in taking up the same slot as the Kerbal as far as the code is concerned, is going to be lost along with the allowed slot that the Kerbal could inhabit. What you would need is some way to export all of the Kerbal's belongings that are not held within the individual Kerbal's own inventory (backpack or whatever, I'm not that familiar with the inner workings of these mods honestly) into an external (or programmatic equivalent within the same part's modules) container. No clue how you would go about making this happen though. best practice would be to empty the part of any containers before doing anything that would change the # of Kerbals the parent part can contain.

If that's not the issue, then disregard and continue as you were. I'm just thinking aloud... or... textually... I guess...

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Thanks for a great mod. Made my first base with it today...

http://i.imgur.com/mqct7oq.jpg

This base looks awesome! :D

the habitat mk2 cleans the kerbals inventory
Yeah, I have seen that as well.

Yeah, i already know about that bug. Or to be precise it's two bug combined

The first for the parts without IVA, where KIS behaves weird. This bug is already filed by KospY and will probably be fixed or at least will be removed once i added all IVAs.

The second one is way harder. KIS does not recognise the parts that can change their crew capacity as parts where items can be stored at all because they have no crew capacity by default. I'm already trying to make a workaround for this. When this does not work i'll have to contact KospY and ask him if there is a way i can signal KIS that items can be stored.

what are you working on by now? :D

This is a big secret, the KBI will probably have to kill me if i tell you. :sticktongue:

It won't be long til' the next update

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Actually, that's fine if the deployable parts don't hold inventory, just mark the airlock as where such storage goes, and use that---makes them useful (I put 'em on for looks, anyway).

You could make a "mudroom" part that combines airlock with KIS storage :)

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You could make a "mudroom" part that combines airlock with KIS storage :)

That's actually a great idea if i can't make this work.

The next update has to be delayed a few days. I first want to finish the adapters and heatshields before the release.

As a small compensation here's at least an image of the ISRU added in the next release:

uCcH3wD.png

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Whoa, that's impressive. I guess it's lower efficency than the standard 2m part? Hrm, then again, does efficiency matter on such parts? A bit like labs, having them 'at all' is often the key step. Then again, you've done pretty well balancing parts to date, so... Tricky. I await with anticipation.

That said, I've been having way too much fun stacking 2m mining stacks vertically, giving you a mining tower with ground stations for the Engineers to work in... guess I better get one to Duna before such glorious contraptions are obsolete! :P

***

Aside: What's the BreakingForce for these components? I keep finding that trying to tow the things works great, but the parts are stretching a bit too readily - and then they promptly break the bond and everything explodes :D

Edited by Reiver
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Aside: What's the BreakingForce for these components? I keep finding that trying to tow the things works great, but the parts are stretching a bit too readily - and then they promptly break the bond and everything explodes :D

breakingForce won't stop them from moving relative to each other. It controls whether or not the connection is severed due to applied force.

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Here's something to think about- Consider adding shadows in your textures. Here's the texture for the stock ISRU, notice the shading where I circled.

2UUr3GC.png

(Mods, if this violates any rules/licenses feel free to take it down)

Here's a quick and dirty photoshop of your render.

Javascript is disabled. View full album

Just something to consider.

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Whoa, that's impressive. I guess it's lower efficency than the standard 2m part?

Aside: What's the BreakingForce for these components?

The ISRU runs at 80% of the stock one.

The BreakingForce for most of the modules is the standard one, it isn't set in most of the parts.

Here's something to think about- Consider adding shadows in your textures. Here's the texture for the stock ISRU, notice the shading where I circled.

http://i.imgur.com/2UUr3GC.png

(Mods, if this violates any rules/licenses feel free to take it down)

Here's a quick and dirty photoshop of your render.

http://imgur.com/a/OGMXl

Just something to consider.

I already have ambient occlusion rendered into the texture :wink: I think i'll make it a bit more visible though, thanks for the hint.

it got moving pistons and etc like stock ISRU?

Jep it is animated like the stock one :wink:

Edited by Nils277
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