Aelfhe1m Posted October 24, 2015 Share Posted October 24, 2015 Not sure. CKAN still shows v0.2.7b as the latest version. You could try messaging the CKAN people (or posting in the CKAN thread) for advice; I've always found them to be very helpful.CKAN is now showing and correctly downloading 0.2.8 (or at least was for me a couple of minutes ago). Link to comment Share on other sites More sharing options...
Nils277 Posted October 24, 2015 Author Share Posted October 24, 2015 (edited) I got this mod today and i have to say i really like the parts and the designs However it seems to be glitching out on me. At first i could not do IVA in the habitation module and the greenhouse module, as well as i could not get the "Deploy" option when i try to deploy them. I could only do that if i already programmed a key to do this before flight. After i verified my game cache I could finally do IVAs, and i can right click the greenhouse and deploy this, but not the hab module. Funny thing is, that when i transfer a crew to the hab module, im not getting any options at all from any of the other modules, apart from seeing the electric charge. If i transfer my crewman back to a planetary cupola i get the "crew report", "lights on" and "transparant" option back.Im not running many mods so i doubt its a conflicting mod thats causing this. I hope someone knows whats going on here About what habitat are you talking when you say that there is no option to deploy it?There are two, the MK1 cannot be deployed and always can hold kerbals. The MK2 can be deployed and only can house Kerbals when deployed. Guessing from your post that you can move a Kerbal into the Habitat, you are talking about MK1.For the other problem: Is it possible that there is no Kerbal inside a Command Module or Cupola after you moved him/her into the Habitat? These are the only two modules that can be used to control your craft. When no Kerbal is inside of one of them and you don't have a Probe-Core on the vessel then you don't have control over it. Could you try out the same with lets say the "K&K Planetary Automated Control "HAL" probe core is also part of the vessel and see of you can interact with the vessel then?Not sure. CKAN still shows v0.2.7b as the latest version. You could try messaging the CKAN people (or posting in the CKAN thread) for advice; I've always found them to be very helpful.I discovered that a nice person already made a pull request on CKAN for changes to make it work again before i even new that there was something wrong. It is working again now.I gotta say, im impressed. Downloaded this mod not too long ago, and I have been plesently suprised with the results so far. Few things though. I really wish there was a good way to allow me to move only one part of a base set up with a 2.5m sized rocket. A K&K to 2.5m single point adapter would be nice. Having made most mun missions with almost the same launch kit, Im kind of fond of it. The base wheels are an amazing thing (no preciece landings here).Gotta think about that CKAN is now showing and correctly downloading 0.2.8 (or at least was for me a couple of minutes ago).Thanks! I can confirm that it is working again. Edited October 24, 2015 by Nils277 Link to comment Share on other sites More sharing options...
HerrGeneral Posted October 24, 2015 Share Posted October 24, 2015 It appears that a Kerbal on EVA cannot retract the combined wheel/landing gear if the vessel they're attached to does not have a probe core. (I also apparently can't dock to it either, no matter how much I try.) Link to comment Share on other sites More sharing options...
Nils277 Posted October 25, 2015 Author Share Posted October 25, 2015 It appears that a Kerbal on EVA cannot retract the combined wheel/landing gear if the vessel they're attached to does not have a probe core. (I also apparently can't dock to it either, no matter how much I try.)That you can't retract/deploy the landing gear from a vessel that does not have any means of control (no probe core and no Kerbal in a part that allows controling the vessel) is a stock behaviour of of KSP. I just tried it out a few moments ago.What docking ports are you using? The ones from KPBS are compatible with each other but cannot be docked to the Clop-O-Tron Docking Port. Link to comment Share on other sites More sharing options...
nikokespprfan Posted October 25, 2015 Share Posted October 25, 2015 What docking ports are you using? The ones from KPBS are compatible with each other but cannot be docked to the Clop-O-Tron Docking Port.Can that be made, I wonder. Link to comment Share on other sites More sharing options...
riocrokite Posted October 25, 2015 Share Posted October 25, 2015 Can that be made, I wonder.If they are using stock docking module code then yah. Check what size are they in .cfg file and then you can change this size manually to match stock docking ports (size 3 for senior, size 2 for standard and size 1 for junior) Link to comment Share on other sites More sharing options...
Nils277 Posted October 25, 2015 Author Share Posted October 25, 2015 Can that be made, I wonder.It's possible like riocrokite said. The files that need to be changed are dock_gangway.cfg and dock_habitat.cfg int the GameData/PlanetaryBaseInc/Parts/Structural/DockingPorts folder.You have to change the linenodeType = sizeHintonodeType = size1in both of the files.I believe that this question already occurred some time ago. The decision for the separate docking type was made because they didn't fit together visually. I will maybe change the docking type in the future. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 26, 2015 Share Posted October 26, 2015 These parts are pretty flexible for making rovers as well as bases. Link to comment Share on other sites More sharing options...
Guest Posted October 26, 2015 Share Posted October 26, 2015 These parts are pretty flexible for making rovers as well as bases.https://dl.dropboxusercontent.com/u/61004449/ksp/1.0.4/vsr/screenshot151.pnghttps://dl.dropboxusercontent.com/u/61004449/KSP/1.0.4/VSR/screenshot153.pngI've done the exact same thing. Link to comment Share on other sites More sharing options...
Nils277 Posted October 26, 2015 Author Share Posted October 26, 2015 These parts are pretty flexible for making rovers as well as bases.https://dl.dropboxusercontent.com/u/61004449/ksp/1.0.4/vsr/screenshot151.pnghttps://dl.dropboxusercontent.com/u/61004449/KSP/1.0.4/VSR/screenshot153.pngWow, that's a hell of a rover Its amazing what creative vessels ppl come up with!May i ask what solar panels you are using? They look 'shiny' Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 26, 2015 Share Posted October 26, 2015 They're stock Gigantor panels, remodeled and retextured by Ven's Stock Revamp. Link to comment Share on other sites More sharing options...
Tex_NL Posted October 26, 2015 Share Posted October 26, 2015 I really like this mod. It looks and feels stock and deserves to be stock. But it does lack something.The 20000L container that comes standard with KIS is often just too large, the small 1000L one is too small. The 1200L K&K KIS container suffers the same problem, it's too small to fit certain parts. You already have single and double sized fuel and ore containers. Will there be a double sized K&K KIS container? Link to comment Share on other sites More sharing options...
davidy12 Posted October 26, 2015 Share Posted October 26, 2015 Do you plan on making a Hab similar to the Mars direct mission? Link to comment Share on other sites More sharing options...
Nils277 Posted October 27, 2015 Author Share Posted October 27, 2015 http://tex.texel.com/ksp104/screenshot25.pngI really like this mod. It looks and feels stock and deserves to be stock. But it does lack something.The 20000L container that comes standard with KIS is often just too large, the small 1000L one is too small. The 1200L K&K KIS container suffers the same problem, it's too small to fit certain parts. You already have single and double sized fuel and ore containers. Will there be a double sized K&K KIS container?This base looks nice. There will be double sized KIS-Container. It is already halfway done Do you plan on making a Hab similar to the Mars direct mission?https://c1.staticflickr.com/1/24/58243159_968d7e9f83.jpgThe central hub may look a bit like the one you posted. But in general a part with this shape would not entirely fit with the rest of the parts. Link to comment Share on other sites More sharing options...
Starwaster Posted October 27, 2015 Share Posted October 27, 2015 Someone else was working on a Mars Direct set of parts but they haven't done anything with it in awhile... not sure what they're plans are. Link to comment Share on other sites More sharing options...
davidy12 Posted October 27, 2015 Share Posted October 27, 2015 How is the central hub coming? Link to comment Share on other sites More sharing options...
magnemoe Posted October 27, 2015 Share Posted October 27, 2015 (edited) Nice mod, underway to do an life support test on Minmus now, one issue with TAC life support, it looks like CO2 is an limited factor if you want one base to provide food for other bases and ships. Worse the sabatier converter also uses CO2 while producing waste and water who both are useful for farming. As I see it you have an cycle where you use the algae to produce organic using ore and waste. You then uses organic, waste, water and co2 to produce food and oxygen in an 1:1 relationship to waste and co2. Organic is used in the same scale as the algae produce them. You will consume water and waste during this processes. You can generate waste and water with the sabatier converter but will then use CO2, you also use ore but that is free on an mining base. As its now you will run out of CO2 and it will be the limited factor for the life support, this will also make you run out of water as you will miss co2 for the sabatier converterThe missing part is an co2 generator/ extractor who produce CO2 from waste or ore, it might also use oxygen who you can get with the water splitter. Having the sabatier converter produce CO2 might be the easiest way to fix this, yes it will not fit the name anymore but an be an device who extract water and CO2 from ore.Another idea is to convert oxidizer to oxygen and water from fuel+oxidizer, this might also produce co2 if fuel is an hydrocarbon and not hydrogen. Edited October 27, 2015 by magnemoe Link to comment Share on other sites More sharing options...
davidy12 Posted October 27, 2015 Share Posted October 27, 2015 Congrats on 100pgs!!! Link to comment Share on other sites More sharing options...
Nils277 Posted October 27, 2015 Author Share Posted October 27, 2015 How is the central hub coming?Congrats on 100pgs!!!Thanks You mean, how far it is in development? Not that far. The outside may be finished in a few days but the IVA will take time.I just finished making the corridors modular. Nice mod, underway to do an life support test on Minmus now, one issue with TAC life support, it looks like CO2 is an limited factor if you want one base to provide food for other bases and ships. Worse the sabatier converter also uses CO2 while producing waste and water who both are useful for farming. As I see it you have an cycle where you use the algae to produce organic using ore and waste. You then uses organic, waste, water and co2 to produce food and oxygen in an 1:1 relationship to waste and co2. Organic is used in the same scale as the algae produce them. You will consume water and waste during this processes. You can generate waste and water with the sabatier converter but will then use CO2, you also use ore but that is free on an mining base. As its now you will run out of CO2 and it will be the limited factor for the life support, this will also make you run out of water as you will miss co2 for the sabatier converterThe missing part is an co2 generator/ extractor who produce CO2 from waste or ore, it might also use oxygen who you can get with the water splitter. Having the sabatier converter produce CO2 might be the easiest way to fix this, yes it will not fit the name anymore but an be an device who extract water and CO2 from ore.Another idea is to convert oxidizer to oxygen and water from fuel+oxidizer, this might also produce co2 if fuel is an hydrocarbon and not hydrogen.There is already a way the generate water. When TAC is installed, the fuel-cells will also produce water as a site-product of the energy generation.But you are right about the CO2 part. I'm not a big fan of changing the converter because it may break the way others are already using them.My idea would be to make the airfilter gather CO2 instead of O2 when they are on a planet with atmosphere but without oxygen. Or on planets without atmosphere a way to get it from the ore.There were also several who said that the recyclers should work the way they do with Univeral Storage and i have been considering that some time yet. Maybe i should make a poll about that topic. Link to comment Share on other sites More sharing options...
magnemoe Posted October 27, 2015 Share Posted October 27, 2015 Thanks You mean, how far it is in development? Not that far. The outside may be finished in a few days but the IVA will take time.I just finished making the corridors modular. Where are info about the central hub? I assume this is something like an large version of the two man pod, There is already a way the generate water. When TAC is installed, the fuel-cells will also produce water as a site-product of the energy generation.But you are right about the CO2 part. I'm not a big fan of changing the converter because it may break the way others are already using them.My idea would be to make the airfilter gather CO2 instead of O2 when they are on a planet with atmosphere but without oxygen. Or on planets without atmosphere a way to get it from the ore.There were also several who said that the recyclers should work the way they do with Univeral Storage and i have been considering that some time yet. Maybe i should make a poll about that topic.I see the fuel cell, however the sabatier converter does this too and much more of it. On the same time I see that it would be stupid to change behavior as it can break other setups. Perhaps the easiest is an reverse carbon extractor, simply burning waste with oxygen, I made one I will try out. Link to comment Share on other sites More sharing options...
Nils277 Posted October 27, 2015 Author Share Posted October 27, 2015 Where are info about the central hub? I assume this is something like an large version of the two man pod, I see the fuel cell, however the sabatier converter does this too and much more of it. On the same time I see that it would be stupid to change behavior as it can break other setups. Perhaps the easiest is an reverse carbon extractor, simply burning waste with oxygen, I made one I will try out.There is not much info about it for now. tater posted a suggestion for that somewhere around page 60-70. The only image i found was in post #651. The Hub would be be 3.75 in diameter and with possibilities to dock to it on four sides.PS: I will find a way to "create" CO2 Link to comment Share on other sites More sharing options...
magnemoe Posted October 27, 2015 Share Posted October 27, 2015 There is not much info about it for now. tater posted a suggestion for that somewhere around page 60-70. The only image i found was in post #651. The Hub would be be 3.75 in diameter and with possibilities to dock to it on four sides.PS: I will find a way to "create" CO2 Nice, and the "best" way to do it would be to extract it from ore, pretty realistic as anything organic can become CO2 and ore contains oxygen so you just need carbon. This would also be useful for bases who don't have greenhouse as they can then use the CO2 recycler for oxygen. Link to comment Share on other sites More sharing options...
davidy12 Posted October 27, 2015 Share Posted October 27, 2015 Can you show us a pic of the exterior when it's finished? Link to comment Share on other sites More sharing options...
ev0 Posted October 28, 2015 Share Posted October 28, 2015 From the Devnote today for 1.05:Among the highlights of the “fixes and optimizations†he’s been implementing are the optimization of the Flight Integrator’s occlusion code, and the ability to transfer Kerbals using the right-click menu rather than clicking on a hatch.Do you feel any temptation to remove the doors/hatches from all the parts except the dedicated air hatches?? Link to comment Share on other sites More sharing options...
Nils277 Posted October 28, 2015 Author Share Posted October 28, 2015 Can you show us a pic of the exterior when it's finished?When there is something to show, i will do From the Devnote today for 1.05:Do you feel any temptation to remove the doors/hatches from all the parts except the dedicated air hatches?? There is the temptation yes. At least for the parts that shouldn't have had an airlock from the beginning. Like habitats, greenhouse and the science lab. But the hatches won't be removed directly after 1.0.5 is released, there will probably be many who still have 1.0.4 in the first week(s) and they would'nt have a chance to remove a kerbal from a part then. Link to comment Share on other sites More sharing options...
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