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


Nils277

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Nils Thanks you for a great mod. I have been able to set up awesome bases on the mun and on minmus. The new wheels look great, and while i love the new central hub i was able to build a similar one, with some stock parts. I can build a fully functional base in as little as two launches. I have read most of the suggestions and would like to see some of them implemented. btw the IVA's are awesome. I would recommend however for your triple base, to increase the diameter not the part bottom but the top, as it will prevent parts from merging. I would send pictures then i can figure out how to do so on a mac. more to follow. Definitely a most have mod.

Edited by Rafael acevedo
correct typos
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Love the new wheels! Just please make sure they'll still fit in a non-flared fairing when retracted, like the old parts. (I'm allergic to flared fairings. They make rockets look (even more) like dicks. ^_^)

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Nils, as promised some photos of my Bases and launchers. A full base can be built in two launches (core and triple launcher) first lunch is the core module, then a triple launcher with has, lab, and hydroponics, with three launches you can deliver the full base with ISRU facility, KIS storage, and a rover. Definitely a must have mod. Note if you look at the triple lander pictures you will notice the issues with clipping that i mentioned on my previous post. HMMmmm how about quadruple base for launches??? :Dhttp://imgur.com/a/kVnzP

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Edited by Rafael acevedo
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So, I stopped by the long-defunct Bavarian Tubes mod. Hasn't been touched since .23.5, but with some very trivial MM patching, they still work!

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Mind you, some jiggering, non-strict node attachment, and offsetting parts had to be done, but damn does it look good. And the base was 100% KIS/KAS constructed.

Edited by sharpspoonful
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Nils, as promised some photos of my Bases and launchers. A full base can be built in two launches (core and triple launcher) first lunch is the core module, then a triple launcher with has, lab, and hydroponics, with three launches you can deliver the full base with ISRU facility, KIS storage, and a rover. Definitely a must have mod. Note if you look at the triple lander pictures you will notice the issues with clipping that i mentioned on my previous post. HMMmmm how about quadruple base for launches??? :Dhttp://imgur.com/a/kVnzP

Wow, that first base looks good.

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Love the new wheels! Just please make sure they'll still fit in a non-flared fairing when retracted, like the old parts. (I'm allergic to flared fairings. They make rockets look (even more) like dicks. ^_^)

This is intended, they will at least fit in the mk3 cargo bay when retracted.

Nils, as promised some photos of my Bases and launchers. A full base can be built in two launches (core and triple launcher) first lunch is the core module, then a triple launcher with has, lab, and hydroponics, with three launches you can deliver the full base with ISRU facility, KIS storage, and a rover. Definitely a must have mod. Note if you look at the triple lander pictures you will notice the issues with clipping that i mentioned on my previous post. HMMmmm how about quadruple base for launches??? :Dhttp://imgur.com/a/kVnzP

I agree this base looks really cool! :D Is that some kind of lander in the background of the first image?

Yes i see the problem with the clipping when the crossway is used. I haven't thought about that when the triple.coupler and the crossway are used together...hmm, i will think if there is a plausible way to solve that.

So, I stopped by the long-defunct Bavarian Tubes mod. Hasn't been touched since .23.5, but with some very trivial MM patching, they still work!

http://imgur.com/a/OA0io

Mind you, som jiggering, non-strict node attachment, and offseting parts had to be done, but damn does it look good, and was 100% KIS/KAS constructed.

I never heard of the Bavarian Tubes mod. This looks really great. Hmm...somehow i have would have the urge to form the molecule for caffeine with the parts and the tubes.

Pretty awesome base, a little bit off topic how do you get the imgur applet to appear. I am new here and will like to do the same thing vs just putting a link. Can you help out or point me in the right direction. Thanks

This Post explains how you can embedd imgur albums :wink:

Take your time, everything seems to function (yep, I tested). Some tweaking may be needed in MM contract config, since contract stuff got serious overhaul.

New wheel stuff is amazing. Btw, new 1.0.5 ability to enable\disable staging will fit 'em well (Meerkat as well, IMO)

P.S. Can we have a sneak-peak on the drill? :wink:

Sorry i must have overseen your post. Is the enable/diable staging something that must be added to the parts or is it already available? (Sorry i didn't have much time to update play around with 1.0.5 yet)

The drill, as it is now looks like this:

W3OiX47.png

Edited by Nils277
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I agree this base looks really cool! :D Is that some kind of lander in the background of the first image?

Yes i see the problem with the clipping when the crossway is used. I haven't thought about that when the triple.coupler and the crossway are used together...hmm, i will think if there is a plausible way to solve that.

It is indeed a lander in the background. It is my version and homage to space 1999 eagle. I will post photos in the same album. Thank you for the redirect to posting images. The drill looks awesome by the way. I believe there is a way to solve the clipping issue as it is a question of diameter. If we look at the part there is a side that connects to your body of the rocket ( let's call this bottom) and there is another side that connects to the three modules.( let's call it top) now the bottom of the part can remain with the same diameter ( believe is 3.5) however we can increase the diameter of the top side, this will spread the modules farther apart thus minimizing clipping. Thanks again for a great mod

- - - Updated - - -

Here is the lander

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So, I stopped by the long-defunct Bavarian Tubes mod. Hasn't been touched since .23.5, but with some very trivial MM patching, they still work!

http://imgur.com/a/OA0io

Mind you, som jiggering, non-strict node attachment, and offseting parts had to be done, but damn does it look good, and was 100% KIS/KAS constructed.

Wait.. They still work?! I better download them, Bavarian tubes look awesome in base :D

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I agree this base looks really cool! :D Is that some kind of lander in the background of the first image?

Yes i see the problem with the clipping when the crossway is used. I haven't thought about that when the triple.coupler and the crossway are used together...hmm, i will think if there is a plausible way to solve that.

It is indeed a lander in the background. It is my version and homage to space 1999 eagle. I will post photos in the same album. Thank you for the redirect to posting images. The drill looks awesome by the way. I believe there is a way to solve the clipping issue as it is a question of diameter. If we look at the part there is a side that connects to your body of the rocket ( let's call this bottom) and there is another side that connects to the three modules.( let's call it top) now the bottom of the part can remain with the same diameter ( believe is 3.5) however we can increase the diameter of the top side, this will spread the modules farther apart thus minimizing clipping. Thanks again for a great mod

- - - Updated - - -

Here is the lander

http://imgur.com/a/5EVk4

WOAH!!! What capsule is that?

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Pretty sure thats the "super 100 shooting star command pod" mod providing the command pod. Not completely sure, and I only recognize it since I went through newest first for part packs on curse last night for the heck of it.

Edited by daltonater
grammer.
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Clever solution to the wheel/landing leg problem, Nils! Haha, now I have visions of their having a self-decoupling function... just be careful not to hit the wrong action group too early. :D

If it helps at all, struts pointing 'straight down' are stronger than those held at an angle - so perhaps their fully-deployed position should be straight down rather than splayed out to the sides? This would leave them shorter, so perhaps the wheels are upside down before they swing into position? Just a passing thought. :)

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Wait.. They still work?! I better download them, Bavarian tubes look awesome in base :D

They do, just be mindful of the fact that for the storage to work (and be useful), make sure you augment the storage bay with the updated KIS code. I took the following from the half-sized KIS container:

MODULE
{
name = ModuleKISInventory
maxVolume = 6000
externalAccess = true
internalAccess = true
slotsX = 4
slotsY = 5
slotSize = 50
itemIconResolution = 128
selfIconResolution = 128
openSndPath = KIS/Sounds/containerOpen
closeSndPath = KIS/Sounds/containerClose
defaultMoveSndPath = KIS/Sounds/itemMove
}

MODULE
{
name = ModuleKISItem
volumeOverride = 7000
editorItemsCategory = false
}

I'm really lazy, so I haven't updated the nodes yet, but KIS construction wasn't terribly hard at all.

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Sorry i must have overseen your post. Is the enable/diable staging something that must be added to the parts or is it already available? (Sorry i didn't have much time to update play around with 1.0.5 yet)

The drill, as it is now looks like this:

http://i.imgur.com/W3OiX47.png

Drill looks cool. I like, that it's not in a form of K&K package and is an end piece.

Regarding staging - ModuleDecouple seems to have this by default. Docking ports configs have stagingEnabled = False. Not quite sure if it can be applied to engines tho.

Also, due to changes in ModuleJettison crossection top thingie can be now actually jettisoned and slides away. :wink:

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Yeah. Getting this into stock would be kind of nice. The parts are fairly specialized though, so I dont know if squad actually would. That said, there is the advantage of this mod not adding new mechanics, so performance changes are microscopic, if at all.

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