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


Nils277

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[quote name='Technologicat']

There's a modular centrifuge system in [URL="http://forum.kerbalspaceprogram.com/threads/135717-1-0-5-Deep-Space-Exploration-Vessels-1-0-5-Build-NASA-Inspired-Ships-In-KSP"]Deep Space Exploration Vessels[/URL] which lends itself to attaching KPBS modules for long interplanetary trips. Configuration: rotating hub, radial attachment point, some structural fuselages for distance, desired KPBS part (attached by its top node to have the floor pointing outward). Apply symmetry as desired.

Beside planetary bases, for this use it is very nice to have crew parts that are designed to work in an environment with gravity (even though the artificial gravity has no actual gameplay effect).

A minor issue with this setup is that while the centrifuge is spinning, the IVA meshes seem to ignore the motion of the parts they belong to. But I suspect this is a stock bug - I've seen the same happen with stock IVAs when a long craft wobbles significantly. (The IVA stays put at its original position, while the exterior of the craft (visible through the window) wobbles around.)[/QUOTE]

This is the setup that I use, but rather than attaching at the top node I round the corridor to attach the habitat module as intended. I think IR or at least DSEV has the issue that if you 'control' the ship from one of the rotating habitats by going into IVA then IR keeps the new control stable and rotates the rest of this ship. Hilarity can ensue.

Peace.
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[quote name='Technologicat']Just a note to this, in space, there may be artificial gravity :wink:

There's a modular centrifuge system in [URL="http://forum.kerbalspaceprogram.com/threads/135717-1-0-5-Deep-Space-Exploration-Vessels-1-0-5-Build-NASA-Inspired-Ships-In-KSP"]Deep Space Exploration Vessels[/URL] which lends itself to attaching KPBS modules for long interplanetary trips. Configuration: rotating hub, radial attachment point, some structural fuselages for distance, desired KPBS part (attached by its top node to have the floor pointing outward). Apply symmetry as desired.

Beside planetary bases, for this use it is very nice to have crew parts that are designed to work in an environment with gravity (even though the artificial gravity has no actual gameplay effect).

A minor issue with this setup is that while the centrifuge is spinning, the IVA meshes seem to ignore the motion of the parts they belong to. But I suspect this is a stock bug - I've seen the same happen with stock IVAs when a long craft wobbles significantly. (The IVA stays put at its original position, while the exterior of the craft (visible through the window) wobbles around.)

Thanks for the great mod![/QUOTE]

Erm... He didn't make the centrifuge

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Wild blue did. Plus, why would he make a centrifuge for the surface?
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[quote name='davidy12']Erm... He didn't make the centrifuge

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Wild blue did. Plus, why would he make a centrifuge for the surface?[/QUOTE]

True. Now that I look at it, my wording may have been confusing.

My intention was only to point out that the KPBS modules may be useful also in space, because there is a centrifuge available.

The thanks at the end was intended to Nils277 for KPBS. I think the parts look good, cover everything necessary and are highly modular, offering interesting possibilities for base building. Also, I find it impressive that all the crewed parts have an IVA. This final touch has undoubtedly taken a lot of work. While adding immersion, it also makes KPBS pleasant to use - no misplaced Kerbals because one didn't show up in the portraits. :)

Also, rigid structures. Variety for the win (inflatable ones being covered by Pathfinder and MKS).

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[quote name='theJesuit']This is the setup that I use, but rather than attaching at the top node I round the corridor to attach the habitat module as intended.[/QUOTE]

Ah, nice. I take it that's with the old modular corridors? It seems the new procedural ones work differently - place endpoints, link them in the field via KAS. Makes base building much easier, but doesn't work for this application.

[quote name='theJesuit']I think IR or at least DSEV has the issue that if you 'control' the ship from one of the rotating habitats by going into IVA then IR keeps the new control stable and rotates the rest of this ship. Hilarity can ensue.[/QUOTE]

Heh, haven't tried this. Maybe when it's time to retire a cruiser :P Edited by Technologicat
clarification
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[quote name='Technologicat']
Ah, nice. I take it that's with the old modular corridors? It seems the new procedural ones work differently - place endpoints, link them in the field via KAS. Makes base building much easier, but doesn't work for this application.[/QUOTE]

It was. I haven't update my save yet to the latest KPBS but I have looked at them.

I actually launched the habitat section in one go without orbital construction of the rotational ring as I don't use KAS (yet) and docking ports with IR isn't recommended! There were a couple of ways to do it amd i should really upload an album.

It would be good to get a THIN corridor or end module that was angled to allow for a good form of setting up toroidal or part circular sections. Offsetting the KPBS docking parts is okay but they have small gaps :). Otherwise I offset and clipped the old modules.

Peace.
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New wheels not working with default action groups with the latest release. I had to setup a custom action group to make the function in unison.

Not sure if I've missed a config setting, badly installed the update or an expected change, can someone confirm?
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[quote name='LitaAlto']Does anyone else have problems with the Planetary Lab not being able to transmit science in KSP 1.0.5? I updated to KPBS 0.2.9 last night but the problem persists.

It's worth noting that the base itself doesn't have antennae, but are connected to a comms tower with KAS connectors, so this may be a KAS issue rather than a KPBS issue.[/QUOTE]

Just following up on my post. I upgraded to 0.2.10--no change.

And I just realized that my base [I]does[/I] have an antenna directly attached to the planetary lab. But transmitting science from there is still not possible.

I didn't see any noteworthy issues in output_log.txt, aside from "WheelCollier requires an attached Rigidbody to function" arising because I used the old combo wheels/legs. I can post the whole file if deemed necessary.
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[quote name='Reiver']...Two endcaps? I assume you mean the airlock as the other one?[/QUOTE]

Jep i meant to airlock as the second one :wink:

[quote name='AtomicGrog']New wheels not working with default action groups with the latest release. I had to setup a custom action group to make the function in unison.

Not sure if I've missed a config setting, badly installed the update or an expected change, can someone confirm?[/QUOTE]

It's because the deploy animation of the wheels is a separate animation. The landing-gear version of KSP that can have a deploy animation does not have to ability to add motors.
I will take a look at "Karibou Expedition Rover" i think this mod also has deployable wheels. Maybe it has a cleaner solution.

[quote name='LitaAlto']Just following up on my post. I upgraded to 0.2.10--no change.

And I just realized that my base [I]does[/I] have an antenna directly attached to the planetary lab. But transmitting science from there is still not possible.

I didn't see any noteworthy issues in output_log.txt, aside from "WheelCollier requires an attached Rigidbody to function" arising because I used the old combo wheels/legs. I can post the whole file if deemed necessary.[/QUOTE]

Hmm that is weird. I will try that out later today and see if i encounter the same problem. I will let you know if i need your save file to confirm the errors. What other mods do you have installed?
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[quote name='LitaAlto']Just following up on my post. I upgraded to 0.2.10--no change.

And I just realized that my base [I]does[/I] have an antenna directly attached to the planetary lab. But transmitting science from there is still not possible.

I didn't see any noteworthy issues in output_log.txt, aside from "WheelCollier requires an attached Rigidbody to function" arising because I used the old combo wheels/legs. I can post the whole file if deemed necessary.[/QUOTE]

Do you use RemoteTech? There are known issues with transmitting science with the current RemoteTech 1.6.9 on KSP 1.0.5.
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[quote name='Nils277']Hmm that is weird. I will try that out later today and see if i encounter the same problem. I will let you know if i need your save file to confirm the errors. What other mods do you have installed?[/QUOTE]

Oh dear. That's a bit of a laundry list. :D I'll have to share a fuller list later, but it's mostly visual enhancements (EVE, Scatterer, etc.) and science mods (DMagic in particular) and rocket parts (SXT, SpaceY). That said....

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[quote name='SpaceNomad']Do you use RemoteTech? There are known issues with transmitting science with the current RemoteTech 1.6.9 on KSP 1.0.5.[/QUOTE]

I do not, and am not rushing to install it. In fact I'm kinda dreading the antenna range limits in KSP 1.1.
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The latest update is awesome... Except for one thing... The old and new landing gear (with wheels) are not compatible. This screws up my base on Minmus :/
is there a way to let me use the old wheels again? Please help me out, thanks.

[EDIT]
Nevermind, i figured out how. If anyone wants to know, you go into the Planetary Base Systems file in GameData, then Parts, then Structural, then Adapters, and click the notepad named LandingGear (should be above LandingGear2). Once you've opened that, scroll down till you find category = -1. Change the -1 to Utility and your all set! (might wanna remove the (DEPRECATED) from the name too :P) Edited by Megabulb25
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I'd like to express my gratitude here. Thank you so much for this mod, Nils. I didn't think I'd have so much fun with non-cylindrical modded parts in KSP. But this is so well thought. Thank you for the effort put into this. :)
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[quote name='Auriga_Nexus']CKAN points to v.2.7b as the current version and will not download the mod. I'm not sure how or why but it isn't automatically updating.[/QUOTE]

Oh man...[S]i fear that CKAN can't handle the fact that the version is 0.2.10 and thinks that older version are higher because e.g. 0.2.9 has a higher number first....:wink: I have to ask the Devs if this is intended....[/S]
It's just weird that it picks of all things v0.2.7b(which isn't available anymore) because there are two version that should be more logical (v0.2.8 and v0.2.9).

[EDIT]

I withdraw what i said. I just checked CKAN and it shows me v0.2.10 as the newest.

Maybe you should delete the mode entirely with CKAN and reinstall it. Edited by Nils277
Checked
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[quote name='Nils277']Oh man...i fear that CKAN can't handle the fact that the version is 0.2.10 and thinks that older version are higher because e.g. 0.2.9 has a higher number first....:wink: I have to ask the Devs if this is intended....
It's just weird that it picks of all things v0.2.7b(which isn't available anymore) because there are two version that should be more logical (v0.2.8 and v0.2.9).[/QUOTE]

Yep. CKAN can't figure out 0.9.10 is higher than 0.2.9. Go over to the CKAN thread it's been discussed before. Save yourself hours of lost time go full release :) 0.3.0
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[quote name='JPLRepo']Yep. CKAN can't figure out 0.9.10 is higher than 0.2.9. Go over to the CKAN thread it's been discussed before. Save yourself hours of lost time go full release :) 0.3.0[/QUOTE]

Hmm i think it's best to switch to 0.3.0 then.
How long has it been since the bug was reported for CKAN? i might have ninja'd you be editing by post. CKAN is showing me KPBS 0.2.10 as the lastest version.


[B]@Auriga_Nexus:[/B]
As said, i have checked with my CKAN install and it shows me 0.2.10 as the newest version. Have you refreshed the repository and have the newest version of CKAN installed?
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CKAN shows 0.2.10 as the latest version for me as well, and I know for a fact that CKAN's algorithm considers 0.2.10 higher than 0.2.9 (the problem occurs in the opposite situation, e.g., if a developer attempts to advance from 0.81 to 0.9). I suspect the problem is on Auriga_Nexus' end. Edited by Fraz86
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Suggestion: Rover parts to attach below the current modules and a cockpit similar to The Martian's rover:
[IMG]http://blogs.discovermagazine.com/outthere/files/2015/10/martian-gallery11-gallery-image.jpg[/IMG]
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[quote name='sashan']Suggestion: Rover parts to attach below the current modules and a cockpit similar to The Martian's rover:
[URL]http://blogs.discovermagazine.com/outthere/files/2015/10/martian-gallery11-gallery-image.jpg[/URL][/QUOTE]

OK. YES. One thing I have found is that the parts in this mod are exceptionally good for use with rovers. One, they offer a flat bottom, which helps to minimize roll-overs. Two, they allow for a low center of gravity, further improving stability. Lastly three, being the same height as the rest of the base, you can easily dock them to the base when not needed or, as I like to do, use them as effective part movers. The current cupola mudule sorta works, but if it had greater length and the ability to store more crew it would be perfect. Making it similar in apperance to that of rover 2 (Little novel reference there) would be the icing on the cake. And besides, I do kind of like the idea of my little HAB on the duna prairie having a fitting rover.
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Don't know if this will help, but found in the cake thread a post from Blackhawk #2136 stating that if developers use as max ksp version 1.0.99 it will be interpreted that the mod is compatible with all versions of ksp 1.0.xx . This will allow people with ver 1.0.4 to get the latest version of kpbs without having to do a manual install
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I'm a new player, and know exactly nothing about modding so this may be a dumb question, where does the landing gear go? I've tried everything and can't figure out how to attach it to these modules in any kind of stable way.

nevermind, you put them on the ends or connection parts. this problem was solved by looking at pictures. yay pictures Edited by Kaiser82
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Hi, i've a strange bug with the version 2.0.8 (i'm still playing ksp 1.0.4) :

[IMG]http://image.noelshack.com/fichiers/2015/47/1448139782-screenshot35.png[/IMG]

The hole was filled with a decoupler, that i activated, but the part on the side is still strangely indicated as attached. Any way to delete it? :huh:

[B]Edit:[/B] just found the problem: the docking port was grabbing the part Oo Edited by ndiver
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[quote name='sashan']Suggestion: Rover parts to attach below the current modules and a cockpit similar to The Martian's rover:
[URL]http://blogs.discovermagazine.com/outthere/files/2015/10/martian-gallery11-gallery-image.jpg[/URL][/QUOTE]

Doubt he'd make that right now. Love to see a stockalike rover pack, but I think that's gonna have to wait until after 1.0 (This mod) is released, and I don't even think he'll make that afterwards.
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