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


Nils277

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12 minutes ago, KomunZ said:

so, i just installed the mod and rename the folder as i read here but still not working. 

do i need other mods to make this one work? list them please

No other mods are required, and you shouldn't have to rename anything. Just copy the PlanetaryBaseInc folder into your install's Gamedata folder.

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One of the best things about this mod: you can heavilly economize the base building missions through multi piece transport. I have almost gotten to the point were I can move nearlly a full base (some assembally required) to duna from kerbin with only one launch. I seriously doubt something like that could be done without this mod. A full, albiet limited base, in only one mission? So much faster than any alternatives that come to mind.

PS: Whats the ETA on the next update? I know christmas is a busy time of year but I seem to recall the plan being to have the update out before christmas. Then agian, It seems that 1.1 may be out soon.

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12 hours ago, daltonater said:

PS: Whats the ETA on the next update? I know christmas is a busy time of year but I seem to recall the plan being to have the update out before christmas. Then agian, It seems that 1.1 may be out soon.

yeah, currently checking for the next update several times a day, because i have some ideas with the new garage that have to be tested :-)

 

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2 minutes ago, mafs said:
12 hours ago, daltonater said:

PS: Whats the ETA on the next update? I know christmas is a busy time of year but I seem to recall the plan being to have the update out before christmas. Then agian, It seems that 1.1 may be out soon.

yeah, currently checking for the next update several times a day, because i have some ideas with the new garage that have to be tested :-)

And this is exactly why it is always a bad idea to give an ETA.

Nils, take your time. Don't let yourself be tempted into a premature release. It's ready when it's ready and not a day earlier.

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7 hours ago, Tex_NL said:

 

And this is exactly why it is always a bad idea to give an ETA.

Nils, take your time. Don't let yourself be tempted into a premature release. It's ready when it's ready and not a day earlier.

Oh I do agree. I was just starting to wonder. But quiality is key.

Edited by daltonater
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22 minutes ago, asphaltrock said:

Hi, I downloaded the mod. Some parts are there,but others are not. Is there anyway to troubleshoot? thanks!

Are you sure you've looked in the correct places? Not all parts are listed in the same part category. Some are structural, some are utility and others are science. They are literally spread all over the place.
If you installed KPBS correctly (and I assume you have since you see at least some of it) all parts are there.

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1 hour ago, asphaltrock said:

sorry, i'm quite new to this game, but what do you mean they are listed in the same category? does that mean i have to pull out the category folders and put them in the squad folder?

Tex_NL means that on VAB/SPH (the buildings where you build your crafts), the mod's parts are cataloged under different "categories" (those buttons/tabs on the left side of the partlist), like "command pods", "control", "utilities" etc :)

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Most likely case is that you dont have the additional mods needed for some parts. KAS, KIS, and various life support mods add parts. Additionally, it is possible that module manager cant read all the parts in question. If thats the case, erease all older module manager files. The final possibility is that the file structure isnt properly set up in your game data for some reason.

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First of all, i have to apologise for the late replys and the still due update. I have been on christmas holiday until this morning. I underestimated the work that still needs to be done for the parts and also the loss of time because of my 40h job. And also how addictive playing The Witcher 3 is ;) But don't worry, i will release the update as soon as possible. ;)
I can't give a ETA yet, i will move into a now flat in January and don't know how much time i can afford (also if the internet already works)

Question: Should i release the garages as an intermediate release? So you can already play with them in the meantime?

Quote

I have an issue. It's not anything major, but it is literally driving me nuts. In the VAB and SPH all of the parts appear double. The Custom tabs appear double as well, even though I was unable to find a fix in the game files. I reinstalled, and it didn't fix it. at all. other than that, Amazing mod. trying to build a base on the Mun, again, great mod!

 

Note:other mods in use:

Outer Planets Mod

Kerbol Plus

Chatterer

Yet another Edit, this time with a suggestion/Question.

Is KabinKraziness Kompatible? if not, Kould you try to make that work? Thanks!

Hmm. i will take a look at that. Maybe i made a mistake there ;)

On 23.12.2015 at 5:30 AM, Rafael acevedo said:

happy holidays!!!!

Thanks, to you too!

On 23.12.2015 at 11:54 AM, mafs said:

Dear Nils,

I just wanted to say 'Thank you' for this great mod, I am already having great fun with the Base parts and really looking forward to play with the announced garage etc.

happy holidays and seasons greetings!

Thanks, to you too!

On 28.12.2015 at 2:51 AM, daltonater said:

One of the best things about this mod: you can heavilly economize the base building missions through multi piece transport. I have almost gotten to the point were I can move nearlly a full base (some assembally required) to duna from kerbin with only one launch. I seriously doubt something like that could be done without this mod. A full, albiet limited base, in only one mission? So much faster than any alternatives that come to mind.

PS: Whats the ETA on the next update? I know christmas is a busy time of year but I seem to recall the plan being to have the update out before christmas. Then agian, It seems that 1.1 may be out soon.

I can't say an ETA yet sorry, I hoped to have it finished before christmas because im moving into a new flat in january. I hope soon ;) And before 1.1

On 28.12.2015 at 10:56 PM, daltonater said:

Oh I do agree. I was just starting to wonder. But quiality is key.

Don't worry there will still be plenty of updates ;) 

18 hours ago, asphaltrock said:

Hi, I downloaded the mod. Some parts are there,but others are not. Is there anyway to troubleshoot? thanks!

Many parts are support parts for various mods that only appear when you have theses mods installed. E.g. support for TAC-LS has more than 16 new parts etc ;) 

17 hours ago, asphaltrock said:

sorry, i'm quite new to this game, but what do you mean they are listed in the same category? does that mean i have to pull out the category folders and put them in the squad folder?

Some are listes with the unilities, some in structural etc. You can also click on the arrow in the top-left corner and find a now category with all KPBS parts in it. (The icon is one of the habitats) 

Edited by Nils277
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Hello,

i am relative new to KSP and after landing on the moon i want to start a moon base. I downloaded the 14mb file because i lked this mod the most. But after copying into the gamedata folder something is missing because KSP won't start. The Module Manger is 2.6.13.

I hope you can help me and i thank you in advance for that.

XYzDB3.jpgh2ALow.jpg

Bye

 

Ulf
 

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After a calm new install everything works fine. Due too downloading several mods (all compatible with 1.05) the program becomes extremely unstable. So i just deleted the module manager dll versions leaving only 2.6.13. in the folder. I think i deleted too much, so that even new install was not working.

So i decided to delete everything and made a clean new installation.

 

Bye 

Ulf

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Take your time Nils, I love the mod though. I didn't realise there were so many extra parts for other mods I might have to install them all just to see them....

on a similar vein I know you've shown some pictures of the base but do you have a rough idea of its footprint? Is the basic garage the same width/length as, say, the 4 way adapter?

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13 hours ago, Orisi said:

Take your time Nils, I love the mod though. I didn't realise there were so many extra parts for other mods I might have to install them all just to see them....

on a similar vein I know you've shown some pictures of the base but do you have a rough idea of its footprint? Is the basic garage the same width/length as, say, the 4 way adapter?

I would have to agree. I believe that a plan is in place for a now adapter for mounting to rockets during launch, which may also serve as the adaptor for use with the other base parts. All of this would of coarse take time, but we are patient.

On a very different note, I have a question to ask nils. What 3D programs do you use? I have been considering building a mod myself for a while, but I have had problems with my preffered 3D program of inventor with unwraping/texturing parts ( Im pretty sure it cant actually).

Edited by daltonater
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On 12/30/2015 at 4:15 AM, Nils277 said:

First of all, i have to apologise for the late replys and the still due update. I have been on christmas holiday until this morning. I underestimated the work that still needs to be done for the parts and also the loss of time because of my 40h job. And also how addictive playing The Witcher 3 is ;) But don't worry, i will release the update as soon as possible. ;)
I can't give a ETA yet, i will move into a now flat in January and don't know how much time i can afford (also if the internet already works)

Question: Should i release the garages as an intermediate release? So you can already play with them in the meantime?

Hmm. i will take a look at that. Maybe i made a mistake there ;)

Thanks, to you too!

Thanks, to you too!

I can't say an ETA yet sorry, I hoped to have it finished before christmas because im moving into a new flat in january. I hope soon ;) And before 1.1

Don't worry there will still be plenty of updates ;) 

Many parts are support parts for various mods that only appear when you have theses mods installed. E.g. support for TAC-LS has more than 16 new parts etc ;) 

Some are listes with the unilities, some in structural etc. You can also click on the arrow in the top-left corner and find a now category with all KPBS parts in it. (The icon is one of the habitats) 

I solved the problem,  and it's nothing on your end. I had an outdated mod installed that somehow copied everything into the Squad folder. No need to fret!:P

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I've been experiencing a small issue with the mod i'm wondering if anyone else has experienced or has a workaround for;

I'm trying to assemble a pretty cohesive Mun base, and have landed some modules and am trying to re-attach them to each other properly as they came as a few drops. (using KAS/KIS ofc)

So when I have to detach a 4 or 6 cargo pod, I obviously have to remove the containers first. But when I try to reattach them once i've moved the pod, i'm missing attachment nodes on the pod. I can't remember how many I was missing on the 6-pod, but the 4 was definitely missing two nodes; those closest to the reattachment point. Obviously this causes a few attachment issues so I thought i'd ask if anyone else has had this issue trying to mess with bases through KAS and if there's a solution.

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Hey Nils, thanks for the great mod. I understand you have little time with your move and all, but i have scavenged the internets for a solution to my problem. Maybe some other people have experienced this, but my landing wheels are not working correctly. When i attach them to a landing base mounting node (not the corridors, the other parts with landing wheel mounts which should be compatible), they are always pointing the wrong way and the decoupler wont work. I always fix the legs by using offset and rotate tools, but the decoupler wont work no matter how i put them and i get an error message in the engineering report saying the decoupler is not attached correctly. If you know what this problem is, or a solution to my problem, it would be  very happy birthday for me. I em really looking forward to your garaging parts, and whish you the best of luck with your new appartment.

Kind regards
Florian

Edited by FlyingKiwibird
Solved the docking port issue my putting them in the correct orientation(i feel so stupid now)
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Sorry for the late reply. I still have no internet in the new flat :(

On 30.12.2015 at 7:46 PM, Dyna Soar said:

After a calm new install everything works fine. Due too downloading several mods (all compatible with 1.05) the program becomes extremely unstable. So i just deleted the module manager dll versions leaving only 2.6.13. in the folder. I think i deleted too much, so that even new install was not working.

So i decided to delete everything and made a clean new installation.

 

Bye 

Ulf

Glad to hear that you have managed to get it to work :)

On 31.12.2015 at 6:09 AM, Orisi said:

Take your time Nils, I love the mod though. I didn't realise there were so many extra parts for other mods I might have to install them all just to see them....

on a similar vein I know you've shown some pictures of the base but do you have a rough idea of its footprint? Is the basic garage the same width/length as, say, the 4 way adapter?

The rough foodprint of the base is about Size 3 (3.75m) while the garage has a has the MK3 as diameter. It is hard so say which length the garage has. You'' have to have at least one adapter at each end. (Adapter for landing legs) and it depends on how many "normal" garage parts you put between. But on garage part is roughly as long as the science lab.

On 31.12.2015 at 7:44 PM, daltonater said:

I would have to agree. I believe that a plan is in place for a now adapter for mounting to rockets during launch, which may also serve as the adaptor for use with the other base parts. All of this would of coarse take time, but we are patient.

On a very different note, I have a question to ask nils. What 3D programs do you use? I have been considering building a mod myself for a while, but I have had problems with my preffered 3D program of inventor with unwraping/texturing parts ( Im pretty sure it cant actually).

I'm using Blender as a 3D Program. I really like it. And honestly any other program i know that has all the functions Blender has costs more than 1000$ :wink:

On 2.1.2016 at 1:04 AM, Andem said:

I solved the problem,  and it's nothing on your end. I had an outdated mod installed that somehow copied everything into the Squad folder. No need to fret!:P

Glad to hear you solved the problem :wink:

On 4.1.2016 at 6:25 PM, gamerscircle said:

This mod was recommended, but I understand that there are some folders/parts that a new install doesn't need?  Which are safe to remove?  Sorry if this was covered already.

When you don't use other mods, you can delete the "PlanetaryBaseInc\Parts\Mod_Support" Folder.In there you could also decide which mod you don't use and delete the folder with the names of the mods not installed.

On 2.1.2016 at 7:39 AM, Orisi said:

I've been experiencing a small issue with the mod i'm wondering if anyone else has experienced or has a workaround for;

I'm trying to assemble a pretty cohesive Mun base, and have landed some modules and am trying to re-attach them to each other properly as they came as a few drops. (using KAS/KIS ofc)

So when I have to detach a 4 or 6 cargo pod, I obviously have to remove the containers first. But when I try to reattach them once i've moved the pod, i'm missing attachment nodes on the pod. I can't remember how many I was missing on the 6-pod, but the 4 was definitely missing two nodes; those closest to the reattachment point. Obviously this causes a few attachment issues so I thought i'd ask if anyone else has had this issue trying to mess with bases through KAS and if there's a solution.

A already heard of this problem a few times. I think it most often appereas when therea are multiple stack nodes on a part. Sometimes the game does not register that they are decoupled. The only solution i found was reloading (Or in editor replacing the part with the missing node). I am afraid that i can't do much on that end.

On 5.1.2016 at 8:18 PM, FlyingKiwibird said:

Hey Nils, thanks for the great mod. I understand you have little time with your move and all, but i have scavenged the internets for a solution to my problem. Maybe some other people have experienced this, but my landing wheels are not working correctly. When i attach them to a landing base mounting node (not the corridors, the other parts with landing wheel mounts which should be compatible), they are always pointing the wrong way and the decoupler wont work. I always fix the legs by using offset and rotate tools, but the decoupler wont work no matter how i put them and i get an error message in the engineering report saying the decoupler is not attached correctly. If you know what this problem is, or a solution to my problem, it would be  very happy birthday for me. I em really looking forward to your garaging parts, and whish you the best of luck with your new appartment.

Kind regards
Florian

Hmm maybe the decoupler from KSP does only work when attached at a node. (The node for surface attachment is another node). I  have to look it that.

On 7.1.2016 at 7:59 AM, sharpspoonful said:

Heya @nils, would adding support for Kethane be possible/pragmatic?

I will have a look at it once the next update it made :wink:

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