Nookos Posted September 9, 2015 Share Posted September 9, 2015 Cupola and ISRU are defined in stock contract system via unique part name. Only savefile and contracts config (for future contracts) editing can help. PM me and we'll fix that. Thanks for the info. I didn't understand after I had a look at the cfg file of the stock cupola and couldn't find any clue to how it is flagged as one for contracts. Now I understand, thanks. I deleted that part of the contract in my savefile so it is completed. Link to comment Share on other sites More sharing options...
Nils277 Posted September 9, 2015 Author Share Posted September 9, 2015 Thanks for the info. I didn't understand after I had a look at the cfg file of the stock cupola and couldn't find any clue to how it is flagged as one for contracts. Now I understand, thanks. I deleted that part of the contract in my savefile so it is completed.Bloody_looser is right, it is defined via the unique name of the part...unfortunately.I'm going to make new contracts that fit with the new parts. But seeing the devnotes this will be delayed until 1.1 is released to also include contextual contracts. Link to comment Share on other sites More sharing options...
tater Posted September 9, 2015 Share Posted September 9, 2015 I've hacked around this (cupola issue) by alt-f12ing and completing the contract since I landed the bloody thing, and wanted it cleared Link to comment Share on other sites More sharing options...
Styles2304 Posted September 10, 2015 Share Posted September 10, 2015 Ok, I hate to keep posting my problems here but I've just realized that my green house isn't producing food. Same setup as before but now fully crewed:Am I missing something else? The only thing I've noticed is that I may not be producing enough waste to develop food? Maybe? It doesn't take much time at all for the waste to hit zero and stay there. Link to comment Share on other sites More sharing options...
Nookos Posted September 10, 2015 Share Posted September 10, 2015 Ok, I hate to keep posting my problems here but I've just realized that my green house isn't producing food. Same setup as before but now fully crewed:http://i.imgur.com/VIuNiZt.pngAm I missing something else? The only thing I've noticed is that I may not be producing enough waste to develop food? Maybe? It doesn't take much time at all for the waste to hit zero and stay there.Your greenhouse status says: not enough crew. Link to comment Share on other sites More sharing options...
Styles2304 Posted September 11, 2015 Share Posted September 11, 2015 That's an old picture. Like I said before, it is now fully crewed but that's the same setup. Link to comment Share on other sites More sharing options...
Nookos Posted September 11, 2015 Share Posted September 11, 2015 Might be useful to see the current status maybe?.. Link to comment Share on other sites More sharing options...
Nils277 Posted September 11, 2015 Author Share Posted September 11, 2015 That's an old picture. Like I said before, it is now fully crewed but that's the same setup.I guess that your craft is fully supplied with oxygen. The greenhouse stops producing when oxygen is full. I already changed that and this will be fixed with the next update. Link to comment Share on other sites More sharing options...
Nils277 Posted September 11, 2015 Author Share Posted September 11, 2015 As a small update. I think there will be an update on Saturday or Sunday to finally solve the bugs that you encountered.The update will not have all the features i wanted it to have and some things, like the cross-section or the support for CTT will be missing because of the lack of time.But i am happy to announce that the mod will get support for DeepFreeze. Many thanks to JPLRepo and MerlinsMaster who privided the parts for DeepFreeze! As a small teaser here are some screenshots of them: Link to comment Share on other sites More sharing options...
davidy12 Posted September 11, 2015 Share Posted September 11, 2015 Interesting. Though I don't really see the purpose of surface bases. Interplanetary or interstellar ships, I see the purpose. Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 11, 2015 Share Posted September 11, 2015 Amazing Models and texture Interesting. Though I don't really see the purpose of surface bases. Interplanetary or interstellar ships, I see the purpose.Waiting for LS supplies? Link to comment Share on other sites More sharing options...
Styles2304 Posted September 11, 2015 Share Posted September 11, 2015 (edited) I guess that your craft is fully supplied with oxygen. The greenhouse stops producing when oxygen is full. I already changed that and this will be fixed with the next update.That seems to have been my issue. I dumped oxygen to about 50% and then restarted the greenhouse and it started producing food. The DeepFreeze parts are going to be outstanding also.Side note, been searching through the thread but is there a design that allows for a completely sustainable base on another planet** or are resupply trips always going to be necessary?** Using TAC Life Support. If not, is there a recommendation for a different/better life support mod? Edited September 11, 2015 by Styles2304 Link to comment Share on other sites More sharing options...
theJesuit Posted September 11, 2015 Share Posted September 11, 2015 As a small update. I think there will be an update on Saturday or Sunday to finally solve the bugs that you encountered.The update will not have all the features i wanted it to have and some things, like the cross-section or the support for CTT will be missing because of the lack of time.But i am happy to announce that the mod will get support for DeepFreeze. Many thanks to JPLRepo and MerlinsMaster who privided the parts for DeepFreeze! Just a small teaser! I look forward to your updates as much as the game updates too! (I do hope that my most desired part of the update will be included though. Impatience is a vice.)Good luck with your exams and no doubt we'll see you once exam conclude and 1.1 drops!Peace. Link to comment Share on other sites More sharing options...
TimothyC Posted September 11, 2015 Share Posted September 11, 2015 I may simply be not seeing something, but is there a trick to getting modules to drive over the surface? I've had trouble on both Kerbin and Minmus. Link to comment Share on other sites More sharing options...
Raptor9 Posted September 11, 2015 Share Posted September 11, 2015 But i am happy to announce that the mod will get support for DeepFreeze. Many thanks to JPLRepo and MerlinsMaster who privided the parts for DeepFreeze! That is really, really "cool"....(I'll let myself out) Link to comment Share on other sites More sharing options...
Shaman Posted September 11, 2015 Share Posted September 11, 2015 This is an awesome mod! Do you have a timeframe for getting the Kontainers from USI implemented? Your mod also makes an awesome rover / drill rig BTW...just need it to carry the Kontainers so it can store the ore, karbonite, etc. Great mod. Keep up the good work! Link to comment Share on other sites More sharing options...
davidy12 Posted September 12, 2015 Share Posted September 12, 2015 Fantastic news on an update this weekend. Good luck in school once again! Link to comment Share on other sites More sharing options...
Nils277 Posted September 13, 2015 Author Share Posted September 13, 2015 (edited) So it is finally UPDATE TIME! Changelog:v0.2.3New Parts:[*=1]Added 4X Modular Storage for the Size2 profile[*=1]Added 8X Modular Storage for the Size2 profile[*=1]Added Crosssection for the base profile. It also has a vertical attachment pointEnhancements:[*=1]Optimized some Collision-Meshes to be more stable and faster[*=1]Expandable modules now have an Airlock on the side and on the top[*=1]Adjusted center of mass for the containers[*=1]Adjusted steering of the combined landing legs[*=1]Changed status-text of the greenhouse when no crew is in that part[*=1]Moved support for CLS into separate file to prevent log spam of missing modules[*=1]The greenhouse can now be found in the Life-Support section when a LS system is installedMod Support:[*=1]Added support for Raster-Prop-Mointor (with transparent windows)[*=1]Added support for RealFuels, Modular Fuel Tanks and Stockalike RealfuelsBug-Fixes:[*=1]Tweaked thermal properties of the docking-ports to counteract the overheating bug[*=1]Partially reverted rotation of Landing-Leg and Landing-Gear to reenable symmetry[*=1]Base Bi-Cupler now has the right bulkhead profile set[*=1]Set the waste capacity of the greenhouse to the right value[*=1]The Greenhouse now still produces food for TAC-LS when oxygen is full[*=1]Kerbal can now also walk on parts while these parts are animated[*=1]Potentially fixed clipping bug when deploying the modulesThe downloads can be found here:From KerbalStuffFrom CurseForgeThings that did not make into this update but will be added in the next one: Airlocks for the Base profile, support for CTT, the last IVA and the Tri-Cupler for 3.75m. The DeepFreeze parts are not entirely done yet. I will post an update once they are ready for release.Please let me know when you find any bugs.This is an awesome mod! Do you have a timeframe for getting the Kontainers from USI implemented? Your mod also makes an awesome rover / drill rig BTW...just need it to carry the Kontainers so it can store the ore, karbonite, etc. Great mod. Keep up the good work!You mean MKS/OKS right? I don't have a plan yet when to add them. I'm not really sure at the moment how to interweave those two mods as MKS/OKS adds a whole new ecosystem to the game.---Update---I still don't have a clue why the downloads from the first version of the mod makes up ~30% of the downloads. Are there any ideas? Edited September 13, 2015 by Nils277 Link to comment Share on other sites More sharing options...
SSMI Posted September 13, 2015 Share Posted September 13, 2015 You should put images of the new parts in these posts. I can never wait to see them. Link to comment Share on other sites More sharing options...
EdusacconBR Posted September 13, 2015 Share Posted September 13, 2015 No old models without a blocky airlock? :c Link to comment Share on other sites More sharing options...
Gabealicious Posted September 13, 2015 Share Posted September 13, 2015 This is a great mod, and I'm enjoying the hell out of it.That said, the 0.2.3 update allows you to see inside the Command Module through the window. That's REALLY cool and everything... In theory. But with KSPs sad performance issues, it KILLS my frame rates when the module is in view.Can I disable that via tweaking a config file? Link to comment Share on other sites More sharing options...
theJesuit Posted September 13, 2015 Share Posted September 13, 2015 Just downloaded 0.2.3 and so very very impressed. The transparent windows are my favourite .Congratulations and again, go well in your studying and examinations.Peace. Link to comment Share on other sites More sharing options...
Nils277 Posted September 13, 2015 Author Share Posted September 13, 2015 (edited) A small hotfix update, sorry for that...Changelogv0.2.4Bug-Fixes:[*=1]Added missing source-files[*=1]Removed crew-capacity from the crossSectionDownload:From KerbalStuffFrom CurseForgeNo old models without a blocky airlock? :cNo, the blocky airlock will be optional. Although i forgot to add them. They will be added in the next update.You should put images of the new parts in these posts. I can never wait to see them.I will update the album when i have time in the next days Just downloaded 0.2.3 and so very very impressed. The transparent windows are my favourite .Congratulations and again, go well in your studying and examinations.Peace.Thanks The only thing bugging me is that my parts seem to sink a bit into the ground and you can see it in the IVA, hope i find a fix for that. Edited September 13, 2015 by Nils277 Link to comment Share on other sites More sharing options...
brusura Posted September 13, 2015 Share Posted September 13, 2015 (edited) hi Nils277 , the wheels works great now expect for the fact that the motor look like is inverted, if you press W they go backward if you press S they go forward, is this intented?Thanks for keep working on this nice mod!PS: also look like the new 4x storage miss the "inline" description Edited September 13, 2015 by brusura Link to comment Share on other sites More sharing options...
Nils277 Posted September 13, 2015 Author Share Posted September 13, 2015 You should put images of the new parts in these posts. I can never wait to see them.hi Nils277 , the wheels works great now expect for the fact that the motor look like is inverted, if you press W they go backward if you press S they go forward, is this intented?Thanks for keep working on this nice mod!PS: also look like the new 4x storage miss the "inline" descriptionYou are right, the inline description is missing, will add that for the next release.I have to look into the inverted motors. Maybe this can be fixed without breaking the wheels again. Will change that if possible. Link to comment Share on other sites More sharing options...
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