gamerscircle Posted February 26, 2016 Share Posted February 26, 2016 I did, which ones can be deployed? Link to comment Share on other sites More sharing options...
tater Posted February 26, 2016 Share Posted February 26, 2016 Many of them are deployable. Just try deploying them. Link to comment Share on other sites More sharing options...
Nils277 Posted February 26, 2016 Author Share Posted February 26, 2016 2 hours ago, gamerscircle said: I did, which ones can be deployed? The Habitat MK2, the Planetary Labotatory and the Greenhouse ;-) Link to comment Share on other sites More sharing options...
sashan Posted February 26, 2016 Share Posted February 26, 2016 May I ask what are you going to do next? Because I'm sure everyone would benefit from orbital habitats pack of the same quality. I know we have Nertea's mod, but it never got finished. Link to comment Share on other sites More sharing options...
Starwaster Posted February 26, 2016 Share Posted February 26, 2016 (edited) On February 22, 2016 at 4:42 AM, Nils277 said: I think KSP does not support symmetrical attachment for nodes.. It does support node symmetry actually. Look at how the multi stack couplers do it. I'd tell you how but my power is out. And maybe my entire PC as well. (It's been having shutdown issues lately and they're getting worse) Edited February 26, 2016 by Starwaster Link to comment Share on other sites More sharing options...
TerLoki Posted February 27, 2016 Share Posted February 27, 2016 (edited) Gotta say this is an awesome mod and and I'm looking forward to its full release. As it is right now thought I have a question: I'm planning on finally getting off my butt and attempting a grand tour for the first time, and I was thinking of using the greenhouse components to make my ship more self-sufficient life support wise. The question is, using TACLS with default settings what would I need to send up to support 10 Kerbals indefinitely? Edited February 27, 2016 by TerLoki Link to comment Share on other sites More sharing options...
Nils277 Posted February 27, 2016 Author Share Posted February 27, 2016 8 hours ago, Starwaster said: It does support node symmetry actually. Look at how the multi stack couplers do it. I'd tell you how but my power is out. And maybe my entire PC as well. (It's been having shutdown issues lately and they're getting worse) You are right Thanks :-)...I totally forgot about them. But i'll look at their configs to see how to do it. Hopefully it also works when the nodes do not face the same direction. 49 minutes ago, TerLoki said: Gotta say this is an awesome mod and and I'm looking forward to its full release. As it is right now thought I have a question: I'm planning on finally getting off my butt and attempting a grand tour for the first time, and I was thinking of using the greenhouse components to make my ship more self-sufficient life support wise. The question is, using TACLS with default settings what would I need to send up to support 10 Kerbals indefinitely? A indefinitely running base is currently not possible. This is also going to be changed in the next release. Then this is possible on some planets. I also will add a PDF with a Manual :-) Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2016 Share Posted February 27, 2016 (edited) 8 hours ago, Nils277 said: You are right Thanks :-)...I totally forgot about them. But i'll look at their configs to see how to do it. Hopefully it also works when the nodes do not face the same direction Edited February 27, 2016 by Starwaster omg I swear to GOD I hate this new forum software Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2016 Share Posted February 27, 2016 I swear, this goddamn forum. I literally cannot click outside the quoted text in my previous message. Even after restarting my browser. @Nils277 When using stack node symmetry it depends on which way the node is facing. The second set of three coordinates defines the vector facing out from the node. (its surface normal) To enable stack symmetry you need to add a line saying stackSymmetry = 3 3 because it is the number of extra nodes to be placed. IIRC, the nodes all have to have similar names. like node_stack_side0, node_stack_side1, etc. Your parts will have four legs/wheels so the value for stackSymmetry = 3 Link to comment Share on other sites More sharing options...
Nils277 Posted February 27, 2016 Author Share Posted February 27, 2016 1 hour ago, Starwaster said: I swear, this goddamn forum. I literally cannot click outside the quoted text in my previous message. Even after restarting my browser. @Nils277 When using stack node symmetry it depends on which way the node is facing. The second set of three coordinates defines the vector facing out from the node. (its surface normal) To enable stack symmetry you need to add a line saying stackSymmetry = 3 3 because it is the number of extra nodes to be placed. IIRC, the nodes all have to have similar names. like node_stack_side0, node_stack_side1, etc. Your parts will have four legs/wheels so the value for stackSymmetry = 3 Thanks, i will try that out immediately Link to comment Share on other sites More sharing options...
Nils277 Posted February 27, 2016 Author Share Posted February 27, 2016 @Starwaster The symmetrical attachmend works great for the bi/tri couplers but nor for the adapater for the landing legs. As their nodes face the opposite direction. This does'nt work (in neither attachment modes in the editor) Link to comment Share on other sites More sharing options...
FireFaced Posted February 27, 2016 Share Posted February 27, 2016 Does anybody know what happened to the KAS tube? Link to comment Share on other sites More sharing options...
Nils277 Posted February 27, 2016 Author Share Posted February 27, 2016 1 hour ago, FireFaced said: Does anybody know what happened to the KAS tube? It should be still there. I have not changed anything with it. Link to comment Share on other sites More sharing options...
Tex_NL Posted February 27, 2016 Share Posted February 27, 2016 1 hour ago, FireFaced said: Does anybody know what happened to the KAS tube? You might have simply overlooked it. The K&K docking port and the flex tube look very similar. Link to comment Share on other sites More sharing options...
FireFaced Posted February 27, 2016 Share Posted February 27, 2016 Hmm I'll look harder Link to comment Share on other sites More sharing options...
FireFaced Posted February 27, 2016 Share Posted February 27, 2016 1 hour ago, FireFaced said: Hmm I'll look harder It's not there Link to comment Share on other sites More sharing options...
Nils277 Posted February 28, 2016 Author Share Posted February 28, 2016 6 hours ago, FireFaced said: It's not there Well that is weird. But you still have KAS (not only KIS) installed right? ( I just want to eliminate all possibilities ;-)) What other mods do you have installed? Link to comment Share on other sites More sharing options...
Starwaster Posted February 28, 2016 Share Posted February 28, 2016 15 hours ago, Nils277 said: @Starwaster The symmetrical attachmend works great for the bi/tri couplers but nor for the adapater for the landing legs. As their nodes face the opposite direction. This does'nt work (in neither attachment modes in the editor) Doesn't matter that they face in the opposite direction. I do the same thing in my stockalike station hubs. (basically the stock hub but in 5 and 8 node varieties) Symmetry works for all 3 and 6 side nodes. (the image with the docking ports attached used symmetry) Link to comment Share on other sites More sharing options...
FireFaced Posted February 28, 2016 Share Posted February 28, 2016 (edited) 6 hours ago, Nils277 said: Well that is weird. But you still have KAS (not only KIS) installed right? ( I just want to eliminate all possibilities ;-)) What other mods do you have installed? These are the mods I have in my GameData. Edited February 28, 2016 by FireFaced Link to comment Share on other sites More sharing options...
Nils277 Posted February 29, 2016 Author Share Posted February 29, 2016 16 hours ago, FireFaced said: These are the mods I have in my GameData. Wow, that are a lot of mods ;-) But i can't see one that I would suspect to interfere with KBPS. I think the last solution that you send me a KSP.log file from where you Start the program and go into the VAB /SPH. Or could you go thethe extended filters that only show the KPBS parts (I added a category especially for the mod) and see of the KAS Tube is listed there? Link to comment Share on other sites More sharing options...
Dr Ikusha Posted February 29, 2016 Share Posted February 29, 2016 I'm getting some rather serious bugs with this mod. I've landed a base on Minmus with no problems, but when i try to swich back to it from the tracking station i can't. I cant even select it in the menu there. When I swich to it from the map veiw (Swich to satellite in Minmus orbit > map view > swich to the base) the base has fallen through the surface to the core of Minmus. I then tried to load a quicksave i made with the base in Minmus orbit, but just broke my game. The base did'nt load, it was just empty space. and when I tried to return to the space center, it too was gone, even Kerbin itself. Just empty space. This happens every time I try to land a base built with parts from this mod. The alt+F12 debug log says something about a collision problem. (It happend late at night yesterday and i was to tired to think of saving exactly what it said, but i can reproduse it if need be.) The other mods I use are MechJeb2, B9 Aerospace, OPT, and KerbalAlarmClock. Link to comment Share on other sites More sharing options...
Nils277 Posted February 29, 2016 Author Share Posted February 29, 2016 (edited) 3 hours ago, Dr Ikusha said: I'm getting some rather serious bugs with this mod. I've landed a base on Minmus with no problems, but when i try to swich back to it from the tracking station i can't. I cant even select it in the menu there. When I swich to it from the map veiw (Swich to satellite in Minmus orbit > map view > swich to the base) the base has fallen through the surface to the core of Minmus. I then tried to load a quicksave i made with the base in Minmus orbit, but just broke my game. The base did'nt load, it was just empty space. and when I tried to return to the space center, it too was gone, even Kerbin itself. Just empty space. This happens every time I try to land a base built with parts from this mod. The alt+F12 debug log says something about a collision problem. (It happend late at night yesterday and i was to tired to think of saving exactly what it said, but i can reproduse it if need be.) The other mods I use are MechJeb2, B9 Aerospace, OPT, and KerbalAlarmClock. Hi, the best would be, if you send me one or two savegames where the crash/issue happens. With which version of this mod did you build your base? Do you have landinglegs/gear attached so the base does not direktly touches the ground? Something similar seemed to have happended a long time ago, before i changed most of the colliders of the parts. But i have to take a look at it myself to find the issue. Edited February 29, 2016 by Nils277 Link to comment Share on other sites More sharing options...
Dr Ikusha Posted February 29, 2016 Share Posted February 29, 2016 (edited) 2 hours ago, Nils277 said: Hi, the best would be, if you send me one or two savegames where the crash/issue happens. With which version of this mod did you build your base? Do you have landinglegs/gear attached so the base does not direktly touches the ground? Something similar seemed to have happended a long time ago, before i changed most of the colliders of the parts. But i have to take a look at it myself to find the issue. I have the 0.2.10 version, should be the newest, i think? I've tried landing with the attachable wheels and with the "big foot" landing legs, both deployed and retracted. Same thing happens in all cases. I'll send you a save file if i can figure out how. Edit: Could it have something to do with the way i attach the landing gears/wheels? The wheels seems hard to get to attach like they should, they seem to want to clip into the Mercat engines. Though i think my latest try had them in the right position. Edited February 29, 2016 by Dr Ikusha Link to comment Share on other sites More sharing options...
JPLRepo Posted February 29, 2016 Share Posted February 29, 2016 46 minutes ago, Dr Ikusha said: I have the 0.2.10 version, should be the newest, i think? I've tried landing with the attachable wheels and with the "big foot" landing legs, both deployed and retracted. Same thing happens in all cases. I'll send you a save file if i can figure out how. Edit: Could it have something to do with the way i attach the landing gears/wheels? The wheels seems hard to get to attach like they should, they seem to want to clip into the Mercat engines. Though i think my latest try had them in the right position. Could be... screenshot pictures (capture screen, post to imgur or suchlike and post link here) and log files would greatly assist Nils as well. Here are some useful instructions. Link to comment Share on other sites More sharing options...
ThaZeus Posted February 29, 2016 Share Posted February 29, 2016 Is it wrong that im useing these as the main bits for my upcoming elcano attempt? Link to comment Share on other sites More sharing options...
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