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[WIP][1.8.x] SSTULabs - Low Part Count Solutions (Orbiters, Landers, Lifters) - Dev Thread [11-18-18]


Shadowmage

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I can't really speak for functionality on 1.11 but I'm using it on 1.10.1 with no issues at all so far.

 

I'm using this guy's RSS visual mod pack: 

And also running SSTU and Jimbodiah's wonderful RSS tweak mod.

I've been enjoying the heck out of this setup for a while now.

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  • 2 weeks later...
On 4/3/2021 at 8:56 PM, MotokiKuN said:

No issue on 1.11.2 so far

Can you see reflection? I see them in vab but not on the pad. Also it seems that everything that cockpits no more have menus on my side.

Correction: the menu issue seems to only happen in VAB. so I guess it still kind of usable

Edited by RedParadize
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  • 3 weeks later...
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Hey @Shadowmage, we've got a a request to add a mod to CKAN that depends on SSTU. To index it, we would need to index SSTU as well, but we don't index any mod without the approval of the author.

I've seen some older comments from you, saying that you don't want it on CKAN, mostly because it's still very WIP.
I see that it's still marked as WIP, and most releases on GitHub are pre-releases as well.
Do you consider it still too early to put it on CKAN? Or if you say you don't want it indexed at all at any point in time, that would be okay as well, of course. Otherwise we'd be glad to index it.

Once caveat: CKAN can't index GitHub pre-releases, so we'd only index 0.9.44.156 as latest version, until there's a new full release.

Edited by DasSkelett
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On 3/20/2021 at 2:58 PM, Brainpop14 said:

Кто-нибудь уже пробовал запустить это в 1.11? Я не могу играть без этого мода!

Yes, the mod works on 1.11.0,I myself have been playing with it for more than a year and it works.

 

 

Edited by 2445
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ShadowMage is busy in real life. And I think he also got a bit tired of KSP updating every other month and needing to redo the mod each time.

A final KSP 1.x release might be a good point to do a final update of the mod(s) at some point though ;)    I'm running 1.11 RSS right now, hoping 1.12 will work with SSTU and RSS as well, that would make a nice send-off.

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On 6/27/2021 at 9:48 AM, Jimbodiah said:

A final KSP 1.x release might be a good point to do a final update of the mod(s) at some point though ;)  that would make a nice send-off.

Totally agree! Gosh I'd love a final update...

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On 6/27/2021 at 8:48 AM, Jimbodiah said:

ShadowMage is busy in real life. And I think he also got a bit tired of KSP updating every other month and needing to redo the mod each time.

A final KSP 1.x release might be a good point to do a final update of the mod(s) at some point though ;)    I'm running 1.11 RSS right now, hoping 1.12 will work with SSTU and RSS as well, that would make a nice send-off.

I just tried it in 1.12 and I'm having problems with the SRBs. They don't actually seem to work, they just keep the original stats no matter how much I change or alter them. Not sure what's going on?

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  • 2 months later...

I couldnt resist and went testing on 1.12.2. Downloaded the last version, installed the latest CRP, KSPWheel and TexturesUnlimited and threw in the SSTU folder. Then added some basic visuals and restock. Then found waterfall configs for it (thank god) and installed waterfall and what do you know...now realplume is gone the SRB's just work and scale properly again. In short, i havent found too many problems yet but its still early days.  Will keep testing comming days.

@MrLivion : SSTU Waterfall Configs   here you go bud

Edited by Wackenhut
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after 2 days of testing i found a few small problems. I added a bunch of my go-to mods like the nearfuture set and such and everything seems to still be working for the most part.  Built a space station in sandbox, and there is something funky happening with lights in / around station parts. Screens here.  Also : station TKS part solar panels nullref on opening and closing.   And there are a few waterfall configs missing wich for a possible mod update might be added. 

 

edit : did the experiment with realplume again and as soon as i installed it, the SRB didnt scale when placed in pairs. So... get rid of realplume :p

Edited by Wackenhut
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Day 3 of testing : Few silly things dont work what so ever. The 'enable staging button' on fairings is just for show now, it doesnt do a thing. And the second part are lights on TKS-style station parts, they do have a light source but its somewhere at their read ends and shines outwards, no light effects what so ever on station parts, none of em to be exaclt, not even inflatable ones. Screen here  The 'soyuz'-ish capsules have the same light problem. Still need to test lander cans though.

Engine waterfall configs all work (allthough not made by shadowmage, it is a nice thing to know) except for 4 engines, but those configs are easy to make, i will give that a try. Waterfall test screens  The only problem with waterfall is the F1 engine having minimal waterfall plume effects when not turned on. (again, not made by shadowmage so will have to pick that up with the ones that actually made the configs)

And then there are the mysterious nullrefs... I was making a list of parts with problems, in the hope of narrowing things down incase there would ever be an update for this mod, basicly bughunt and make a list... And when testing all the parts i ran into something weird. To start that off we need to go back a few years, there has been a period where i was using this mod and my sunflare vanishing into thin air when i turned on the lights of a command module for example. Never knew what caused it, and because sstu was the only mod i used back then, i reported it on the forum once, and it was quickly brushed off as being a scatterer problem. Now, since then i saw how ppl report bugs and such and the way in wich they do it, so i understand the reaction there back then.  Wich brings me to now. When testing sstu past days i noticed a few parts having nullrefs, like the TKS part on a station when opening solar panels.  Lights on a command module triggered the same nullrefs still. And last night i was testing the inflatable parts of sstu, see if they inflated properly and such, all with console open, see if there were exceptions or errors. And there it was again, 1 of the inflatables nullreffed, so i added it to the list. But it didnt make sense, why would 1 part give errors while its most likely coded the exact same way as the other ones. The same thing happened on another set of inflatable parts. And then it dawned on me... the one thing those parts had in common was that they are the root part of the build. So i did a test, sent the exact 4 inflatable parts into orbit, but with another part being the root and behold...the root part nullreffed. So all these years of vanishing sunflares and such were not because i turned on the light in the command pod, but because i made the root part do something actively. The easy work around is to put a probe core on stations, make it the root part and the nullrefs will be gone, but it doesnt really solve the problem. Lets take a command module as example, i can add what i want to that but in the end i will end up with a command module+service bay for example, both of wich will be sstu parts. There comes that moment when im left with a root part from SSTU and when i have it do anything, turn on lights or deploy solar panels or send science...i get the nullref. And i went back to my rss install, a 1.8.1 install, and tested my theory...and there it was... nullref on the root part and my sunflare went up in smoke before i could blink. After the errors the parts work fine, its just that one moment it has a fit when you make it do stuff.

 

Apart from what i mentioned above...everything passed every test i put it through, in a clean install and a 150 mod install.

Edited by Wackenhut
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the lighting on station parts, the not working staging button for fairings and an SRB with a fugly plume are basicly the only things i can find, havent run into antything new that doesn't work. And the plume is also because im clearly inept in making one :p

Edited by Wackenhut
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