benjee10 Posted May 31, 2016 Author Share Posted May 31, 2016 Just now, Jimbodiah said: That is one way of doing it, but not in line with the kind of ships I fly. I'll just wait to see if there is a solution, ie manual patch or fix by the dev. No rush, just wanted to mention it. Removing the modules from the contracts is also a solution. btw, are there any airlocks included with the mod (beside the PMA) ? PMA is a purely structural adapter, the airlock is this part: Based on the ISS Quest airlock: Planning on some radial Oxygen tanks as shown on that picture as well. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted May 31, 2016 Share Posted May 31, 2016 Yes, I am familiar with the part, but I can't EVA from that either. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted May 31, 2016 Author Share Posted May 31, 2016 38 minutes ago, Jimbodiah said: That is one way of doing it, but not in line with the kind of ships I fly. I'll just wait to see if there is a solution, ie manual patch or fix by the dev. No rush, just wanted to mention it. Removing the modules from the contracts is also a solution. btw, are there any airlocks included with the mod (beside the PMA) ? Are you sure? It works fine for me. Quote Link to comment Share on other sites More sharing options...
FlyMeToTheMinmus Posted May 31, 2016 Share Posted May 31, 2016 Hi Benjee, just wanting to ask if the radiators for the solar parts are still planned; no rush though, as you said youve been busy, just wondering. Quote Link to comment Share on other sites More sharing options...
cyberpunkdreams Posted June 1, 2016 Share Posted June 1, 2016 (edited) 7 hours ago, Jimbodiah said: I get that, but as these parts show up in career contracts it's kind of a disappointment to do 3 rescues (RSS) in a row to find out they are trapped in the HabTech module I just had that happen to me on the first rescue mission I've ever attempted (never really bothered with them before). I wonder why KSP seems to favour these parts? But anyway, I did the rendezvous and cheated to complete the mission (as it would have been completely doable). But that put the new Kerbal straight into KIA for some reason, which I didn't want either. So I just ended up loading a quicksave and cancelling the contract. Oh well. I know I could have gone out there again with a grabber but I wasn't really in the mood. I'll pretend that the whole thing never happened, rather than deciding to leave the poor kerbal out there to rot . Edited June 1, 2016 by cyberpunkdreams Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 1, 2016 Share Posted June 1, 2016 I just cancelled the contracts. If you get the KIA then you could use ShipManifest (mod) to get them back Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted June 10, 2016 Share Posted June 10, 2016 PS, here is a solution for these kinds of problems... it prohibits contracts from using parts that have no hatch or are inflatable. Quote Link to comment Share on other sites More sharing options...
Bomoo Posted June 10, 2016 Share Posted June 10, 2016 I do love seeing high quality stockalike parts. Keep up the fine work! Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted June 11, 2016 Share Posted June 11, 2016 just a question, do these parts use the stock part modules? just asking to see if it would be compatible with Quote Link to comment Share on other sites More sharing options...
Cdw2468 Posted June 12, 2016 Share Posted June 12, 2016 What are your plans for the future of this mod? Possibly some Russian ISS parts? Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted June 12, 2016 Share Posted June 12, 2016 (edited) 1 hour ago, Cdw2468 said: What are your plans for the future of this mod? Possibly some Russian ISS parts? Welcome to the forums! The common opinion in these parts is that the Tantares mod is the provider of all your stock-alike Russian part needs. Check it out! Edited June 12, 2016 by MrMeeb The font sizes are weird...silly mobile Quote Link to comment Share on other sites More sharing options...
benjee10 Posted June 12, 2016 Author Share Posted June 12, 2016 1 hour ago, Cdw2468 said: What are your plans for the future of this mod? Possibly some Russian ISS parts? As @MrMeeb says, Tantares is your best bet for Russian parts! As for future plans, currently I'm looking into inflatable module and planetary base stuff, hopefully with the aim to create some parts that'll let you create bases like the Hab in The Martian. These will be KIS compatible so you don't have to mess around with surface docking. The parts would come 'flat packed' and fit in a KIS crate, then be placed onto the floor using KIS and inflated. So in terms of parts you'd have: -Central 'hub' modules with multiple attachment nodes for 'corridors' -Corridor modules -Specific rooms (e.g. kitchen, dorm, lab, greenhouse) -Airlock I was going to do some career mode balance next but having actually had a chance to play KSP recently I realised how boring I find career mode to be compared to sandbox. I'd much rather add more content first. Quote Link to comment Share on other sites More sharing options...
Cdw2468 Posted June 23, 2016 Share Posted June 23, 2016 On June 12, 2016 at 4:20 PM, MrMeeb said: Welcome to the forums! The common opinion in these parts is that the Tantares mod is the provider of all your stock-alike Russian part needs. Check it out! Thank you for the warm welcome and prompt reply, even if mine was less than speedy. I have checked out the mod and it serves what I need. Great suggestion! On June 12, 2016 at 4:33 PM, benjee10 said: As @MrMeeb says, Tantares is your best bet for Russian parts! As for future plans, currently I'm looking into inflatable module and planetary base stuff, hopefully with the aim to create some parts that'll let you create bases like the Hab in The Martian. These will be KIS compatible so you don't have to mess around with surface docking. The parts would come 'flat packed' and fit in a KIS crate, then be placed onto the floor using KIS and inflated. So in terms of parts you'd have: -Central 'hub' modules with multiple attachment nodes for 'corridors' -Corridor modules -Specific rooms (e.g. kitchen, dorm, lab, greenhouse) -Airlock I was going to do some career mode balance next but having actually had a chance to play KSP recently I realised how boring I find career mode to be compared to sandbox. I'd much rather add more content first. These all sound quite intriguing, I'll keep my eye out for updates Quote Link to comment Share on other sites More sharing options...
Cdw2468 Posted June 24, 2016 Share Posted June 24, 2016 (edited) Second question, it seems as if my docking ports only work at a certain rotation. Is this intentional and if so, how can I make sure to line them up properly? Got all the way up to my station only to realize that my module can't attach the way I need it Edit: I figured out I rotated it in the vab to fit it in my cargo bay, got it. I really wish rotation wasn't something I had to watch out for Edited June 24, 2016 by Cdw2468 Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted July 8, 2016 Share Posted July 8, 2016 Little piece of integration config for KeepFit: Spoiler @PART[habtech_airlock] { MODULE { name = KeepFitPartModule strActivityLevel = CRAMPED } } @PART[habLong] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } @PART[habtech_cupola] { MODULE { name = KeepFitPartModule strActivityLevel = CRAMPED } } @PART[habColumbus] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } @PART[habJEM] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } } @PART[habMPLM] { MODULE { name = KeepFitPartModule strActivityLevel = CRAMPED } } @PART[habNode] { MODULE { name = KeepFitPartModule strActivityLevel = NEUTRAL } } @PART[habSci] { MODULE { name = KeepFitPartModule strActivityLevel = COMFY } } @PART[habShort] { MODULE { name = KeepFitPartModule strActivityLevel = CRAMPED } } //@PART[] //{ // MODULE // { // name = KeepFitPartModule // strActivityLevel = CRAMPED NEUTRAL COMFY EXERCISING // } //} Also it would be great to add some where in IVA training apparatus, exercise bike for example, to keep kerbals fit Quote Link to comment Share on other sites More sharing options...
jebalicious Posted July 13, 2016 Share Posted July 13, 2016 Quick question I have currently all the HAB modules I have researched so far in the pic. My problem is I cannot exit/enter any of these. Am I doing something wrong or is the intention that you cannot enter/exit without another part attached? This becomes a problem when I perform crew rescues, I get to the crew in space only to find that they are effectively stuck in the module because they can't exit. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted July 13, 2016 Author Share Posted July 13, 2016 2 hours ago, jebalicious said: Quick question I have currently all the HAB modules I have researched so far in the pic. My problem is I cannot exit/enter any of these. Am I doing something wrong or is the intention that you cannot enter/exit without another part attached? This becomes a problem when I perform crew rescues, I get to the crew in space only to find that they are effectively stuck in the module because they can't exit. Yup, you need an airlock module to EVA crew. You can still transfer them with right-click though. I believe someone posted a link to a mod earlier in the thread which prevents the game spawning parts with no hatches for rescue contracts. Quote Link to comment Share on other sites More sharing options...
jebalicious Posted July 14, 2016 Share Posted July 14, 2016 damn, cant find the link in the thread, uninstall for now.. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted July 15, 2016 Share Posted July 15, 2016 On 7/14/2016 at 1:57 AM, jebalicious said: damn, cant find the link in the thread, uninstall for now.. It's literally eleven posts above yours. Quote Link to comment Share on other sites More sharing options...
jebalicious Posted July 16, 2016 Share Posted July 16, 2016 1 hour ago, theonegalen said: It's literally eleven posts above yours. thanks theonegalen, i must be blind Quote Link to comment Share on other sites More sharing options...
theonegalen Posted July 16, 2016 Share Posted July 16, 2016 2 hours ago, jebalicious said: thanks theonegalen, i must be blind haha, it's no problem. I googled it and found it after about ten minutes of searching through garbage results, then scrolled up and said, "d'oh!" Quote Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted July 20, 2016 Share Posted July 20, 2016 I do hope this is still being developed. It's one of my favorite mods. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 20, 2016 Share Posted July 20, 2016 3 hours ago, Z3R0_0NL1N3 said: I do hope this is still being developed. It's one of my favorite mods. @benjee10 has says he is busy with real life video work. He'll prolly be back at some point. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted July 20, 2016 Author Share Posted July 20, 2016 6 hours ago, Z3R0_0NL1N3 said: I do hope this is still being developed. It's one of my favorite mods. 2 hours ago, CobaltWolf said: @benjee10 has says he is busy with real life video work. He'll prolly be back at some point. Yup! I still have plans for this. Just pretty hectic at the moment. Hopefully one of my animation projects should wrap up in the next couple of days so I will have a little more free time after that and be able to work on some stuff. Quote Link to comment Share on other sites More sharing options...
Sean24135 Posted July 22, 2016 Share Posted July 22, 2016 This is my go to mod in career mode, keep up the good work! Quote Link to comment Share on other sites More sharing options...
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