daltonater Posted April 9, 2016 Share Posted April 9, 2016 One thing I have noticed, is that when I looked at a lot of my older base projects in the VAB, most of the craft files appeared corrupted. Any base designs I have made post 1.0 mod update appear fine, but every single one I have in the VAB from before that is corrupted. Quote Link to comment Share on other sites More sharing options...
hendrack Posted April 9, 2016 Share Posted April 9, 2016 : Mulch 2555 Supplies 1391 Fertilizer 553 4 Kerbals, 1 is thawed in deepfreeze. Quote Link to comment Share on other sites More sharing options...
larkvi Posted April 10, 2016 Share Posted April 10, 2016 Been enjoying this with 1.1 and it seems to be working great for the most part. I did notice that not all modules with crew capacity have mulch storage under USI-LS, which I think they should (command module, for example). I have been playing around with this mod and UKS, and I wonder if you might add a switchable warehouse module and a flatbed module that meets this form factor, and has bigfoot attachments. I am specifically thinking of putting UKS drills on hinges, like I did with this Buffalo truck. Quote Link to comment Share on other sites More sharing options...
BigJammy Posted April 10, 2016 Share Posted April 10, 2016 This mod is working great for me in 1.1, I love the way this bases looks! Just one little detail: the stock Mobile Processing Lab got is data cap raised from 500 to 750, maybe you missed this change and might want to do the same. Quote Link to comment Share on other sites More sharing options...
C04L Posted April 10, 2016 Share Posted April 10, 2016 love this mod, just finished my space station (huge). (1.1) everything seems to work as 1.05 so far. going to do a land base now to test the mechanicals and fuel production. you know what would be amazing, ksp has scientists and engineers research and fixing wheels/legs etc. wouldn't it be cool if there was more they could do... anyway just throwing in my morale support for this brilliant addon xx Thanks! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 10, 2016 Author Share Posted April 10, 2016 20 hours ago, daltonater said: One thing I have noticed, is that when I looked at a lot of my older base projects in the VAB, most of the craft files appeared corrupted. Any base designs I have made post 1.0 mod update appear fine, but every single one I have in the VAB from before that is corrupted. Yep, that does due to a stupid mistake i made. I renamed some of the attachment nodes while testing out symmetry attachment. When i would change them back, the new crafts would be broken. I have added a section on how to "repair" the old crafts in the OP. It's takes a bit of time but should fix the crafts. On 9.4.2016 at 11:35 AM, hendrack said: When using the parts from Mks-lite (Karibou and Scout utilizing the inflatable greenhouse and habitat), the life support screen does not show this behavior. The life support duration extends a couple days when enabling and goes down at once when timewarping in and out of focus. I'll get you the numbers of the base when I am home. Cheers. 18 hours ago, hendrack said: : Mulch 2555 Supplies 1391 Fertilizer 553 4 Kerbals, 1 is thawed in deepfreeze. Thanks 9 hours ago, larkvi said: Been enjoying this with 1.1 and it seems to be working great for the most part. I did notice that not all modules with crew capacity have mulch storage under USI-LS, which I think they should (command module, for example). I have been playing around with this mod and UKS, and I wonder if you might add a switchable warehouse module and a flatbed module that meets this form factor, and has bigfoot attachments. I am specifically thinking of putting UKS drills on hinges, like I did with this Buffalo truck. Thanks, i will add the missing resources to the part. I might add some parts for UKS in the future. To be honest i was afraid to do this before because USK has soooo many parts that could potentially be added. 3 hours ago, BigJammy said: This mod is working great for me in 1.1, I love the way this bases looks! Just one little detail: the stock Mobile Processing Lab got is data cap raised from 500 to 750, maybe you missed this change and might want to do the same. Oh thanks, good to know, i really have missed this. 2 hours ago, C04L said: love this mod, just finished my space station (huge). (1.1) everything seems to work as 1.05 so far. going to do a land base now to test the mechanicals and fuel production. you know what would be amazing, ksp has scientists and engineers research and fixing wheels/legs etc. wouldn't it be cool if there was more they could do... anyway just throwing in my morale support for this brilliant addon xx Thanks! Thanks. Good to hear that the mod is running without major problems in the 1.1 PreRelease. I guess it would be a totally differend mod, to add other occupations for the Kerbals. But e.g. a Botanist for the Greenhouse would be a funny idea Quote Link to comment Share on other sites More sharing options...
fozzthulu Posted April 10, 2016 Share Posted April 10, 2016 So, I may be a base newb here, but how do you assemble this base without KIS or KAS in 1.1? Just wheels on everything? Quote Link to comment Share on other sites More sharing options...
C04L Posted April 10, 2016 Share Posted April 10, 2016 I do as a matter of default you never know when you may want to move yr base.. I add Planetary adapters on each end and each end attaches to the hub, on each end I have an inline HAL so the 'wings' can be controlled. VAB Mun surface Quote Link to comment Share on other sites More sharing options...
Billy_Is_Dead Posted April 10, 2016 Share Posted April 10, 2016 Hey @Nils277, you did a great job on the art of this mod and it really fits in with the game! If I could change one thing, though, it would be the window color on the cupola, it's a bit too bright blue to match the other parts Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 10, 2016 Author Share Posted April 10, 2016 (edited) 2 hours ago, fozzthulu said: So, I may be a base newb here, but how do you assemble this base without KIS or KAS in 1.1? Just wheels on everything? I also mostly do it similar to @C04L. You can also see some example image galleries in the op: or look at the Sample Craft that you can download on curse fore inspiration @Billy_Is_Dead Thanks. Must have missed the brighter color so far. I will adapt the color to fit to the others. Edited April 10, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
C04L Posted April 10, 2016 Share Posted April 10, 2016 oh and here is a couple of pics of my 'test' space stn (cheated into orbit) for eye candy's sake light side dark side Quote Link to comment Share on other sites More sharing options...
FlyingKiwibird Posted April 11, 2016 Share Posted April 11, 2016 (edited) Maybe i dreamed this, but a while ago i noticed a ''water'' inline drill colored blue, or was i misstaken? It is not in the latest version i downloaded. This drives me crazy, was there a water drill to drill for water or have i dreamed this? Reinstalled the game and mods. Lost the save but blue drill appeared again, also new narrow band scanner for water Edited April 11, 2016 by FlyingKiwibird Reinstalled; Solved problem Quote Link to comment Share on other sites More sharing options...
larkvi Posted April 11, 2016 Share Posted April 11, 2016 (edited) 2 hours ago, FlyingKiwibird said: Maybe i dreamed this, but a while ago i noticed a ''water'' inline drill colored blue, or was i misstaken? It is not in the latest version i downloaded. I believe that only shows up if you have a mod, like UKS, that has water as a resource. Edited April 11, 2016 by larkvi Quote Link to comment Share on other sites More sharing options...
hendrack Posted April 11, 2016 Share Posted April 11, 2016 Nevermind the USI-LS stuff, starting agroponics is the issue, also with MKS-Lite parts. I am heading over to the USI topic. Quote Link to comment Share on other sites More sharing options...
tsaven Posted April 11, 2016 Share Posted April 11, 2016 (edited) On 4/10/2016 at 2:55 PM, C04L said: oh and here is a couple of pics of my 'test' space stn (cheated into orbit) for eye candy's sake light side dark side Sorry for an off-topic question, but is there a trick or a mod to get parts to attach to each other in a loop like that? As far as I knew the "root part" system that the physics engine doesn't allow for bridging between different "branches" of a part "tree", with the exception of struts and fuel pipes. @Nils277, thank you again for this awesome mod! It's beautiful and fun and has far and away the best IVAs that I've seen, which for someone like me who cares about the well-being of his Kerbals that are millions of kilometers from home, well it makes a big difference seeing that they each get their own little bunks and rooms. I've lived in very similar situations to what you've got in your parts (I spend half of each year at scientific research stations in Antarctica), and having your own space, even if it's a tiny space, makes a world of difference to staying sane. In that vein, what are your thoughts on if/how you'll implement USI-LS's new "Habitation" mechanic? *edit* Oh wait, I see that's covered by a patch. I assume once the dust from 1.1 settles, it might be rolled into the mod natively? Edited April 11, 2016 by tsaven Derp Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 12, 2016 Author Share Posted April 12, 2016 (edited) 7 hours ago, tsaven said: Sorry for an off-topic question, but is there a trick or a mod to get parts to attach to each other in a loop like that? As far as I knew the "root part" system that the physics engine doesn't allow for bridging between different "branches" of a part "tree", with the exception of struts and fuel pipes. @Nils277, thank you again for this awesome mod! It's beautiful and fun and has far and away the best IVAs that I've seen, which for someone like me who cares about the well-being of his Kerbals that are millions of kilometers from home, well it makes a big difference seeing that they each get their own little bunks and rooms. I've lived in very similar situations to what you've got in your parts (I spend half of each year at scientific research stations in Antarctica), and having your own space, even if it's a tiny space, makes a world of difference to staying sane. In that vein, what are your thoughts on if/how you'll implement USI-LS's new "Habitation" mechanic? *edit* Oh wait, I see that's covered by a patch. I assume once the dust from 1.1 settles, it might be rolled into the mod natively? Thanks! Support for the new USI-LS Features is already part of the mod since a few versions Edited April 12, 2016 by Nils277 Quote Link to comment Share on other sites More sharing options...
C04L Posted April 12, 2016 Share Posted April 12, 2016 10 hours ago, tsaven said: ....is there a trick or a mod to get parts to attach to each other in a loop like that? As far as I knew the "root part" system that the physics engine doesn't allow for bridging between different "branches" of a part "tree", with the exception of struts and fuel pipes. Hi tsaven, unfortunately everyone has to deal with that mechanic. However using clipping (pushing structure fuselage inside the 'offending' part for symmetry) and using the Cubic Octagonal Struts & Struts + clipping your view inside the structure you can make a secure build (part count? who cares? 64bit ftw!(tm)) pic's to help 'cause my descr' isn't the best. hope this helps Quote Link to comment Share on other sites More sharing options...
Nils277 Posted April 12, 2016 Author Share Posted April 12, 2016 On 11.4.2016 at 2:15 PM, hendrack said: Nevermind the USI-LS stuff, starting agroponics is the issue, also with MKS-Lite parts. I am heading over to the USI topic. Thanks for the Info. Must have somehow missed this message. This is good, one thing less that has to be done Quote Link to comment Share on other sites More sharing options...
tsaven Posted April 12, 2016 Share Posted April 12, 2016 On 4/10/2016 at 2:55 PM, C04L said: 10 hours ago, C04L said: Hi tsaven, unfortunately everyone has to deal with that mechanic. However using clipping (pushing structure fuselage inside the 'offending' part for symmetry) and using the Cubic Octagonal Struts & Struts + clipping your view inside the structure you can make a secure build (part count? who cares? 64bit ftw!(tm)) pic's to help 'cause my descr' isn't the best. hope this helps Ah, so you've got to be all tricky about it. Does this cause any problems on loading when the physics engine kicks in, with parts being inside each other? Random collisions and explosions? Quote Link to comment Share on other sites More sharing options...
C04L Posted April 12, 2016 Share Posted April 12, 2016 nothing so far, ive not tried a big one on the ground with struts etc like the space stn. but cause its zero G I don't forsee any problems. docking and using RSC on the stn is also fine Quote Link to comment Share on other sites More sharing options...
daltonater Posted April 12, 2016 Share Posted April 12, 2016 Having gone out and gotten my feet wet with 1.1, time for me to try the experimental update with this mod. Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted April 15, 2016 Share Posted April 15, 2016 (edited) Here is a little eye candy, largest base i have built so far. Edited April 16, 2016 by Rafael acevedo Quote Link to comment Share on other sites More sharing options...
Andem Posted April 15, 2016 Share Posted April 15, 2016 Has anyone tried mobile frame system rovers? Quote Link to comment Share on other sites More sharing options...
Rafael acevedo Posted April 17, 2016 Share Posted April 17, 2016 On April 15, 2016 at 4:51 PM, Andem said: Has anyone tried mobile frame system rovers? Can you tell me what mod Quote Link to comment Share on other sites More sharing options...
Andem Posted April 17, 2016 Share Posted April 17, 2016 1 hour ago, Rafael acevedo said: Can you tell me what mod Mobile Frame System. Quote Link to comment Share on other sites More sharing options...
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