JadeOfMaar Posted February 12, 2018 Share Posted February 12, 2018 11 hours ago, KSPNoob said: With regards tot he redone stock parts, is there a way to have both the redon and stock skin parts simultaneously? Why do you want this? Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 12, 2018 Author Share Posted February 12, 2018 9 hours ago, AtilaElari said: I may be a little bit dense, but are there no 3.75m docking ports for modular assembly of oversized stations? Unfortunately no. Maybe sometime, but not now. 13 hours ago, LitaAlto said: Have I mentioned how beautiful I think these parts are? Nice! Looks like your adjustment of greenhouse lights worked! Quote Link to comment Share on other sites More sharing options...
Warzouz Posted February 12, 2018 Share Posted February 12, 2018 @Nertea, thank you for your fantastic mods. I literally downloaded all of them ! Quote Link to comment Share on other sites More sharing options...
LitaAlto Posted February 12, 2018 Share Posted February 12, 2018 7 hours ago, Nertea said: Nice! Looks like your adjustment of greenhouse lights worked! Beautifully so, thanks again! 13 hours ago, Sassenach said: AtilaElari, as far as I know stock parts go up to 2.5m. Near Future Construction has Annular Truss type parts with larger docking ports though. My own preference is to use USI construction ports to seamlessly weld. I like the USI construction ports as well. They look stock-ugly, but after welding they disappear, leaving a seamless transition between station parts. Quote Link to comment Share on other sites More sharing options...
TK421d Posted February 13, 2018 Share Posted February 13, 2018 8 hours ago, Nertea said: Unfortunately no. Maybe sometime, but not now. Nice! Looks like your adjustment of greenhouse lights worked! i made one from the short crew tube and some radial attach points around. looks great since it matches the surrounding parts. Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted February 13, 2018 Share Posted February 13, 2018 How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions? Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted February 13, 2018 Share Posted February 13, 2018 (edited) 1 hour ago, NomenNescio said: How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions? Try it and find out! Nertea probably has no clue. As this is mostly a parts pack it should be fine. But the only way to know for certain is to try it yourself. Edited February 13, 2018 by Tarheel1999 Quote Link to comment Share on other sites More sharing options...
Raptor831 Posted February 14, 2018 Share Posted February 14, 2018 On 2/12/2018 at 10:56 AM, JadeOfMaar said: Why do you want this? Well, in my case, I already had Ven's Revamp installed. Didn't really want to lose that style, so I made a cfg to keep them both. Could be used for keeping the stock ones too, if you wanted, though I have to admit Nertea's is way better. For anyone who wants it, drop this in a .cfg file somewhere in your /GameData, requires ModuleManager to work: +PART[crewCabin]:BEFORE[zzzzStationParts] { @name = oldCrewCabin } +PART[cupola]:BEFORE[zzzzStationParts] { @name = oldCupola } +PART[Large_Crewed_Lab]:BEFORE[zzzzStationParts] { @name = oldLarge_Crewed_Lab } Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 14, 2018 Share Posted February 14, 2018 3 hours ago, NomenNescio said: How does this mod play with kerbalism? I know it has a gravity ring with special properties, so do your rings fall into the same functions? SSPXr has no compatibility with Kerbalism. Anyone who prepares it will have to publish it separately. Quote Link to comment Share on other sites More sharing options...
eightiesboi Posted February 14, 2018 Share Posted February 14, 2018 @JadeOfMaar and @Nertea, I am playing with the configs of the crew tubes (as I mentioned above), but so far I have utterly failed to make it work consistently the way I think it should. Ideally, I want the tubes to dock only with each other or the associated hub, and have a few other tweaked characteristics (dock aligned to each other, etc). *IF* I ever get this to work, I will send you the configs for your inspection, mockery, and possible approval. Quote Link to comment Share on other sites More sharing options...
Raven Industries Posted February 14, 2018 Share Posted February 14, 2018 (edited) I'd just like to say, wow, this is a beautiful mod. Thank you for taking the time to make it. Edited February 14, 2018 by Raven Industries Quote Link to comment Share on other sites More sharing options...
NomenNescio Posted February 15, 2018 Share Posted February 15, 2018 (edited) So here's the thing. I'm using this mod along with kerbalism. Now, over on their forum they've created a .cfg file to enable the food and water resources for the storage containers. But I notice something very odd about the amounts these can store. The amounts of food and water stored seems to be way too little. With the largest inline container (the PXL-CRG-1 Logistics Module) I get enough food and water for 35 days for one kerbal. If I then add the comparatively tiny Supply Container from Kerbalism to that craft it jumps up to 106 days. Just looking at the size of this storage container it should last one kerbal at least a year. (I haven't actually done the maths, it's just a guess.) Over on their forums they're reluctant to tweak the values since they originally come from here. Which is why I'm now asking you to tweak them to contain a lot more resources. EDIT: Image for size comparison: Edited February 15, 2018 by NomenNescio Quote Link to comment Share on other sites More sharing options...
Nertea Posted February 15, 2018 Author Share Posted February 15, 2018 7 hours ago, NomenNescio said: So here's the thing. I'm using this mod along with kerbalism. Now, over on their forum they've created a .cfg file to enable the food and water resources for the storage containers. But I notice something very odd about the amounts these can store. The amounts of food and water stored seems to be way too little. With the largest inline container (the PXL-CRG-1 Logistics Module) I get enough food and water for 35 days for one kerbal. If I then add the comparatively tiny Supply Container from Kerbalism to that craft it jumps up to 106 days. Just looking at the size of this storage container it should last one kerbal at least a year. (I haven't actually done the maths, it's just a guess.) That's a problem with Kerbalism, not here then. Have them adjust the volume values to fit their resources. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted February 16, 2018 Share Posted February 16, 2018 Ok. I'm sold @Nertea. Getting back into KSP after about a 3 month hiatus. I have ideas.... I have ideas..... Quote Link to comment Share on other sites More sharing options...
DragonRoco Posted February 16, 2018 Share Posted February 16, 2018 On 12/02/2018 at 6:20 PM, AtilaElari said: I may be a little bit dense, but are there no 3.75m docking ports for modular assembly of oversized stations? Try these, they still work in 1.3.1 Quote Link to comment Share on other sites More sharing options...
Wyzard Posted February 16, 2018 Share Posted February 16, 2018 I just noticed that SSPXr doesn't include the "Illuminator Mk3" surface-mounted light that was in the earlier SSPX. I never really used that as a station part, but it's pretty useful on spaceplanes, e.g. next to a mk2 docking port to illuminate whatever you're trying to dock with. Please consider bringing it back in a future update. :-) Quote Link to comment Share on other sites More sharing options...
TK421d Posted February 16, 2018 Share Posted February 16, 2018 12 hours ago, Wyzard said: I just noticed that SSPXr doesn't include the "Illuminator Mk3" surface-mounted light that was in the earlier SSPX. I never really used that as a station part, but it's pretty useful on spaceplanes, e.g. next to a mk2 docking port to illuminate whatever you're trying to dock with. Please consider bringing it back in a future update. :-) +1 its just a great all around omni light Quote Link to comment Share on other sites More sharing options...
TheEnderman Posted February 16, 2018 Share Posted February 16, 2018 Will deleting B9 Part Switch break the mod? Because its making MKS incompatible........ Quote Link to comment Share on other sites More sharing options...
DStaal Posted February 16, 2018 Share Posted February 16, 2018 Just now, TheEnderman said: Will deleting B9 Part Switch break the mod? Because its making MKS incompatible........ I run both of those just fine. Quote Link to comment Share on other sites More sharing options...
TheEnderman Posted February 16, 2018 Share Posted February 16, 2018 My god that was a fast reply! I will try to reinstall MKS and see.......... What version do you use? I was trying to use 0.53 Quote Link to comment Share on other sites More sharing options...
brusura Posted February 17, 2018 Share Posted February 17, 2018 (edited) Can I ask for a specific part? For my base construction I'd like a low profile 4-way hub I tried to weld some parts together but I guess the meshes switch confused the welding mod, this is the result: https://youtu.be/aqjl1IJSxW0 Ok after some funiculì funicolà I managed to fix the welded part enabling also variant switching , here is the cfg : Spoiler PART { name = brusura.4waybase module = Part author = Brusura rescaleFactor = 1 PhysicsSignificance = -1 node_stack_topsspx-attach-125-11 = -1.502, 0, 0, -1, 0, 0, 1 node_stack_topsspx-attach-125-12 = 0, 0, 1.502, 0, 0, 1, 1 node_stack_topsspx-attach-125-13 = 1.502, 0, 0, 1, 0, 0, 1 node_stack_topsspx-attach-125-14 = 0, 0, -1.502, 0, 0, -1, 1 node_stack_topsspx-tube-25-30 = 0, 0.486, 0, 0, 1, 0, 2 node_stack_bottomsspx-tube-25-30 = 0, -0.486, 0, 0, -1, 0, 2 node_attach = 0, -0.486, 0, 0, -1, 0, 2 CrewCapacity = 0 TechRequired = specializedConstruction entryCost = 13200 cost = 2400 category = Structural subcategory = 0 title = Base connector manufacturer = Brusura Co & UbioZur Welding Ltd description = A low profile 4-way connector for your offworld base. Warranty void during re-entry. attachRules = 1,1,1,1,0,0,0 mass = 0.76000002 dragModelType = default maximum_drag = 0.194000006 minimum_drag = 0.194000006 angularDrag = 1.93799996 crashTolerance = 15 breakingForce = 50 breakingTorque = 50 maxTemp = 1000 fuelCrossFeed = True explosionPotential = 0.5 thermalMassModifier = 1 heatConductivity = 0.12 emissiveConstant = 0.40000000000000002 radiatorHeadroom = 0.25 bulkheadProfiles = size1,srf MODEL { model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-tube-25-3 position = 0, 0, 0 scale = 1, 1, 1 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2-alt position = 0, -0.486, 0 scale = 1, -1, 1 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2 position = 0, 0.486, 0 scale = 1, 1, 1 } MODEL { model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1 position = -1.2, 0, 0 scale = 1, 1, 1 rotation = 90, 270, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1 position = -1.502, 0, 0 scale = 1, 1, 1 rotation = 90, 270, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1 position = 0, 0, 1.2 scale = 1, 1, 1 rotation = 90, 0, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1 position = 0, 0, 1.502 scale = 1, 1, 1 rotation = 90, 0, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1 position = 1.2, 0, 0 scale = 1, 1, 1 rotation = 90, 90, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1 position = 1.502, 0, 0 scale = 1, 1, 1 rotation = 90, 90, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Rigid/station-125/sspx-attach-125-1 position = 0, 0, -1.2 scale = 1, 1, 1 rotation = 90, 180, 0 } MODEL { model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-125-1 position = 0, 0, -1.502 scale = 1, 1, 1 rotation = 90, 180, 0 } MODULE { name = FlagDecal textureQuadName = flagTransform flagDisplayed = false } MODULE { name = ModuleB9PartSwitch moduleID = endcapSwitch switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name SUBTYPE { name = BlackHandles title = #LOC_SSPX_Switcher_Endcaps_Black_Handles transform = 25mCapStructuralBlack transform = 125EndcapBlack } SUBTYPE { name = WhiteHandles title = #LOC_SSPX_Switcher_Endcaps_White_Handles transform = 25mCapStructuralWhite transform = 125EndcapWhite } SUBTYPE { name = Black title = #LOC_SSPX_Switcher_Endcaps_Black transform = 25mCapStructuralBlackBare transform = 125EndcapBlackBare } SUBTYPE { name = White title = #LOC_SSPX_Switcher_Endcaps_White transform = 25mCapStructuralWhiteBare transform = 125EndcapWhiteBare } } MODULE { name = ModuleB9PartSwitch moduleID = endcapSwitchLower switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name SUBTYPE { name = BlackHandles title = #LOC_SSPX_Switcher_Endcaps_Black_Handles transform = 25mCapStructuralBlackFlip } SUBTYPE { name = WhiteHandles title = #LOC_SSPX_Switcher_Endcaps_White_Handles transform = 25mCapStructuralWhiteFlip } SUBTYPE { name = Black title = #LOC_SSPX_Switcher_Endcaps_Black transform = 25mCapStructuralBlackBareFlip } SUBTYPE { name = White title = #LOC_SSPX_Switcher_Endcaps_White transform = 25mCapStructuralWhiteBareFlip } } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 4 animState = False useRate = True toggleInEditor = True toggleInFlight = True toggleInFlight = true unfocusedRange = 25 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0,0,0,3 key = 1,1,0,0 } greenCurve { key = 0,0,0,1 key = 1,1,1,0 } blueCurve { key = 0,0,0,0 key = 1,0.699999988,1.5,0 } alphaCurve { key = 0,1 } } } To be built on duna... Edited February 17, 2018 by brusura Quote Link to comment Share on other sites More sharing options...
BigJammy Posted February 18, 2018 Share Posted February 18, 2018 (edited) On 2/10/2018 at 8:24 AM, JadeOfMaar said: Added to Aquaculture Module [TAC] Algae Farm with and without KPBS Added to Greenhouses: [USI] BotanySkill requirement if USI LS and MKS are present [TAC] operate in SETI mode by default but now can change to K&K mode if KPBS is present @BigJammy @Nils277 I just had the chance to try your pre-update, and maybe I'm doing something wrong but I couldn't find this changes. The two TACLS.cfg files from 1.0 e 1.1 look exactly the same. Could you have uploaded the wrong one? Edited February 18, 2018 by BigJammy Quote Link to comment Share on other sites More sharing options...
Jim_Panzee Posted February 18, 2018 Share Posted February 18, 2018 (edited) Firstly: Thank you for your outstanding mod! Great work! But I scanned my KSP.log after installing it and get some errors since. I also have TAC, DMagic Orbital Science and Universal Storage installed, but not KerbalHealth: Quote [LOG 12:04:19.416] PartLoader: Compiling Part 'StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-airlock-25-1/sspx-airlock-25-1'[ERR 12:04:19.423] Cannot find a PartModule of typename 'ModuleKerbalHealth' [LOG 12:04:19.424] -INFO- Tac.LifeSupportModule[FFFA4424][54.27]: OnAwake [LOG 12:04:19.429] -INFO- Tac.LifeSupportModule[FFFA440A][54.27]: OnAwake [LOG 12:04:19.430] PartLoader: Part 'StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-airlock-25-1/sspx-airlock-25-1' has no database record. Creating. [LOG 12:04:19.435] -INFO- Tac.LifeSupportModule[FFFA42FE][54.27]: OnAwake [LOG 12:04:19.436] DragCubeSystem: Creating drag cubes for part 'sspx-airlock-25-1' Is this a problem? Also, this: Quote [LOG 12:54:36.430] PartLoader: Compiling Internal Prop 'NearFutureProps/Props/Racks/NF_RACK_GloveBox/NF_RACK_GloveBox' [ERR 12:54:36.431] PartCompiler: Cannot clone model 'NearFutureProps/Props/Racks/NF_RACK_GloveBox' as model does not exist [ERR 12:54:36.432] PartCompiler: Model was not compiled correctly [LOG 12:54:36.432] LoadInternalProp 'NearFutureProps/Props/Racks/NF_RACK_GloveBox/NF_RACK_GloveBox' FAILED: Cannot find model The file NF_RACK_Glovebox.mu is named with a lowercase 'B' Edited February 18, 2018 by Jim_Panzee Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 18, 2018 Share Posted February 18, 2018 @BigJammy oh darn it again. https://www.dropbox.com/s/y1zdffsgbuay7sh/SSPXr_update_pre1.2_patch.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
papuchalk Posted February 18, 2018 Share Posted February 18, 2018 (edited) Hello first of all. AWESOME MOD ! I was so happy when i first flew with one of those centrifugas. Now i spend much more time looing around my ships during missions.. which makes them much longer Question: if i carry these parts separately into space, they need to have clampotron at the end, to be connected to other parts? Just asking how to connect these magnificent parts in space practically. Edited February 18, 2018 by papuchalk Quote Link to comment Share on other sites More sharing options...
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