Cyrious Posted May 12, 2018 Share Posted May 12, 2018 14 minutes ago, Carrot said: hiya. May I ask how to get them inflated? I put them on the launch pad but they doesn't spin nor inflated at all An engineer must be onboard the vessel before they'll inflate. Once they're inflated/extended, you can spin them up. Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 12, 2018 Share Posted May 12, 2018 (edited) I installed this mod about a week ago, and in fact I had just upgraded to Module Manger 3.0.7. as well as the NerTea props 0.3.3 and when i ran it i got this error.. Any ideas on how to fix this? Also I am using the latest version of KSP (1.4.3) Edited Note: This same error pops up with "Heat Control" as well (Which are all done by the same person. Space__Coyote Edited May 12, 2018 by Space_Coyote inserting picture Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted May 12, 2018 Share Posted May 12, 2018 @Space_Coyote That is a Mini AVC alert. All is well, it’s just telling you that the mod was made for v1.4.2 Quote Link to comment Share on other sites More sharing options...
Norcalplanner Posted May 12, 2018 Share Posted May 12, 2018 20 hours ago, istathar said: I've been doing a design study (read "having a blast mucking about in the VAB") plan a heavy LKO station. One thing I've found working in 2.5m and 3.75m sizes is the wanting to cap (terminate?) one or more containers in one go. I've had a hard time figuring out what to put on the end. In 3.75m doing PXL-PPD + PPD-PTD + the cute PTD endcap makes for a lot of steps to come down from 3.75. In 2.5m, obviously one doesn't want the PPD foil showing. Cap it with... a battery? I actually whacked a NF 2.5m monopropellant tank on the end of one; the four spheres looked good [and you never get to see 'em!] but again, felt like a hack. This is all about aesthetics, of course, so none of it matters but I was wondering if anyone had any clever suggestions? Cupolas and large docking ports are always good. Other mods (such as SSTU and MKS) offer additional options with quasi-procedural end pieces. Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 12, 2018 Share Posted May 12, 2018 3 hours ago, Mark Kerbin said: @Space_Coyote That is a Mini AVC alert. All is well, it’s just telling you that the mod was made for v1.4.2 So since3 this is a MiniAVC Alert, disregard, but I think they need to update that then so these errors don't pop up that much if at all, they're annoying as sin. just my thoughts Space_Coyote Quote Link to comment Share on other sites More sharing options...
Mark Kerbin Posted May 12, 2018 Share Posted May 12, 2018 9 minutes ago, Space_Coyote said: So since3 this is a MiniAVC Alert, disregard, but I think they need to update that then so these errors don't pop up that much if at all, they're annoying as sin. just my thoughts Space_Coyote You can kill it yourself. Just remove the MiniAVC.dll in the mod folder. Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 13, 2018 Share Posted May 13, 2018 18 hours ago, Mark Kerbin said: You can kill it yourself. Just remove the MiniAVC.dll in the mod folder. Thank you for the tip, and in fact already done, works like a charm.. well, back to building that space station. Space_Coyote Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 13, 2018 Share Posted May 13, 2018 On 5/12/2018 at 5:35 AM, Cyrious said: An engineer must be onboard the vessel before they'll inflate. Once they're inflated/extended, you can spin them up. I accidentally deflated one after my engineer had left the station. Ooooopsie... Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted May 13, 2018 Share Posted May 13, 2018 Is thee any definitive way to make this mod weld-friendly ? the fps is killing me ! I mean welding parts work, but sometimes textures are missing from the welds... Quote Link to comment Share on other sites More sharing options...
NorthernBruce Posted May 13, 2018 Share Posted May 13, 2018 2 hours ago, Nicky21 said: Is thee any definitive way to make this mod weld-friendly ? the fps is killing me ! I mean welding parts work, but sometimes textures are missing from the welds... I'm now using Kerbo Katz FPS limiter to reduce the stutter on my modded system. Limiting my FPS to 30 with KerboKatz mod makes the game much more playable on my system. Might be helpful... Quote Link to comment Share on other sites More sharing options...
Space_Coyote Posted May 14, 2018 Share Posted May 14, 2018 On 5/12/2018 at 2:35 AM, Cyrious said: An engineer must be onboard the vessel before they'll inflate. Once they're inflated/extended, you can spin them up. I am a little bit confused by this comment let me explain Let's say I have a centrifuge next to a habitable unit, and there's an engineer (Say the default engineer (Bob I Believe it is),), and you can't transfer to the centrifuge to inflate it, Yet he's on the ship and he can't turn it on? like on a ground test..) so it has to be in space to inflate? and I've tried a myriad of units from the PPD Core unit to the PPD 10 and even the PPD 24 and 25. with no success. (Of course these are all "Ground test" (Sits out on the pad engineer on board and the unit right next to the habitat the engineer is in.) So again, I'm confused.. Like I said, I'm kind of confused about this with the engineer on board to inflate cause if he can't get into the unit to inflate it how does the little guy do it? Thoughts? Space_Coyote Quote Link to comment Share on other sites More sharing options...
Cyrious Posted May 14, 2018 Share Posted May 14, 2018 5 minutes ago, Space_Coyote said: I am a little bit confused by this comment let me explain Let's say I have a centrifuge next to a habitable unit, and there's an engineer (Say the default engineer (Bob I Believe it is),), and you can't transfer to the centrifuge to inflate it, Yet he's on the ship and he can't turn it on? like on a ground test..) so it has to be in space to inflate? and I've tried a myriad of units from the PPD Core unit to the PPD 10 and even the PPD 24 and 25. with no success. (Of course these are all "Ground test" (Sits out on the pad engineer on board and the unit right next to the habitat the engineer is in.) So again, I'm confused.. Like I said, I'm kind of confused about this with the engineer on board to inflate cause if he can't get into the unit to inflate it how does the little guy do it? Thoughts? Space_Coyote What Centrifuge unit are you trying to deploy? CTD-5 and CTD-10 require 1 engineer (the small donuts), PFD-C (big donut) and PXL-F (tri-beam rigid one) require 2, and the PXL-E (huge rigid one) requires 3. Quote Link to comment Share on other sites More sharing options...
TheBok Posted May 15, 2018 Share Posted May 15, 2018 Hullo and many thanks for what is possibly the greatest space station mod ever. Seeding the solar system with refuelling orbitals has provided me with much fun. Do you guys find that everything works fine in 1.4.3? I'm hesitating to update my OPM/SSxr game from 1.4.2 at the moment. Quote Link to comment Share on other sites More sharing options...
Cyrious Posted May 15, 2018 Share Posted May 15, 2018 I personally haven't run into issues, but as always back up your save before doing the update. Quote Link to comment Share on other sites More sharing options...
TheBok Posted May 15, 2018 Share Posted May 15, 2018 Thanks for yer reply, shall do! Quote Link to comment Share on other sites More sharing options...
Gilph Posted May 15, 2018 Share Posted May 15, 2018 On 5/14/2018 at 4:56 AM, Space_Coyote said: Let's say I have a centrifuge next to a habitable unit, and there's an engineer (Say the default engineer (Bob I Believe it is),), and you can't transfer to the centrifuge to inflate it, Yet he's on the ship and he can't turn it on? like on a ground test..) so it has to be in space to inflate? and I've tried a myriad of units from the PPD Core unit to the PPD 10 and even the PPD 24 and 25. with no success. (Of course these are all "Ground test" (Sits out on the pad engineer on board and the unit right next to the habitat the engineer is in.) On 5/14/2018 at 5:09 AM, Cyrious said: What Centrifuge unit are you trying to deploy? CTD-5 and CTD-10 require 1 engineer (the small donuts), PFD-C (big donut) and PXL-F (tri-beam rigid one) require 2, and the PXL-E (huge rigid one) requires 3. With only SSPXr, all you need to do is have the correct number of engineers inside the vessel to inflate it, as @Cyrious has said. If you have other mods installed, they sometimes include patches to modify the default behavior. If you have MKS, it adds a requirement of MaterialKits to inflate. MKS also has a mechanic that some of the MKS parts must be inflated by a Kerbal on EVA, but that's not the case with SSPXr parts. Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted May 15, 2018 Share Posted May 15, 2018 On 5/12/2018 at 12:56 AM, istathar said: I've been doing a design study (read "having a blast mucking about in the VAB") plan a heavy LKO station. One thing I've found working in 2.5m and 3.75m sizes is the wanting to cap (terminate?) one or more containers in one go. I've had a hard time figuring out what to put on the end. In 3.75m doing PXL-PPD + PPD-PTD + the cute PTD endcap makes for a lot of steps to come down from 3.75. In 2.5m, obviously one doesn't want the PPD foil showing. Cap it with... a battery? I actually whacked a NF 2.5m monopropellant tank on the end of one; the four spheres looked good [and you never get to see 'em!] but again, felt like a hack. This is all about aesthetics, of course, so none of it matters but I was wondering if anyone had any clever suggestions? This is something that is an obvious use for Tweakscale. The Tweakscale pack does have details of how to config something in its documentation file, and the PTD endcap would be the obvious part to use with that, if it doesn't already. I may be thinking of a different style of end-cap or blanking plate, usable with one of those multiway hubs (or I may be looking at a different PTD part). I find the localisation system can split the familiar name from the .cfg file, which wasn't helping. I've tended to use a docking port. The old-style multi-size ports that Captain Kipard produced are still working in 1.4.x KSP, and are what I use in such situations. Quote Link to comment Share on other sites More sharing options...
NorthernBruce Posted May 17, 2018 Share Posted May 17, 2018 @Wolf Baginski Could you confirm the name of the mod for the multi size docking ports that you're talking about above? I'm thinking its Kip Engineering 1.0.5 mod but it hasn't had any activity in a while. Having a 3.75m docking port that will accommodate every size below it would be very handy. Quote Link to comment Share on other sites More sharing options...
Wolf Baginski Posted May 17, 2018 Share Posted May 17, 2018 3 hours ago, NorthernBruce said: @Wolf Baginski Could you confirm the name of the mod for the multi size docking ports that you're talking about above? I'm thinking its Kip Engineering 1.0.5 mod but it hasn't had any activity in a while. Having a 3.75m docking port that will accommodate every size below it would be very handy. Yes, that's the one. I was pleasantly surprised to discover it's still working with current KSP. Quote Link to comment Share on other sites More sharing options...
NorthernBruce Posted May 18, 2018 Share Posted May 18, 2018 (edited) @Wolf Baginski Thank you for mentioning the universal docking port mod by Kip Engineering! Ive got it installed and it seems to work in 1.4.3! Here's the link if anyone else is looking for it: https://www.dropbox.com/sh/75sz4njpqtq77cu/AADErx12nKCNOafcBxFZ1ODSa?dl=0 Edited May 18, 2018 by NorthernBruce Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted May 18, 2018 Share Posted May 18, 2018 (edited) I have a question about the greenhouse. Does it produce a sudden flood of food all at once, or does it produce a trickle of food over time? OK, never mind. I couldn't figure out why it seemed to be making no food, then I looked through the config and found out that "minerals" were a necessary input resource. I didn't have any on board. Edited May 18, 2018 by mikegarrison Quote Link to comment Share on other sites More sharing options...
CodeFantastic Posted May 20, 2018 Share Posted May 20, 2018 It would be a nice feature ( if possible ) if you could toggle the windows on the 1.25 and 2.5m crew tubes, as well as more 1.25/2.5m station parts in general. Quote Link to comment Share on other sites More sharing options...
macenkodenis Posted May 21, 2018 Share Posted May 21, 2018 (edited) Hey, guz! And there is a new tinny little patch for TweakScale. Now for Stockalike Station Parts Expansion Redux. Ability to scaling added only for structural IVA'less parts (tubes, adaptors, cargo containers, etc.) P.S. Dear, @Nertea, I know, that now you working on some sort of Stock Parts Revmap, and you make it on amazing way! But please, make expansion for your SSP Expansion Redux with crewed 1.875 parts. After DLC that size get place on our hurts. I make my patch only for taking posibility to take scale parts of that size (But shure, everyone can make them at any sizes, thats TweakScale, guyz!) And I will be very happy, if you add that patch to next update of SSPXR //Region ** Space Station Parts Expansion Redux ** //Region ** Adapters ** @PART[sspx-adapter-0625-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-attach-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-hub-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-adapter-125-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-adapter-125-25-2] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-attach-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-hub-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-adapter-25-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-adapter-25-375-2] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-attach-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } ///Region ** Adapters ** //Region ** Tubs ** @PART[sspx-tube-125-1] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-tube-125-2] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-tube-125-3] { %MODULE[TweakScale] { type = stack defaultScale= 1.25 } } @PART[sspx-tube-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-tube-25-2] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-tube-25-3] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-tube-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-tube-375-2] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-tube-375-3] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } ///Region ** Tubs ** //Region ** Cargo Containers ** @PART[sspx-cargo-container-25-1] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-cargo-container-25-2] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-cargo-container-25-3] { %MODULE[TweakScale] { type = stack defaultScale= 2.5 } } @PART[sspx-cargo-container-375-1] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-cargo-container-375-2] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } @PART[sspx-cargo-container-375-3] { %MODULE[TweakScale] { type = stack defaultScale= 3.75 } } ///Region ** Cargo Containers ** ///Region ** Space Station Parts Expansion Redux ** Edited May 21, 2018 by macenkodenis Quote Link to comment Share on other sites More sharing options...
Mjarf Posted May 23, 2018 Share Posted May 23, 2018 Damn you for re-fueling my KSP addicition! This is really impressive work. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted May 24, 2018 Share Posted May 24, 2018 @Nertea I LOVE YOU for these parts!!! Welp, time to rebuild my station..... Quote Link to comment Share on other sites More sharing options...
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