dlrk Posted May 24, 2018 Share Posted May 24, 2018 (edited) Is the new version backwards-compatible to 1.3.1? Or can the new docking port models, kerbal health and experiment patches be moved over on their own? Edited May 24, 2018 by dlrk Quote Link to comment Share on other sites More sharing options...
scottpre133 Posted May 29, 2018 Share Posted May 29, 2018 How hard would it be to make the centrifuge habitats 1.2.2 compatible? I'm playing RSS/RO so I can't update the game and I would really love to have these parts. Everything else from the 1.3.1 version of the mod works in 1.2.2 but the centrifuges have an incompatibility related to the "ModuleDeployableCentrifuge". I would really appreciate it if it's possible to make this work! Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 29, 2018 Author Share Posted May 29, 2018 3 hours ago, scottpre133 said: How hard would it be to make the centrifuge habitats 1.2.2 compatible? I'm playing RSS/RO so I can't update the game and I would really love to have these parts. Everything else from the 1.3.1 version of the mod works in 1.2.2 but the centrifuges have an incompatibility related to the "ModuleDeployableCentrifuge". I would really appreciate it if it's possible to make this work! Uh, you could try recompiling the dll for 1.2.2, but I think it uses some 1.3+ era features so success is not certain. On 5/24/2018 at 1:11 PM, dlrk said: Is the new version backwards-compatible to 1.3.1? Or can the new docking port models, kerbal health and experiment patches be moved over on their own? Probably, but not supported. On 5/21/2018 at 10:14 AM, macenkodenis said: 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 I have no plans to do 1.875m parts at the moment. I don't have MH and I don't intend to buy it. On 5/19/2018 at 5:04 PM, CodeFantastic said: 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. I'm assuming you mean like.. hide the windows, not toggle the lights? That's a large amount of work, probably won't happen. Quote Link to comment Share on other sites More sharing options...
Navi1982 Posted May 29, 2018 Share Posted May 29, 2018 It seems the mod introduces a little problems with rescue missions (lost in space at some orbit) when the game generating missions with cabins without hatches. As a real example - module "PTD-6 Star". It is possible to eliminate such parts from missions? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 29, 2018 Share Posted May 29, 2018 @Navi1982 Quote Link to comment Share on other sites More sharing options...
NorthernBruce Posted May 29, 2018 Share Posted May 29, 2018 @Navi1982 Alternatively if you use the KAS mod. Send and Engineer equipped with a drill and a docking port to the rescue. It means docking to do the extraction though. Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 29, 2018 Share Posted May 29, 2018 A pure stock alternative is to use a claw, and retrieve the entire part. But Rescue Pod Validator is designed for this, if you don't want to go through trying to build something to bring down some huge part just to rescue one Kerbal. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 29, 2018 Share Posted May 29, 2018 As mentioned above. Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 29, 2018 Share Posted May 29, 2018 @Nertea Moving over the docking modules (with the associated .mu and .dds and localization file) to 1.3.1 worked fine for me. I wouldn't expect you to support that, but it did work. Also, I created a rebalanced version of the USI-LS config that essentially lowers Habitation multipliers to be similar to comparable MKS modules and adds machinery consumption to parts providing a habitation bonus at the same rate of machinery consumption to kerbalmonths as comparable MKS parts. I sent it as a pull request. The parts are much less overpowered now. Quote Link to comment Share on other sites More sharing options...
psamathe Posted May 30, 2018 Share Posted May 30, 2018 18 hours ago, dlrk said: Also, I created a rebalanced version of the USI-LS config that essentially lowers Habitation multipliers to be similar to comparable MKS modules and adds machinery consumption to parts providing a habitation bonus at the same rate of machinery consumption to kerbalmonths as comparable MKS parts. I sent it as a pull request. The parts are much less overpowered now. @dlrk As far as I am aware, most of the MKS parts providing a habitation bonus don't use machinery - only some of the inflatable ones use machinery in MKS I think. Are you adding machinery to everything or just the inflatable parts? If anything I would have said the kerbal months values for some parts in SSPRx may be a little high, but the multipliers look about right to me - the MKS 3.75 kerbitat has a multiplier of 5.42 (& no machinery cost), which is a fair bit bigger than most (all?) of the parts here. Generally electricity usage in the parts here is bigger than in MKS, and the MKS parts can be reconfigured, but I'm not sure how much of a balancer either of those are? Personally I feel that the best habitation values come from combining MKS and SSPRx parts - one for multipliers, one for months. 3 SSPX Hostels gives much more total time than 3 MKS 3.75 Kerbitats (configured optimally), but 2 hostels and one Kerbitat beats them both. Quote Link to comment Share on other sites More sharing options...
Gilph Posted June 1, 2018 Share Posted June 1, 2018 On 5/29/2018 at 7:16 PM, dlrk said: Also, I created a rebalanced version of the USI-LS config that essentially lowers Habitation multipliers to be similar to comparable MKS modules and adds machinery consumption to parts providing a habitation bonus at the same rate of machinery consumption to kerbalmonths as comparable MKS parts. I sent it as a pull request. The parts are much less overpowered now. On 5/30/2018 at 2:54 PM, psamathe said: @dlrk As far as I am aware, most of the MKS parts providing a habitation bonus don't use machinery - only some of the inflatable ones use machinery in MKS I think. Are you adding machinery to everything or just the inflatable parts? If anything I would have said the kerbal months values for some parts in SSPRx may be a little high, but the multipliers look about right to me - the MKS 3.75 kerbitat has a multiplier of 5.42 (& no machinery cost), which is a fair bit bigger than most (all?) of the parts here. Generally electricity usage in the parts here is bigger than in MKS, and the MKS parts can be reconfigured, but I'm not sure how much of a balancer either of those are? Personally I feel that the best habitation values come from combining MKS and SSPRx parts - one for multipliers, one for months. 3 SSPX Hostels gives much more total time than 3 MKS 3.75 Kerbitats (configured optimally), but 2 hostels and one Kerbitat beats them both. @dlrk,Thanks for doing that. I did get started on using the MKS balancing spreadsheet for SSPRx parts and ran into a lot of things that confused me. if you could post a download, I'd love to see your results. Quote Link to comment Share on other sites More sharing options...
Messernacht Posted June 1, 2018 Share Posted June 1, 2018 There is an incredibly likely chance this has been answered before, and may be a daft question. But it's Friday, I'm short on meeting my Daft quota for the week, and I'm currently decaffeinated. I can get people into the inflatable modules and the rings, but I cannot seem to get them out again. My normal practice is clicking on the hatch and transferring people about, but the hatches on the inflatables are blocked and I can seem to find a hatch on the rings. Am I missing something (probably), or is there another way to transfer crew around? Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted June 1, 2018 Share Posted June 1, 2018 5 hours ago, Messernacht said: There is an incredibly likely chance this has been answered before, and may be a daft question. But it's Friday, I'm short on meeting my Daft quota for the week, and I'm currently decaffeinated. I can get people into the inflatable modules and the rings, but I cannot seem to get them out again. My normal practice is clicking on the hatch and transferring people about, but the hatches on the inflatables are blocked and I can seem to find a hatch on the rings. Am I missing something (probably), or is there another way to transfer crew around? Right click on the inhabited module and click crew transfer. Alternatively use a mod like Ship Manifest. Hope that helps... Quote Link to comment Share on other sites More sharing options...
CRL42 Posted June 1, 2018 Share Posted June 1, 2018 Hi I updated my KSP installation and I'm surprised by the astounding work you've done with this mod. I'm an Italian player, I use your mod for every station I build and I like to contribute with the Italian localization. Let me know how I can help. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted June 1, 2018 Share Posted June 1, 2018 Is thre any progress on maing this compatible with the welding mod ? Quote Link to comment Share on other sites More sharing options...
Jivaii Posted June 1, 2018 Share Posted June 1, 2018 @Nertea So, you don't intend to buy MH, what if...we were to gift it to you? Do you have the game through Squad's storefront or Steam? Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted June 2, 2018 Share Posted June 2, 2018 (edited) Disregard Edited June 2, 2018 by Nicky21 Quote Link to comment Share on other sites More sharing options...
General Apocalypse Posted June 2, 2018 Share Posted June 2, 2018 I'm using the parts right now and they are compatible and awesome. I have no life support mods on tough. Quote Link to comment Share on other sites More sharing options...
TrueKerbalnaut Posted June 2, 2018 Share Posted June 2, 2018 Cant wait to play with this mod. Also why can I down - date my ksp to 1.4.2 on steam anymore cus I used to be able to. It's a little buggy on 1.4.3 for me Quote Link to comment Share on other sites More sharing options...
Pulsar Posted June 3, 2018 Share Posted June 3, 2018 @dlrk First, thanks for helping rebalance the usi patch. It need some tweak but I don't have time. I have a question, If you are going to use machinery to help nerf the part, what if the player doesn't have usi mks but only have USILS? How they will resupply the machinery? Since I'm not using mks that much. Quote Link to comment Share on other sites More sharing options...
dlrk Posted June 3, 2018 Share Posted June 3, 2018 If you're not using MKS, I assume you're not trying to build a self-sufficient base/station, so the best option would be to resupply machinery via resupply vehicles, probably/perhaps using Kontainers Quote Link to comment Share on other sites More sharing options...
Pulsar Posted June 3, 2018 Share Posted June 3, 2018 8 hours ago, dlrk said: If you're not using MKS, I assume you're not trying to build a self-sufficient base/station, so the best option would be to resupply machinery via resupply vehicles, probably/perhaps using Kontainers Ok, Although There is no kontainer mod coming with USI-LS. Current B9 config for storages should be fine. Quote Link to comment Share on other sites More sharing options...
Capt. James T. Kirman Posted June 3, 2018 Share Posted June 3, 2018 Hello. While I really appreciate this mod and find every part in it great, it's very large and I'm running into lag and memory issues using it along with the other mods I need (I'm playing with kopernicus mods and those can take up a LOT of space, pun not intended). I only need the centrifuge and inflatable parts along with their respective IVAs. I'm not quite sure how the file structure works, so can anyone tell me what to delete to isolate the two things I need? Or alternative maybe the mod maker or someone else can provide me a zip with that already done? Please and thank you! Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted June 4, 2018 Share Posted June 4, 2018 (edited) 18 hours ago, Capt. James T. Kirman said: Hello. While I really appreciate this mod and find every part in it great, it's very large and I'm running into lag and memory issues using it along with the other mods I need (I'm playing with kopernicus mods and those can take up a LOT of space, pun not intended). I only need the centrifuge and inflatable parts along with their respective IVAs. I'm not quite sure how the file structure works, so can anyone tell me what to delete to isolate the two things I need? Or alternative maybe the mod maker or someone else can provide me a zip with that already done? Please and thank you! I'd use @linuxgurugamer's Janitor's Closet mod to single out the parts you want---it makes it a lot easier. Edited June 4, 2018 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
eddiew Posted June 7, 2018 Share Posted June 7, 2018 Quick question; is the square crew tube expected to act as a klaw? Description says it's like it's little brother, which does say it has powerful grappling thingies, but I had a hella time getting it to grapple and eventually gave up. Repeating the manoeuvre with a stock klaw connected after a couple of bumps... Quote Link to comment Share on other sites More sharing options...
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