Capt. James T. Kirman Posted June 7, 2018 Share Posted June 7, 2018 On 6/4/2018 at 11:53 AM, RealKerbal3x said: I'd use @linuxgurugamer's Janitor's Closet mod to single out the parts you want---it makes it a lot easier. Where has this been all my life Thanks! Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted June 9, 2018 Share Posted June 9, 2018 (edited) Is there a way to make this work in 1.3.1 because this is the only mod that has such amazing centrifuges. Edit: I have now realised that there is a 1.3.1 version on spacedock. Edited June 10, 2018 by TachyonGMZ Quote Link to comment Share on other sites More sharing options...
firda Posted June 11, 2018 Share Posted June 11, 2018 Any idea why the Mercury won't deploy? I have the MaterialKits right there - 3*3150=9450. Three pilots, one engineer, one technician. Need anything else? Quote Link to comment Share on other sites More sharing options...
General Apocalypse Posted June 11, 2018 Share Posted June 11, 2018 You need more engineers. If I remember correctly it needs 4 or more of them to be deployed. Each part has the number of engineers required to deploy written in the extended description. Quote Link to comment Share on other sites More sharing options...
firda Posted June 11, 2018 Share Posted June 11, 2018 (edited) 2 hours ago, General Apocalypse said: You need more engineers. If I remember correctly it needs 4 or more of them to be deployed. Each part has the number of engineers required to deploy written in the extended description. Nope, was some rounding error, or it requires more (greater than) but not exact (same as). I sent three fresh engineers (info states "Crew to Deploy: 3" ... CREW, not engineers), didn't work. Then I disassembled some RCS on the ship I sent the engineers in and IT WORKED! 75 extra MaterialKits did the trick. And then I loaded the save, just when I docked, before deploying. Undocked, thus having the original cew with just one engineer, one technician and three pilots, but with those 75 extra MK and IT DID DEPLOY. Well, the three extra engineers were still within 150m, but not docked. I think I did deploy something earlier with just regular cew, no engineer. Looks awesome, btw, nice mod! EDIT: Loaded again, landed the engineers and then deployed (engineers not needed, the extra MaterialKits were). The Hotel is now officially open: ...damn that thing is power hungry Edited June 11, 2018 by firda Quote Link to comment Share on other sites More sharing options...
Will Bales Posted June 16, 2018 Share Posted June 16, 2018 (edited) Version of the mod for 1.2.2 I am trying to make a multiplayer ksp interstellar warfare server with lots of mods. I have tried to install the older version of this mod (stockalike station parts expansion), but it wasn't nearly as good as this version in 1.4. I would just download 1.4 but some of the mods I have are only for 1.2 and if I try to reinstall all of the mods it would take quite a long time and some of them wouldn't even make it to 1.4. So is there a possibility that you could release this update for 1.2.2. If you don't want to that is completely fine. Edited June 16, 2018 by Will Bales I wanted to give a clear description to the dev Quote Link to comment Share on other sites More sharing options...
Wyzard Posted June 17, 2018 Share Posted June 17, 2018 I've just noticed that the 1.25m station multi-hub (PTD-MULT) is in a higher tech node than the 2.5m one (PPD-MULT) — the former is in Meta-Materials (550 science) and the latter is in Advanced MetalWorks (300 science). Is that intentional, or were they meant to be the other way around? Also, on an unrelated note, in the Hexa-Girder M1 and L1 "Support" subtype, the batteries and monopropellant tanks are slightly off-center in the model. Just a minor cosmetic thing, doesn't hurt anything, but since I noticed I figured I'd mention it. Quote Link to comment Share on other sites More sharing options...
firda Posted June 19, 2018 Share Posted June 19, 2018 On 6/11/2018 at 1:46 PM, firda said: Nope, was some rounding error, or it requires more (greater than) but not exact (same as). https://github.com/ChrisAdderley/StationPartsExpansionRedux/blob/d38160bd6382b798183780a64021e486c58db303/Source/HabUtils/ModuleDeployableHabitat.cs#L455 part.GetConnectedResourceTotals(defn.id, out res, out outRes, true); if (res < DeployResourceAmount) Really looks like rounding error, something like 1/3+1/3+1/3=0.333+0.333+0.333=0.999 < 1. It should probably use Math.Round, but you seem to have it configurable, so it would need another parameter, something like if (Math.Round(res * DeployResourceRound) < Math.Round(DeployResourceAmount * DeployResourceRound)) to mitigate the problem. (Default DeployResourceRound = 100) ...and it could create problem when you try to remove the resource, needing similar check/fix (make everything empty if the difference is < 0.01). Quote Link to comment Share on other sites More sharing options...
saxyomega90125 Posted June 24, 2018 Share Posted June 24, 2018 (edited) A late congrats on release! I don't update my KSP or mods often, so I am only just now seeing this lol. Off the top of your head does anyone know if the current version will work on KSP 1.3.1? EDIT: I'm an idiot! I'm still running 1.2.2 so none of them work. Wasn't kidding in the last paragraph lol. I probably won't update until at least 1.5 - major updates are a PITA with a continuous save. I hope it's a while before a KSP update breaks the old mod. I also hope I don't use the old mod as extensively as I think I do. Edited June 25, 2018 by saxyomega90125 answered my own question Quote Link to comment Share on other sites More sharing options...
Will Bales Posted June 26, 2018 Share Posted June 26, 2018 On 6/24/2018 at 2:56 AM, saxyomega90125 said: A late congrats on release! I don't update my KSP or mods often, so I am only just now seeing this lol. Off the top of your head does anyone know if the current version will work on KSP 1.3.1? EDIT: I'm an idiot! I'm still running 1.2.2 so none of them work. Wasn't kidding in the last paragraph lol. I probably won't update until at least 1.5 - major updates are a PITA with a continuous save. I hope it's a while before a KSP update breaks the old mod. I also hope I don't use the old mod as extensively as I think I do. Dude I have that same problem. I'm trying to ask Nertea about a possible compatibility with the newer version of this mod to 1.2.2.. Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 26, 2018 Share Posted June 26, 2018 2 hours ago, Will Bales said: Dude I have that same problem. I'm trying to ask Nertea about a possible compatibility with the newer version of this mod to 1.2.2.. Two things are likely to be a problem there. First off, this mod is localized, and 1.2.2 didn't have localization, so all the text will be gibberish. Secondly, there's some animated parts that rely on an DLL, and typically those need to be recompiled for each major version. So I'd expect most of the parts to work back to 1.3.x, but at least the text to break on anything older than that. Quote Link to comment Share on other sites More sharing options...
Will Bales Posted June 27, 2018 Share Posted June 27, 2018 (edited) 3 hours ago, DStaal said: Two things are likely to be a problem there. First off, this mod is localized, and 1.2.2 didn't have localization, so all the text will be gibberish. Secondly, there's some animated parts that rely on an DLL, and typically those need to be recompiled for each major version. So I'd expect most of the parts to work back to 1.3.x, but at least the text to break on anything older than that. Thanks for the analysis! By any chance do you know what dll i would have to manipulate in order for the files to work correctly together?? Edited June 27, 2018 by Will Bales need help Quote Link to comment Share on other sites More sharing options...
Will Bales Posted July 3, 2018 Share Posted July 3, 2018 Is there an easy way to turn this mod from 1.4.2 to 1.2.2?? Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted July 3, 2018 Share Posted July 3, 2018 Have you actually read two posts up?!? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 3, 2018 Share Posted July 3, 2018 (edited) 4 hours ago, StarStreak2109 said: Have you actually read two posts up?!? Considering that he actually quoted the post, probably he didn't understand. @Will Bales You would need to edit the source code and replace all the Localization calls with the actual text, then recompile it against 1.2.2. The DLLs won't work in 1.2.2 because they are calling methods and classes which don't exist in 1.2.2 Short answer, no, there is no easy way to backport it to 1.2.2 Edited July 3, 2018 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Starwaster Posted July 3, 2018 Share Posted July 3, 2018 On 6/16/2018 at 8:11 PM, Wyzard said: I've just noticed that the 1.25m station multi-hub (PTD-MULT) is in a higher tech node than the 2.5m one (PPD-MULT) — the former is in Meta-Materials (550 science) and the latter is in Advanced MetalWorks (300 science). Is that intentional, or were they meant to be the other way around? Also, on an unrelated note, in the Hexa-Girder M1 and L1 "Support" subtype, the batteries and monopropellant tanks are slightly off-center in the model. Just a minor cosmetic thing, doesn't hurt anything, but since I noticed I figured I'd mention it. What's a Hexa-Girder? I don't see anything like that... am I missing an update? Quote Link to comment Share on other sites More sharing options...
DStaal Posted July 3, 2018 Share Posted July 3, 2018 19 minutes ago, Starwaster said: What's a Hexa-Girder? I don't see anything like that... am I missing an update? It's from Near Future Construction - Different mod, same mod author. (And honestly, they set the standard for structural girders in KSP.) Quote Link to comment Share on other sites More sharing options...
Wyzard Posted July 4, 2018 Share Posted July 4, 2018 Oops, I guess I asked about it in the wrong thread, then. My mistake — I have all Nertea's stuff installed so sometimes I forget which parts are from which pack. Quote Link to comment Share on other sites More sharing options...
hypervelocity Posted July 4, 2018 Share Posted July 4, 2018 (edited) @Nertea, I have been a user of your part packs for a long while now, I want to thank you for your beautiful work, your designs are gorgeous and your part packs are most useful. Speaking of utility, one of the bits I love the most is the self-adjusting support legs. Is there a way to incorporate this technology to stock or other landing legs part packs? Reason for the ask is that I have several vessels already in flight that would hugely benefit from this technology - thing is I don't want to put them down and re-launch. Looking forward to your response! Thanks again! Edited July 4, 2018 by hypervelocity Quote Link to comment Share on other sites More sharing options...
r1chardj0n3s Posted July 8, 2018 Share Posted July 8, 2018 Thanks for this amazing parts pack! I'm enjoying using it immensely. I use the USI levelling legs over yours though, even though I prefer your styling, because the USI ones have a ground anchor mode which is invaluable for stopping the sliding. I hope you can consider such a feature in your mod in the future! Quote Link to comment Share on other sites More sharing options...
KingLudwig Posted July 10, 2018 Share Posted July 10, 2018 On 6/17/2018 at 2:11 AM, Wyzard said: I've just noticed that the 1.25m station multi-hub (PTD-MULT) is in a higher tech node than the 2.5m one (PPD-MULT) — the former is in Meta-Materials (550 science) and the latter is in Advanced MetalWorks (300 science). Is that intentional, or were they meant to be the other way around? Also, on an unrelated note, in the Hexa-Girder M1 and L1 "Support" subtype, the batteries and monopropellant tanks are slightly off-center in the model. Just a minor cosmetic thing, doesn't hurt anything, but since I noticed I figured I'd mention it. As Wyzard said, is the multi-hub progression intentional or a mistake? In my carrer I just modified configs, switching 1.25 and 2.5 node positions. Quote Link to comment Share on other sites More sharing options...
CMagnuson Posted July 21, 2018 Share Posted July 21, 2018 Any chance an update is coming for this plug-in? The warning message displayed on startup saying Station Parts Expansion Redux isn't compatible with KSP v1.4.4 is becoming bothersome. Quote Link to comment Share on other sites More sharing options...
Vaga Posted July 22, 2018 Share Posted July 22, 2018 3 hours ago, CMagnuson said: Any chance an update is coming for this plug-in? The warning message displayed on startup saying Station Parts Expansion Redux isn't compatible with KSP v1.4.4 is becoming bothersome. Most mod are waiting for the 1.4.5 patch to be updated. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 22, 2018 Share Posted July 22, 2018 20 hours ago, CMagnuson said: Any chance an update is coming for this plug-in? The warning message displayed on startup saying Station Parts Expansion Redux isn't compatible with KSP v1.4.4 is becoming bothersome. I play on KSP 1.4.4 and with SSPExR v1.04. I don't believe I've run into any game-breaking problems in my career save with this install. Give it a try (backup your game first). Your kilometerage may vary. Quote Link to comment Share on other sites More sharing options...
KarmaLarma Posted July 23, 2018 Share Posted July 23, 2018 (edited) Hi, I've just got a question regarding crew slots on the centrifuges. I've had an issue midway through career where crew slots are no longer visible in the SPH and VAB on centrifuges. I don't know if this is a case of problem created or solved, could anyone confirm whether or not they're supposed to have crew slots in-editor? Just so I can establish a baseline. EDIT: Just checked, and it's anything inflatable, not just centrifuges. However, the phenomenon is limited only to the SSPX mod. Edited July 23, 2018 by KarmaLarma Quote Link to comment Share on other sites More sharing options...
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