Nertea Posted April 23, 2019 Author Share Posted April 23, 2019 Oh, and first party CKAN support now! Rejoice. Quote Link to comment Share on other sites More sharing options...
ioresult Posted April 29, 2019 Share Posted April 29, 2019 (edited) On 4/23/2019 at 2:38 PM, Nertea said: SSPXr 1.2.0 Fixed collider inconsistency on 1.25m Utility module Hey @Nertea, could this explain why my little space station explodes on loading? I have this part and since I updated the mod, I can't load my station. F3 only gives me a couple items colliding together (like a docking port and an adapter, not the Utility module) and there are only a couple of floating debris left (a probe core and a Spark engine last time I tried). And 4 MIA Kerbals. I think I stuck airlocks, radial access tubes and a KIS crate to this particular module (from memory, I'm currently at work, hardly working). Also a 1.25 Station Core and a 1.25 Hab on each node. I'll try reverting this part in my game tonight see if it works. Edited April 29, 2019 by ioresult couldn't add new lines on original, tried ctrl-enter and it published Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 30, 2019 Author Share Posted April 30, 2019 On 4/29/2019 at 8:32 AM, ioresult said: Hey @Nertea, could this explain why my little space station explodes on loading? I have this part and since I updated the mod, I can't load my station. F3 only gives me a couple items colliding together (like a docking port and an adapter, not the Utility module) and there are only a couple of floating debris left (a probe core and a Spark engine last time I tried). And 4 MIA Kerbals. I think I stuck airlocks, radial access tubes and a KIS crate to this particular module (from memory, I'm currently at work, hardly working). Also a 1.25 Station Core and a 1.25 Hab on each node. I'll try reverting this part in my game tonight see if it works. It seems unlikely that this did anything - the change is to two of the four side 'lobe' colliders - they were a bit far 'up' which would result in invisible collision meshes around the small protruding spheres at the end of the lobes. The other two lobes were fine so they were made the same height. Quote Link to comment Share on other sites More sharing options...
ioresult Posted April 30, 2019 Share Posted April 30, 2019 2 hours ago, Nertea said: It seems unlikely that this did anything - the change is to two of the four side 'lobe' colliders - they were a bit far 'up' which would result in invisible collision meshes around the small protruding spheres at the end of the lobes. The other two lobes were fine so they were made the same height. Still, I reverted the following line from sspx-hub-125-1.cfg: node_stack_top03 = -0.214, -0.1448, 0, -0.5, 0.86602540378, 0, 1 to its previous state: node_stack_top03 = -0.1448, -0.2106, 0, -0.5, 0.86602540378, 0, 1 And lo and behold, my station doesn't explode on loading anymore. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 30, 2019 Author Share Posted April 30, 2019 (edited) 19 minutes ago, ioresult said: Still, I reverted the following line from sspx-hub-125-1.cfg: node_stack_top03 = -0.214, -0.1448, 0, -0.5, 0.86602540378, 0, 1 to its previous state: node_stack_top03 = -0.1448, -0.2106, 0, -0.5, 0.86602540378, 0, 1 And lo and behold, my station doesn't explode on loading anymore. Oh hmm. I missed that one in the changelog - there was an issue with the angled 30 degree version of that part where the node was in the wrong location (caused clipping when attached). Were you using the 30 degree one? Edited April 30, 2019 by Nertea Quote Link to comment Share on other sites More sharing options...
ioresult Posted April 30, 2019 Share Posted April 30, 2019 11 minutes ago, Nertea said: Oh hmm. I missed that one in the changelog - there was an issue with the angled 30 degree version of that part where the node was in the wrong location (caused clipping when attached). Were you using the 30 degree one? NEVER MIND! I was confused about the 30 degrees part. No I haven't even unlocked this part yet. So it was probably a random kraken glitch that exploded my station and after editing that part it didn't happen. I mismatched the name. I thought the hub was the PTD-6 Star module. Sorry about the confusion. Never mind. Move along, nothing to see here. Quote Link to comment Share on other sites More sharing options...
Nertea Posted April 30, 2019 Author Share Posted April 30, 2019 Alright, thanks, I prefer to only break craft when I intend to Quote Link to comment Share on other sites More sharing options...
LadyAthena Posted May 1, 2019 Share Posted May 1, 2019 (edited) I seem to be having a problem with the station parts of this mod, being unable to select parts to move kerbals between. I've since done some testing with putting my space station in space with different configurations, and lesser parts. Putting up a station with this mods parts, stock with nothing externally works perfectly. However as I add lights, struts, and external parts, it becomes to have problems selecting the base part itself only while transfering kerbals between the pieces. Since "Connected Living Spaces" doesn't seem to be working anymore, I have no clue how to fix the problem besides not adding anything external to the parts. Here's a picture reference of what I'm speaking about. Moving a kerbal from the far right red station core. I cannot select the middle blue piece. The only parts I have on it are a few external light pieces, yet I cannot for the life of me get it to be selected as a piece to move a kerbal too (Even though I can select the piece normally and without problems while not transfering a kerbal). THe far left escape hatch I can select without problems, and it has nothing externally on it. However if I remove the light fixtures from the middle blue piece, I can select it normally while transfering kerbals. I installed Hyper Edit specifically to test this problem by putting several different re organized parts into space, and it seems to be without fail, anytime I have an external part that numbers more than 2 on the outside, I cannot select it. Edited May 1, 2019 by LadyAthena Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted May 1, 2019 Share Posted May 1, 2019 (edited) @LadyAthena I've had that problem too, but it only seems to show up if I try to transfer crew via the button in the PAW. A workaround for the parts with hatches (some SSPXR parts don't have hatches so it won't work with those) is to click on the hatch and transfer crew from there. But let's ping @Nertea and see if he can figure out a proper fix. Edited May 1, 2019 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
LadyAthena Posted May 1, 2019 Share Posted May 1, 2019 (edited) 12 minutes ago, RealKerbal3x said: @LadyAthena I've had that problem too, but it only seems to show up if I try to transfer crew via the button in the PAW. A workaround for the parts with hatches (some SSPXR parts don't have hatches so it won't work with those) is to click on the hatch and transfer crew from there. But let's ping @Nertea and see if he can figure out a proper fix. Yea upon further testing as well some parts just randomly decide "nope" and wont let me select them even when I have nothing on my station. The only workaround I can find is to have someone always hanging out in the external hatch piece so I can move my scientist out to collect science, or mechanic out, etc. Problem with this though is some mods require multipel kerbals outside at once, which then wraps around to the issue again, or if I need a diff type of kerbal outside. THen of course moving 2 back inside is yet another problem of not being able to switch them to another part 9/10 times.@Nertea I may just have to shelf this mod unfortunately until a fix is placed, since I often play with colonization, life support, and other mods that require kerbals to be able to move freely in and out, and between pieces. Though I love the mod and everything done with it, it's quite literally the definition of unplayable in conjunction with certain other mods as I described. Edit: I only installed the mod for Progressive colonization system mod, which requires it. Not sure if that was a problem though. Edited May 1, 2019 by LadyAthena Quote Link to comment Share on other sites More sharing options...
Friznit Posted May 1, 2019 Share Posted May 1, 2019 You could try using Ship Manifest, which lets you move Kerbals around without using the PAW. It's particularly useful for low FPS situations (large stations) where the stock crew transfer mechanic can be unresponsive. Quote Link to comment Share on other sites More sharing options...
LadyAthena Posted May 1, 2019 Share Posted May 1, 2019 1 hour ago, Friznit said: You could try using Ship Manifest, which lets you move Kerbals around without using the PAW. It's particularly useful for low FPS situations (large stations) where the stock crew transfer mechanic can be unresponsive. Thank you, I didn't know about this mod Quote Link to comment Share on other sites More sharing options...
ioresult Posted May 2, 2019 Share Posted May 2, 2019 On 5/1/2019 at 11:52 AM, LadyAthena said: Putting up a station with this mods parts, stock with nothing externally works perfectly. However as I add lights, struts, and external parts, it becomes to have problems selecting the base part itself only while transfering kerbals between the pieces. Since "Connected Living Spaces" doesn't seem to be working anymore, I have no clue how to fix the problem besides not adding anything external to the parts. However if I remove the light fixtures from the middle blue piece, I can select it normally while transfering kerbals. I installed Hyper Edit specifically to test this problem by putting several different re organized parts into space, and it seems to be without fail, anytime I have an external part that numbers more than 2 on the outside, I cannot select it. I've had the same problems, but: 1-Connected living space has an option that disables it on the fly so you can move your kerbals anywhere in the station without regards to parts connected or not. 2-In the CLS config, you can activate optional VAB PAW buttons with which you can activate "surface passable" or something. Haven't tested that option yet. Will do soon. 3-No need for Hyper Edit when you have the built-in alt-f12 cheat that lets you put anything in orbit from the launch pad. Quote Link to comment Share on other sites More sharing options...
LadyAthena Posted May 2, 2019 Share Posted May 2, 2019 1 hour ago, ioresult said: I've had the same problems, but: 1-Connected living space has an option that disables it on the fly so you can move your kerbals anywhere in the station without regards to parts connected or not. 2-In the CLS config, you can activate optional VAB PAW buttons with which you can activate "surface passable" or something. Haven't tested that option yet. Will do soon. 3-No need for Hyper Edit when you have the built-in alt-f12 cheat that lets you put anything in orbit from the launch pad. I completely forgot about the alt f12. I thought they disabled that at launch. I'm going to uninstall Hyper edit as it's like a bad influence to make me do things cheaply lol. Quote Link to comment Share on other sites More sharing options...
OutOfAblator Posted May 2, 2019 Share Posted May 2, 2019 These are some of the best designed parts I've ever seen Quote Link to comment Share on other sites More sharing options...
tsaven Posted May 2, 2019 Share Posted May 2, 2019 This is an almost unrealistically beautiful and high quality mod. The effort that this required is just baffling. And full IVAs?! @Nertea, you're the freakin' best! Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2019 Author Share Posted May 3, 2019 On 5/1/2019 at 8:52 AM, LadyAthena said: I seem to be having a problem with the station parts of this mod, being unable to select parts to move kerbals between. I've since done some testing with putting my space station in space with different configurations, and lesser parts. Putting up a station with this mods parts, stock with nothing externally works perfectly. However as I add lights, struts, and external parts, it becomes to have problems selecting the base part itself only while transfering kerbals between the pieces. Since "Connected Living Spaces" doesn't seem to be working anymore, I have no clue how to fix the problem besides not adding anything external to the parts. Here's a picture reference of what I'm speaking about. Moving a kerbal from the far right red station core. I cannot select the middle blue piece. The only parts I have on it are a few external light pieces, yet I cannot for the life of me get it to be selected as a piece to move a kerbal too (Even though I can select the piece normally and without problems while not transfering a kerbal). THe far left escape hatch I can select without problems, and it has nothing externally on it. However if I remove the light fixtures from the middle blue piece, I can select it normally while transfering kerbals. I installed Hyper Edit specifically to test this problem by putting several different re organized parts into space, and it seems to be without fail, anytime I have an external part that numbers more than 2 on the outside, I cannot select it. Ok so let me try to summarize this behaviour: Crew transfer via the PAW has an issue When a transfer is started, parts that have other parts surface attached to them cannot be selected as the transfer target If this is right, I have questions: Is this new behaviour (1.7?) Does this only apply to 1.25m parts? Specific parts? All parts? Are added parts blocking? IE does this happen when parts added are on one side, both sides, etc of the part? Basically haven't seen this at all before and need to understand what's going on it more detail. Quote Link to comment Share on other sites More sharing options...
LadyAthena Posted May 3, 2019 Share Posted May 3, 2019 4 hours ago, Nertea said: Ok so let me try to summarize this behaviour: Crew transfer via the PAW has an issue When a transfer is started, parts that have other parts surface attached to them cannot be selected as the transfer target If this is right, I have questions: Is this new behaviour (1.7?) Does this only apply to 1.25m parts? Specific parts? All parts? Are added parts blocking? IE does this happen when parts added are on one side, both sides, etc of the part? Basically haven't seen this at all before and need to understand what's going on it more detail. The summary is correct. - I do not know if this is new behavior, as I've only just reinstalled the game after not playing since 1.4, I didn't have the mod back then either. - This seems to apply to all parts. - When it happens seems to be slightly random, but it can happen with just 1 or more parts added. Seems the larger sections can have 2-3 parts on it externally before the PAW breaks. Quote Link to comment Share on other sites More sharing options...
scottadges Posted May 3, 2019 Share Posted May 3, 2019 On 4/23/2019 at 2:29 PM, Nertea said: Nothing installed -> you are sad and go download the mods Loving this option LOL Quote Link to comment Share on other sites More sharing options...
vardicd Posted May 4, 2019 Share Posted May 4, 2019 @Nertea Just a quick clarification question if I may, and you'll indulge me, is the visual observation science option supposed to be available just landed on kerbin or anywhere? It struck me as odd, I suppose since I view this as a space station parts mod, but since there's no reason it can't be used to make planetary bases, I suppose there's no reason the 'experiment' can't be run on the ground. Maybe I'm just over thinking it. I do that a lot. I was curious, thought I'd ask. Thanks for your time, sorry I started rambling. Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted May 4, 2019 Share Posted May 4, 2019 Made with 95% SSPE, with a side of BDB, MOLE and a few other assorted mods. It provides continuous living space for fourteen Kerbals / Gaelans with all required facilities. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 4, 2019 Share Posted May 4, 2019 (edited) 8 hours ago, StarStreak2109 said: Made with 95% SSPE, with a side of BDB, MOLE and a few other assorted mods. It provides continuous living space for fourteen Kerbals / Gaelans with all required facilities. Cool, what are the parts sticking out of the bottom vertically and horizontally? Edited May 4, 2019 by Brigadier Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 4, 2019 Author Share Posted May 4, 2019 23 hours ago, LadyAthena said: The summary is correct. - I do not know if this is new behavior, as I've only just reinstalled the game after not playing since 1.4, I didn't have the mod back then either. - This seems to apply to all parts. - When it happens seems to be slightly random, but it can happen with just 1 or more parts added. Seems the larger sections can have 2-3 parts on it externally before the PAW breaks. I could not replicate this at all in today's testing. Here is what I used - includes one command module of each size class, plus a big stack of batteries, RCS jets and solar panels stuck all over. There are up to 12 or so radially attached parts on each part of this test ship. I was able to transfer the crew between any of the modules with no issues. Is there a chance you can provide me with a fairly barebones (no other mods needed) vessel for me to test on my system? 13 hours ago, vardicd said: @Nertea Just a quick clarification question if I may, and you'll indulge me, is the visual observation science option supposed to be available just landed on kerbin or anywhere? It struck me as odd, I suppose since I view this as a space station parts mod, but since there's no reason it can't be used to make planetary bases, I suppose there's no reason the 'experiment' can't be run on the ground. Maybe I'm just over thinking it. I do that a lot. I was curious, thought I'd ask. Thanks for your time, sorry I started rambling. Yes, I figure you can look out the window anywhere... Quote Link to comment Share on other sites More sharing options...
vardicd Posted May 4, 2019 Share Posted May 4, 2019 2 hours ago, Nertea said: Yes, I figure you can look out the window anywhere... Okay, thanks for the answer on this. Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted May 5, 2019 Share Posted May 5, 2019 15 hours ago, Brigadier said: Cool, what are the parts sticking out of the bottom vertically and horizontally? I think you mean the radiators for the reactor... Those are from NFE. Quote Link to comment Share on other sites More sharing options...
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