maxrsp Posted July 21, 2019 Share Posted July 21, 2019 Just in case nobody said this in the last page or two of the thread... This is absolutely amazing work Nertea! Looks awesome. I've been away from KSP for a couple years and this is what I see on my return... I'm going to have to play sandbox mode though because I definitely wont be able to wait out being able to launch these in career mode. Thanks again for another great addition to KSP! Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 21, 2019 Share Posted July 21, 2019 Good point.. I’ve been too busy building stations (or monstrosities that’ll pass for one) to say it: Thank you Nertea! Quote Link to comment Share on other sites More sharing options...
GurpsWibcheengs Posted July 22, 2019 Share Posted July 22, 2019 20 hours ago, vossiewulf said: Nertea, any idea why the Harbour station core at the bottom and the presurized crew tubes aren't considered connected living spaces? I launched this and docked it and then found I couldn't EVA my crew as they couldn't reach the airlock. I'm having that issue with the centrifuges and inflatable habs, in the editor they also have no crew slots. Also, what are those docking ports you have? are they in SSPXr? can't seem to find them ingame if so Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 22, 2019 Author Share Posted July 22, 2019 21 hours ago, vossiewulf said: Nertea, any idea why the Harbour station core at the bottom and the presurized crew tubes aren't considered connected living spaces? I launched this and docked it and then found I couldn't EVA my crew as they couldn't reach the airlock. I'm not really sure how CLS works, might want to take it to the thread. As far as I'm aware this is fine: @PART[sspx-tube-375-1]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } @PART[sspx-tube-375-2]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } @PART[sspx-tube-375-3]:HAS[!MODULE[ModuleConnectedLivingSpace]]:NEEDS[ConnectedLivingSpace] { MODULE { name = ModuleConnectedLivingSpace passable = true passableWhenSurfaceAttached = true surfaceAttachmentsPassable = true } } 24 minutes ago, GurpsWibcheengs said: I'm having that issue with the centrifuges and inflatable habs, in the editor they also have no crew slots. Also, what are those docking ports you have? are they in SSPXr? can't seem to find them ingame if so They intentionally do not allow crew to be loaded in the editor. Quote Link to comment Share on other sites More sharing options...
Kerbart Posted July 23, 2019 Share Posted July 23, 2019 First of all, @Nertea and everyone else involved - fantastic work! I encounter a few minor issues -- nothing that prevents the mod from working but I haven't seen them reported either: I can't unzip the file. That may or may not be due to the software used (PowerArchiver) but I haven't encountered such an error anywhere else. Anyway, downloading the zip repository and using the gamedata folder from there fixes that problem (I'm able to extract the dependencies from the zipfile) The docking port shows an extreme amount of z-fighting. Some other parts too, but it's very visible with the docking port Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 23, 2019 Author Share Posted July 23, 2019 5 hours ago, Kerbart said: First of all, @Nertea and everyone else involved - fantastic work! I encounter a few minor issues -- nothing that prevents the mod from working but I haven't seen them reported either: I can't unzip the file. That may or may not be due to the software used (PowerArchiver) but I haven't encountered such an error anywhere else. Anyway, downloading the zip repository and using the gamedata folder from there fixes that problem (I'm able to extract the dependencies from the zipfile) The docking port shows an extreme amount of z-fighting. Some other parts too, but it's very visible with the docking port I have not heard of this issue and the current release version has been out a couple months now. What download source have you used? Have you used anything that could mess with downloads like a download manager or something? Are you sure you have the dependencies installed? Almost all models have alternate meshes that use B9PartSwitch to turn on and off. Quote Link to comment Share on other sites More sharing options...
Kerbart Posted July 23, 2019 Share Posted July 23, 2019 (edited) 40 minutes ago, Nertea said: I have not heard of this issue and the current release version has been out a couple months now. What download source have you used? Have you used anything that could mess with downloads like a download manager or something? I tried all three sources, and they all stall when unzipping at 96% I agree that it’s unlikely to be a “real” error or others would have complained. I’m using Firefox; I’ll try Edge and different zip software and let you know. Edit: it’s not the browser, but the archiving software. The standard windows archiver had no problem extracting it; one mystery solved. Quote Are you sure you have the dependencies installed? Almost all models have alternate meshes that use B9PartSwitch to turn on and off. I’ll double check on that. I do have something B9 installed, but perhaps I’m missing one! Edit 2: likely due to what you indicated, using the “full” unzip probably covered missing files in the B9 Part Switch dependency. All looks good now! Thank you for the quick reply. Edited July 23, 2019 by Kerbart Updates Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 24, 2019 Author Share Posted July 24, 2019 Hmm, well they're packaged with the default Python zip archiver, shouldn't be anything special. Glad you got it solved at least. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted July 30, 2019 Share Posted July 30, 2019 On 6/20/2019 at 11:00 AM, StarStreak2109 said: Well, you always have the possibility to use the matching docking adapters from SSPXr. If you use a mod like Konstruction, you must pay attention to what is the root part of the module you are adding. If the root is one of the Konstruction docking ports, you cannot use the welding function. Therefore always remember to reroot to another part once you have assembled your rocket and payload. I only mention this, because this happened to me more than once. I usually plan my space stations in the VAB or SPH, then dissassemble it into individual subassemblies. In order to mate these to the launcher of choice, often the docking port needs to be the root. Hence, reroot once payload and launcher are assembled, or you'll likely pull out your hairs once you launched it, because the welding does not work! Hey, @Angel-125, didn't you also have weldable docking ports? Just checking, to be able to offer an alternative to RoverDude's parts... what's artemis? Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted August 8, 2019 Share Posted August 8, 2019 (edited) . Edited August 8, 2019 by Autolyzed Yeast Extract Quote Link to comment Share on other sites More sharing options...
TK421d Posted August 9, 2019 Share Posted August 9, 2019 We were watching a movie last night. I cant believe that I never noticed the parts are based on the Hermes from the Martian before. NOW I LOVE THEM EVEN MORE! Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted August 12, 2019 Share Posted August 12, 2019 (edited) All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either. Edited August 12, 2019 by Autolyzed Yeast Extract Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 12, 2019 Author Share Posted August 12, 2019 I don't have explicit compatibility for CCK. Feel free to submit such a patch though! Quote Link to comment Share on other sites More sharing options...
mikegarrison Posted August 12, 2019 Share Posted August 12, 2019 2 hours ago, Autolyzed Yeast Extract said: All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either. In the Kerbalism thread it is posted that, yes, it is Kerbalism that is causing this. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 13, 2019 Share Posted August 13, 2019 (edited) 13 hours ago, Autolyzed Yeast Extract said: All of the centrifuges are missing from the function categories in the VAB. When sorted in other ways they show up again. There must be missing categories but I'm using community category kit. Parts from Kerbalism seem to be affected as well. Could Kerbalism be causing this? All of the parts that don't show up in the function categories can't be found by searching for them either. It is normal for parts that have a CCK tab to be set to no longer show up in stock categories. I know a few popular mods that do this. Possibly, Kerbalism is adding/moving the SSPXr parts to its own tab. Edited August 13, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2019 Share Posted August 23, 2019 I was investigating this issue I have and I found out that my SSPXr parts always load 1 or 2 degrees offcentered or tilted, sometimes a lot more like in this screenshot: It's a known issue? I really think that I'm doing something really wrong here as I can't find anyone else describing the same problem. Installed mods: -Stage Recovery -FMRS -Restock and Restock + -All Near Future mods updated to 1.7.3 -Making History and Breaking ground KSP.log: https://pastebin.com/h3m0KkT2 Quote Link to comment Share on other sites More sharing options...
Jognt Posted August 23, 2019 Share Posted August 23, 2019 26 minutes ago, Master39 said: I was investigating this issue I have and I found out that my SSPXr parts always load 1 or 2 degrees offcentered or tilted, sometimes a lot more like in this screenshot: It's a known issue? I really think that I'm doing something really wrong here as I can't find anyone else describing the same problem. Installed mods: -Stage Recovery -FMRS -Restock and Restock + -All Near Future mods updated to 1.7.3 -Making History and Breaking ground KSP.log: https://pastebin.com/h3m0KkT2 I’ve honestly never seen that myself. That’s... not how it’s supposed to go. Did you use any autostruts and/or alter any game settings that relate to physics? For me personally ‘weird’ problems often occur when using ‘autostrut: heaviest’ and/or ‘autostrut: root’. If you could share the save/settings.cfg (The KSP one) I could see if it also happens here if you want. Quote Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2019 Share Posted August 23, 2019 41 minutes ago, Jognt said: For me personally ‘weird’ problems often occur when using ‘autostrut: heaviest’ and/or ‘autostrut: root’. Not on the lastest istance of the problem, I wanted to remove any possible influence. 42 minutes ago, Jognt said: Did you use any autostruts and/or alter any game settings that relate to physics? Not that I know, but this got me thinking 43 minutes ago, Jognt said: If you could share the save/settings.cfg (The KSP one) I could see if it also happens here if you want. It's possible that Steam cloud-saving some old cfg from older versions and-or weird mods on previous installs? How to be sure that all the configuration files are updated and not roll-backed by Steam? PS I don't have a settings.cfg in the saves only the one in the main folder. Here my main folder Settings.cfg: https://pastebin.com/KSW7nd2W Here my main folder Physics.cfg: https://pastebin.com/JecRuND2 Quote Link to comment Share on other sites More sharing options...
Guest Posted August 24, 2019 Share Posted August 24, 2019 UPDATE: reinstalling everything without CKAN and verifying KSP files with steam (2 files redownloaded) didn't solve the issue on the original ship and quicksaves but now I can't replicate the bug anymore. I loaded a backup to before the launch and rebuilt the ship and it survived multiple test reloads and 2 dockings without any problem. Today I learned that I need to be less lazy and that installing the mods manually is a good idea. My KSS Phoenix is ready for Duna Quote Link to comment Share on other sites More sharing options...
qwe71 Posted August 28, 2019 Share Posted August 28, 2019 (edited) Hello. How to run Stockalike Station Parts Expansion Redux ver.1.2.1 mod on KSP 1.7.3? Edited August 28, 2019 by qwe71 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted August 28, 2019 Share Posted August 28, 2019 4 hours ago, qwe71 said: Hello. How to run Stockalike Station Parts Expansion Redux ver.1.2.1 mod on KSP 1.7.3? Copy the contents of the zip file to your GameData folder Quote Link to comment Share on other sites More sharing options...
qwe71 Posted August 29, 2019 Share Posted August 29, 2019 (edited) 6 hours ago, Starwaster said: Copy the contents of the zip file to your GameData folder I know this, but when the game loads, the startup process hangs on the file from the mod Internals/station-375/sspx-lab-375-1-iva. Where can I see the game download log? Mod downloaded from: Stockalike Station Parts Expansion Redux Edited August 29, 2019 by qwe71 Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 29, 2019 Share Posted August 29, 2019 (edited) I'm curious @Nertea - why the decision to continue to use B9PartSwitch when the stock option is available (and used to great effect in your Restock mod)? Is it just that it's too integrated to swap it now? B9 does here what stock doesn't? Edited August 29, 2019 by BudgetHedgehog Clarification Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted August 29, 2019 Share Posted August 29, 2019 48 minutes ago, BudgetHedgehog said: I'm curious @Nertea - why the decision to use B9PartSwitch when the stock option is available (and used to great effect in your Restock mod)? Is it just that it's too integrated to swap it now? B9 does here what stock doesn't? Stock ability to switch parts variants became available only in KSP 1.4 (ModulePartVariant). Almost all Nertea's mods are older and were using variants switching long before 1.4. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted August 29, 2019 Share Posted August 29, 2019 I understand that and I'm aware, I was more wondering about the continued use of it since then, rather than the initial decision. Quote Link to comment Share on other sites More sharing options...
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