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[1.12] Stockalike Station Parts Redux (August 14, 2024)


Nertea

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In MKS, sometimes you just need a container that holds a little bit of everything, like in your Factory base that makes whatever you need on demand.  You can let Planetary Logistics handle the overflow, you just need a bit of storage in a Planetary Warehouse container to hold stuff until you can ship it to the big warehouse.  I started by putting 25 Kontainers on my ship, but that's a bunch of parts to hold a little bit of everything.  So I thought, why not create one segmented container that holds everything?  I'm no artist, and SSPX parts already look like they are segmented, so I added the feature to SSPX containers:

C7SFi6Q.png

I also added TweakScale to all the stack and radial containers - because sometimes you need super tiny or super huge containers, and I can think of any reason why a container shouldn't be able to scale.  In any case, here's config if you want to add this to your own mods - just create a MyPatch.cfg file in GameData and paste the contents of the spoiler into it.

Spoiler
B9_TANK_TYPE
{
    name = SSPXAllMKS
    tankMass = 0.0000
    tankCost = 0
    RESOURCE
    {
        name = Ore
        unitsPerVolume = 0.008
    }
    RESOURCE
    {
        name = MetallicOre
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Uraninite
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Substrate
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Minerals
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Karbonite
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = ExoticMinerals
        unitsPerVolume = 0.02
    }
    RESOURCE
    {
        name = RareMetals
        unitsPerVolume = 0.02
    }
    RESOURCE
    {
        name = MaterialKits
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Metals
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Polymers
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Supplies
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Machinery
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Recyclables
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = SpecializedParts
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Fertilizer
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Hydrates
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Gypsum
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Dirt
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Silicates
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Silicon
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = RefinedExotics
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = ColonySupplies
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Organics
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Rock
        unitsPerVolume = 0.04
    }
}

@PART[sspx-cargo-container*,sspx-logistics*]:FINAL
{
    @MODULE[ModuleB9PartSwitch]
    {
        SUBTYPE:NEEDS[MKS]
        {
            name = AllMKS
            tankType = SSPXAllMKS
            title = All MKS
            transform = CommoditiesDecal
        }
    }
}

@PART[sspx-cargo-container-25-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = stack
        %defaultScale = 2.5
    }
}
@PART[sspx-cargo-container-375-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = stack
        %defaultScale = 3.75
    }
}
@PART[sspx-logistics-5-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = stack
        %defaultScale = 5
    }
}
@PART[sspx-cargo-container-radial-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = surface
    }
}

 

 

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2 hours ago, ProgorMatic said:

In MKS, sometimes you just need a container that holds a little bit of everything, like in your Factory base that makes whatever you need on demand.  You can let Planetary Logistics handle the overflow, you just need a bit of storage in a Planetary Warehouse container to hold stuff until you can ship it to the big warehouse.  I started by putting 25 Kontainers on my ship, but that's a bunch of parts to hold a little bit of everything.  So I thought, why not create one segmented container that holds everything?  I'm no artist, and SSPX parts already look like they are segmented, so I added the feature to SSPX containers:

  Reveal hidden contents
B9_TANK_TYPE
{
    name = SSPXAllMKS
    tankMass = 0.0000
    tankCost = 0
    RESOURCE
    {
        name = Ore
        unitsPerVolume = 0.008
    }
    RESOURCE
    {
        name = MetallicOre
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Uraninite
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Substrate
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Minerals
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Karbonite
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = ExoticMinerals
        unitsPerVolume = 0.02
    }
    RESOURCE
    {
        name = RareMetals
        unitsPerVolume = 0.02
    }
    RESOURCE
    {
        name = MaterialKits
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Metals
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Polymers
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Supplies
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Machinery
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Recyclables
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = SpecializedParts
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Fertilizer
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Hydrates
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Gypsum
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Dirt
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Silicates
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Silicon
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = RefinedExotics
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = ColonySupplies
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Organics
        unitsPerVolume = 0.04
    }
    RESOURCE
    {
        name = Rock
        unitsPerVolume = 0.04
    }
}

@PART[sspx-cargo-container*,sspx-logistics*]:FINAL
{
    @MODULE[ModuleB9PartSwitch]
    {
        SUBTYPE:NEEDS[MKS]
        {
            name = AllMKS
            tankType = SSPXAllMKS
            title = All MKS
            transform = CommoditiesDecal
        }
    }
}

@PART[sspx-cargo-container-25-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = stack
        %defaultScale = 2.5
    }
}
@PART[sspx-cargo-container-375-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = stack
        %defaultScale = 3.75
    }
}
@PART[sspx-logistics-5-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = stack
        %defaultScale = 5
    }
}
@PART[sspx-cargo-container-radial-*]:FINAL
{
    %MODULE[TweakScale]
    {
        %type = surface
    }
}

 

 

I don't think my screen is big enough to display the entire length of that PAW :cool::P

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Hi, 

the mod is superb, the details and the texture are magnificent, but I have a problem. I am using KIS and KAS mods, when I transfer a crew member I can't and I have the following message:

"<module> has no personal inventory space".

I saw these messages only on the inflatable module and on the gravity rings. I can put the logs if you want.

thank you in advance for your help and sorry for my broken english.

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9 hours ago, senpai13004 said:

I am using KIS and KAS mods, when I transfer a crew member I can't and I have the following message:

"<module> has no personal inventory space".

I saw these messages only on the inflatable module and on the gravity rings. I can put the logs if you want.

You shoud unload everything from kerbonaut KIS-inventory prior to transfering him to inflatable module or centrifuge. It's a known problem, already mentioned here.

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On 9/21/2021 at 1:49 AM, Brigadier said:

I don't think my screen is big enough to display the entire length of that PAW :cool::P

That screenshot is from a standard HD (1280p) monitor, but luckily the PAW will scroll if it overflows.  The "Select Cargo" dialog doesn't look like it will though, so you'll probably have to use the left and right arrows under Cargo in the PAW to get to the bottom entries.

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Hello guys!
Have you noticed the scatter 1 service airlock is just 10 kg? like what?? :D
 

Edit1:
I noticed the info say 10kg... but when you pull it out it's 95kg... ( ok I controlled the configuration and I found that the part is already including an inventory with some kos parts inside + configuration of the pod)

Edit2:
Mk1-TMA 'Proteus' Advanced Command Pod 1.1967t => 1.258t (here we have nothing in inventory and still changes)
Mk1 Lander Can 0.4733=> empty 0.412t (here we have less mass for some reason)
Mk2 Command Pod 1.1867t=>1.187t (seems to maintain the indicated mass)
ecc...
I don't know what's happening but maybe an other mod is changing the results of the parts...

Edit3:
Also on the PTD-E-1B 'Winston' Inflatable Habitation Module, the button "Configure Pod " is not working... i guess that's kerbalism issue?

Edited by visssius
semi correction
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17 hours ago, visssius said:

Hello guys!
Have you noticed the scatter 1 service airlock is just 10 kg? like what?? :D
 

Edit1:
I noticed the info say 10kg... but when you pull it out it's 95kg... ( ok I controlled the configuration and I found that the part is already including an inventory with some kos parts inside + configuration of the pod)

Edit2:
Mk1-TMA 'Proteus' Advanced Command Pod 1.1967t => 1.258t (here we have nothing in inventory and still changes)
Mk1 Lander Can 0.4733=> empty 0.412t (here we have less mass for some reason)
Mk2 Command Pod 1.1867t=>1.187t (seems to maintain the indicated mass)
ecc...
I don't know what's happening but maybe an other mod is changing the results of the parts...

Edit3:
Also on the PTD-E-1B 'Winston' Inflatable Habitation Module, the button "Configure Pod " is not working... i guess that's kerbalism issue?

Definitely another mod (confirmed the mass is 0.1t). I don't support Kerbalism directly, they provide all the configuration. If you're having spec issues like that I suggest you discuss with them, all bets are off because Kerbalism changes so many things. 

 

I'll get the update out eventually people, just really busy IRL now. 

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On 8/29/2021 at 7:39 PM, JadeOfMaar said:

@jdub3350  @eatU4myT I've revised the TAC LS patch. Download from here:

  • SSPXR-SubCats.cfg (this produces the stock subcategories)
  • SSPXR-TACLS-00.cfg (this produces root nodes whose pieces are easily selectively pasted into parts. Adjust ISRU ratios and default amounts here. Your changes are carried over into all parts.)
  • SSPXR-TACLS-01.cfg (the config that acts upon the parts. Do your per-part tuning here)
  • category-sspx.png (put this in the Patches folder along with these configs)
  • Delete the existing SSPXR-TACLS.cfg

I happened to ignore the air filter converter actually, because of how rarely it occurs among TAC's own parts, but I did the jack-of-all-trades thing otherwise with the centrifuges.

Oh dear, that png is hard to read in-game lol.

Hi - without KPBS installed, Aquaculture farm outputs Fertilizer that is not used anywhere, while greenhouses consume Minerals to convert waste into food. If the intent here was to support a closed system with aqua/greenhouses, there seems to be a resource mismatch.

Edited by OldMold
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On 8/20/2020 at 11:24 PM, Nertea said:

Imagine getting drunk and making grandiose plans about parts with yuge IVAs.

And once again, @Nertea delivers as he always does. Sooner or later. You've outdone yourself once again. I was positively throbbing when I saw those new parts. It's a shame they don't work fully with TAC-LS yet, but that's just a cherry on top for people who need immershun.

Thanks, man. Really.

I actually had given up on seeing those parts anytime soon, and then he even adds 1.875 parts - my favorite size! Just right and absolutely gorgeous. Love the more rounded, domed aesthetic you're going with for the medium 5-way connector as opposed to making them flat. The Medium station core is perfection, papa kiss.

In fact, I believe the 1.875m station pieces may be my favourite out of all of them. It's just...mmh...just right. 

Edited by Chakkoty
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On 9/21/2021 at 1:01 AM, ProgorMatic said:

I also added TweakScale to all the stack and radial containers - because sometimes you need super tiny or super huge containers, and I can think of any reason why a container shouldn't be able to scale.  In any case, here's config if you want to add this to your own mods - just create a MyPatch.cfg file in GameData and paste the contents of the spoiler into it.

Hi, there's a beta for SSPEr (and updated support for all NFT) available here. I think this will provide what you want (and more) with less trouble for you. Let me know if you find anything wrong, I plan to release this one to the public this WeekEnd!

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5 hours ago, Lisias said:

Hi, there's a beta for SSPEr (and updated support for all NFT) available here. I think this will provide what you want (and more) with less trouble for you. Let me know if you find anything wrong, I plan to release this one to the public this WeekEnd!

Sweet thanks!  Any plans to include Far Future and System Heat radiators any time soon?

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18 hours ago, OldMold said:

Hi - without KPBS installed, Aquaculture farm outputs Fertilizer that is not used anywhere, while greenhouses consume Minerals to convert waste into food. If the intent here was to support a closed system with aqua/greenhouses, there seems to be a resource mismatch.

Hi there. I just updated the Aquaculture to produce Minerals. I was quite on the fence about it since the SETI Greenhouse mod had nothing going with aquaculture and that Minerals comes very easy in the presence of a few other mods.

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Ugh, KSP is 10 years already and always there is something new to learn.

Does anyone here also has peerformance issues in the VAB building when using SSPR? Cause I did. It always bothered me. I thought "well, it figures, the parts look so good, it had to cost performamce".

But then again.... it was in the VAB only. After launching the station performance was great again and the craft would run smoothly. Why?

Turns out those kerbals running around in the background (and actual "ground") that you see in the VAB cause major lag on the VAB!  Luckly can be turned off in the game settings as I just found out! Damn! Took me years to find that out. I was actually "today years old".

Once I did that, I can manipulate SSPR parts on the VAB with no lag at all. So, if anyone else has the same problem.... there!

 

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Station Parts Expansion 2.0.4

  • Fixed extra top node on greenhouse/telescope cupolas
  • Fixed offest endcap on greenhouse/telescope cupolas
  • Fixed integrated ladder switches on 3.75m lab and tall adapter
  • Fixed some harmless loading exceptions on 3.75m attach point
  • Fixed missing CTT assignment for 5m centrifuge
  • Updated USI-LS patch (danfarsey)
  • UPdated TAC-LS patch (JadeofMaar)
  • Tweaked smoothing on observation module
  • Updates to Chinese localization
  • Telescope experiement is now transmittable and resettable in a fashion similar to other data experiments
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3 hours ago, PurpleOasis said:

Hi @Nertea,

I just updated to the latest version and whenever I run the "Observe Local Space" experiment on the Oculus telescope, I get an error message (see below). This did not happen to me in previous version.

xrMX68p.png

It makes sense to me. How would you observe an observation if there was not a body with eyes to do the observation? I put a scientist in the telescope before running the observation as more of an immersion thing. Plus like I said, it makes sense for it to be manned.

Edited by Navyjoker2000
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