JadeOfMaar Posted September 21, 2021 Share Posted September 21, 2021 SSPX subtypes, colorized, September 2021 Quote Link to comment Share on other sites More sharing options...
ProgorMatic Posted September 21, 2021 Share Posted September 21, 2021 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: 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 } } Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 21, 2021 Share Posted September 21, 2021 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 Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 21, 2021 Share Posted September 21, 2021 Again... little showcase of SSPXr as advertisement for this great mod... Lovin' it.... Quote Link to comment Share on other sites More sharing options...
senpai13004 Posted September 21, 2021 Share Posted September 21, 2021 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. Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted September 22, 2021 Share Posted September 22, 2021 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. Quote Link to comment Share on other sites More sharing options...
ProgorMatic Posted September 22, 2021 Share Posted September 22, 2021 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 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. Quote Link to comment Share on other sites More sharing options...
visssius Posted September 22, 2021 Share Posted September 22, 2021 (edited) Hello guys! Have you noticed the scatter 1 service airlock is just 10 kg? like what?? 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 September 23, 2021 by visssius semi correction Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 22, 2021 Share Posted September 22, 2021 1 hour ago, visssius said: Hello guys! Have you noticed the scatter 1 service airlock is just 10 kg? like what?? @Nertea you might want to look at this Quote Link to comment Share on other sites More sharing options...
senpai13004 Posted September 23, 2021 Share Posted September 23, 2021 On 9/22/2021 at 5:16 AM, Judicator81 said: 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. Oh that work, thank you Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 23, 2021 Author Share Posted September 23, 2021 17 hours ago, visssius said: Hello guys! Have you noticed the scatter 1 service airlock is just 10 kg? like what?? 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. Quote Link to comment Share on other sites More sharing options...
OldMold Posted September 24, 2021 Share Posted September 24, 2021 (edited) 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 September 24, 2021 by OldMold Quote Link to comment Share on other sites More sharing options...
Chakkoty Posted September 24, 2021 Share Posted September 24, 2021 (edited) 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 September 24, 2021 by Chakkoty Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 24, 2021 Share Posted September 24, 2021 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! Quote Link to comment Share on other sites More sharing options...
ProgorMatic Posted September 24, 2021 Share Posted September 24, 2021 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? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 24, 2021 Share Posted September 24, 2021 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. Quote Link to comment Share on other sites More sharing options...
Lisias Posted September 24, 2021 Share Posted September 24, 2021 53 minutes ago, ProgorMatic said: Sweet thanks! Any plans to include Far Future and System Heat radiators any time soon? Moved to the TSCo thread. Quote Link to comment Share on other sites More sharing options...
Daniel Prates Posted September 25, 2021 Share Posted September 25, 2021 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! Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 26, 2021 Share Posted September 26, 2021 my internals are black. never had this issue before Quote Link to comment Share on other sites More sharing options...
Nertea Posted September 26, 2021 Author Share Posted September 26, 2021 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 Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted September 26, 2021 Share Posted September 26, 2021 1 hour ago, RP1IsSuperior said: my internals are black. never had this issue before The internals are now optional, you need to install StationPartsExpansionRedux-IVAs to have them. Quote Link to comment Share on other sites More sharing options...
GuessingEveryDay Posted September 27, 2021 Share Posted September 27, 2021 6 hours ago, RP1IsSuperior said: my internals are black. never had this issue before 4 hours ago, josselin2196 said: The internals are now optional, you need to install StationPartsExpansionRedux-IVAs to have them. Warning, that decreases the possible performance achieved. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted September 28, 2021 Share Posted September 28, 2021 I installed RasterPropMonitor and it fixed the issues Quote Link to comment Share on other sites More sharing options...
PurpleOasis Posted September 29, 2021 Share Posted September 29, 2021 (edited) 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 the previous version. Edited September 30, 2021 by PurpleOasis Quote Link to comment Share on other sites More sharing options...
Navyjoker2000 Posted September 29, 2021 Share Posted September 29, 2021 (edited) 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. 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 September 29, 2021 by Navyjoker2000 Quote Link to comment Share on other sites More sharing options...
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