darthgently Posted September 21, 2022 Share Posted September 21, 2022 (edited) On 8/7/2022 at 1:33 PM, Zachfrack29 said: I have a question. I have been trying for around 24 hours now and can not find an answer. For some reason my kerbals can not enter the centrifuges to expand them. I've tried around 13 different methods, including new docking ports, putting kerbals into a command pod on top of the centrifuge so they can transfer in. And it still will not work. I currently have my first part of large station and while it looks, gorgeous unfortunately kerbals can not access the centrifuge to get in and expand it. I have also just tried pressing "Deploy" And it says I need a minimum of three kerbals inside. I believe another message that came up a few times was I need "13,500" Material kits. Which seems very odd to me. Any help someone could give me would be amazing. Thank you! ~Zach Use the part menu to deploy the centrifuge, then transfer the kerbals in. Oh wait, you tried that. Is it broken in the view of some mod thus requiring materials kits? Doesn't should like stock behavior Edited September 21, 2022 by darthgently Quote Link to comment Share on other sites More sharing options...
panarchist Posted September 21, 2022 Share Posted September 21, 2022 20 hours ago, Randomizer23 said: Why cant I install this with ckan, it keeps giving an error. Is this a known issue? What error message is CKAN giving you when trying to install? Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted October 1, 2022 Share Posted October 1, 2022 Minor issue I noticed. On the "dawn" habitation module, the first three kerbals have regular IVA views. The next two seem to disappear from the IVA view. They're still in the module, just no IVA portrait or view from them. Not a huge deal, really. The first three seats provide more than plenty of views of the internal space. Also may be due to the other 150+ mods I have installed, but I don't mind taking a minor hit for that. Quote Link to comment Share on other sites More sharing options...
Javascap Posted October 7, 2022 Share Posted October 7, 2022 (edited) So, a quick question. How am I supposed to deal with parts from this mod showing up for Kerbal rescue contracts? I can't go EVA, there's no hatch. I can't add a docking port to the craft, even the Jr. is too big to fit in my Kerbal's inventory. Same goes for the parachutes. The only way I can think of to get the Kerbal inside to safety is ramming the part with the Klaw and burning into the atmosphere, risking losing the Kerbal inside or the Klaw getting ripped off when the parachutes deploy. While.on the topic, is there any way to just prevent parts from this mod from even showing up in rescue contracts? As far as I know, every part in stock KSP that can host Kerbals has a hatch for them to exit through. Edited October 7, 2022 by Javascap Quote Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2022 Share Posted October 7, 2022 1 hour ago, Javascap said: So, a quick question. How am I supposed to deal with parts from this mod showing up for Kerbal rescue contracts? I can't go EVA, there's no hatch. I can't add a docking port to the craft, even the Jr. is too small to fit in my Kerbal's inventory. Same goes for the parachutes. The only way I can think of to get the Kerbal inside to safety is ramming the part with the Klaw and burning into the atmosphere, risking burning the Kerbal inside or the Klaw getting ripped off when the parachutes deploy. While.on the topic, is there any way to just prevent parts from this mod from even showing up in rescue contracts? As far as I know, every part in stock KSP that can host Kerbals has a hatch for them to exit through. I think these are what you're looking for: Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 7, 2022 Share Posted October 7, 2022 3 hours ago, Forked Camphor said: I think these are what you're looking for: I wish this were rolled into KSP Community Fixes. I always forget it until I bump into the issue Quote Link to comment Share on other sites More sharing options...
Guest Posted October 7, 2022 Share Posted October 7, 2022 4 minutes ago, darthgently said: I wish this were rolled into KSP Community Fixes. I always forget it until I bump into the issue True, there is a lot of fixes and QOL mods that belong in KSPCF, but I get that for some these are bloat (I.E. You don't need them if you're playing sandbox) and also is difficult for one person to maintain and bugfix all of the different modules Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 7, 2022 Share Posted October 7, 2022 (edited) 7 minutes ago, Forked Camphor said: True, there is a lot of fixes and QOL mods that belong in KSPCF, but I get that for some these are bloat (I.E. You don't need them if you're playing sandbox) and also is difficult for one person to maintain and bugfix all of the different modules Things can be selectively applied depending on a variety of factors, like type of game, version of KSP etc., which is how a lot of KSPCF works, I think. So maybe a tiny amount of bloat on disk, but not in RAM while playing. Well worth it to me for a one stop sol'n Edited October 7, 2022 by darthgently Quote Link to comment Share on other sites More sharing options...
Maurox Posted October 18, 2022 Share Posted October 18, 2022 (edited) I may be wrong about this, but did you actually fix the ground sliding problem with the adjustable legs/base frames? With KER, every single wheel and landing leg set give me that 0.000-something degrees/second rotation - brakes, ground tether, even the static anchors, doesn't matter. Nothing actually fixes the problem Except for your base frame. The numbers jitter a bit at the beginning... and then they stop. As in, actually stop. Now, pardon me, as I know next to nothing about coding, but from skimming over your source, you seem to be defining and referencing a value for static and dynamic friction in the AdjustableLeg module - could that be the solution? And if so, any chance of getting something like a universal friction module that could be applied to other base stabilizers and landing legs, like Planetary Surface Structures, Benjee's PES and such? Because I tried applying wheel module with friction modifier to PSS, but they are still sliding ever so slightly. Edited October 18, 2022 by Maurox Quote Link to comment Share on other sites More sharing options...
Superluminal Gremlin Posted October 20, 2022 Share Posted October 20, 2022 Is there anyway of scraping little bit more performance. My computers not great, and running SSPX cause weird part ghosting bugs. Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 20, 2022 Share Posted October 20, 2022 1 hour ago, Superluminal Gremlin said: Is there anyway of scraping little bit more performance. My computers not great, and running SSPX cause weird part ghosting bugs Increasing RAM has the biggest positive effect in my experience; have you maxed out your RAM? Also, remove any IVAs from your install if you don't really want them a lot. Tuning down your graphics settings can make a big diff if your machine is graphics hobbled Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 22, 2022 Author Share Posted October 22, 2022 On 10/17/2022 at 6:39 PM, Maurox said: I may be wrong about this, but did you actually fix the ground sliding problem with the adjustable legs/base frames? With KER, every single wheel and landing leg set give me that 0.000-something degrees/second rotation - brakes, ground tether, even the static anchors, doesn't matter. Nothing actually fixes the problem Except for your base frame. The numbers jitter a bit at the beginning... and then they stop. As in, actually stop. Now, pardon me, as I know next to nothing about coding, but from skimming over your source, you seem to be defining and referencing a value for static and dynamic friction in the AdjustableLeg module - could that be the solution? And if so, any chance of getting something like a universal friction module that could be applied to other base stabilizers and landing legs, like Planetary Surface Structures, Benjee's PES and such? Because I tried applying wheel module with friction modifier to PSS, but they are still sliding ever so slightly. You can see what I'm doing here: https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/blob/f0c03675c817782d99c3e919c1e30d070f8a360b/Source/HabUtils/ModuleAdjustableLeg.cs#L156 It's not very groundbreaking and I'm honestly surprised it works as well as it does. Quote Link to comment Share on other sites More sharing options...
Rakete Posted October 22, 2022 Share Posted October 22, 2022 (edited) 3 hours ago, Nertea said: You can see what I'm doing here: https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/blob/f0c03675c817782d99c3e919c1e30d070f8a360b/Source/HabUtils/ModuleAdjustableLeg.cs#L156 It's not very groundbreaking and I'm honestly surprised it works as well as it does. In which release was this fixed? Had a Base with the adjustable legs using SSPRx 2.0.6 and they drift/slide along the ground surface. Edited October 22, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 22, 2022 Author Share Posted October 22, 2022 I haven't changed that code in years, you'd have to ask the other poster and compare conditions. Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 23, 2022 Share Posted October 23, 2022 On 10/7/2022 at 1:50 AM, Javascap said: So, a quick question. How am I supposed to deal with parts from this mod showing up for Kerbal rescue contracts? I can't go EVA, there's no hatch. I can't add a docking port to the craft, even the Jr. is too big to fit in my Kerbal's inventory. Same goes for the parachutes. The only way I can think of to get the Kerbal inside to safety is ramming the part with the Klaw and burning into the atmosphere, risking losing the Kerbal inside or the Klaw getting ripped off when the parachutes deploy. While.on the topic, is there any way to just prevent parts from this mod from even showing up in rescue contracts? As far as I know, every part in stock KSP that can host Kerbals has a hatch for them to exit through. I used to do that trick of grabbing with a Klaw and reentering. Doable, but a bit tricky. Then someone pointed out to me that once you grab with the Klaw, you can transfer crew through it. Doesn't look like the Klaw ought to be climable through, but it is. So send up a rescue capsule like you would for other rescue missions, but add a Klaw to it. Grab, transfer crew, release Klaw, and you are home free. Quote Link to comment Share on other sites More sharing options...
Jernej Posted November 6, 2022 Share Posted November 6, 2022 hi, i tried reinstalling the mod several times through various soources but i always get an error that some parts are missing, for example the shanty module (module sspx 25-1 something like that). my entire space station has disappeared because of this. help please? ^^ Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted December 16, 2022 Share Posted December 16, 2022 Hi everyone! FreeIVA now supports SSPXr! It was a huge amount of work, but completely worth it for the amazing IVAs in this mod. The artificial gravity in centrifuges even works! Quote Link to comment Share on other sites More sharing options...
Rakete Posted December 25, 2022 Share Posted December 25, 2022 (edited) One of the SSPXr-Parts causes an error: Edited December 25, 2022 by Rakete Quote Link to comment Share on other sites More sharing options...
RickJM694 Posted December 31, 2022 Share Posted December 31, 2022 Now I might just be dumb, but I’m having and issue with the hydroponic parts added by this mod. They all produce oxygen and water, but they’re aren’t producing food. They also aren’t consuming minerals, but they can turn food into minerals. In the VAB the part’s description also says that it consumes “0.00 minerals/day” while active. I’m using the TACLS mod for life support, and have uninstalled and reinstalled both mods, and KSP itself, and they still don’t work. I also make sure that they’re fully crewed if they can house crew members. not sure if this is a bug, or if I’m doing something wrong. Any helps in getting them to work is greatly appreciated! Quote Link to comment Share on other sites More sharing options...
monho2011 Posted January 4, 2023 Share Posted January 4, 2023 If i try IVA in this mod, its only black screen. Someone help Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted January 4, 2023 Share Posted January 4, 2023 1 hour ago, monho2011 said: If i try IVA in this mod, its only black screen. Someone help The IVAs are a separate install. Quote Link to comment Share on other sites More sharing options...
grantbebop Posted January 21, 2023 Share Posted January 21, 2023 My centrifuge tunnels are transparent in the external ship view. Is this a mod conflict? The centrifuges are the only parts doing this. Quote Link to comment Share on other sites More sharing options...
StormxWolf Posted January 21, 2023 Share Posted January 21, 2023 (edited) I posted this over in Taniwha's EPL thread but figured I would post it here too in case anyone knows of any solutions or if this is related to this mod in reality. The big centrifuges cause EPL built vessels to clip into the ground and explode everything around them due to some bizarre physics oddities. I did not notice this with smaller centrifuges but some more testing might be better. To test it you can take the centrifuge and built it anywhere (space, landed, splashed) and it will always explode a number of random parts around it when built with EPL. Outside of EPL they work fine, I love them even and am enjoying the FreeIVA compatibility! Update: the issue is only present if a centrifuge is the root part. As long as it is not the root part everything works fine. Edited January 21, 2023 by StormxWolf Quote Link to comment Share on other sites More sharing options...
Hadron27 Posted January 21, 2023 Share Posted January 21, 2023 For some reason, i cant seem to be able to change the parts from metal to other stuff, nor the tops Quote Link to comment Share on other sites More sharing options...
grantbebop Posted January 22, 2023 Share Posted January 22, 2023 13 hours ago, grantbebop said: My centrifuge tunnels are transparent in the external ship view. Is this a mod conflict? The centrifuges are the only parts doing this. It seems that having Transparent Pods installed made the centrifuges transparent. Quote Link to comment Share on other sites More sharing options...
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