Modded Jeb Posted January 30, 2023 Share Posted January 30, 2023 Having an issue with centrifuges and inflatable habitats. It seems like none of them work as intended(as an habitat for kerbals), ive tried transfering crew after launch but it did not work, why is this happening? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted January 31, 2023 Share Posted January 31, 2023 7 hours ago, Modded Jeb said: Having an issue with centrifuges and inflatable habitats. It seems like none of them work as intended(as an habitat for kerbals), ive tried transfering crew after launch but it did not work, why is this happening? You haven't given use much information to go on so we'll have to guess and ask questions. I'm going to assume, for the moment, this is not a mod installation/compatibility problem. My first guess: Confirm that, unless you've launched them expanded, you have deployed them in orbit, by supplying the requisite MaterialKits and providing the necessary crew? These requirements are noted in the part description. For future problems, I recommend you read this topic and provide the info suggested in it and include descriptive pictures, as befitting the issue. These can go a long way, most of the time, to help the community resolve your problem without an extended question and answer process. Some mod authors won't touch a problem without this info. Quote Link to comment Share on other sites More sharing options...
Professor K Posted February 11, 2023 Share Posted February 11, 2023 My download of v2.1.10 seems to be missing a texture file. I'm getting the following error: [LOG 22:38:25.798] Load MU model: StationPartsExpansionRedux/Parts/Rigid/station-5/sspx-dome-cupola-5-1 [ERR 22:38:25.844] Texture 'StationPartsExpansionRedux/Parts/Rigid/station-5/sspx-internal-5-6' not found! The file is not present and I doubled checked the .MU file, it is referencing that texture. I also took a look at the github repository and I don't see the file there either. Can anyone point me to a copy of the missing texture? -K Quote Link to comment Share on other sites More sharing options...
bob_kelso Posted February 12, 2023 Share Posted February 12, 2023 (edited) Hi, i'm using sspx with kerbalism the RP1 suite on RSS. I've noticed that it seems that the 6,75m habs have an issue that doesn't get logged. When i launch a station with for instance the big 6,75m hab my timewarp gets all f***ed up, the game gets incredibly laggy until it just freezes. If i destroy the station in the tracking station, everything gets back to normal. Is it a known issue? And is my description clear enough?^^ Otherwise this mod is amazing thx so much for the crazy work edit: seems to be related to boil off stuff, if your remove gaz and liquidgaz it s not an issue anymore Edited February 14, 2023 by bob_kelso Quote Link to comment Share on other sites More sharing options...
Modded Jeb Posted February 14, 2023 Share Posted February 14, 2023 On 1/31/2023 at 3:02 AM, Brigadier said: You haven't given use much information to go on so we'll have to guess and ask questions. I'm going to assume, for the moment, this is not a mod installation/compatibility problem. My first guess: Confirm that, unless you've launched them expanded, you have deployed them in orbit, by supplying the requisite MaterialKits and providing the necessary crew? These requirements are noted in the part description. For future problems, I recommend you read this topic and provide the info suggested in it and include descriptive pictures, as befitting the issue. These can go a long way, most of the time, to help the community resolve your problem without an extended question and answer process. Some mod authors won't touch a problem without this info. They didnt accept crew even after being deployed, but ive reinstalled the mod and its working fine Quote Link to comment Share on other sites More sharing options...
Squire Posted March 2, 2023 Share Posted March 2, 2023 (edited) To anyone having trouble with decals on the cargo containers, the issue is a missing ! on lines 12 and 13 of SSPXR-Containers-Switches.cfg. Kudos to @theJesuit for figuring that out—I certainly wouldn't have been able to on my own. I wrote a ModuleManager patch that fixes it. Save this as a cfg and throw it somewhere in GameData to get decals back. //fixing error in StationPartsExpansionRedux/Patches/SSPXR-Containers-Switches.cfg @PART[sspx-cargo-container*,sspx-logistics*]:AFTER[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { //remove disable-transform if MKS present !transform[#ExoticMineralsDecal]:NEEDS[MKS] !transform[#RareMetalsDecal]:NEEDS[MKS] //add disable-transform if MKS not present transform:NEEDS[!MKS] = ExoticMineralsDecal transform:NEEDS[!MKS] = RareMetalsDecal } } I also figured out how to add inventories to ModuleB9PartSwitch subtypes, if anyone's interested: Spoiler @PART[sspx-cargo-container*,sspx-logistics*]:AFTER[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { //borrowing this decal for inventory containers !transform[#CommoditiesDecal] } MODULE { name = ModuleInventoryPart InventorySlots = 24 packedVolumeLimit = #$../MODULE[ModuleB9PartSwitch]/baseVolume$ } @MODULE[ModuleB9PartSwitch] { //disable inventory on all tank-type sybtypes @SUBTYPE,* { MODULE { IDENTIFIER { name = ModuleInventoryPart } moduleActive = false } } //define a new (tankless) subtype for inventroy SUBTYPE { name = CargoInventroy title = Inventory transform = CommoditiesDecal primaryColor = MetallicBlue secondaryColor = MetallicBlue } } } Edited March 2, 2023 by Squire Quote Link to comment Share on other sites More sharing options...
SpaceFoon Posted March 3, 2023 Share Posted March 3, 2023 How are you guys assembling these in orbit? They are way too big for docking ports! I was think about using Konstruction but I really don't want an entire mod just for the weldable docking ports... Quote Link to comment Share on other sites More sharing options...
Grimmas Posted March 3, 2023 Share Posted March 3, 2023 Docking Port Sr is one option. Konstruction is definitely an option too. I've used both for SSPX. You can just delete the other parts from Konstruction if you want. A third option would be constructing directly in orbit, using Extraplanetary Launchpads / Simple Construction / Sandcastle, Global Construction, Konstruction, or similar. A fourth option is just ignoring physics and launching the whole thing directly from Kerbin - with enough boosters it is possible. Quote Link to comment Share on other sites More sharing options...
Masterredlime Posted March 20, 2023 Share Posted March 20, 2023 So this is a problem I'm having with the large centrifuge parts which I'm trying to fix. I'm trying to dock my shuttle to an Interplanetary Station containing the largest centrifuge part however it always just explodes violently after docking ripping the ship apart and killing everyone. Here is the video. The only compromise I've found if the use the smaller centrifuges but that meaning my ship won't be as cool anymore! If you know any fixes for this please do let me know. Quote Link to comment Share on other sites More sharing options...
Pluspython68 Posted March 22, 2023 Share Posted March 22, 2023 I manually install mods. How do i install the IVAs? Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted March 22, 2023 Share Posted March 22, 2023 3 hours ago, Pluspython68 said: I manually install mods. How do i install the IVAs? Copy Extras/StationPartsExpansionReduxIVAs folder from downloaded mod archive to you GameData folder. Quote Link to comment Share on other sites More sharing options...
Pluspython68 Posted March 22, 2023 Share Posted March 22, 2023 7 hours ago, Judicator81 said: Copy Extras/StationPartsExpansionReduxIVAs folder from downloaded mod archive to you GameData folder. Oh, ok. I didn’t think it was that simple. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 22, 2023 Share Posted March 22, 2023 2 hours ago, Pluspython68 said: Oh, ok. I didn’t think it was that simple. Make sure to install NearFutureProps, and you'll probably want FreeIva too (shameless plug) Quote Link to comment Share on other sites More sharing options...
Apophis705 Posted March 31, 2023 Share Posted March 31, 2023 (edited) After updating the mods, I had a problem. The cost of modules from this mod has become simply huge, more than 200 thousand. Only details from this mod. For example, a module with the tag sspx-habitat-1875-2 costs $278300 when installed! A rocket worth 44 thousand became worth 320 thousand. Please tell me what this may be related to and how to fix it? I tried to uninstall and install the mod again and it didn't help. ==== Found the cause of the problem. It is associated with the KerbalismConfig mod. Here and here are errors: GameData\KerbalismConfig\Support\HabTech2.cfg name = Upgrade-DestinyRDU cost = 275300 === GameData\KerbalismConfig\System\Infirmary.cfg name = Upgrade-TV cost = 33500 === GameData\KerbalismConfig\System\Infirmary.cfg name = Upgrade-HitchhikerRDU cost = 275300 === To solve the problem, I changed "cost" to 0. Edited March 31, 2023 by Apophis705 Quote Link to comment Share on other sites More sharing options...
Astra Infinitum Posted April 3, 2023 Share Posted April 3, 2023 On 11/8/2019 at 2:29 AM, kamikazeamoebe said: Hi Nertea, first things first: your mod is awesome and has been one of my favourite mods for quite some time now. Thank you for all your hard work, the elaborated details and the whole new spectrum of possibilities However one thing i can't understand - why is it, that you have those beautifull (and large scale) cargo containers in different shapes and sizes for inline and surface mounting. But None of them is KIS compatible? Every time there is an update to Kerbal, the first thing i do after installing the mods is cloning the cargo pods and changing their modules to KIS compatibility (each with KIS volume equaling the respective freight volume for the "water" ressource). It's basically cloning the base parts, editing the configs with the following piece of text, done. MODULE { name = ModuleKISInventory maxVolume = <WhichEverSuitsYou> externalAccess = true internalAccess = true slotsX = <somethingsomething> slotsY = <somethingelse> slotSize = 50 itemIconResolution = 128 selfIconResolution = 128 openSndPath = KIS/Sounds/containerOpen closeSndPath = KIS/Sounds/containerClose defaultMoveSndPath = KIS/Sounds/itemMove helmetOnSndPath = KIS/Sounds/helmetOn helmetOffSndPath = KIS/Sounds/helmetOff } I love those containers for building huge freighters, interplanetary colonization vessels and such since the bigger containers can easily fit a fully working colony (e.g. Planetary Base) Any chance those KIS cargo containers can be made a stock part in your mod? Would be awesome!!!! Please keep up your breathtaking work! Regards, kamikazeamoebe can you post your config patch for stockalike station parts' cargo parts? so i dont have to spend an hour making one lol? Quote Link to comment Share on other sites More sharing options...
NaviG Posted April 8, 2023 Share Posted April 8, 2023 Hey, i've been testing this mod, in my first try, when i go inside "minerva" control module, this is what I see Camera points to pilgrim module and I see this strange transparency. I'm using freeiva, i can post the log if needed. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 8, 2023 Share Posted April 8, 2023 5 minutes ago, NaviG said: Hey, i've been testing this mod, in my first try, when i go inside "minerva" control module, this is what I see Camera points to pilgrim module and I see this strange transparency. I'm using freeiva, i can post the log if needed. If you have JSI Advanced Transparent pods installed, this is a known issue - you can remove it. Quote Link to comment Share on other sites More sharing options...
NaviG Posted April 8, 2023 Share Posted April 8, 2023 3 minutes ago, JonnyOThan said: If you have JSI Advanced Transparent pods installed, this is a known issue - you can remove it. Done, thank you! Quote Link to comment Share on other sites More sharing options...
Derb Posted April 8, 2023 Share Posted April 8, 2023 On 3/3/2023 at 1:45 PM, SpaceFoon said: How are you guys assembling these in orbit? They are way too big for docking ports! I was think about using Konstruction but I really don't want an entire mod just for the weldable docking ports... Restock+ has a 3.75m docking port, Near Future Launch Vehicles has a 5m docking port. Otherwise, I use adapter parts to scale the stack down to 2.5m and use a Clamp-o-tron Sr.. This is often necessary regardless, because the 2.5m hub is the largest available without making one out of the 3.75m radial attachment points. Something I'd like to see is metal textures for the 5m station parts here. Quote Link to comment Share on other sites More sharing options...
Ameoba Posted April 10, 2023 Share Posted April 10, 2023 Stockalike Station Parts is killing my saves after i load up any craft with a part related to said mod, i downloaded it manually due to ckan taking too long to install it. My current mods are: re-stock Planetside exploration tech EVE+scatterer+spectra Mech-jeb Luna multiplayer BDAm (BD armoury multiplayer) and a few other dependencies please help Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 10, 2023 Share Posted April 10, 2023 6 hours ago, Ameoba said: Stockalike Station Parts is killing my saves after i load up any craft with a part related to said mod, i downloaded it manually due to ckan taking too long to install it. My current mods are: re-stock Planetside exploration tech EVE+scatterer+spectra Mech-jeb Luna multiplayer BDAm (BD armoury multiplayer) and a few other dependencies please help You’d need to post log files in order for anyone to be able to help. Quote Link to comment Share on other sites More sharing options...
SHiRKiT Posted April 10, 2023 Share Posted April 10, 2023 When installed with MKS, the supplies providers (greenhouses etc) it does not consume Machinery to produce supplies, kinda breaking the supply chain of MKS. Is there a patch to this? Quote Link to comment Share on other sites More sharing options...
jebalicious Posted April 11, 2023 Share Posted April 11, 2023 Never realised about the black IVA issue. @Nertea I see the comment in the Q&A section. Is there any IVA's you would particularly recommend? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted April 11, 2023 Share Posted April 11, 2023 18 minutes ago, jebalicious said: Never realised about the black IVA issue. @Nertea I see the comment in the Q&A section. Is there any IVA's you would particularly recommend? There are IVAs for all the parts, they're just a separate install step. Quote Link to comment Share on other sites More sharing options...
jebalicious Posted April 11, 2023 Share Posted April 11, 2023 1 hour ago, JonnyOThan said: There are IVAs for all the parts, they're just a separate install step. Thanks @JonnyOThan, clearly I need to read properly! Quote Link to comment Share on other sites More sharing options...
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