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


Nertea

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3 hours ago, Eclipse 32 said:

really, please help me, i can't understand the files or where they should go

If you go to the CKAN thread, the very last post (as of time of writing) links to instructions for installing CKAN on Ubuntu. Good luck!

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bug report! for the large centrifuges(the Mercury and the lab one, blanking on it's name), when you bind rotation to an action group, when you trigger the group, nothing happens. haven't tested the smaller ones yet.

 

Edited by Eclipse 32
double post
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can you make it so we can attach things to the outside of the centrifuges? and have them move when the centrifuges spin and retract and stuff? i think it would be cool to have a bunch of comms dishes on the outside of a Mercury, just spinning around.

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14 minutes ago, Eclipse 32 said:

can you make it so we can attach things to the outside of the centrifuges? and have them move when the centrifuges spin and retract and stuff? i think it would be cool to have a bunch of comms dishes on the outside of a Mercury, just spinning around.

Not sure why I’m replying other than no one else is but I know for a fact that I’ve never seen the ability to attach anything to the moving part of an animated part.  And I’ve tried.  I imagine that the game/physics/rendering engine itself would need to accommodate this, not just the part definitions involved

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55 minutes ago, Eclipse 32 said:

well, hinges and rotors are a thing, so the game can handle it, i think

That is likely very different code than the mainline code handling animated parts.  Hinges and rotors don’t have surface attachments from what I recall and typically only have a single attachment point on each side of the “joint”.  But if it is possible you should code it up.  Basically the position and meshes of the attached part will need to be relative to an arbitrary point on the surface mesh of the animated part it is attached to and updated in that dereferenced way.  Anything is doable technically typically, but may not be feasible given the context and willpower available

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On 12/6/2024 at 2:00 PM, Eclipse 32 said:

i would, if it wasn't for the small problem of me being utterly unable to code a flying potato, let alone part meshes!

 

It's a matter of writing program code to compute changes in position for one part in response to another part's animation. To paraphrase @darthgently, it's not an impossibility but it's also not very practical. 

You could also use the VAB to build your own centrifuge out of pistons, rotors, and habitable parts. Probably also impractical, but you could do it.

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Must agree with Darth. When I was still installing mods my original KSP install directory.. I was enamored will all the pretty mods.

 

As much as I liked the idea of creating inflatable hab modules on the end of a rotating ring... the referenced mod injectable a great deal of chaos.

Do not be surprised when the Kraken arrives to munch on your installations. It loves chaos 

Edited by Fizzlebop Smith
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This is an awesome mod and I have recently constructed a small interplanetary craft to Duna with USI Life Support. However, I included a PPD-F412M Hydroponics Module (2.5m) so that I can supply my Kerbals over the two year trip. The included plant growth experiment says it can be reset, but I ran it once and now there is no option to reset it, even though I have a scientist on board. I even removed the data from the previous experiment, and I also don't have station science installed if that helps. Thank you for your help! Btw the hydroponics does work with USI, it's just the experiment I can't find.

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On 3/25/2020 at 3:33 PM, Nertea said:

Sounds like a mod interaction. Usual culprits are Kerbalism, USI and similar mods - this functionality works fine with just SSPX intalled

Hi everyone! Y have some time playing with SSPX and to increase challenge, given the KSP2 disaster, I just added TAC and MKS from USI. It seems that USI deletes the centrifuges. Is there a workaround to have MKS and the centrifuges of SSPX? Thanks!

 

Congratulations for your great mods @Nertea!

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2 hours ago, RogerCoyote said:

Hi everyone! Y have some time playing with SSPX and to increase challenge, given the KSP2 disaster, I just added TAC and MKS from USI. It seems that USI deletes the centrifuges. Is there a workaround to have MKS and the centrifuges of SSPX? Thanks!

 

Congratulations for your great mods @Nertea!

I don't see sspx being touched by any of USI's mods. Although I only looked  for direct references and not patches that would modify wildcard parts conditionally. Why do you say it's deleting the centrifuges? Maybe post your logs/ModuleManager.ConfigCache and I could take a look for you and see what's going on with it.

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2 hours ago, Starwaster said:

I don't see sspx being touched by any of USI's mods. Although I only looked  for direct references and not patches that would modify wildcard parts conditionally. Why do you say it's deleting the centrifuges? Maybe post your logs/ModuleManager.ConfigCache and I could take a look for you and see what's going on with it.

Thank you for your help! I'm looking for the centrifuges in mi tech tree again an I only see one. I think is MKS's. Here are my files. Again, thanks for the help.

 

 

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[LOG 15:18:42.134] Deleting root node in file FreeIva/SSPX/Configs/sspx-dome-5-1 node: !INTERNAL[FreeIva_sspx-dome-5-1-iva]:NEEDS[!StationPartsExpansionReduxIVAs] as it can't satisfy its NEEDS
[LOG 15:18:42.134] Deleting root node in file FreeIva/SSPX/Configs/sspx-expandable-centrifuge-375-1 node: !INTERNAL[sspx-expandable-centrifuge-375-1-iva_stationary]:NEEDS[!StationPartsExpansionReduxIVAs] as it can't satisfy its NEEDS
[LOG 15:18:42.135] Deleting root node in file FreeIva/SSPX/Configs/sspx-expandable-centrifuge-375-2 node: !INTERNAL[sspx-expandable-centrifuge-375-2-iva_stationary]:NEEDS[!StationPartsExpansionReduxIVAs] as it can't satisfy its NEEDS
[LOG 15:18:42.135] Deleting root node in file FreeIva/SSPX/Configs/sspx-expandable-centrifuge-5-1 node: !INTERNAL[sspx-expandable-centrifuge-5-1-iva_stationary]:NEEDS[!StationPartsExpansionReduxIVAs] as it can't satisfy its NEEDS
 

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It seems that I do not have the StationPartsExpansionReduxIVAs in the GameData folder. But i do. Needs to be in  other place? Thanks!

 

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19 hours ago, Starwaster said:

I don't see sspx being touched by any of USI's mods. Although I only looked  for direct references and not patches that would modify wildcard parts conditionally. Why do you say it's deleting the centrifuges? Maybe post your logs/ModuleManager.ConfigCache and I could take a look for you and see what's going on with it.

Hi again! These are my logs and cache files. I would appretiate if you can give me some advice. Thanks!

https://drive.google.com/file/d/1GfKrXQtgJgIOk-0c08Qegc5I7xkM9jSp/view?usp=sharing

https://drive.google.com/file/d/1lnZxRrlxwgLi646GA-EpLc8_2LQtXKnM/view?usp=sharing

https://drive.google.com/file/d/1Uwg9mQqwgPVoXqB3Sf6IxpnmkiAyiwyL/view?usp=sharing

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