Eclipse 32 Posted November 29, 2024 Share Posted November 29, 2024 really, please help me, i can't understand the files or where they should go Quote Link to comment Share on other sites More sharing options...
softweir Posted November 29, 2024 Share Posted November 29, 2024 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! Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted November 30, 2024 Share Posted November 30, 2024 i figured it out, turns out i was being dum(i haven't installed new mods in like two years) also, the Leto cargo module, paired with the Atreides module made me flipping laugh.(i watched Dune recently) Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted November 30, 2024 Share Posted November 30, 2024 i figured it out, turns out i was being dum(i haven't installed new mods in like two years) Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 2, 2024 Share Posted December 2, 2024 (edited) 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 December 2, 2024 by Eclipse 32 double post Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 6, 2024 Share Posted December 6, 2024 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. Quote Link to comment Share on other sites More sharing options...
darthgently Posted December 6, 2024 Share Posted December 6, 2024 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 Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 6, 2024 Share Posted December 6, 2024 well, hinges and rotors are a thing, so the game can handle it, i think Quote Link to comment Share on other sites More sharing options...
darthgently Posted December 6, 2024 Share Posted December 6, 2024 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 Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 6, 2024 Share Posted December 6, 2024 (edited) i would, if it wasn't for the small problem of me being utterly unable to code a flying potato, let alone part meshes! Edited December 6, 2024 by Eclipse 32 double post Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 10, 2024 Share Posted December 10, 2024 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. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted December 10, 2024 Share Posted December 10, 2024 (edited) There was this mod that let attached parts move with animations Edited December 10, 2024 by Svm420 Quote Link to comment Share on other sites More sharing options...
darthgently Posted December 10, 2024 Share Posted December 10, 2024 11 hours ago, Svm420 said: There was this mod that let attached parts move with animations I would heed GotMachine’s post in that topic (most recent) before devoting too much design with that mod. The drift problem is real and the critique about shortcuts is coming from an authoritative source Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted December 10, 2024 Share Posted December 10, 2024 (edited) 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 December 10, 2024 by Fizzlebop Smith Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 17, 2024 Share Posted December 17, 2024 what are the IVAs called on CKAN? Quote Link to comment Share on other sites More sharing options...
beta546 Posted December 18, 2024 Share Posted December 18, 2024 Bloody good mod. Actually encouraged me to build my first ever modular station in orbit. So cool. The IVAs are nice, paired with freeIVA too, wow, so cool being able to move around the whole interior from part to part. Quote Link to comment Share on other sites More sharing options...
IAlsoPlayKsp Posted December 25, 2024 Share Posted December 25, 2024 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. Quote Link to comment Share on other sites More sharing options...
RogerCoyote Posted December 30, 2024 Share Posted December 30, 2024 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! Quote Link to comment Share on other sites More sharing options...
Brigadier Posted December 31, 2024 Share Posted December 31, 2024 I thought TAC and USI were mutually exclusive. Could be mistaken though. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 31, 2024 Share Posted December 31, 2024 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. Quote Link to comment Share on other sites More sharing options...
RogerCoyote Posted December 31, 2024 Share Posted December 31, 2024 3 hours ago, Brigadier said: I thought TAC and USI were mutually exclusive. Could be mistaken though. My mistake, I downloaded both life support systems but installed USI's. You're right Quote Link to comment Share on other sites More sharing options...
RogerCoyote Posted December 31, 2024 Share Posted December 31, 2024 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. --------------------------- [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 ------------------------- It seems that I do not have the StationPartsExpansionReduxIVAs in the GameData folder. But i do. Needs to be in other place? Thanks! Quote Link to comment Share on other sites More sharing options...
RogerCoyote Posted December 31, 2024 Share Posted December 31, 2024 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 Quote Link to comment Share on other sites More sharing options...
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