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


Nertea

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On 6/9/2019 at 1:14 AM, TBenz said:

If that's the case, it seem to be intentionally not-reset-able without a lab. I guess you could argue that it would take a proper set of laboratory equipment to perform a full reset of the scientific studies in such a part.

Yeah and I think the ranges I quoted were actually for the 3.75m hydrolab and since its a radius that's 0.15m shy of the edge. And the 2.5m one was.... 1.2m? So yeah, not meant to do that. And looking at the parts again that kind of makes sense.... I mean what would the Kerbal be doing? Opening up the window and cleaning things from outside?

WOOOOOSOooooooooshhhhhhhhh dirt and plant salad rushing out the window splattering over his helmet as he tries to wipe stuff with a rag.

yeah...... not good times.

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3 hours ago, Zero266 said:

Im having trouble mixing this with Restock. Has anyone else had trouble with these and found a solution?

I've been using both together with no issues. You might want to check to make sure that both have been installed properly. Otherwise, we'll need to know a little bit more if we want to help you. "Having trouble" isn't very specific, and doesn't give us any information on what the problem might be or how to fix it.

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59 minutes ago, TBenz said:

I've been using both together with no issues. You might want to check to make sure that both have been installed properly. Otherwise, we'll need to know a little bit more if we want to help you. "Having trouble" isn't very specific, and doesn't give us any information on what the problem might be or how to fix it.

Upon a reinstall I found the issue was with me, sorry to have wasted your time.

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Beautiful mod, the animations on the rotating/folding parts are especially amazing!

Got kind of a noob question though: how do you assemble a large station in orbit? Say i have one with a long main spine, larger in diameter than senior docking ports, how can i attach the spine sections to each other in space?

 

 

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51 minutes ago, Buflak said:

Beautiful mod, the animations on the rotating/folding parts are especially amazing!

Got kind of a noob question though: how do you assemble a large station in orbit? Say i have one with a long main spine, larger in diameter than senior docking ports, how can i attach the spine sections to each other in space?

Best way is probably the Konstruction mod (which is working fine in 1.7.x).

There are other mods with larger docking ports, and there are options like EL or Global Construction where you could assemble in one-shot, but using the construction ports would be my choice for a station.  Note that the ports themselves max out at the same size as the senior docking ports - but you can make them disappear and make the joint stronger, so it's only temporary while you are assembling the station.

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Could the adapters and crew tubes have some cargo space added to them?  As it is they're rather large, heavy, and mostly empty space.  Being able to load them up with life support supplies and other assorted consumables from mods would be great.

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59 minutes ago, Thorbane said:

Could the adapters and crew tubes have some cargo space added to them?  As it is they're rather large, heavy, and mostly empty space.  Being able to load them up with life support supplies and other assorted consumables from mods would be great.

I've added USI Lifesupport to some of the SSPE parts in form of duplicates for simplicity compability purposes. If you interested here they are :)

SSPX-tube-fertilizer-25-3.cfg:

Spoiler

// Station Parts Expansion Redux 1.0.0
// 2.5m crew tube - mini
PART
{
    // --- general parameters ---
    name = sspx-tube-fertilizer-25-3
    module = Part
    author = Chris Adderley

    // --- asset parameters ---
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-tube-25-3
        position = 0.0, 0.0, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2-alt
        position = 0.0,  -0.486, 0.0
        scale = 1,-1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2
        position = 0.0, 0.486, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    scale = 1.0
    rescaleFactor = 1

    // --- node definitions ---
    node_stack_top = 0.0, 0.486, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -0.486, 0.0, 0.0, -1.0, 0.0, 2
    node_attach = 0.0, -0.486, 0.0, 0.0, -1.0, 0.0, 2

 

    // --- editor parameters ---
    TechRequired = specializedConstruction
    entryCost = 3200
    cost = 800
    category = none
    subcategory = 0
    title = PPD-A3 Pressurized Fertilizer Tank (2.5)
    manufacturer = Kerbalmax Industries
    description = A tank filled to the brim with Super-Gro Fertilizer.  It's what plants crave!

    bulkheadProfiles = size2, srf

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0

    // --- standard part parameters ---
    mass = 0.9
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 1000
    skinMaxTemp = 2000
    fuelCrossFeed = True

    tags = sspx base contain outpost statio (stor tube cck-lifesupport

    RESOURCE
    {
        name = Fertilizer
        amount = 4500
        maxAmount = 4500
    }
    
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitch
        switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlack
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhite
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBare
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBare
        }
    }
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitchLower
        switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlackFlip
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhiteFlip
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBareFlip
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBareFlip
        }
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }
}

sspx-tube-greenhouse-25-1.cfg:

Spoiler

// Station Parts Expansion Redux 1.0.0
// 2.5m crew tube - long
PART
{
    // --- general parameters ---
    name = sspx-tube-greenhouse-25-1
    module = Part
    author = Chris Adderley

    // --- asset parameters ---
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-tube-25-1
        position = 0.0, 0.0, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2-alt
        position = 0.0,  -1.944, 0.0
        scale = 1,-1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2
        position = 0.0, 1.944, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    scale = 1.0
    rescaleFactor = 1

    // --- node definitions ---
    node_stack_top = 0.0, 1.944, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -1.944, 0.0, 0.0, -1.0, 0.0, 2
    node_attach = 0.0, -1.944, 0.0, 0.0, -1.0, 0.0, 2

    // --- editor parameters ---
    TechRequired = specializedConstruction
    entryCost = 12800
    cost = 3200
    category = none
    subcategory = 0
    title = PPD-A1 Pressurized Nom-O-Matic 25000-I
    manufacturer = #LOC_SSPX_manufacturer_kerbalmax_title
    description = The Nom-O-Matic offers the latest in automated gardening and food generation.  Simply toss in mulch (not included!) and harvest bland but mildly nutritions noms.

    bulkheadProfiles = size2, srf

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0

    // --- standard part parameters ---
    mass = 1.6
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 1000
    skinMaxTemp = 2000

    fuelCrossFeed = True

    tags = sspx base contain outpost statio (stor tube cck-lifesupport

    RESOURCE
    {
        name = Mulch
        amount = 0
        maxAmount = 300
    }
    RESOURCE
    {
        name = Supplies
        amount = 0
        maxAmount = 300
    }
    RESOURCE
    {
        name = Fertilizer
        amount = 0
        maxAmount = 300
    }
    RESOURCE
    {
        name = ElectricCharge
        amount = 600
        maxAmount = 600
    }

    MODULE
    {
        name = ModuleResourceConverter_USI
        ConverterName = Agroponics
        tag = Agroponics
        StartActionName = Start Agroponics
        StopActionName = Stop Agroponics
        INPUT_RESOURCE
        {
            ResourceName = Mulch
            Ratio =  0.00120000
        }
        INPUT_RESOURCE
        {
            ResourceName = Fertilizer
            Ratio =  0.00012000
        }
        OUTPUT_RESOURCE
        {
            ResourceName = Supplies
            Ratio = 0.00132000
            DumpExcess = False
        }
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 2.64
        }
    }

    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitch
        switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlack
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhite
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBare
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBare
        }
    }
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitchLower
        switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlackFlip
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhiteFlip
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBareFlip
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBareFlip
        }
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }
}

sspx-tube-recycler-25-2.cfg: (note my personal rebalance - ModuleLifeSupportRecycler     CrewCapacity = 18 (default 3)

Spoiler

// Station Parts Expansion Redux 1.0.0
// 2.5m crew tube - short
PART
{
    // --- general parameters ---
    name = sspx-tube-recycler-25-2
    module = Part
    author = Chris Adderley

    // --- asset parameters ---
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-tube-25-2
        position = 0.0, 0.0, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2-alt
        position = 0.0,  -0.973, 0.0
        scale = 1,-1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2
        position = 0.0, 0.973, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    scale = 1.0
    rescaleFactor = 1

    // --- node definitions ---
    node_stack_top = 0.0, 0.973, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -0.973, 0.0, 0.0, -1.0, 0.0, 2
    node_attach = 0.0, -0.973, 0.0, 0.0, -1.0, 0.0, 2

 

    // --- editor parameters ---
    TechRequired = specializedConstruction
    entryCost = 6400
    cost = 5600
    category = none
    subcategory = 0
    title = PPD-A2-RT-5000 Pressurized Recycling Module
    manufacturer = #LOC_SSPX_manufacturer_kerbalmax_title
    description = A large, in-line recycler that uses various mechanical and biological filters to reduce life support load.

    bulkheadProfiles = size2, srf

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0

    // --- standard part parameters ---
    mass = 3.75
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 1000
    skinMaxTemp = 2000
    fuelCrossFeed = True

    tags = sspx base contain outpost statio (stor tube cck-lifesupport
    
    MODULE
    {
        name = ModuleLifeSupportRecycler
        CrewCapacity = 18 //3
        RecyclePercent = 0.79
        ConverterName = Life Support
        tag = Life Support
        StartActionName = Start Life Support
        StopActionName = Stop Life Support

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 18.75
        }
    }
    
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitch
        switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlack
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhite
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBare
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBare
        }
    }
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitchLower
        switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlackFlip
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhiteFlip
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBareFlip
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBareFlip
        }
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }
}

SSPX-tube-supplies-25-3.cfg:

Spoiler

// Station Parts Expansion Redux 1.0.0
// 2.5m crew tube - mini
PART
{
    // --- general parameters ---
    name = sspx-tube-supplies-25-3
    module = Part
    author = Chris Adderley

    // --- asset parameters ---
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Rigid/station-25/sspx-tube-25-3
        position = 0.0, 0.0, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2-alt
        position = 0.0,  -0.486, 0.0
        scale = 1,-1,1
        rotation = 0, 0, 0
    }
    MODEL
    {
        model = StationPartsExpansionRedux/Parts/Common/sspx-endcap-25-2
        position = 0.0, 0.486, 0.0
        scale = 1,1,1
        rotation = 0, 0, 0
    }
    scale = 1.0
    rescaleFactor = 1

    // --- node definitions ---
    node_stack_top = 0.0, 0.486, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -0.486, 0.0, 0.0, -1.0, 0.0, 2
    node_attach = 0.0, -0.486, 0.0, 0.0, -1.0, 0.0, 2

 

    // --- editor parameters ---
    TechRequired = specializedConstruction
    entryCost = 3200
    cost = 800
    category = none
    subcategory = 0
    title = PPD-A3 Pressurized Life Support Tank (2.5)
    manufacturer = Kerbalmax Industries
    description = A tank filled to the brim with Nutritional Organic Meal Substitutes (N.O.M.S.).

    bulkheadProfiles = size2, srf

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,1,1,0

    // --- standard part parameters ---
    mass = 0.9
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 15
    breakingForce = 50
    breakingTorque = 50
    maxTemp = 1000
    skinMaxTemp = 2000
    fuelCrossFeed = True

    tags = sspx base contain outpost statio (stor tube cck-lifesupport

    RESOURCE
    {
        name = Supplies
        amount = 4500
        maxAmount = 4500
    }

    RESOURCE
    {
        name = Mulch
        amount = 0
        maxAmount = 150
    }
    
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitch
        switcherDescription = #LOC_SSPX_Switcher_EndcapsUpper_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlack
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhite
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBare
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBare
        }
    }
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = endcapSwitchLower
        switcherDescription = #LOC_SSPX_Switcher_EndcapsLower_Name

        SUBTYPE
        {
            name = BlackHandles
            title = #LOC_SSPX_Switcher_Endcaps_Black_Handles
        transform = 25mCapStructuralBlackFlip
        }
        SUBTYPE
        {
            name = WhiteHandles
            title = #LOC_SSPX_Switcher_Endcaps_White_Handles
      transform = 25mCapStructuralWhiteFlip
        }
        SUBTYPE
        {
            name = Black
            title = #LOC_SSPX_Switcher_Endcaps_Black
      transform = 25mCapStructuralBlackBareFlip
        }
        SUBTYPE
        {
            name = White
            title = #LOC_SSPX_Switcher_Endcaps_White
        transform = 25mCapStructuralWhiteBareFlip
        }
    }
    MODULE
    {
        name = FlagDecal
        textureQuadName = flagTransform
    }
    MODULE
    {
        name = ModuleColorChanger
        shaderProperty = _EmissiveColor
        animRate = 0.8
        animState = false
        useRate = true
        toggleInEditor = true
        toggleInFlight = true
        toggleInFlight = true
        unfocusedRange = 5
        toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
        eventOnName = #autoLOC_502012 //#autoLOC_502012 = Lights On
        eventOffName = #autoLOC_502013 //#autoLOC_502013 = Lights Off
        toggleAction = True
        defaultActionGroup = Light
        redCurve
        {
            key = 0 0 0 3
            key = 1 1 0 0
        }
        greenCurve
        {
            key = 0 0 0 1
            key = 1 1 1 0
        }
        blueCurve
        {
            key = 0 0 0 0
            key = 1 0.7 1.5 0
        }
        alphaCurve
        {
            key = 0 1
        }
    }
}

 

Edited by ZobrAA
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1 hour ago, Thorbane said:

Could the adapters and crew tubes have some cargo space added to them?  As it is they're rather large, heavy, and mostly empty space.  Being able to load them up with life support supplies and other assorted consumables from mods would be great.

I wrote some patches once upon a time that did just that. I've since lost them, but if there is any interest I could create a new, more comprehensive set of patches for the pressurized structural elements.

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On 6/18/2019 at 9:19 PM, DStaal said:

Best way is probably the Konstruction mod (which is working fine in 1.7.x).

There are other mods with larger docking ports, and there are options like EL or Global Construction where you could assemble in one-shot, but using the construction ports would be my choice for a station.  Note that the ports themselves max out at the same size as the senior docking ports - but you can make them disappear and make the joint stronger, so it's only temporary while you are assembling the station.

Well, you always have the possibility to use the matching docking adapters from SSPXr. If you use a mod like Konstruction, you must pay attention to what is the root part of the module you are adding. If the root is one of the Konstruction docking ports, you cannot use the welding function. Therefore always remember to reroot to another part once you have assembled your rocket and payload. I only mention this, because this happened to me more than once. I usually plan my space stations in the VAB or SPH, then dissassemble it into individual subassemblies. In order to mate these to the launcher of choice, often the docking port needs to be the root. Hence, reroot once payload and launcher are assembled, or you'll likely pull out your hairs once you launched it, because the welding does not work!

Hey, @Angel-125, didn't you also have weldable docking ports? Just checking, to be able to offer an alternative to RoverDude's parts... ;)

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You can workaround the root part problem in space with KAS - I always have a resident engineer on station just in case.  Simply detach the main body of the station from the docking port (hold H and click the station part) then immediately reattach the port to the station.

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5 hours ago, StarStreak2109 said:

Well, you always have the possibility to use the matching docking adapters from SSPXr. If you use a mod like Konstruction, you must pay attention to what is the root part of the module you are adding. If the root is one of the Konstruction docking ports, you cannot use the welding function. Therefore always remember to reroot to another part once you have assembled your rocket and payload. I only mention this, because this happened to me more than once. I usually plan my space stations in the VAB or SPH, then dissassemble it into individual subassemblies. In order to mate these to the launcher of choice, often the docking port needs to be the root. Hence, reroot once payload and launcher are assembled, or you'll likely pull out your hairs once you launched it, because the welding does not work!

Hey, @Angel-125, didn't you also have weldable docking ports? Just checking, to be able to offer an alternative to RoverDude's parts... ;)

I do, but there were some issues around them, and they became redundant when @taniwha created construction ports in Extraplanetary Launchpads. They are a much nicer solution than docking and destroying docking ports IMO, and the end result is the same: a craft built in space.

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I wrote a MM patch adding various tank types to the larger adapters and spines.

 

Spoiler

B9_TANK_TYPE:NEEDS[B9PartSwitch,TacLifeSupport]
{
    name = SSPXr_TacLS_LS
    tankMass =  0
    tankCost = 1.5
    
    RESOURCE
    {
        name = Food
        unitsPerVolume = 2.360
    }
    RESOURCE
    {
        name = Water
        unitsPerVolume = 1.560
    }
    RESOURCE
    {
        name = Oxygen
        unitsPerVolume = 238.894
    }
}

B9_TANK_TYPE:NEEDS[B9PartSwitch,TacLifeSupport]
{
    name = SSPXr_TacLS_W
    tankMass =  0
    tankCost = 1.5
    
    RESOURCE
    {
        name = CarbonDioxide
        unitsPerVolume = 391.669
        percentFilled = 0
    }
    RESOURCE
    {
        name = WasteWater
        unitsPerVolume = 3.770
        percentFilled = 0
    }
    RESOURCE
    {
        name = Waste
        unitsPerVolume = 0.407
        percentFilled = 0
    }
}

B9_TANK_TYPE:NEEDS[B9PartSwitch,TacLifeSupport]
{
    name = SSPXr_TacLS_A
    tankMass =  0
    tankCost = 1.5
    
    RESOURCE
    {
        name = Food
        unitsPerVolume = 1.546
    }
    RESOURCE
    {
        name = Water
        unitsPerVolume = 1.022
    }
    RESOURCE
    {
        name = Oxygen
        unitsPerVolume = 156.461
    }
    RESOURCE
    {
        name = CarbonDioxide
        unitsPerVolume = 135.149
        percentFilled = 0
    }
    RESOURCE
    {
        name = WasteWater
        unitsPerVolume = 1.301
        percentFilled = 0
    }
    RESOURCE
    {
        name = Waste
        unitsPerVolume = 0.141
        percentFilled = 0
    }
}

B9_TANK_TYPE:NEEDS[B9PartSwitch,MKS]
{
    name = SSPXr_Fertilizer
    tankMass =  0
    tankCost = 1.75
    
    RESOURCE
    {
        name = Fertilizer
        unitsPerVolume = 5
    }
}

B9_TANK_TYPE:NEEDS[B9PartSwitch,MKS]
{
    name = SSPXr_UsiMach
    tankMass =  0
    tankCost = 1.5
    
    RESOURCE
    {
        name = Machinery
        unitsPerVolume = 2.5
    }
}


@PART[sspx-hub-25-1]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 600
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}
@PART[sspx-adapter-25-375-1]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 550
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-adapter-25-375-2]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 50
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-tube-375-1]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 16000
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-tube-375-2]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 8000
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-tube-375-3]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 4000
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-adapter-125-25-2]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 180
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-tube-25-3]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 440
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-tube-25-2]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 880
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

@PART[sspx-tube-25-1]
{
    MODULE
    {
        name = ModuleB9PartSwitch
        moduleID = fuelSwitch
        switcherDescription = Tank Setup
        baseVolume = 1760
    
        SUBTYPE
        {
            name = Structural
        }
    
        SUBTYPE
        {
            name = Lifesupport
            tankType = SSPXr_TacLS_LS
        }
    
        SUBTYPE
        {
            name = Waste
            tankType = SSPXr_TacLS_W
        }
    
        SUBTYPE
        {
            name = LifeSupport/Waste
            tankType = SSPXr_TacLS_A
        }
        
        SUBTYPE
        {
            name = Fertilizer
            tankType = SSPXr_Fertilizer
        }
        
        SUBTYPE
        {
            name = Machinery
            tankType = SSPXr_UsiMach
        }
        
        SUBTYPE
        {
            name = ElectricCharge
            tankType = Battery
        }
    }
}

 

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Greetings. I like this mod a lot, but since 1.7 I got a graphical bug: some parts from the mod destroy the skybox. Just like this (prepare your eyes, it hurts):

Spoiler

 

eZAF4LA.png

jrh5ZfU.png

mcx42Mn.png

 

On the ground it is not so devastating, as in space, believe me, I don't want to hurt you even more demonstrating THAT.

But not all parts bowls my skybox away:

Spoiler

 

pVUiTuo.png

 

Before I found this unbroken parts, I thought that the bug is in the optional models (because I have the same bug with a cocpit from MK2 Expansion mod), but now I haven't a slightest idea, where it comes from and what changes in 1.7 that caused it.

So if you have no theary how to fix it, I'l have to drop this mod despite its' awesomeness.

My system:

CPU Intel Core i5-7400 (4 x 3GHz)

RAM 8 Gb

GPU  Intel HD Graphics 630 128 Mb VRAM.

Windows 10 Pro

Edited by Gr@y
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  • 3 weeks later...

Well this started happening today.

 

This is the Coriolis habitation module inflated. Looks fine, right?

 

Spoiler

E9o7qfR.png

 

But this is how it looks deflated.

 

Spoiler

N7SS7ZQ.png

The animation was working fine just yesterday, and the only thing that's changed were a couple of mod updates on CKAN but to be honest, I couldn't tell you which ones they were. I know it wasn't the toolbar controller update, because that happened later on, which I know because I only found it when I was trying to find out if CKAN has a mod history somewhere, so I could figure out what got updated and reverse it.

Anyway, all the other hab module animations seem to work just fine, including the big Wake Field thingy in Interstellar. I'm going to try using this module as is anyway, because I want it on a station and when it's inflated, it looks fine. It just looks crap deflated. I tested it in a launch vehicle with a fairing just big enough to cover how big the module SHOULD be, and the parts sticking out didn't appear to interfere with aerodynamics as far as I could tell, so I think it's just a visual glitch, not a physics one.

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5 hours ago, remiel.pollard said:

The animation was working fine just yesterday, and the only thing that's changed were a couple of mod updates on CKAN but to be honest, I couldn't tell you which ones they were.

You can sort by Install Date in CKAN. Install Date is updated when a mod updates, so it should tell you when you updated what.

Can't help with the problem itself, sorry.

Edited by Jognt
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I somehow missed this in one of my away periods, what awesome station parts. Just downloaded it, and it's good as I just restarted my game and will be able to use these as my new station standard. Well except for the SSTU DOS parts, those are also very nice (except the built-in RCS is wonky on several, making docking tricky).

Anyway, I can only imagine how much work this was, thank you from another person who will make extensive happy use of them :)

 

Edited by vossiewulf
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On 6/25/2019 at 2:29 PM, Gr@y said:

Greetings. I like this mod a lot, but since 1.7 I got a graphical bug: some parts from the mod destroy the skybox. Just like this (prepare your eyes, it hurts):

  Reveal hidden contents

 

eZAF4LA.png

jrh5ZfU.png

mcx42Mn.png

 

On the ground it is not so devastating, as in space, believe me, I don't want to hurt you even more demonstrating THAT.

But not all parts bowls my skybox away:

  Reveal hidden contents

 

pVUiTuo.png

 

Before I found this unbroken parts, I thought that the bug is in the optional models (because I have the same bug with a cocpit from MK2 Expansion mod), but now I haven't a slightest idea, where it comes from and what changes in 1.7 that caused it.

So if you have no theary how to fix it, I'l have to drop this mod despite its' awesomeness.

My system:

CPU Intel Core i5-7400 (4 x 3GHz)

RAM 8 Gb

GPU  Intel HD Graphics 630 128 Mb VRAM.

Windows 10 Pro

Sorry I missed this, but I really doubt this has anything to do with this mod. I suspect some sort of esoteric mod interaction or it would be screwing up a lot of other things. 

On 7/11/2019 at 8:18 AM, remiel.pollard said:

Well this started happening today.

 

This is the Coriolis habitation module inflated. Looks fine, right?

 

  Reveal hidden contents

E9o7qfR.png

 

But this is how it looks deflated.

 

  Reveal hidden contents

N7SS7ZQ.png

The animation was working fine just yesterday, and the only thing that's changed were a couple of mod updates on CKAN but to be honest, I couldn't tell you which ones they were. I know it wasn't the toolbar controller update, because that happened later on, which I know because I only found it when I was trying to find out if CKAN has a mod history somewhere, so I could figure out what got updated and reverse it.

Anyway, all the other hab module animations seem to work just fine, including the big Wake Field thingy in Interstellar. I'm going to try using this module as is anyway, because I want it on a station and when it's inflated, it looks fine. It just looks crap deflated. I tested it in a launch vehicle with a fairing just big enough to cover how big the module SHOULD be, and the parts sticking out didn't appear to interfere with aerodynamics as far as I could tell, so I think it's just a visual glitch, not a physics one.

This looks similar to a problem that was reported in NFSolar the other day. That poster never got back to me when I asked for more information, so I don't know what the exact cause is. It looks like the partially weighted bones for the deformable parts are not being computed correctly. It's like https://docs.unity3d.com/ScriptReference/SkinWeights.html this item is set to OneBone in the game settings. Now, this isn't something you can actually change in KSP's settings (it's a deeper Unity one) so I don't know, but It may be bundled as part of the graphical settings. What quality settings are you using? Can you try upping your quality settings and see if that changes things?

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18 minutes ago, Nertea said:

Sorry I missed this, but I really doubt this has anything to do with this mod. I suspect some sort of esoteric mod interaction or it would be screwing up a lot of other things. 

This looks similar to a problem that was reported in NFSolar the other day. That poster never got back to me when I asked for more information, so I don't know what the exact cause is. It looks like the partially weighted bones for the deformable parts are not being computed correctly. It's like https://docs.unity3d.com/ScriptReference/SkinWeights.html this item is set to OneBone in the game settings. Now, this isn't something you can actually change in KSP's settings (it's a deeper Unity one) so I don't know, but It may be bundled as part of the graphical settings. What quality settings are you using? Can you try upping your quality settings and see if that changes things?

I've already tried altering graphics settings. It was one of the first things I fiddled with. I suspect the cause was a mod update, and there's a conflict somewhere. I think one of the recent mod updates was aviation lights, so I'm going to try uninstalling that and see if it fixes things, and I'll get back to you.

 

EDIT 1: I will take another look at my graphics settings, too, because there's one thing I didn't think of. I can't remember what the particular setting is called but I'll know it when I see it. I turned it down the other day to see if it would help my frame rates around a big station I'm building. Turns out, it didn't, so it's pointless turning it down anyway.

EDIT 2: The setting is called 'Render Quality' and, it turns out, having it set to 'fastest' is causing the problem. I turned it up to 'fantastic' and no issue, but I haven't tested anything in between, so I'm not sure what the cutoff is. For now, it's working as intended, and I'm happy. I'm especially happy that it wasn't a mod conflict, because I do liek me dem aviation lights.

Edited by remiel.pollard
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5 hours ago, remiel.pollard said:

I've already tried altering graphics settings. It was one of the first things I fiddled with. I suspect the cause was a mod update, and there's a conflict somewhere. I think one of the recent mod updates was aviation lights, so I'm going to try uninstalling that and see if it fixes things, and I'll get back to you.

 

EDIT 1: I will take another look at my graphics settings, too, because there's one thing I didn't think of. I can't remember what the particular setting is called but I'll know it when I see it. I turned it down the other day to see if it would help my frame rates around a big station I'm building. Turns out, it didn't, so it's pointless turning it down anyway.

EDIT 2: The setting is called 'Render Quality' and, it turns out, having it set to 'fastest' is causing the problem. I turned it up to 'fantastic' and no issue, but I haven't tested anything in between, so I'm not sure what the cutoff is. For now, it's working as intended, and I'm happy. I'm especially happy that it wasn't a mod conflict, because I do liek me dem aviation lights.

Good stuff. Fastest must set bone weights to only 1. You can definitely try in between settings, 2, 4 and unlimited are possible and any setting > 1 will work 

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On 7/12/2019 at 9:37 PM, Nertea said:

 I suspect some sort of esoteric mod interaction or it would be screwing up a lot of other things. 

Yup, some sort of woodoo curse :confused: it's gone after the 1.7.2 patch. But thanks for your care.

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