Starwaster Posted June 13, 2019 Share Posted June 13, 2019 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. Quote Link to comment Share on other sites More sharing options...
Zero266 Posted June 14, 2019 Share Posted June 14, 2019 Im having trouble mixing this with Restock. Has anyone else had trouble with these and found a solution? Quote Link to comment Share on other sites More sharing options...
TBenz Posted June 14, 2019 Share Posted June 14, 2019 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. Quote Link to comment Share on other sites More sharing options...
Zero266 Posted June 14, 2019 Share Posted June 14, 2019 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. Quote Link to comment Share on other sites More sharing options...
Buflak Posted June 18, 2019 Share Posted June 18, 2019 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? Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 18, 2019 Share Posted June 18, 2019 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. Quote Link to comment Share on other sites More sharing options...
ChrisSpace Posted June 19, 2019 Share Posted June 19, 2019 So I just tried to install this on CKAN and... uhhh... https://imgur.com/a/5gwgeTQ Quote Link to comment Share on other sites More sharing options...
Judicator81 Posted June 19, 2019 Share Posted June 19, 2019 42 minutes ago, ChrisSpace said: So I just tried to install this on CKAN and... uhhh... https://imgur.com/a/5gwgeTQ Looks like temporary (I hope) spacedock.com problem for me. Quote Link to comment Share on other sites More sharing options...
Thorbane Posted June 20, 2019 Share Posted June 20, 2019 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. Quote Link to comment Share on other sites More sharing options...
ZobrAA Posted June 20, 2019 Share Posted June 20, 2019 (edited) 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 June 20, 2019 by ZobrAA Quote Link to comment Share on other sites More sharing options...
TBenz Posted June 20, 2019 Share Posted June 20, 2019 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. Quote Link to comment Share on other sites More sharing options...
StarStreak2109 Posted June 20, 2019 Share Posted June 20, 2019 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... Quote Link to comment Share on other sites More sharing options...
Friznit Posted June 20, 2019 Share Posted June 20, 2019 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. Quote Link to comment Share on other sites More sharing options...
Nicky21 Posted June 20, 2019 Share Posted June 20, 2019 The telescopic docking port together with the large hinge pose problems. I had a nacelle perfecty attached to the hinge. after i used the teescopic port the nacele rotated itsef 180 degrees. KSP 1.7.1, both dcs. The images show the part as it shoudl be (1), and after it rotated (2) https://imgur.com/mOw057yhttps://imgur.com/arY84Zs Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 20, 2019 Share Posted June 20, 2019 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. Quote Link to comment Share on other sites More sharing options...
Thorbane Posted June 21, 2019 Share Posted June 21, 2019 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 } } } Quote Link to comment Share on other sites More sharing options...
Gr@y Posted June 25, 2019 Share Posted June 25, 2019 (edited) 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 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 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 June 25, 2019 by Gr@y Quote Link to comment Share on other sites More sharing options...
remiel.pollard Posted July 11, 2019 Share Posted July 11, 2019 Well this started happening today. This is the Coriolis habitation module inflated. Looks fine, right? Spoiler But this is how it looks deflated. Spoiler 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. Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 11, 2019 Share Posted July 11, 2019 (edited) 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 July 11, 2019 by Jognt Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 12, 2019 Share Posted July 12, 2019 (edited) 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 July 12, 2019 by vossiewulf Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 12, 2019 Author Share Posted July 12, 2019 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 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 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 But this is how it looks deflated. Reveal hidden contents 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? Quote Link to comment Share on other sites More sharing options...
remiel.pollard Posted July 12, 2019 Share Posted July 12, 2019 (edited) 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 July 12, 2019 by remiel.pollard Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 13, 2019 Author Share Posted July 13, 2019 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 Quote Link to comment Share on other sites More sharing options...
Gr@y Posted July 14, 2019 Share Posted July 14, 2019 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 it's gone after the 1.7.2 patch. But thanks for your care. Quote Link to comment Share on other sites More sharing options...
vossiewulf Posted July 21, 2019 Share Posted July 21, 2019 Nertea, any idea why the Harbour station core at the bottom and the presurized crew tubes aren't considered connected living spaces? I launched this and docked it and then found I couldn't EVA my crew as they couldn't reach the airlock. Quote Link to comment Share on other sites More sharing options...
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