Alskari Posted March 5, 2014 Author Share Posted March 5, 2014 Progress?So after this I think I'm going to tackle landing legs, when I'm not trying to understand C#. Link to comment Share on other sites More sharing options...
klgraham1013 Posted March 7, 2014 Share Posted March 7, 2014 Getting a "hatch is obstructed" issue on the crew cabin. Did a quick search and didn't see anything. Has anyone else experienced this? Link to comment Share on other sites More sharing options...
Alskari Posted March 8, 2014 Author Share Posted March 8, 2014 Getting a "hatch is obstructed" issue on the crew cabin. Did a quick search and didn't see anything. Has anyone else experienced this?It is an issue which I believed I had fixed. I'm assuming you have the latest download? If so it is possible that I grabbed the wrong .mu file. Ergh. Link to comment Share on other sites More sharing options...
klgraham1013 Posted March 10, 2014 Share Posted March 10, 2014 I'm using the SpacePort file, which I assume is the latest. Link to comment Share on other sites More sharing options...
Alskari Posted March 10, 2014 Author Share Posted March 10, 2014 I'm using the SpacePort file, which I assume is the latest.Yep. I'll fix it when I get off work today. I appreciate the bug report. Link to comment Share on other sites More sharing options...
Alskari Posted March 14, 2014 Author Share Posted March 14, 2014 Anyone interested in play testing a new batch of parts please message me. Link to comment Share on other sites More sharing options...
Firespark Posted March 23, 2014 Share Posted March 23, 2014 ive got a weird texture glitch that only happens to this program. plz help? Link to comment Share on other sites More sharing options...
Alskari Posted March 23, 2014 Author Share Posted March 23, 2014 file:///C:/Program%20Files%20(x86)/Steam/userdata/58245289/760/remote/220200/screenshots/2014-03-23_00001.jpgive got a weird texture glitch that only happens to this program. plz help?Upload the picture to a site where I can view it. And I'll take a look.In other news the IVA issues caused by the sfr code have not yet been resolved. However I have made major headway in decompiling his .dll into the actual source code. Hopefully this week will finally see a release. Link to comment Share on other sites More sharing options...
Firespark Posted March 24, 2014 Share Posted March 24, 2014 does this work?\srry, rlly new. where do you guys place your screenshots usually on the web? Link to comment Share on other sites More sharing options...
Alskari Posted March 24, 2014 Author Share Posted March 24, 2014 does this work?http://devianspark.deviantart.com/art/2014-03-23-00001-442410464?ga_submit_new=10%253A1395622710\srry, rlly new. where do you guys place your screenshots usually on the web?I can't see that either. I usually use imgur.com Link to comment Share on other sites More sharing options...
mrsinister Posted March 24, 2014 Share Posted March 24, 2014 does this work?http://devianspark.deviantart.com/art/2014-03-23-00001-442410464?ga_submit_new=10%253A1395622710\srry, rlly new. where do you guys place your screenshots usually on the web?I still use photobucket... Link to comment Share on other sites More sharing options...
Munro Posted March 24, 2014 Share Posted March 24, 2014 Hey Firespark I ran into that texture thing; my problem was a conflict with with the http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs!. Removing it fixed the texture problems. Link to comment Share on other sites More sharing options...
mrsinister Posted March 24, 2014 Share Posted March 24, 2014 Hey Firespark I ran into that texture thing; my problem was a conflict with with the http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs!. Removing it fixed the texture problems.you could add a HSH.tcfg and edit with notepad++ and add the folowing:config_enabled = trueOVERRIDES{ HSH/Parts/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = true }}and put that in the BoulderCo/textureCompressorConfigs/ folderworks fine for me Link to comment Share on other sites More sharing options...
Alskari Posted March 24, 2014 Author Share Posted March 24, 2014 Hey Firespark I ran into that texture thing; my problem was a conflict with with the http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs!. Removing it fixed the texture problems.you could add a HSH.tcfg and edit with notepad++ and add the folowing:config_enabled = trueOVERRIDES{ HSH/Parts/.* { compress = false mipmaps = false scale = 1 max_size = 0 make_not_readable = true }}and put that in the BoulderCo/textureCompressorConfigs/ folderworks fine for me Thanks guys! I was working from the phone and didn't think to manually check the link. Link to comment Share on other sites More sharing options...
mrsinister Posted March 25, 2014 Share Posted March 25, 2014 Thanks guys! I was working from the phone and didn't think to manually check the link.no problem! glad to help, or at least offer a solution. Link to comment Share on other sites More sharing options...
TheFunnyOne1125 Posted March 27, 2014 Share Posted March 27, 2014 I couldn't find any windows or "walls" for the hallway parts. Are they under a different category?It looks like the hallways have the "green nodes" where windows would hook up. I guess i'm missing something. Link to comment Share on other sites More sharing options...
mrsinister Posted March 27, 2014 Share Posted March 27, 2014 I couldn't find any windows or "walls" for the hallway parts. Are they under a different category?It looks like the hallways have the "green nodes" where windows would hook up. I guess i'm missing something.I used the fuel parts ,I reversed the side ones where the orange tanks are pointing out...and the floors the orange tanks are pointed in ie: you walk on those. or you could put some panels in. Link to comment Share on other sites More sharing options...
Seshins Posted March 28, 2014 Share Posted March 28, 2014 These parts fit in perfectly for my E class asteroid station project. Link to comment Share on other sites More sharing options...
Alskari Posted March 28, 2014 Author Share Posted March 28, 2014 I couldn't find any windows or "walls" for the hallway parts. Are they under a different category?It looks like the hallways have the "green nodes" where windows would hook up. I guess i'm missing something.The fuel tanks or plugs are the only method currently. I'm planning on phasing out those parts, just FYI.These parts fit in perfectly for my E class asteroid station project.Thanks! Post some screenshots when you're done. Link to comment Share on other sites More sharing options...
Legendary Emu Posted March 28, 2014 Share Posted March 28, 2014 I wonder if there is a way to make this work with TAC or something. Probably would be really hard. Link to comment Share on other sites More sharing options...
Alskari Posted March 28, 2014 Author Share Posted March 28, 2014 I wonder if there is a way to make this work with TAC or something. Probably would be really hard.It could be done, but it would require a commitment to self imposed rules by the player. It wouldn't be difficult to make a part set which used the TAC system, but unfortunately while a kerbal is EVA I don't know of a way to cause resources to be consumed in the vessel. Additionally I don't know how you'd tell if they were inside the vessel or just outside nearby. Link to comment Share on other sites More sharing options...
Alskari Posted March 28, 2014 Author Share Posted March 28, 2014 Below is an example of the IVA issues experienced when using the sfr module. The only workaround currently available is to have only one sfr using cockpit per vessel and make it the root part of the vessel. (the first part added in the VAB is the root part)Thanks to likke_A_boss for the pictures:Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Alskari Posted March 28, 2014 Author Share Posted March 28, 2014 (edited) PlaceholderI'll fill this out in a bit. This is a pretty big update so I'll be a bit slow on all this.EDIT: Goat Simulator is preventing any further effort. Let me know about any bugs you find not already listed. Edited March 29, 2014 by Alskari Link to comment Share on other sites More sharing options...
ahappydude Posted March 29, 2014 Share Posted March 29, 2014 (edited) Big welcome back! Just tried the newest ones quickly, man, you have outdone yourself! My hat of, cool to se that you got sfrs plugin to work to =) If youhavnt tried it yet you should try hooligans balloon system, your kebals can walkabout when the savestate is enabled ;9 We can make such great bases with this, and the unity examples you provided are kind to !Hm no bugs yet here, in the prev versions i got the texture glitches but nothing now Edited March 29, 2014 by ahappydude Link to comment Share on other sites More sharing options...
not-a-cylon Posted March 29, 2014 Share Posted March 29, 2014 (edited) the workstation 1k and the zelus cockpit lag the game tremendously. I'm getting [Error]: Actor::updateMassFromShapes: Compute mesh inertia tensor failed for one of the actor's mesh shapes! Please change mesh geometry or supply a tensor manually! spammed in debug.Few ideas:I was thinking a way of making custom IVA bridges- would it be possible to have the workstation attach wall be on the bottom of the part? This would solve your root part issue and also allow us design our own bridge rather than relying upon a cockpit.Structural panels for hull plating and extended interior hull sections unbroken by the vertical columns in the cubes. I'm attempting to use B9 hull panels to plate the outside of my ship and the create a large hangar to dock another ship inside my ship (yo dawg). Integrating the b9 panels with your mod is proving to be very very clunky. The biggest want I have is to be able to build rooms out of structural panels and have it still be able to link up to the rest of the mod parts.Symmetry is a bit of a problem but not impossible. Unless I'm thinking of this incorrectly, the only way to attach things symmetrically is through surface attachment- your mod is entirely built for node attachment. The (blunt) way of getting around this is by making sure I have symmetrically surface-attached pieces along the root center line all the way out to the farthest part of hull and then attaching it to those pieces to create symmetry.Thanks for your had work! This mod adds new life into this game in terms of ship and base design! Edited March 29, 2014 by not-a-cylon formatting Link to comment Share on other sites More sharing options...
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