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[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)


sumghai

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Development of this add-on is on hold until further notice.

In the meantime, feel free to play around with my current dev build on GitHub. I'll reopen this thread at a later date.

 


 

ISS-inspired habitation, science lab and other crew compartments for building space stations and planetary outposts. A continuation of Alex "fusty" Sterling's original work.

 


Dependencies

- ModuleManager (sarbian), for applying patches for functionality/features provided by dependencies and third-party add-ons

- RasterPropMonitor (Mihara / MOARdV), for making transparent "look-inside" station module windows and (in the future) full RPM MFD capabilities

- Ship Manifest (Papa_Joe) and Connected Living Spaces API (codepoet), to allow the transfer of crew between station modules without the use of hatches or EVA

 


Supported Third-Party Addons

- Deadly Re-entry Continued (NathanKell / Starwaster) - if installed, all station modules and associated parts will burn up during atmospheric re-entry if not shielded properly

- Firespitter V7.1.x (Snjo) - if installed, all station modules and associated parts will have the option of using alternative texture packs

- Kerbal Inventory System 1.1.5 (KospY) - if installed, inventory slots will be added to selected station modules and the Node module side recesses will be retrofittable with Node Covers / docking ports

- Modular Fuel Tanks v5.0.3 (taniwha) - if installed, the Resupply module will gain a reconfigurable propellant storage tank Reconfigurable propellant storage tank will be migrated to a new part

- TAC Life Support (TaranisElsu) - if installed, will add varying life support provision storage / resource processing capabilities to selected station modules

 


Download

- GitHub Repo (alternatively, the direct download of the current experimental WIP build)

- CurseForge (Last stable version, X0.04-4 DEV BUILD / 5 June 2014) Will be back when V1.0 is ready

 


How To Install

1. Ensure that you have all of the aforementioned dependencies installed

2. Remove any previous version of the FusTek Station Parts add-on

3. Download from one of the sources above

4. Extract the .ZIP archive and copy the GameData folder provided into your KSP root directory

The parts should then be located under the FusTek/Station Parts folder

 


Usage

- Most of the provided parts are crew-habitable modules that can be used for building space stations or planetary outposts, and come in both flat 2.5m and tapered 1.25m variants.

- Karmony Utilities Modules are essentially the "core" module of your space station or planetary outpost, and can be operated with or without Kerbal crew.

- The FusTek Resupply module is essentially a large probe core designed to be reconfigured by users for carrying supplies to and from stations.

- Only the Kuest Airlock and Kuest Legacy Airlock permit EVA. Movement between other modules requires both the Ship Manifest and Connected Living Spaces (CLS) plugins.

- Structual end rings included in the pack can transform a flat 2.5m module into its tapered 1.25m version, or allow two or more modules of different types to be combined together as one monolithic "extra-length" module.

- Bulkheads converts any 2.5m fuselage or fuel tank into ones that match the FusTek aesthetic, and are also compatible with the end rings.

- Special docking ports (IACBMs) come with built-in lights, animated guidance fins (cosmetic, non-functional) and an option to retrofit the signature FusTek yellow-bordered hatches onto non-FusTek crew compartments / pods

- Alternative texture packs such as MLI Blankets (InsaneDruid) and KSO Phase II (SippyFrog) are now included by default; their respective authors have agreed to push further updates to their pack directly to the main FusTek repo, so that you will always get the latest compatible version. Due to some clever MM patch writing by InsaneDruid himself, these texture packs can be individually removed by deleting their respective subfolders, without the need to edit any CFGs files yourself.

 


Uninstallation Instructions

Remove the FusTek folder and all its contents from the GameData folder.

If you have other FusTek part packs you wish to keep, just remove the Station Parts subfolder.

 


Need Help?

Please read the FAQ at the bottom of this post first, as it addresses common issues and their solutions/explanations.

If your issue isn't covered by the FAQ, post your bug reports and support requests in this thread, providing as much information as possible (error logs, screenshots etc.)

 


Licence

 

88x31.png

This parts pack is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:

- You are permitted to use, copy, redistribute my work as-is

- You may remix your own derivatives (new models, alternative textures), and release them under your own name

- You must credit Robin "sumghai" Chang and Alex "fusty" Sterling (author and original author, FusTek Station Parts) when publishing your derivatives in the download and forum posts

 


Further Information

- Development thread (Behind-the-scenes, preview of upcoming features)

 


Release Notes

Experimental Builds Live via GitHub  early-to-mid 2015
---------------------------
Features, bugs and known issues are described in the repo's issue tracker.


X0.04-4 DEV BUILD 5 June 2014
---------------------------
Features:
- New Parts
- Karmony Payload Bay Module
- Karmony Payload Bay Module Adapter
- The Payload Bays are genericized variants of the Warehouse module that will be designed without the rotating payload rack magazine
- Deadly Re-entry Continued support added
- All FusTek parts will burn up during atmospheric re-entry (specifically, above 800°C)
- If you're planning on building surface bases on Duna and Laythe, be sure to install heat shields properly
- A Module Manager config, FusTek_MMPatch_DeadlyReentry.cfg, can be found under GameData\FusTek\Station Parts\Parts\MM_configs, and is used to define maximum heat tolerances for all FusTek parts
- TAC Life Support integration finalized
- Each module will have varying amounts of crew provision / waste storage tanks and resource processing capabilities, depending on their intended purpose
- A Module Manager config, FusTek_MMPatch_TACLifeSupport_ModularFuelTanks.cfg, can be found under GameData\FusTek\Station Parts\Parts\MM_configs, and is used to define life support resource quantities for each FusTek part
- The FusTek Resupply Module is now pre-configured to carry both life support crew provisions and various types of spacecraft fuel for resupplying space stations / planetary outposts
- Crew provision quantities can be altered using the stock KSP tweakables system
- Varying combinations of LiquidFuel/Oxidizer/Monopropellant/Xenon can be filled using Modular Fuel Tanks, up to a maximum total mass of 800 kg

Changes:
- Crew habitable modules now have unique IVAs
- At present, they are only used to test layouts and crew seating positions
- Karmony Utilities Modules can now hold up to 500 units of ElectricCharge
- Some Karmony module viewports have been repositioned to match up with the WIP internals
- Kirs Docking Module hatches have been resized to match up with the WIP internals
- Inner bay textures for Karmony Warehouse and Payload Modules finalized

Fixes:
- Kuest / Kuest Legacy Airlocks will now store science reports acquired from EVA
- Alternative texture switching now supports multiple objects with the same name on the same part
- This requires the experimental v6.4 pre-release of the Firespitter plugin

Issues:
- IVAs are still a work in progress
- Models and textures are placeholders
- RasterPropMonitors are not yet implemented
- KSO Phase II Alternative Textures have not been updated to coincide with changes / new parts
- That's Sippyfrog's responsibility, not mine :P
- Warehouse has incomplete functionality
- Work will on this will continue in R0.05a


X0.04-3-1 DEV BUILD Hotfix 11 May 2014
---------------------------
Fixes
- Compatibility patch for Connected Living Spaces 1.0.4.1 update
- Specifically, adding "passable = true" to the Kuest Airlocks and Kupola


X0.04-3 DEV BUILD 24 April 2014
---------------------------

Features:
- Modules now (tentatively) support alternative texture packs
- These can be placed under GameData\FusTek\Station Parts Expansion\Parts\AltTexturePacks
- A Module Manager config, FusTek_MMPatch_TextureSwitch.cfg, can be found under GameData\FusTek\Station Parts Expansion\Parts\MM_configs, and is used to define custom texture sets for each FusTek part
- A sample implementation of Sippyfrog's "KSO Phase II FusTek Retexture" is included for reference
- Connected Living Space (CLS) integration finalized
- Parts that can hold crew and are traversable:
- Karmony Habitation Module
- Karmony Habitation Module Adapter
- Karmony Science Module
- Karmony Science Module Adapter
- Karmony Utilities Module
- Karmony Utilities Module Adapter
- Kirs Docking Module
- Kuest Airlock
- No access via top node, as that is where the external airlock door is located
- Kuest Legacy Airlock
- No access via top node, as there is no hatch object there
- Kupola Observation Module
- No access via top node, as that is where the main viewport is located
- Parts that cannot hold crew, but are traversable:
- IACBM 1.25m
- IACBM 2.5m
- Karmony Bulkhead
- Karmony compactNode Mk III
- Karmony compactNode Mk III Adapter
- Karmony End Ring
- Karmony Node Mk III
- Karmony Node Mk III Adapter
- Karmony Logistics Module
- Karmony Logistics Module Adapter
- Parts that are not traversable under any circumstances:
- Karmony Node Cover
- Karmony Node Cover - Viewport Variant
- Karmony Warehouse Modules
- Karmony Warehouse Modules Adapter
- FusTek Resupply Module
- A Module Manager config, FusTek_MMPatch_ConnectedLivingSpaces.cfg, can be found under GameData\FusTek\Station Parts Expansion\Parts\MM_configs, and is used to define CLS settings for each FusTek part

Changes:
- All parts, models and KSP internal names have been changed to ensure compatibility with dependencies such as Firespitter and CLS
- WARNING: This is a craft-breaking change!

Issues:
- Alternative texture switching isn't 100% functional,
- Firespitter plugin currently cannot update multiple objects sharing the same name
- Snjo is already aware of this and is working on a fix
- Warehouse has incomplete textures and functionality
- Work will on this will continue in R0.05a
- IVAs are still a work in progress
- For now, most will borrow stock KSP internals


X0.04-2 DEV BUILD 11 April 2014
---------------------------

Features:
- New Parts
- Karmony compactNode Mk III
- Karmony compactNode Mk III Adapter
- FusTek Resupply Module
- The compactNode Mk IIIs are six-way nodes that area approximately half the length of the standard Node Mk IIIs, ideal for crowded station designs
- The FusTek Resupply Module is essentially a oversized probe core that users can reconfigure to carry whatever resources they need for station resupply

Changes:
- Compatibility Patch for KSP 0.23.5
- Removed FusTek_Sumghai.dll plugin
- This parts pack now has Firespitter.dll as a dependency, which is more regularly updated and supports tweakables
- Reworked common texture atlases to 4096 x 4096 px
- The updated UV island maps will now allow non-tiled alternate textures
- Also removed ENG TEST ARTICLE watermarks
- Texture switching will be supported in a future release
- Removed airlock functionality from majority of crew-habitable modules
- Modules affected:
- Karmony Node Mk III
- Karmony Node Mk III Adapter
- Karmony Logistics Module
- Karmony Logistics Module Adapter
- Karmony Habitation Module
- Karmony Habitation Module Adapter
- Karmony Science Module
- Karmony Science Module Adapter
- Karmony Utilities Module
- Karmony Utilities Module Adapter
- Kirs Docking Module
- Kupola Observation Module
- Kuest Airlock and Kuest Legacy Airlock will retain said functionality for obvious reasons
- Shifted part origins of majority of modules back to 0,0,0 and removed CoMoffset hack
- WARNING: This is a craft-breaking change!
- Modules affected:
- Karmony Node Mk III
- Karmony Node Mk III Adapter
- Karmony Logistics Module
- Karmony Logistics Module Adapter
- Karmony Habitation Module
- Karmony Habitation Module Adapter
- Karmony Science Module
- Karmony Science Module Adapter
- Karmony Utilities Module
- Karmony Utilities Module Adapter
- Removed crew-carrying capacity and IVAs for selected crew-habitable modules
- Modules affected:
- Karmony Node Mk III
- Karmony Node Mk III Adapter
- Karmony Logistics Module
- Karmony Logistics Module Adapter
- These modules are essentially junctions and passegeways, have no seats and are thus not intended for long-term occupation
- Connected Living Spaces (CLS) API will be supported in a future release
- Removed RocketParts capacity from Karmony Warehouse Module / Karmony Warehouse Module Adapter
- Official support for OrbitalConstruction and all forks has been terminated; Users will need to apply their own ModuleManager configs at their own risk
- IACBM 1.25m / IACBM 2.5m
- Removed hatch mode toggle as most FusTek modules no longer have airlocks (making the EVA-through capability for docking ports redundant)
- Tweaked docking collider to mitigate wobbly docking port issue
- Fixed docking port lights by updating spotlight definitions to Unity 4.3 (no more cyan lights)
- Custom placeholder IVA added for Kirs Docking Module

Issues:
- Warehouse has incomplete textures and functionality
- Further updates depends on KASPAR/FLEXrack being released
- IVAs are still a work in progress
- For now, most will borrow stock KSP internals


X0.04-1 DEV BUILD 4 November 2013
---------------------------

Changes
- Compatibility Patch for KSP 0.22+
- All parts assigned to the Composites node in the R&D Tech Tree
- Overhauled and optimized all parts to take advantage of MODEL{} node calls as well as common texture atlases
- All crewed compartments also now temporarily use stock SQUAD internals
- Proper FusTek internals will be implemented in X0.04-2 DEV BUILD
- Renamed Karmony Parts Warehouse Modules to Karmony Warehouse Modules, and revised model
- Warehouses now come with animated bay doors, toggleable both when directly controlling the vessel and when on EVA
- These are just placeholders; rotating KASPAR rack functionality will come in future updates


R0.03.5a 2 September 2013
---------------------------

Fixes
- Tweaked Karmony End Ring attachment points to accomodate new IACBMs
- Reworked animation toggling behaviour for IACBM 1.25m, IACBM 2.5m and Kupola
- The IACBM guidance fin rotary positions and Kupola blast shutters are now also toggleable inside the VAB


R0.03.4a 30 August 2013
---------------------------

Features:
- New Parts
- IACBM 1.25m
- IACBM 2.5m
- The Improved Androgynous Common Berthing Mechanism (IACBM) is a docking port system designed to be directly compatible with FusTek Karmony modules and any generic 1.25m/2.5m diameter fuselages
- Built-in LED illumninators allow long-distance visual identification / orientation marking of target docking ports
- LEDS will consume ElectricCahrge and automatically shut down if deprived of power
- Active/Passive mode toggles rotate guidance fins to appropriate positions for docking
- Recommendation: The target docking port should be set to Passive, while the docking port on the actively-controlled vessel should be set to Active
- Hatch mode toggle allows the IACBMs to "unblock" Karmony hatches that are otherwise obstructed, allowing Kerbals to EVA right through them
- Remember to switch back to Docking mode for docking; weirdness may occur if docking is attempted while in Hatch mode

Changes:
- Karmony Parts Warehouse Module stats updated to correspond to latest version of OrbitalConstruction Redux (4.2)
- Dry mass is now 2.5t
- Maximum RocketParts capacity increased to 1600, in line with RocketParts density reduction.
- Warehouse preloaded with 100 RocketParts, which can be replenished by supply missions using the OrbitalConstruction Redux mod
- Total in-flight mass of fully-stocked Warehouse will end up as 6.5t, the same as any other Karmony full-length module
- The old settings would have resulted in a (ridiculous) 100t warehouse

Issues:
- IACBM guidances fins don't actually collide
- This is due to technical limitations of KSP's ModuleDockingNode at the time of writing, which causes terminal docking sequences to ignore part colliders
- For precise rotational alignment, use in conjunction with Sarbian's MechJeb 2 fork.
- Transient "Start Deployed" GUI inconsistencies in FusTek_Sumghai.dll animation modules
- NOT craft or functionality-breaking, just a little annoying


R0.03.3a 8 August 2013
---------------------------

Fixes
- Corrected typo in CFGs from breakintTorque to breakingTorque
- All parts have been reviewed by our Quality Assurance (QA) department at great expense and at the last minute


R0.03.2a 2 August 2013
---------------------------

Changes:
- Compatibility Patch for KSP 0.21+
- Karmony series modules and Kupola now use SAS and Reaction Wheels
- No change to monopropellant reserves; future releases will include RCS thrusters built into selected modules
- Karmony Parts Warehouse Module now uses RocketParts resource, to reflect changes in the OrbitalConstruction Redux mod by its author


R0.03.1a 24 July 2013
---------------------------

Fixes
- Tweaked CoM of Karmony series modules so that they line up with the part's geometric centre
- This should fix the Center-of-Mass balancing issues, especially with MechJeb
- No change to actual part origins, though


R0.03a 22 July 2013
---------------------------

Features:
- New Parts
- Karmony Parts Warehouse Module
- Karmony Node Cover
- Karmony Node Cover - Viewport Variant
- Kirs Docking Module
- Kuest Legacy Airlock
- Kupola Observation Module
- Karmony Parts Warehouse Module is designed for use with the OrbitalConstruction Redux mod, and can store up to 200 units of SpareParts
- Kirs Docking Module acts as a 1.25m diameter standoff for docking space stations with vessels that are unable to approach closer
- Kuest Legacy Airlock is functionally equivalent to the standard Kuest Airlock, but is cheaper and lighter, at the expense of not rated for use on planetary surfaces
- Kupola Observation Modules come with animated blast shutters to protect occupants from space debris. Most of the time.
- The FusTek_Sumghai.dll plugin, specifically compiled to handle multiple animations per part, is now included in the pack
- This was developed with the assistance of Snjo, and uses portions of his Firespitter.dll code

Fixes
- Tweaked rendering and collision meshes
- This should greatly reduce the "freeze-on-drag" issue some users experience in the VAB and especially in the SPH
- Model file sizes have consequently been reduced by up to 50%
- Reverted to using PNG textures, which reduces texture file sizes and memory usage (according to some users)
- Those responsible for sacking the people who have just been sacked have been sacked
- Lowered ElectricCharge rate of Utility Modules to 15.0 / min
- Older value was far too overpowered and had made Solar panels useless
- Newer value now forces players to add their own solar panels and/or RTGs if more than three other modules are connected in the same structure

Bugs/Known Issues
- All crew-capable modules currently STILL use either the default generic "UniKarmony" or the stock KSP Cupola internal model
- Work on module-specific unique internals will begin in the next version (R0.04a)
- Karmony Parts Warehouse Module will be outfitted with animated cargo bay doors and internal payload magazine rack once nothke finishes making his KASPAR mod


R0.02.2a DEV BUILD 28 June 2013
---------------------------

(Fixes rolled into R0.03a)


R0.02.1a BUGFIX 21 June 2013
---------------------------

Fixes
- Resolved exploding hatch issue with all Karmony modules
- Consequently, part origins / attachment nodes MAY be affected. Backup your persistence/quicksave files and crafts before installing this fix


R0.02a 19 June 2013
---------------------------

Features:
- New Parts
- Karmony Habitation Module
- Karmony Habitation Module Adapter
- Karmony Science Module
- Karmony Science Module Adapter
- Karmony Utilities Module
- Karmony Utilities Module Adapter
- Karmony Bulkhead (2.5m cosmetic structural part)
- Karmony Habitation, Science and Utilities modules come with MechJeb2 support and toggleable window lights
- Karmony Utilities module come with RemoteTech (RemoteCommand) and Chatterer support, and also has a small RTG for powering small stations / outposts with less than four connected modules (Solar panels will be required for larger structures)
- Karmony Bulkhead converts any 2.5m fuselage or fuel tank into ones that match the FusTek aesthetic
- Can also be used in conjunction with the Karmony End Ring

Changes:
- Cost of Karmony module variants and Kuest Airlock increased to 8500 and 2500 respectively
- This makes them comparable to the half-sized stock PPD-10 Hitchhiker Storage Container (4000), as Karmony module variants are twice the Hitchhiker's length and (allegedly) use superior construction techniques
- Monopropellant capacity in the Habitatation, Science, Logistics and Node modules reduced from 180 to 100
- Original value was considered too overpowered
- All models now use compressed TGA textures, due to a Unity bug that causes PNG images to load very slowly
- Those responsible for painting all the modules have been sacked
- Crew capacities for all modules have been adjusted:
- Nodes: 2 Kerbals
- Logistics: 2 Kerbals
- Habitation: 4 Kerbals
- Science: 4 Kerbals
- Utilities: 2 Kerbals
- Airlock: 1 Kerbal (Unchanged)

Bugs/Known Issues
- All crew-capable modules currently STILL use the default generic "UniKarmony" internal model
- Module-specific unique internals will come at a later date
- Karmony Habitation, Science and Utilities modules may have incorrectly-formatted resource outputs/requirements in the VAB/SPH part description
- This is due to various KSP internal PartModules not combining nicely in the part description
- Part functionality is not affected


R0.01a 8 June 2013
---------------------------

Features:
- Initial release
- New parts
- Karmony Node Mk III (4 recessed nodes + 2.5m flat ends)
- Karmony Node Mk III Adapter (6 recess nodes + 1.25m tapered ends)
- Karmony Logistics Module
- Karmony Logistics Module Adapter
- Karmony End Ring (2.5 to 1.25m cosmetic adapter ring)
- Kuest Airlock
- Karmony Nodes and Logistic modules come with MechJeb2 support
- Kuest Airlock features C-shaped EVA handle loop, which Kerbals can fully traverse around
- Main difference between fusty's Mk II and this pack's Mk III is the removal of the "emergency hatch" from all modules and redesignating the forward hatches as EVA-able

Bugs/Known Issues
- All crew-capable modules currently use the default generic "UniKarmony" internal model
- Module-specific unique internals will come at a later date
- Stacked modules may block the forward EVA-able hatches
- This is working as intended; use Kerbal Crew Manifest to transfer crew between modules
- Occasionally, a Kerbal may break free and cause the modules to explode. This bit is NOT intended and will be fixed to properly obstruct the hatches of modules connected adjacently.
- Crew capacity, power and monopropellant subject to further adjustment

 


Frequently Asked Questions (FAQ)

Spoiler

Q: How do I use these parts?

A: The station parts pack currently consists of a range of pressurized crew compartments and structural accessories for building (reasonably) realistic space stations and planetary outposts. The recommended approach is to take the desired module, add your favourite docking port(s) to them, and launch them into orbit / land them on a planetary surface.

Q: What functionality do any of the parts / modules actually serve in the game?

A:

- The Karmony Node and compactNode Mk III modules can be used as interconnecting hubs to various other crew compartments; they cannot hold crew but are considered traversable by CLS/Ship Manifest

- The Karmony Logistics modules are designed as interconnecting corridors to various other crew compartments, and can hold large amounts of life support crew provisions; they cannot hold crew but are considered traversable by CLS/Ship Manifest

- The Karmony Habitation modules can hold up to four (4) Kerbals, and serves as the primary living quarters of a space station / outpost

- The Karmony Science modules can hold up to four (4) Kerbals, and functions essentially like the stock Mobile Processing Lab

- The Karmony Utilities modules can hold up to two (2) Kerbals, and is intended to be the "core" or command & control module of a space station / outpost; in addition to having high battery and monopropellant capacity, it has the ability to process waste

- The Kupola Observation module can hold up to three (3) Kerbals, and can be used as a "crow's nest" for overseeing station operations

- The Kuest Airlock permits Kerbals to engage in Extra-Vehicular Activity (EVA), and is optimized for both orbital and planetary surface missions; it includes storage for a small amount of life support crew provisions that Kerbals will take with them while outside, and can store science reports collected from EVA

- The Kuest Legacy Airlock is a lighter and cheaper version of the standard Kuest module, but is not intended for planetary surface missions

- The Kirs Docking module can hold one (1) Kerbal, and is essentially a short pressurized crew tunnel that can have different types of docking ports on either end; this is particularly useful if your station primarily uses one family of docking ports, but a visiting spacecraft has a different type of port. The Kirs can also act as a "stand-off" between a station and any oversized / unwieldy spacecraft such as shuttle-like spaceplanes with docking ports recessed into its cargo bay.

- The Karmony Warehouse module is currently non-functional; future updates will allow it to hold modular payload racks

- The Karmony Payload Bay module is a variant of the Warehouse, and can be used to store rovers, probes, miniature orbital tugs or various purposes

- The Karmony Bulkhead and Karmony End Rings are structural parts that allows non-FusTek modules to be adapted to the same FusTek standards

- The Karmony Node Covers are used to cap off unused docking locations on the Node / compactNode modules

- The Improved Androgynous Common Berthing Mechanisms (IACBMs) are a family of docking ports specifically designed for use with FusTek station modules; they come in both 1.25 and 2.5m-diameter form factors, and have built-in illuminators to assist in docking during low-light conditions

- The FusTek Resupply Module is an unmanned semi-autonomous pod designed to ferry life support crew provisions to stations, and carry away waste to be burned up during atmospheric re-entry; it can also carry a small amount of varying combinations of fuel/monopropellant/xenon gas to replenish a station's own supply, thanks to Modular Fuel Tanks

Q: I can't EVA out of the Habitation, Science, Utility, Kirs Docking or Kupola modules!

A: Only the Kuest and Kuest Legacy airlocks have EVA hatches, and this is intentional (since one does not depressurize entire living compartments just for spacewalking) - to move between other modules, use Ship Manifest.

Q: Do you have any recommendations on station building?

A: At the end of the day, it is completely up to you how to build your station / outpost. However, I do have two recommendations:

- A bare-bones station/outpost should consist of at least one Utilities module, one Logistics module, one Habitation module and one Kuest (standard or legacy) airlock, as well as at least one free docking port for crew / resupply vessels to dock.

- Contrary to popular belief, the actual maximum safe occupancy of a station or outpost is determined not by the sum of the crew capacities of each connected module, but by the number of Habitatation modules present multiplied by four (4) - each Hab module has bunk space for up to four (4) Kerbals. For instance:

Station A has one Utilities, two Habitats and one Node and one Logistics modules. KSP will claim it could fit 10 Kerbals (2 + 4 + 4, excluding the non-occupiable nodes and logistics modules), but in reality it can only support 8 Kerbals.

Station B has two Utilities, one Habitat, three Nodes, five Logistics and one Science module. KSP will claim it could fit 12 Kerbals (2 + 2 + 4 + 4, excluding the non-occupiable nodes and logistics modules), but in reality it can only support a mere 4 Kerbals.

Q: The internals are weird.

A: The next major version (R0.04a) will feature unique IVA internals for all crew-capable modules.

Q: Will you be making landing legs / procedural ladders / trusses / solar panels / gyros?

A: Planned for various updates.

Q: What about fuel storage / fuel tanks?

A: No. The whitened and paneled appearance is meant to emulate the USOS modules on the real ISS, none of which are used to carry fuel. Besides, the styling of stock or mod fuel tanks have a more robust appearance, and allows users to distinguish between habitable and non-habitable sections of a station.

The only exception to this rule is the FusTek Resupply Module, which carries a small amount of fuel/monopropellant/xenon gas for replenishing existing stocks on your station/outpost. Users are still expected to devise alternative means of long-term fuel storage.

Q: Why is your common texture atlas so inefficient? I bet I can fit everything in an image 1/4 the current size! :P

A: The current texture atlas already uses shared UVs that are optimally packed - the remaining spaces are reserved for future parts and features such as solar panels, heat radiators, trusses, landing leg kits.

Q: I'm having trouble with a version of this add-on from a third-party "mod pack" or from a non-official download location - could you help me?

A: Unfortunately, I am unable to do so.

Unofficially repacked and/or redistributed versions of my add-ons are likely to be outdated or contain unapproved changes/tweaks, and providing support for these "bootleg" versions would greatly inconvenience me.

Q: What's taking you so long to get a stable release out? Everyone else's mods have been updated to 1.0.x, and I bet I can make stuff three times faster than you do!

A: The two main reasons for the glacial development process are:

- I recently relocated to a new city to start a paying full-time job, and instead of the nice, powerful desktop computer I used to do my dev work on, I'm currently stuck with a decades-old second hand laptop that can't run KSP at all (even on minimum settings) and is too old to be upgraded, although I can run modelling/texturing tools such as Blender, Unity, Photoshop, Inkscape and Fireworks CS6 just fine. I'm looking to get a replacement laptop sometime in August, so that I can start testing dev builds myself again.

- IVAs were one of the originally-planned features, which I'm committed to delivering for the first non-alpha release of this station parts pack. Contrary to popular belief / attitudes of certain "Rockstar" add-on authors, I believe that IVAs require careful research and planning to ensure that they are of a decent quality and are able to easily support future features, and I'm not going to cut corners in order to placate a handful of impatient users.

If you feel that I'm working too slow for your tastes, feel free to consider other station parts packs, or fork my repo to "make stuff three times faster" yourself (remember to respect the licensing terms).

 


Acknowledgements

- Alex "fusty" Sterling: Original inspiration

- bac9 & Lack: Lighted windows / Spotlights

- gracae86: Telescoping blast shutter

- Moon Goddess: CoM offset fixes

- InsaneDruid and SippyFrog: Alternative texture packs

 


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I must say, this is great, but maybe there is one bug or flaw, It's hard to know which are hatches and which are not, Someones I will put a docking port above a hatch and Kerbals can still go out on that hatch.

And It's not that flexible on stacking the modules together because in some instances hatches will be and must be blocked. for example the logistics module cannot be stacked. it must be in the end like the Airlock, because one node has a hatch and the other one not. so you will end up blocking a hatch if you try to stack them. and pressing "EVA" on a kerbal on that module will magically transfer the kerbal outside the already blocked hatch.

My suggestion is to remove the top/bottom hatches all together and put a "emergency hatch" on the sides like in the Karmony Mk II Module. That way we can have a real use for the Airlock Module

Edited by lyndonguitar
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It's hard to know which are hatches and which are not, Someones I will put a docking port above a hatch and Kerbals can still go out on that hatch.

And It's not that flexible on stacking the modules together because in some instances hatches will be and must be blocked. for example the logistics module cannot be stacked. it must be in the end like the Airlock, because one node has a hatch and the other one not. so you will end up blocking a hatch if you try to stack them. and pressing "EVA" on a kerbal on that module will magically transfer the kerbal outside the already blocked hatch.

My suggestion is to remove the top/bottom hatches all together and put a "emergency hatch" on the sides like in the Karmony Mk II Module. That way we can have a real use for the Airlock Module

One of my fundamental design goals was to get rid of the emergency hatch that was present in the Mk II, and instead reassign the airlock to an existing hatch. I chose the top one (or more correctly, the fore hatch) since that location is consistent across most modules. It was also intended that people would use Kerbal Crew Manifest to transfer crew between modules, in lieu of official IVA navigation, so that stacking modules should not matter.

I should probably update the Release Notes and Dependencies to state this fact, but otherwise, this is technically working as intended.

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R0.02a released - see first post for download link

R0.02a        19 June 2013 
---------------------------

Features:
- New Parts
- Karmony Habitation Module
- Karmony Habitation Module Adapter
- Karmony Science Module
- Karmony Science Module Adapter
- Karmony Utilities Module
- Karmony Utilities Module Adapter
- Karmony Bulkhead (2.5m cosmetic structural part)
- Karmony Habitation, Science and Utilities modules come with MechJeb2 support and toggleable window lights
- Karmony Utilities module come with RemoteTech (RemoteCommand) and Chatterer support, and also has a small RTG for powering small stations / outposts with less than four connected modules (Solar panels will be required for larger structures)
- Karmony Bulkhead converts any 2.5m fuselage or fuel tank into ones that match the FusTek aesthetic
- Can also be used in conjunction with the Karmony End Ring

Changes:
- Cost of Karmony module variants and Kuest Airlock increased to 8500 and 2500 respectively
- This makes them comparable to the half-sized stock PPD-10 Hitchhiker Storage Container (4000), as Karmony module variants are twice the Hitchhiker's length and (allegedly) use superior construction techniques
- Monopropellant capacity in the Habitatation, Science, Logistics and Node modules reduced from 180 to 100
- Original value was considered too overpowered
- All models now use compressed TGA textures, due to a Unity bug that causes PNG images to load very slowly
- Those responsible for painting all the modules have been sacked
- Crew capacities for all modules have been adjusted:
- Nodes: 2 Kerbals
- Logistics: 2 Kerbals
- Habitation: 4 Kerbals
- Science: 4 Kerbals
- Utilities: 2 Kerbals
- Airlock: 1 Kerbal (Unchanged)

Bugs/Known Issues
- All crew-capable modules currently STILL use the default generic "UniKarmony" internal model
- Module-specific unique internals will come at a later date
- Karmony Habitation, Science and Utilities modules may have incorrectly-formatted resource outputs/requirements in the VAB/SPH part description
- This is due to various KSP internal PartModules not combining nicely in the part description
- Part functionality is not affected

Edited by sumghai
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I just downloaded it, and it is really good, but I want to make a moon base from your parts, so I have to use a docking port? or the existing doors can already dock with eachother?

Also what is the purpose of the Science and the Utilities modules? because if I press right mouse button on it, there aren't any special options.

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Nice work :-). But one thing i noticed that stops me from using your parts. Memory usage. I know, the pack itself is only 25 megs but the .tga textures add over 450 megs to the actual memory load after starting the game. Happens with other mods that use .tga textures too (like the new RLA Engines, reverting back to .png version saved much memory).

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I just downloaded it, and it is really good, but I want to make a moon base from your parts, so I have to use a docking port? or the existing doors can already dock with eachother?

Like any other station module from any other modder or Squad, players are supposed to add their own docking ports (whether it is the stock Clamp-o-trons or fusty's own Common Berthing Mechanisms).

Also what is the purpose of the Science and the Utilities modules? because if I press right mouse button on it, there aren't any special options.

None of the modules really do *anything* at the moment, pending more game features from future editions of KSP. However, I figured it would be nice for folks to be able to clearly define which parts of their station are for living in, which are for working in etc.

The Utilities module does have a medium-sized RTG, to provide limited amounts of power for small space stations / outposts.

But one thing i noticed that stops me from using your parts. Memory usage. I know, the pack itself is only 25 megs but the .tga textures add over 450 megs to the actual memory load after starting the game. Happens with other mods that use .tga textures too (like the new RLA Engines, reverting back to .png version saved much memory).
Due to a bug in Unity, png files take much longer to load, which is why most modders have switched to tga.
you should indeed switch to tga, because it is eating my memory.

*Sigh*

Between R0.01a and R0.02a, NovaSilisko had already informed modders that PNG textures load more slowly that others.

Chestburster, I have no idea why the opposite is happening to you. What version of KSP are you running?

onlinegamesz, if you open up my part folders, you will find that I am already using compressed TGA textures.

Edited by sumghai
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This is an awesome mod. I've already re-redesigned my planned space station so I could get the Habitation and Utilities modules added (already had Logistics, natch).

Looking at the textures, I think this module would benefit from the reduced footprint that 20.2 part and texture cloning allows (particularly the texture reuse). If you weren't already planning on it, I'd be happy to provide some recommendations on how to go about doing that.

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Looking at the textures, I think this module would benefit from the reduced footprint that 20.2 part and texture cloning allows (particularly the texture reuse). If you weren't already planning on it, I'd be happy to provide some recommendations on how to go about doing that.

I would definitely love to further optimize / reuse textures. Unfortunately, I never got PartTools 0.20 to work, so any help would be appreciated.

Number one priority for when I get back is still the exploding EVA hatch issue.

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