rhoark Posted March 11, 2014 Share Posted March 11, 2014 Is there a hollow node? Would go great with the cutout adapters and docking ports. Link to comment Share on other sites More sharing options...
sumghai Posted March 11, 2014 Author Share Posted March 11, 2014 Is there a hollow node? Would go great with the cutout adapters and docking ports.I'm not sure what you mean by a "hollow node", considering that the MkIII Nodes already have recesses for docking ports. Link to comment Share on other sites More sharing options...
rhoark Posted March 12, 2014 Share Posted March 12, 2014 I mean having an interior accessible on EVA. Link to comment Share on other sites More sharing options...
sumghai Posted March 13, 2014 Author Share Posted March 13, 2014 I mean having an interior accessible on EVA.At most, I'll probably design my hypothetical procedural trusses to have an internal crawl space accessible via EVA, but no hollow modules like what Alskari has. Link to comment Share on other sites More sharing options...
rhoark Posted March 14, 2014 Share Posted March 14, 2014 Thanks for pointing out Alskari's stuff, but its more scifi than I want. I guess I can put some of your ports on the ends of a 6S compartment. Link to comment Share on other sites More sharing options...
sumghai Posted April 11, 2014 Author Share Posted April 11, 2014 X0.04-2 DEV BUILD released - refer to the blog post for download linkWARNING: Major save / craft-breaking update - use at own riskX0.04-2 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 resupplyChanges: - 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 ModuleIssues: - 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 Link to comment Share on other sites More sharing options...
DasBananenbrot Posted April 11, 2014 Share Posted April 11, 2014 Wow. Nice Link to comment Share on other sites More sharing options...
BananaDealer Posted April 11, 2014 Share Posted April 11, 2014 Oooh! An update! Kinda sucks that in breaks craft files, but hey... Link to comment Share on other sites More sharing options...
MDBenson Posted April 13, 2014 Share Posted April 13, 2014 Excellent to see another Dev release and I like the new stuff Suggestion: To make it similar in principle to Cygnus (which I assume you were trying for?) Could you make the Resupply module smaller in diameter than the standard 2.5m model? Maybe 2m instead? Or is this unnecessarily awkward? Link to comment Share on other sites More sharing options...
BananaDealer Posted April 13, 2014 Share Posted April 13, 2014 Excellent to see another Dev release and I like the new stuff Suggestion: To make it similar in principle to Cygnus (which I assume you were trying for?) Could you make the Resupply module smaller in diameter than the standard 2.5m model? Maybe 2m instead? Or is this unnecessarily awkward?As long as it mounts a 1.25m port, I don't really see why it would be "awkward".I second this. Link to comment Share on other sites More sharing options...
Sudragon Posted April 13, 2014 Share Posted April 13, 2014 On first look, the compact node could be a little taller as it doesn't appear to allow clearance for fustek station parts in a stack. Link to comment Share on other sites More sharing options...
BigD145 Posted April 13, 2014 Share Posted April 13, 2014 Oh, nice. I forgot about this. I may have to squeeze it in, RAM permitting. Link to comment Share on other sites More sharing options...
sumghai Posted April 13, 2014 Author Share Posted April 13, 2014 Suggestion: To make it similar in principle to Cygnus (which I assume you were trying for?) Could you make the Resupply module smaller in diameter than the standard 2.5m model? Maybe 2m instead? Or is this unnecessarily awkward?As long as it mounts a 1.25m port, I don't really see why it would be "awkward".I second this.I prefer to keep it at the standard 2.5 diameter, for consistency with the rest of the parts pack. Link to comment Share on other sites More sharing options...
onlinegamesz Posted April 14, 2014 Share Posted April 14, 2014 (edited) Hi, can I put stuff in the warehouse module? or is it just for decorative?Also is this compatible with career mod? And is it recommended for me to use the new dev update? because I see it will give craft breaks but I didn't build anything yet.Sorry for so many questionsThanks Edited April 14, 2014 by onlinegamesz Link to comment Share on other sites More sharing options...
BananaDealer Posted April 14, 2014 Share Posted April 14, 2014 Hi, can I put stuff in the warehouse module? or is it just for decorative?Also is this compatible with career mod? And is it recommended for me to use the new dev update? because I see it will give craft breaks but I didn't build anything yet.Sorry for so many questionsThanksThe warehouse module works with Interplanetary Launchpads (I think).It's compatible with career, though I would recommend using the DEV release as it's more current and better maintained.As for craft breaking, just make sure you don't have Kerbals on them... Link to comment Share on other sites More sharing options...
onlinegamesz Posted April 14, 2014 Share Posted April 14, 2014 (edited) The warehouse module works with Interplanetary Launchpads (I think).It's compatible with career, though I would recommend using the DEV release as it's more current and better maintained.As for craft breaking, just make sure you don't have Kerbals on them...Many thanks for your answer, how do I install the dev release? is it a standalone? because the dev release is 2,04 mb and the version 0.03.5a is 11,4 mbEDIT: So I am now running the dev release and many things are broken, I can't go out of a module anymore, it says "can't exit, module has no hatch".Also the IACBM is not working anymore Edited April 14, 2014 by onlinegamesz Link to comment Share on other sites More sharing options...
BananaDealer Posted April 14, 2014 Share Posted April 14, 2014 (edited) Many thanks for your answer, how do I install the dev release? is it a standalone? because the dev release is 2,04 mb and the version 0.03.5a is 11,4 mbEDIT: So I am now running the dev release and many things are broken, I can't go out of a module anymore, it says "can't exit, module has no hatch".Also the IACBM is not working anymoreThe dev release is a standalone.Delete any previous FusTek pack you may have and install the latest dev version.On the Edit: The latest Dev version changes the modules to no-longer have all their nodes as hatches.Please explain your problems with the CBM.Also, please direct your comments/probelms to the Dev versions' thread (also read the info on it). Edited April 14, 2014 by BananaDealer Link to comment Share on other sites More sharing options...
onlinegamesz Posted April 14, 2014 Share Posted April 14, 2014 I have it on it side and I still cant exit the module.About the IACBM, I dont have the option passive, active etc anymoreSee the picture Link to comment Share on other sites More sharing options...
BananaDealer Posted April 14, 2014 Share Posted April 14, 2014 I have it on it side and I still cant exit the module.About the IACBM, I dont have the option passive, active etc anymoreSee the picturehttp://s11.postimg.org/mbb4c1ec1/prob.jpgSince the packs' plugin was removed, that got rid of the passive/active switch. Since there is no practical difference between the two, I don't think that's a problem (I have literally never used the feature).Also, again- direct comments about the dev build to the relevant thread (there's a greater chance for SumGhai to answer). Link to comment Share on other sites More sharing options...
BLUAV8R Posted April 14, 2014 Share Posted April 14, 2014 Is proud to present:KSO Phase II FusTek RetextureJavascript is disabled. View full albumDOWNLOAD (Dropbox)What is it?- This is a custom retexture for sumghai's latest dev release of his FusTek Station Parts Expansion. It is meant to make the textures seem a little more realistic as well as matching with those of Helldiver & Nazari1382's Kerbin Shuttle Orbiter System Pack.What if I don't use the KSO pack?- This is still (in my opinion) a very good standalone texture pack and is quite stock friendly.What if I don't like the brown rims on the modules?- Well then lucky for you I also have included in the download an optional pack that has those removed and is all grey If you decide to use this then make sure you use the default normal map included in the original version, not the one I have made. Check the end of the Imgur album to see the grey pack textures.INSTALLATION INSTRUCTIONSFor standard pack simply copy over files in GameData folder to those in your KSP location, overwriting all it says to.If choosing to use the optional grey pack DO NOT USE THE NORMAL MAP (purple picture thing) INCLUDED IN MY PACK, USE DEFAULT ONE FROM ORIGINAL DOWNLOADSpecial thanks to sumghai for letting me post this & help with normal maps, and to blackheart612 as well for additional info on editing normals along with creative input Shoot me a PM if you have any questions, constructive (or negative I guess lol) criticism, suggestions, or tips! Link to comment Share on other sites More sharing options...
BananaDealer Posted April 14, 2014 Share Posted April 14, 2014 Shouldn't this be in its' own thread?Quite impressive though. Link to comment Share on other sites More sharing options...
BLUAV8R Posted April 14, 2014 Share Posted April 14, 2014 Shouldn't this be in its' own thread?Quite impressive though.You're probably right and thanks! now, if I'm not quite sure what I need to include to make it my own thread any help? Link to comment Share on other sites More sharing options...
TerLoki Posted April 14, 2014 Share Posted April 14, 2014 Not bad! Though I'd change the hatch and docking port colors too, if you weren't already planning on it, the bright yellow clashes a bit with the more muted KSO style. Link to comment Share on other sites More sharing options...
BLUAV8R Posted April 14, 2014 Share Posted April 14, 2014 Not bad! Though I'd change the hatch and docking port colors too, if you weren't already planning on it, the bright yellow clashes a bit with the more muted KSO style.Good idea what colors do you thin would work? I know I can alter the yellow to the one that most of the KSO parts have for decal and stuff, what about the red though? Link to comment Share on other sites More sharing options...
BananaDealer Posted April 14, 2014 Share Posted April 14, 2014 You're probably right and thanks! now, if I'm not quite sure what I need to include to make it my own thread any help?You seem to have most of the standard stuff, maybe add a licence, a link to the original FusTek parts and a change log/to-do list... Link to comment Share on other sites More sharing options...
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