sharpspoonful Posted April 25, 2014 Share Posted April 25, 2014 Thank you Sumghai.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Geschosskopf Posted April 28, 2014 Share Posted April 28, 2014 Regarding life support, as per an old reply in the development thread:I'll probably start such a thread later today.Somebody over in the SDHI thread taught me how to add TAC Life Support to parts. What I did was add a separate text file that overwrites the default values (should there be any) and substitutes my own, or adds stuff that wasn't there before. I don't know enough to know if this text file is being used by Module Manager or not, but it works anyway. So I spent a few hours today adding TAC LS to these modules.This is still very much a work in progress but if anybody who doesn't know how to do this wants a quick lesson, PM me. Link to comment Share on other sites More sharing options...
Gryphorim Posted April 28, 2014 Share Posted April 28, 2014 Out of curiosity, is there any chance of compact hab modules? they would effectively replace the hitchhiker, but with far better quality part. Also, I seem to rememeber talk of an alternate config or model for the station parts that added RCS support, this would be a boon to the construction of larger stations, where every part saved counts toward reducing lag. Not intending to put pressure on, but if/when the SEV parts get added, will they be designed to conform to 2.5m standard circular cross section, or were you thinking the more technically accurate oval? Finally, will there be 3.75m lander/station modules in a later release? Anyway, best of luck with the project, and thank you for the dev builds. Link to comment Share on other sites More sharing options...
OOZ662 Posted April 28, 2014 Share Posted April 28, 2014 Also, I seem to rememeber talk of an alternate config or model for the station parts that added RCS supportDunno about you, but a majority of the station modules in my install have 100 units of monoprop in them by default. I tend to slap two sets of four linear ports on them for station rotation. Link to comment Share on other sites More sharing options...
Zeroignite Posted April 28, 2014 Share Posted April 28, 2014 Is the Warehouse module designed for compatability with Extraplanetary Launchpads? Now that I'm running FAR, lifting wide/oddshaped payloads is a no-go and I want a reason to have large beautiful stations Link to comment Share on other sites More sharing options...
sumghai Posted April 28, 2014 Author Share Posted April 28, 2014 Out of curiosity, is there any chance of compact hab modules? they would effectively replace the hitchhiker, but with far better quality part. This has been suggested before, and I don't think it would work. If we assume that a "compact" module is essentially a half-length module (like the compactNodes and standard Kuest Airlock), I would be only able to fit in two vertical bunks, a shower and a toilet - no room left for galley exercise areas.Also, I seem to rememeber talk of an alternate config or model for the station parts that added RCS support, this would be a boon to the construction of larger stations, where every part saved counts toward reducing lag. Dunno about you, but a majority of the station modules in my install have 100 units of monoprop in them by default. I tend to slap two sets of four linear ports on them for station rotation.I believe Gryphorim is referring to having built-in RCS thrusters, which I investigated briefly back in July 2013. The problem I had was that built-in RCS thrusters don't handle roll inputs at all, and so that has been shelved for now.Not intending to put pressure on, but if/when the SEV parts get added, will they be designed to conform to 2.5m standard circular cross section, or were you thinking the more technically accurate oval?The SEV components will be 2.5m wide, but will also conform to the oval cross-sectional profile as per the original.I'll also make an oval-to-2.5m standard adapter to allow the SEV cockpit to be used in conjunction with the station parts to build proper interplanetary transfer vehicles.Finally, will there be 3.75m lander/station modules in a later release?In the distant future, a 3.75m hab specifically designed for planetary outposts would be a possibility - I have yet to work out specifics, but it seems that in that particular configurations, Kerbals would finally be able to sleep lying down.Is the Warehouse module designed for compatability with Extraplanetary Launchpads?I've removed OrbitalConstruction Re-Redux / Extraplanetary Launchpads compatibility, because I'm planning on taking over nothke's FLEXracks project and making modular containers to hold OCRR / EL resources. Said containers would then fit into receptacles inside the Warehouse. Link to comment Share on other sites More sharing options...
RedAV8R Posted April 29, 2014 Share Posted April 29, 2014 I believe Gryphorim is referring to having built-in RCS thrusters, which I investigated briefly back in July 2013. The problem I had was that built-in RCS thrusters don't handle roll inputs at all, and so that has been shelved for now.This is no longer the case. Take a look ModuleRCSFX!!! Link to comment Share on other sites More sharing options...
sumghai Posted April 29, 2014 Author Share Posted April 29, 2014 This is no longer the case. Take a look ModuleRCSFX!!!I'll look into it, thanks.Also, one exclamation point is sufficient. Link to comment Share on other sites More sharing options...
NathanKell Posted April 29, 2014 Share Posted April 29, 2014 One ! for stack-mountable/on-a-pod-or-hab RCS. One ! for "uses PROPELLANT nodes, so briprop/triprop/ion RCS." One ! for "uses EFFECTS nodes." :] Link to comment Share on other sites More sharing options...
sumghai Posted April 29, 2014 Author Share Posted April 29, 2014 One ! for stack-mountable/on-a-pod-or-hab RCS. One ! for "uses PROPELLANT nodes, so briprop/triprop/ion RCS." One ! for "uses EFFECTS nodes." :]In that case, I'll let it slide...for now.>:-) Link to comment Share on other sites More sharing options...
Victus Posted April 29, 2014 Share Posted April 29, 2014 Does this work for career as I can only access the items in Sandbox -they're not in R&D in career though. Link to comment Share on other sites More sharing options...
OOZ662 Posted April 29, 2014 Share Posted April 29, 2014 All the parts are in Composites, which is near the end of the tree. Link to comment Share on other sites More sharing options...
Victus Posted April 29, 2014 Share Posted April 29, 2014 All the parts are in Composites, which is near the end of the tree.I have that unlocked but no parts, no worries Link to comment Share on other sites More sharing options...
BananaDealer Posted April 29, 2014 Share Posted April 29, 2014 I have that unlocked but no parts, no worries Make sure you've "purchased" the parts from your tree... Link to comment Share on other sites More sharing options...
Victus Posted April 29, 2014 Share Posted April 29, 2014 Make sure you've "purchased" the parts from your tree...Does this work for career as I can only access the items in Sandbox -they're not in R&D in career though.As I said it's no big deal, there are other parts I can get Link to comment Share on other sites More sharing options...
BananaDealer Posted April 29, 2014 Share Posted April 29, 2014 As I said it's no big deal, there are other parts I can get Yes, but it would be good to figure out what's going wrong...Are you using a custom R&D tree, other than the Interstellar one? Link to comment Share on other sites More sharing options...
Victus Posted April 29, 2014 Share Posted April 29, 2014 Yes, but it would be good to figure out what's going wrong...Are you using a custom R&D tree, other than the Interstellar one?I think I may have not installed the correct one, the one compatible with 23.5 OR I may not have the dependencies. The only mods I'm using are KW Rocketry, Habitat and KAS.I think it's definitely on my end and not the mods Link to comment Share on other sites More sharing options...
sumghai Posted April 29, 2014 Author Share Posted April 29, 2014 Victus, are you sure you're using the X0.04-3 DEV BUILD? Link to comment Share on other sites More sharing options...
Gryphorim Posted April 30, 2014 Share Posted April 30, 2014 (edited) I've run into an unexpected problem with a build. I was assembling a space station component that had two Karmony nodes docked in parallel, but with the nodes recessed and external hardware on one side of the superstructure, the docking ports could not mate. Is there a possibility of a port extender part? Actually, I might have a crack at it myself. Basically going to make a battery bank sized "kirs".Edit: here is my clumsy, ignorant attemptJavascript is disabled. View full albumEdit2: I am apparently just as clumsy and ignorant with imgur. Thanks Softweir.Edit3: My attempt is merely a reskin i whipped up over lunch. Can we please have an official version if this? With maybe ladder rungs/handrails and swappable textures? Edited May 1, 2014 by Gryphorim Link to comment Share on other sites More sharing options...
Kerbal01 Posted May 3, 2014 Share Posted May 3, 2014 what happened to the landing legs for surface bases expansion? is that dead? Link to comment Share on other sites More sharing options...
sumghai Posted May 4, 2014 Author Share Posted May 4, 2014 what happened to the landing legs for surface bases expansion? is that dead?I'm currently busy working on the (long-overdue) IVAs.Landing legs and other planetary base-like accessories will come in future updates. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 4, 2014 Share Posted May 4, 2014 I'm currently busy working on the (long-overdue) IVAs.Landing legs and other planetary base-like accessories will come in future updates.Honestly, that's probably the better choice by far. We can all just slap landing legs on the parts if we want them. We can't easily slap an IVA model in them. Link to comment Share on other sites More sharing options...
sumghai Posted May 7, 2014 Author Share Posted May 7, 2014 Whilst on an archive binge of old KSP threads, I've noticed that fusty has announced that he's fully comfortable with me continuing the station parts. Thus, I have officially renamed my expansion to just FusTek Station Parts, but will still continue to attribute the original concept to fusty.I've also decided to host all future versions of FusTek on CurseForge, in light of SQUAD's recent announcement regarding the imminent closure of SpacePort. I'll still host alternative downloads via Dropbox, for those with moral objections to CurseForge.Finally, while the IVAs are still a WIP (and by extension, the long promised R0.04a alpha), I've decided that there's not much point keeping the 0.21+ R0.03.5a download around. As such, the latest version you can download now (as of time of writing) will be the X0.04-3a DEV BUILD - saves me from having to support a now-obsolete build alongside the new version. Link to comment Share on other sites More sharing options...
B4rberblacksheep Posted May 7, 2014 Share Posted May 7, 2014 Hi, I don't know what I'd need to post report wise so I'll just provide the full log and probably get yelled at >~< http://pastebin.com/b3eXEfQA (First time having to seek help for a mod). For some reason the only parts which are actually available within the game when I load it up (in sandbox mode) are the two docking ports which come with the pack. I have tried with a fresh install of KSP and Fustek and all of it's dependencies and am having no luck at all with it. Would appreciate some help, even if it's calling me an idiot because I've missed something obvious, as I've been trying to get it to work for a few hours now and I'm going spare. Link to comment Share on other sites More sharing options...
sumghai Posted May 7, 2014 Author Share Posted May 7, 2014 Hi, I don't know what I'd need to post report wise so I'll just provide the full log and probably get yelled at >~< http://pastebin.com/b3eXEfQAThanks for the bug report!I know exactly what the problem is, and it's my fault - I renamed a folder and forgot to update the MODEL{} node paths. I'll fix it in a couple of hours, when I get to the computer that I do my dev work on.Thanks for the heads-up! Link to comment Share on other sites More sharing options...
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