phoenix_ca Posted May 8, 2014 Share Posted May 8, 2014 I know exactly what the problem is, and it's my faultQuick! He admitted he broke something! LET THE LYNCHING BEGIN! Link to comment Share on other sites More sharing options...
Starwaster Posted May 8, 2014 Share Posted May 8, 2014 Quick! He admitted he broke something! LET THE LYNCHING BEGIN!I've got the liquid fluorine. Someone hand Sumghai a good pair of running shoes. I want this to be fair. Link to comment Share on other sites More sharing options...
sumghai Posted May 8, 2014 Author Share Posted May 8, 2014 (edited) Quick! He admitted he broke something! LET THE LYNCHING BEGIN!I've got the liquid fluorine. Someone hand Sumghai a good pair of running shoes. I want this to be fair.Now all we need is Rob Schneider from The Waterboy screaming "You can do it! Cut his flipping head off!" from the sidelines! I've pushed a hotfix out on Dropbox, while the CurseForge file is awaiting approval and CurseForge approved the amended download. Edited May 8, 2014 by sumghai Link to comment Share on other sites More sharing options...
B4rberblacksheep Posted May 8, 2014 Share Posted May 8, 2014 Woohoo! Thanks for the quick response, can't wait to start building my first space station! Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 8, 2014 Share Posted May 8, 2014 I've got the liquid fluorine.Dear gods! Give me a sec to get on my bicycle. I want to be nowhere near that evil element! (Seriously, have you seen the setups that chemists doing research with elemental fluorine have? That **** is scary.) Link to comment Share on other sites More sharing options...
Korb Biakustra Posted May 10, 2014 Share Posted May 10, 2014 I can't seem to attach nodes, either compact or regular, using their side attachments. They apparently have to be attached with the longitudinal attachments, and then side ones will start working for attaching extra stuff on the nodes, but not for attaching the nodes on something pre-existent. Is there a workaround? I need to keep the 2.5 m attachments free. Apart from that, do you guys use to put pods on your stations to monitor stuff (not necessarily for navigation, my station will not be symetric anyway), or eventually rotate? In the past I think Fustek parts were considered command pods, but not now so I guess I will lose control of the station if I don't put a pod on it.And last question: I am not sure I understand correctly the difference between stock docks and berthing docks: the latter allow for crew to pass threw it, right? Can I start using them on every ship or are there any significant drawbacks? Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 10, 2014 Share Posted May 10, 2014 the nose issues due to the fact that you can only have one set of parent nodes. In other words you cannot use all six of the nodes as a starting point for building a station.a couple of revisions back, the command function was taken out of all the pod except for the utility pod. sorry for the bad spelling, I'm using the text to talk feature on my phone because I'm lazy. Link to comment Share on other sites More sharing options...
Korb Biakustra Posted May 10, 2014 Share Posted May 10, 2014 Thanks for your quick answer! I found a trick to achieve what I wanted using some SelectRoot wizardry! I'm still wondering about the docking ports, whether I should use the Berthing only between Fustek parts, or if I can use them also for any of my ships. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 10, 2014 Share Posted May 10, 2014 I'd guess that's possible, but you'd be sacrificing the ability to use the standard docking ports, or ports from KW, or Kippard's Universal Docking Ports... Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 10, 2014 Share Posted May 10, 2014 (edited) Generally speaking I do this on stations and other craft with mixed parts:Fustek Station - I use the FusTek docking ports between modules and the "universal" SQUAD docking ports for docking craft to it..LLL - I usually use it's own docking ports, but will mix in any of the other three AND add KAS winches for flexibility.Because the FusTek parts cannot be attached on the surface, they have a unique limitation. This is why its ok to have a couple sets of docking ports on one craft. Edited May 10, 2014 by sharpspoonful Link to comment Share on other sites More sharing options...
Brovine Posted May 10, 2014 Share Posted May 10, 2014 CLS has made a config change necessary for parts with only some nodes passable - see this post from the CLS thread.Thanks for this. I think the way ahead is to keep the current scheme, but change the configs. The example you give will become:@PART[cupola]:HAS[!MODULE[ModuleConnectedLivingSpace]] { MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = top }}It is longer, but it more explicit.I will make the necasery changes to the configs that are shipped with CLS.With the current config without this change, the airlocks and cupola are completely impassable. Link to comment Share on other sites More sharing options...
Korb Biakustra Posted May 10, 2014 Share Posted May 10, 2014 (edited) Thanks for your answers. Sharpspoonful, what do you mean by "LLL"?I have another question about Firespitter dependency: this mod is quite large due to the parts, and I'm running short on RAM. Can you tell me what exact files I need to keep to maintain Fustek's dependencies? I guess it's only Plugins and PluginData folders? Edited May 10, 2014 by Korb Biakustra Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 10, 2014 Share Posted May 10, 2014 (edited) Thanks for your answers. Sharpspoonful, what do you mean by "LLL"?Presumably this.I have another question about Firespitter dependency: this mod is quite large due to the parts, and I'm running short on RAM. Can you tell me what exact files I need to keep to maintain Fustek's dependencies? I guess it's only Plugins and PluginData folders?The Firespitter plugin, as far as I'm aware, is only used for texture switching for this pack. What you need from the Firespitter mod is the Firespitter.dll . However removing it won't do much for memory saving. If you're really desperate for every last little bit, you could remove the AltTexturePacks folder. Honestly though, this pack has had a lot of work put into reducing its memory footprint. You can see this in the part configs very clearly. The parts use a lot of common textures, and many parts are put-together piecemeal from common models, instead of providing entire models for each similar part. It's...actually quite elegant. The entire FusTek folder is all of 8MB.This mod is actually remarkably small for so many parts. Sumghai has effectively created the best of both worlds, providing the possibility for low part counts on stations while not increasing memory consumption by an inordinate amount by creating so many parts. Edited May 10, 2014 by phoenix_ca Link to comment Share on other sites More sharing options...
Korb Biakustra Posted May 10, 2014 Share Posted May 10, 2014 Thanks for the reply! Yeah I don't complain at all about Fustek folder size! It's just Firespitter that is about 39 MB, and I wanted to make sure I only need the dll. After removing the parts, it's perfect, no worries. Link to comment Share on other sites More sharing options...
django333 Posted May 10, 2014 Share Posted May 10, 2014 I can just drop the .dll into the game data folder? Link to comment Share on other sites More sharing options...
nothke Posted May 10, 2014 Share Posted May 10, 2014 (edited) And last question: I am not sure I understand correctly the difference between stock docks and berthing docks: the latter allow for crew to pass threw it, right? Can I start using them on every ship or are there any significant drawbacks?In reality, the difference between "berthing" and "docking" is that docking is an impact system, which means that autonomous craft slams (gently) into a docking port which then mechanically captures the spacecraft. On the other hand, "berthing" is not an impact mechanism and the spacecraft in this case is connected to the port with the use of a robotic arm. The advantage of berthing is that the ports are more simple in design as it doesn't need to be as structurally sound as docking ports, and as a result, it is possible to make them larger without drawbacks such as dramatically increased weight as with docking ports. Also, impacts needs to be absorbed by both of the craft. The disadvantage is that you obviously need a robotic arm and you need to be much more precise with parking your craft prior to grappling ("grappling" is the act of capturing a free flying craft with a robotic arm)However in KSP, all docking ports are using some sort of a magnetic system, which is not very realistic, but is useful and easier from a gameplay perspective, therefore it doesn't really matter what port parts you are using in the game itself. I prefer to stay real, so I use robotic arm to berth station parts, and docking ports for transfer vehicles.These are my custom made CBM ports I am using on my stations, they are simple, robust, don't have any moving parts or alignment pins, and are thin: https://www.dropbox.com/s/4xlro8y7wftcz06/KABOOM.zip Edited May 10, 2014 by nothke Link to comment Share on other sites More sharing options...
OOZ662 Posted May 10, 2014 Share Posted May 10, 2014 The Firespitter plugin, as far as I'm aware, is only used for texture switching for this pack.It also handles the animations; switching the docking nodes between "passive" and "active" modes (the tabs that stick out rotate 45deg) and opening and closing the doors on the warehouse part (to reveal the big purple void inside) and the window armor on the cupola. Link to comment Share on other sites More sharing options...
kiwiak Posted May 11, 2014 Share Posted May 11, 2014 I noticed that airlock cant hold reports. That means that we want to go back to ship using airlock, eve report is dumped. Link to comment Share on other sites More sharing options...
sumghai Posted May 11, 2014 Author Share Posted May 11, 2014 CLS has made a config change necessary for parts with only some nodes passable - see this post from the CLS thread.I've just pushed a hotfix via Dropbox containing the patch, while the CurseForge version is awaiting approval.I noticed that airlock cant hold reports. That means that we want to go back to ship using airlock, eve report is dumped.Thanks for the heads-up - I'll look into this a bit further later this week (as I don't normally use Career mode). Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 11, 2014 Share Posted May 11, 2014 (edited) That's an easy fix. Just add this:MODULE{ name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3}Example of an MM patch:@PART[FusTekKuestAirlock]:FINAL{ MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 }}@PART[FusTekKuestLegacyAirlock]:FINAL{ MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 }} Edited May 11, 2014 by phoenix_ca Link to comment Share on other sites More sharing options...
sumghai Posted May 11, 2014 Author Share Posted May 11, 2014 X0.04-3-1 DEV BUILD Hotfix released - see first post for download linkX0.04-3-1 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 KupolaI'll look into the Science and EVA reports in a future update - right now my main focus is on the long-overdue IVAs. Link to comment Share on other sites More sharing options...
TerrificToby Posted May 11, 2014 Share Posted May 11, 2014 does anyone have a collection of modules for a station? Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 11, 2014 Share Posted May 11, 2014 Toby, what do you mean? Like a pre-built station? Because the mod is pretty much a modules part pack... Link to comment Share on other sites More sharing options...
sumghai Posted May 11, 2014 Author Share Posted May 11, 2014 does anyone have a collection of modules for a station?Toby, I recall you had some problems with CLS and the Bulkhead / Kuest Airlocks. Have you applied the latest fixes? Link to comment Share on other sites More sharing options...
heikkik Posted May 12, 2014 Share Posted May 12, 2014 (edited) Hey. I'm using the X0.04-3-1 DEV build and all the parts seem to be missing the TechRequired and entryCost parameters from the .cfg files. I had the same issue with X0.04-3, but didn't have time to report as the new version came out. I'm just editing the .cfg files on my end so I can use the parts. Did I break something or was it a faulty download? Edited May 12, 2014 by heikkik Link to comment Share on other sites More sharing options...
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