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


sumghai

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After along headache session of why some mods don`t work, and especially with FusTek as I really wanted to finally give it a try, it did not show up after installing and all the dependencies.

Google yielded no results and reading 76 pages was kind of a brain killer... untill a lightbulb popped up:

PartCatalog 3.0_RC4 is not compatible with:

Fustek 0_04-4 dev

RemoteTech-v1.4.0

FireSpitter 6.3.1

For some reason Part Catalogus hides all the parts of these 2 mods

Getting RemoteTech 2 & Firespitter working at the same time was a nice bonus

Hope google caches it if anyone does a clean install of these mods and they don`t show up :)

Will drop a line over at the PC thread aswell

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After along headache session of why some mods don`t work, and especially with FusTek as I really wanted to finally give it a try, it did not show up after installing and all the dependencies.

Google yielded no results and reading 76 pages was kind of a brain killer... untill a lightbulb popped up:

PartCatalog 3.0_RC4 is not compatible with:

Fustek 0_04-4 dev

I suspect that this is because from X0.04 onwards, FusTek part names have all been changed.

I don't use PartCatalog myself, so I'm afraid I won't be able to provide updated configs for it.

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I suspect that this is because from X0.04 onwards, FusTek part names have all been changed.

I don't use PartCatalog myself, so I'm afraid I won't be able to provide updated configs for it.

Just wanted to let you both know incase some one else comes asking why it`s not working :)

Left in their thread a reply aswell with this info, so many parts to sort through now again :P

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I suspect that this is because from X0.04 onwards, FusTek part names have all been changed.

I don't use PartCatalog myself, so I'm afraid I won't be able to provide updated configs for it.

Just wanted to let you both know incase some one else comes asking why it`s not working :)

Left in their thread a reply aswell with this info, so many parts to sort through now again :P

Either way, thanks for the heads-up :)

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If you're accepting idears, what do you think of a variant of the ATV pod that carries less fuel but has a small payload bay (or a shallow one on each side) for fitting some KAS containers (or other gear) into.

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I use PartCatalog with the second newest version (X0.04-3), and it works just fine. PartCatalog autogenerates the configs by scanning all parts in the game, so that's not the issue. My guess is that RemoteTech 2 is cousing ssome problems. Has it been updated recently? I remember hearing about some problems with it. Also, can you give us the entire list of mods?

EDIT: You can go into the PartCatalog in-game menu and click "Auto-Tag" and "Auto-Group", that could fix it.

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If you're accepting idears, what do you think of a variant of the ATV pod that carries less fuel but has a small payload bay (or a shallow one on each side) for fitting some KAS containers (or other gear) into.

Neat idea! Something like 2~4 FLEXracks would do nicely.

I use PartCatalog with the second newest version (X0.04-3), and it works just fine. PartCatalog autogenerates the configs by scanning all parts in the game, so that's not the issue. My guess is that RemoteTech 2 is cousing ssome problems. Has it been updated recently? I remember hearing about some problems with it. Also, can you give us the entire list of mods?

EDIT: You can go into the PartCatalog in-game menu and click "Auto-Tag" and "Auto-Group", that could fix it.

Thanks for the heads-up - let's hope Kamuchi finds this bit of info useful.

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Is the CLS completely mandatory? I have some other mods that it isn't exactly playing nice with. If it is, how do I mess with the other parts to make them habitable?

Technically, it's not mandatory, as only Ship Manifest by itself is needed to move crew between modules - CLS simply helps to make sure Kerbals can only travel through certain compartments in certain ways.

You can disable CLS from the Ship Manifest options menu, or you could speak to the add-on authors responsible for the add-ons that you suspect are incompatible with CLS.

(I should probably change the dependencies lists to say that FusTek supports CLS rather than requires it...)

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Out of curiosity, what addon do the struts and solar panels in the cover picture (first post) come from, as I couldn't find them in the pack. They look pretty neat.

tri-hexagon strut... somethingorother.

It's not around anymore. It went down with Spaceport. It had no license permitting its redistribution.

Edit: Oops that's not the solar panels though.... I think that's Kosmos...? which is still available if you can find the Kosmos forum threads... sorry, time to use the search function

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Whoa, does that mean flexRacks aren't vaporware at the moment?
Last news was that Sumghai was in negotiations to take over Nothke's work and release a simpler version...

At least, that was the plan at the time - nothke would have released his original work under a free licence in late May 2014, which would have been up for grabs by any prospective maintainer.

Since our last exchange, however, nothke has not replied to any further correspondence from me. I do have a 100% legal contingency plan, but it would be wise to wait until he finally shows up with the goods, or I finish off FusTek R0.04a, whichever comes first.

What I dont like is the number of other mods that this one requires.

Quite simply, I do not wish to reinvent the wheel (anymore).

I could take all the dependencies listed, recompile my own versions and include them in the parts pack - however, I would then have to spend much more time keeping these derivative plugins up-to-date rather than working on FusTek itself. It's the price one pays for a decent station parts pack that aren't just plain crew tanks, y'see.

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Question for everyone: is there any way to reduce lag for the IACBMs?

If I have, say, 20 of the IACBMs on a craft my framerate takes a dive (in the VAB or otherwise). The other modules don't give me problems so much. I'm pretty sure it's just my machine/video card not liking the quality on these (it chokes on the NFP gigantic panels and the KOSMOS Balka wings too), but I didn't know if anyone had some insight on this one, or at least which element (animation, lights, model) is contributing the most to my Mac's pain. :)

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Question for everyone: is there any way to reduce lag for the IACBMs?

If I have, say, 20 of the IACBMs on a craft my framerate takes a dive (in the VAB or otherwise). The other modules don't give me problems so much. I'm pretty sure it's just my machine/video card not liking the quality on these (it chokes on the NFP gigantic panels and the KOSMOS Balka wings too), but I didn't know if anyone had some insight on this one, or at least which element (animation, lights, model) is contributing the most to my Mac's pain. :)

Considering how initially sumghai has been convinced there's a practical limit of 3-4 transparent pods per vessel, and then, upon taking out the spotlights, this number went up to 28, it's gotta be lights. :)

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Considering how initially sumghai has been convinced there's a practical limit of 3-4 transparent pods per vessel, and then, upon taking out the spotlights, this number went up to 28, it's gotta be lights. :)

Sounds reasonable. :) I'll see if I can comment that out of the config and maybe it will help.

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