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


sumghai

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Let me know how you get on

Anecdotally, it seems to help to remove the ModuleLight from the part. I had a ship in the VAB with 120 parts, 102 of them being the 1.25m IACBM. It was 17 nodes with 6 docking ports per node, with an extra part for MJ. It would lag when the whole ship was in frame, but it seemed better overall. Thanks Mihara! :)

In normal usage, I probably won't have more than 30 ports or so (2-3 "Unity"-type nodes w/6 ports each, plus maybe 6-10 station modules with 2 ports per module). So, it'll probably be enough for me to use them without any worries. I haven't put up an actual station yet, so I might split usage between the IACBMs and the Clamp-o-tron, similar to the ISS, if it gets too laggy.

For anyone interested, here's a MM config to remove the lights from the IACBMs:


@PART[IACBM*]
{
!MODULE[ModuleLight]{}
}

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Well, the correct solution would probably be to make a light-less part clone, and only use the part with lights on ships while using the part without lights on immobile modules like the station itself.

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Well, the correct solution would probably be to make a light-less part clone, and only use the part with lights on ships while using the part without lights on immobile modules like the station itself.

Correction: Kirs modules also make sense for parts with lights.

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Well, the correct solution would probably be to make a light-less part clone, and only use the part with lights on ships while using the part without lights on immobile modules like the station itself.

Probably true. Might try that and see how it goes.

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A possibility would be to reduce the number of actual spotlights on the IACBMs.

Currently, each IACBM has eight spotlight transforms - two red and six white, corresponding to the meshes representing individual LED illuminators. The parts were made at a time when I was still relatively new to add-on authoring, so I might be able to now get away with having just one red and two~three white spotlights.

I'll open a GitHub issue later today I've opened Issue #26 on GitHub.

Edited by sumghai
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A possibility would be to reduce the number of actual spotlights on the IACBMs.

Ooh, yes please -- I've been thinking about that on and off for a while, but didn't feel like it was a big enough problem to say anything. I just recently built a large station with a lot of IACBMs and noticed a considerable performance hit.

I've also noticed that all the lights seem to be angled into the IACBM itself and not project any light outward to get a look at what I'm trying to dock with, so my tugs typically have additional lights augmenting their IACBMs. Also, when I'm assembling something more complicated, I can't just hit U to use those lights, because it makes every IACBM on the vessel light up like a christmas tree and drop my framerate. I'd be perfectly content if the built-in Light action group didn't include IACBMs at all and I just had to rightclick the one I wanted to toggle, because I don't think I've ever wanted to light up all my docking ports at once.

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I've also noticed that all the lights seem to be angled into the IACBM itself and not project any light outward to get a look at what I'm trying to dock with, so my tugs typically have additional lights augmenting their IACBMs.

These lights aren't so much for illuminating what's ahead - they're more for showing the orientation of the docking port. The spotlights are there to give a nice atmospheric glow ;)

Also, when I'm assembling something more complicated, I can't just hit U to use those lights, because it makes every IACBM on the vessel light up like a christmas tree and drop my framerate. I'd be perfectly content if the built-in Light action group didn't include IACBMs at all and I just had to rightclick the one I wanted to toggle, because I don't think I've ever wanted to light up all my docking ports at once.

I'll look into this as well - I originally bound it to the standard light group because I assumed that was the only way to have the lights switch off when ElectricCharge is depleted.

In summary, my plan later today is to:

- Reduce the number of spotlight objects

- Possibly check light transform directions

- Replace ModuleLight with an alternative animator (Firespitter?) that can switch off if ElectricCharge is depleted

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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.

I just stumbled across these today. I haven't had a chance to install them yet to see how they play in-game, but they provide another rack form-factor option.

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I just stumbled across these today. I haven't had a chance to install them yet to see how they play in-game, but they provide another rack form-factor option.

I'm aware of those as well - they're not really the art style or form factor I'm looking for.

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Could you possibly do a version of the icabms without any lights at all? I could use all the frames I can get.

Perhaps somebody could knock-up a ModuleManager .cfg that removes the ModuleLight clause from them?

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hey guys

when are you going to add some new parts?? like ground base parts for interplanetairy stations?

The modules themselves can be used for ground-based mission controls. Just got to be creative. Standby for some pictures of test parts for a Duna mission I've been planning for while at work! :P

EDIT: Proof-of-concept Kerbin-Duna Command (KDC-1A and KDC-1L), and prototype progression.

Javascript is disabled. View full album

4 hours from start to finish for a workable prototype. Even at 317 340 or so parts, the station is fairly lag free, completely modular, and fairly mobile.

EDIT: This motivated me to actually plan out the design and mission planning process. See my blog.

Edited by sharpspoonful
shameless self-promoting
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It would be cool if there was a part to rule them all. So the mod will only add one part to the game, to avoid clutter. Then using tweakables, you can change its function (utility, science, etc.), its texture, and the model. This way would allow the part selection to be easier since it would avoid clutter and make choosing the right station part easier.

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It would be cool if there was a part to rule them all. So the mod will only add one part to the game, to avoid clutter. Then using tweakables, you can change its function (utility, science, etc.), its texture, and the model. This way would allow the part selection to be easier since it would avoid clutter and make choosing the right station part easier.

That would be problematic. Not only because there's currently no way to select which internal is being used for a particular part (that doesn't seem impossible at least) but because the list of modules attached to the part would differ. That could also be changed, (modules can load other modules) but then it would be quite a pain to make sure persistent information these modules want to store doesn't get lost.

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Does this mod conflict with anything else? I'm crashing about 10x more after installing this mod.

There should not be any conflicts, as far as I'm aware of.

It's quite possible that you are simply running out of memory* - many users who install add-ons tend to install a whole bunch of other stuff first, and when they finally decide they're interested in FusTek, FusTek ends up being the last straw that breaks the camel's back (so to speak). Consider forcing the game to run on OpenGL or installing the Active Texture Management add-on to reduce RAM usage.

*As KSP 0.23.5 is a 32-bit application, it cannot use more than 3.5 GB of RAM, no matter how much total RAM you have available. This is supposedly due to change in KSP 0.24, when a 64-bit build of the game that can use more RAM may be available.

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I've got the Active Texture Management installed, but yes, I do have ALOT of other mods installed that I cant let go ( does that make me an addict? )! I'm not sure how to force the game to run on OpenGL, but I'll look into it I guess, and hope it helps! Thanks for the info! =)

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Simply make a shortcut to the KSP.exe file. After creating it, right-click the shortcut, go to properties and edit the box labelled "Target". AFTER the set of quotations, type " -force-opengl". You'll need the space between the quotation mark and the first hyphen.

It should look like this:

"C:\Users\sharpspoonful\...\KSP_win\KSP.exe" -force-opengl
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