wasmic Posted September 9, 2014 Share Posted September 9, 2014 You've been bothering me about this many times already, even though other users and I have given you quite clear explanations for this. Please don't ever harass me (or anyone) like this ever again.Actually, this is the first time eygc asked you this question. He simply asked whether a 4096*4096 texture was necessary. After all 4096^2 is quite a large texture, so it is understandable that he is puzzled. I wouldn't call that harassment. Maybe you're confusing him with someone else? Link to comment Share on other sites More sharing options...
Insanitic Posted September 28, 2014 Share Posted September 28, 2014 Hi guys, I have some missing textures when I IVA inside the habitation module and science modules. Like this:Does anyone else experience this? or is sumghai in the process of developing the interiors of the modules? Thanks. Link to comment Share on other sites More sharing options...
Helix935 Posted September 28, 2014 Share Posted September 28, 2014 Hi guys, I have some missing textures when I IVA inside the habitation module and science modules. Like this:http://s1.postimg.org/h5sef7027/2014_09_28_00007.jpgDoes anyone else experience this? or is sumghai in the process of developing the interiors of the modules? Thanks.there not missing there just unfinished for now... Link to comment Share on other sites More sharing options...
StEligius Posted September 28, 2014 Share Posted September 28, 2014 A "DEV BUILD" (as the forum title states) or development build of a piece of software suggests that it is not finished. So following that logic yes he is "in the process of developing the interiors of the modules". Since you probably downloaded it from his GitHub you are downloading "weekly for highly experimental WIPs", see the first page of the thread. Link to comment Share on other sites More sharing options...
sumghai Posted September 30, 2014 Author Share Posted September 30, 2014 As has been mentioned numerous times, I'm still working on the proper internal models and props at the moment.In the meantime, I'd like some help with Issue #31, please. Link to comment Share on other sites More sharing options...
MarrusQ Posted October 3, 2014 Share Posted October 3, 2014 Question: is this really necessary?http://i.imgur.com/2am8gnL.pngAny chance for an optimization pass? You could drastically cut down on the size of these textures, just isolate one panel then repeat it across the surface area of your model where you want it. Really like the parts otherwise.[...] You've been bothering me about this many times already[...]Maybe it is time to add this to the FAQs, so anyone wondering will be directed to this post. Link to comment Share on other sites More sharing options...
sumghai Posted October 3, 2014 Author Share Posted October 3, 2014 Maybe it is time to add this to the FAQs, so anyone wondering will be directed to this post.Not until R0.04a actually comes out. Link to comment Share on other sites More sharing options...
thatconkerkid Posted October 6, 2014 Share Posted October 6, 2014 Could you possibly have the Hand Grips as a seperate part? This would be great for making interesting space stations that give kerbals a reason to not use there jetpacks for once. :0 Link to comment Share on other sites More sharing options...
Mike E Posted October 6, 2014 Share Posted October 6, 2014 I got myself a problem! - This might have been answered before, but I couldn't find one sooo....I properly installed Fustek, from the given links and with all the dependencies, but none of the parts *ever* appear on KSP V. 24.2. - I've tried multiple installs, different Fustek .04-4 DEV BUILD downloads, re-installed the dependencies etc. Nothing works, and that includes when on a completely clean set up with just Fustek and the dependencies. Sooo, what am I possibly doing wrong?Thanks in advance! Link to comment Share on other sites More sharing options...
sumghai Posted October 6, 2014 Author Share Posted October 6, 2014 Could you possibly have the Hand Grips as a seperate part? This would be great for making interesting space stations that give kerbals a reason to not use there jetpacks for once. :0Possibly.I got myself a problem! - This might have been answered before, but I couldn't find one sooo....I properly installed Fustek, from the given links and with all the dependencies, but none of the parts *ever* appear on KSP V. 24.2. - I've tried multiple installs, different Fustek .04-4 DEV BUILD downloads, re-installed the dependencies etc. Nothing works, and that includes when on a completely clean set up with just Fustek and the dependencies. Sooo, what am I possibly doing wrong?Are you in Sandbox, Science or Career mode? Link to comment Share on other sites More sharing options...
Mike E Posted October 7, 2014 Share Posted October 7, 2014 Are you in Sandbox, Science or Career mode?Sandbox, which should work fine... Thanks for replying so soon! Link to comment Share on other sites More sharing options...
Mike E Posted October 7, 2014 Share Posted October 7, 2014 Here is a list of the dependencies I have currently installed, so you can see them...CLS v. 1.0.8.0Firespitter V. 6.3.5 as 6.4 isn't compatible, tried it already.Module Manager v 2.3.5Ship Manifest v 24.2 3.3.2MFT v 5.1.1.Could any of these be a problem? I had an older version of Fustek working great on 23.5 (thanks for the mod, it really is great). Link to comment Share on other sites More sharing options...
pslytely psycho Posted October 8, 2014 Share Posted October 8, 2014 This is one of my favorite mods. I use it for anything outside of Kerbins SOI.I figure with a 4 person crew, comms, a science module and cupola, that they have enough living space to keep from killing each other on the way to Jool. (Jeb can be a bit uh, abrasive over time...) It also gives me a functional, mobile space station for as long as supplies hold out. I usually outfit one with multiple satellites and a lander.This link is to some hi res, interactive panoramics of the space shuttle flight deck and lower deck on a thread I started. I am posting it here simply for artistic inspiration for your IVAs as to how space was used and appearances etc. I know it's not a space station, but the tech is the same and they may give you ideas for storage, restrooms, sleeping.Or they may be totally pointless. http://forum.kerbalspaceprogram.com/threads/95659-Beautiful-interactive-pictures-of-the-space-shuttle-flight-and-lower-decksLooking forward to it's completion, but patiently. Peace out! Link to comment Share on other sites More sharing options...
sumghai Posted October 8, 2014 Author Share Posted October 8, 2014 Here is a list of the dependencies I have currently installed, so you can see them...CLS v. 1.0.8.0Firespitter V. 6.3.5 as 6.4 isn't compatible, tried it already.Module Manager v 2.3.5Ship Manifest v 24.2 3.3.2MFT v 5.1.1.Could any of these be a problem? I had an older version of Fustek working great on 23.5 (thanks for the mod, it really is great).Hmm...I really have no clue what's going on, sorry This link is to some hi res, interactive panoramics of the space shuttle flight deck and lower deck on a thread I started. I am posting it here simply for artistic inspiration for your IVAs as to how space was used and appearances etc. I know it's not a space station, but the tech is the same and they may give you ideas for storage, restrooms, sleeping.Or they may be totally pointless. http://forum.kerbalspaceprogram.com/threads/95659-Beautiful-interactive-pictures-of-the-space-shuttle-flight-and-lower-decksI'm actually basing my IVAs on the ISS USOS aesthetic, but thanks for the heads-up anyway Link to comment Share on other sites More sharing options...
fusty Posted October 8, 2014 Share Posted October 8, 2014 As has been mentioned numerous times, I'm still working on the proper internal models and props at the moment.In the meantime, I'd like some help with Issue #31, please.sumghai, check out my pull request on github. I based all part costs off of their stock equivalents plus a premium factor. I'm not 100% happy with the results so check it out and let me know. Things I don't immediately enjoy:Karmony Warehouse modules are really cheap. Mostly due to a lack of SAS/Reaction Wheel.I stopped counting hatches as an extra cost on things other than the 6 way hatches and node mkIII's.I haven't played with each of these parts yet (sorry). Mostly due to me not using KAS much. Link to comment Share on other sites More sharing options...
sumghai Posted October 8, 2014 Author Share Posted October 8, 2014 sumghai, check out my pull request on github. I based all part costs off of their stock equivalents plus a premium factor. I'm not 100% happy with the results so check it out and let me know. Things I don't immediately enjoy:Karmony Warehouse modules are really cheap. Mostly due to a lack of SAS/Reaction Wheel.I stopped counting hatches as an extra cost on things other than the 6 way hatches and node mkIII's.I haven't played with each of these parts yet (sorry). Mostly due to me not using KAS much.Hey Alex, good to see you again! I had a cursory glance at the spreadsheet just now, will look into it in more detail this weekend.I agree that the Warehouse should be much more expensive, given that it is supposed to also include a rotating magazine rack for my upcoming FusTek FLEXrack payload boxes.I also have a few thoughts on how the Karmony series full-length modules should be calculated, but I'll get back to you on those Link to comment Share on other sites More sharing options...
StEligius Posted October 9, 2014 Share Posted October 9, 2014 I agree that the Warehouse should be much more expensive, given that it is supposed to also include a rotating magazine rack for my upcoming FusTek FLEXrack payload boxes.As always glad to see this a bit closer to release than back when the FLEXrack project went belly up! now all i have to do is cross my fingers and wait for BahamutoD to make a missile rack or get off my duff and figure out all this 3D Studio Max > Unity > game process. Link to comment Share on other sites More sharing options...
pslytely psycho Posted October 9, 2014 Share Posted October 9, 2014 I'm actually basing my IVAs on the ISS USOS aesthetic, but thanks for the heads-up anyway I rather figured something like that. I have used the Karmony modules since I got the game in 0.19. I absolutely love them. And heck, those panoramics are just cool to look at.Drooling over what the IVAs will look like based on the current layouts on the placeholders. Thank you! Link to comment Share on other sites More sharing options...
sumghai Posted October 9, 2014 Author Share Posted October 9, 2014 (edited) Drooling over what the IVAs will look like based on the current layouts on the placeholders.This is what they currently look like on my dev PC right now (you can also download the WIP from my GitHub reo - https://github.com/sumghai/FusTek_StationParts): Edited October 12, 2014 by sumghai Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2014 Share Posted October 9, 2014 Looks too clean and sensible I saw a picture of the inside of the ISS recently and.... STUFF! STUFF EVERYWHERE! Clutter! Visual noise!!! And tape OMG SO.MUCH.TAPE. much too much too much... everything was taped over... speaker grill taped over... buttons taped over.... sockets taped over. Clear tape. Like maybe they're trying to seal it against spillage or something? Place seriously looks worse than my room. Link to comment Share on other sites More sharing options...
NoMrBond Posted October 9, 2014 Share Posted October 9, 2014 I remember a shot of the Shuttle cockpit, and you could see on some of the control panels they'd strung elastic luggage ropes through the switch toggle guards to provide vertical protectionIt was later explained that the switch guards only provided side on protection, which only worked when 'side on' was a constant, well, side on. Link to comment Share on other sites More sharing options...
Starwaster Posted October 9, 2014 Share Posted October 9, 2014 I remember a shot of the Shuttle cockpit, and you could see on some of the control panels they'd strung elastic luggage ropes through the switch toggle guards to provide vertical protectionIt was later explained that the switch guards only provided side on protection, which only worked when 'side on' was a constant, well, side on.It's really amazing what strange things you find in those pictures if you stare at them long enough. And of course there's some perfectly sensible explanation but to us, with no context, they're incomprehensible.... Link to comment Share on other sites More sharing options...
g0tchas Posted October 12, 2014 Share Posted October 12, 2014 This is one of my favourite KSP mods. Any chance of getting a version that is not dependent on Modular Fuel Tanks and ModuleManager? Their developers disable them if you're running the 64-bit version of KSP (the 32-bit is completely unplayable due to the memory issues), so your mod doesn't work for me :-( Link to comment Share on other sites More sharing options...
Mecripp Posted October 12, 2014 Share Posted October 12, 2014 This is one of my favourite KSP mods. Any chance of getting a version that is not dependent on Modular Fuel Tanks and ModuleManager? Their developers disable them if you're running the 64-bit version of KSP (the 32-bit is completely unplayable due to the memory issues), so your mod doesn't work for me :-(There not disable there just No Support meaning they don't want to hear about windows 64-bit bugs. Link to comment Share on other sites More sharing options...
sumghai Posted October 12, 2014 Author Share Posted October 12, 2014 This is one of my favourite KSP mods. Any chance of getting a version that is not dependent on Modular Fuel Tanks and ModuleManager? Their developers disable them if you're running the 64-bit version of KSP (the 32-bit is completely unplayable due to the memory issues), so your mod doesn't work for me :-(There not disable there just No Support meaning they don't want to hear about windows 64-bit bugs.Given the extremely buggy nature of x64 builds of KSP at this time, I am unable to provide support or alternative versions of FusTek. Sorry! Link to comment Share on other sites More sharing options...
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