Helix935 Posted October 12, 2014 Share Posted October 12, 2014 https://github.com/sumghai/FusTek_StationParts):uhh Sumghai you messed up your github link with the ): at the end, just so you know Link to comment Share on other sites More sharing options...
blackrabbit Posted October 13, 2014 Share Posted October 13, 2014 This has always been one of my favorite mods. Any timeline on getting it updated to run under v0.25? I was hoping it would run even with the dependencies fully updated for v0.25 but no luck. The game crashes at load time if this mod is installed. I play the 32bit version. If it does run under v0.25 is there a trick or tip I should know about? Hopefully it's updated soon as I love this mod and it's pretty much the backbone of all my space stations and colonies. Until then I guess I have to start using the MKS mod. Hurry hurry hurry cuz I love this mod. One last thing, anyone know where to find those giant solar panels in the screenshot? I've tried and haven't found them. Thanks and keep blowing up rockets fellow kerbalnauts. Link to comment Share on other sites More sharing options...
Starwaster Posted October 13, 2014 Share Posted October 13, 2014 (edited) This has always been one of my favorite mods. Any timeline on getting it updated to run under v0.25? I was hoping it would run even with the dependencies fully updated for v0.25 but no luck. The game crashes at load time if this mod is installed. I play the 32bit version. If it does run under v0.25 is there a trick or tip I should know about? Hopefully it's updated soon as I love this mod and it's pretty much the backbone of all my space stations and colonies. Until then I guess I have to start using the MKS mod. Hurry hurry hurry cuz I love this mod. One last thing, anyone know where to find those giant solar panels in the screenshot? I've tried and haven't found them. Thanks and keep blowing up rockets fellow kerbalnauts.Low memory is the most likely cause of your crash (in the absence of any output_log.txt file that says otherwise)Have you tried the active texture management mod? http://forum.kerbalspaceprogram.com/threads/59005-0-25-Release-3-6-Oct-12-2014-Active-Texture-Management-Save-RAM%21?highlight=active+texture Edited October 13, 2014 by sumghai Removed duplicate content Link to comment Share on other sites More sharing options...
blackrabbit Posted October 13, 2014 Share Posted October 13, 2014 (edited) Low memory is the most likely cause of your crash (in the absence of any output_log.txt file that says otherwise)Have you tried the active texture management mod? http://forum.kerbalspaceprogram.com/threads/59005-0-25-Release-3-6-Oct-12-2014-Active-Texture-Management-Save-RAM%21?highlight=active+textureI'll give that a shot. My gaming laptop has 8GB of ram and KSP is only using about 3Gb right before the crash. It works on my previous versions of KSP with no issues but I'll give it a shot and see how that goes. I've used that mod before for other high memory using mods.- - - Updated - - -Now that you mention it, it could be an out-of-memory issue. KSP spiles to almost 3.2GB right before the crash so this could be the reason. I'll try the tecture mod when I get home. Hope this works because I love this mod. Edited October 13, 2014 by sumghai Consolidated consecutive replies by the same poster Link to comment Share on other sites More sharing options...
blackrabbit Posted October 14, 2014 Share Posted October 14, 2014 Thanks for the tip man, that work. No more crash Link to comment Share on other sites More sharing options...
ghostnineone Posted October 14, 2014 Share Posted October 14, 2014 Do these parts have to be connected a certain way for CLS to see them and for ship manifest to allow transfers? I sent up a utilities module and habitation module and then sent up a kuest legacy connected to a kirs with a docking port on the end that connects to the station. I couldn't transfer crew into the kirs which means I couldn't get into the airlock. I figured I did something wrong so I tried docking a node to a third party space lab and your logistics bay, the node has IACMBs on every port plus a 2.5 one that docked with the utilities module and I can't transfer crew into the node either. The science bay has 4 kerbals in it and shows up green in CLS (and says i can transfer crew) and the node shows up in red. (the kirs also showed up in red and the airlock was green)right now my station is like this (</> are docking ports and the X's are where I cant transfer to): Habitation module<>Utilities<x>2.5 node<x>Station Science Lab<>Logistics bay< Are you not supposed to connect a node to a station with an docking port? Do you have to attach it to something in the VAB before it works? Link to comment Share on other sites More sharing options...
diomedea Posted October 14, 2014 Share Posted October 14, 2014 Do these parts have to be connected a certain way for CLS to see them and for ship manifest to allow transfers? ...I believe is CLS that sets the docking ports so they have to be opened for crew to pass through (if not CLS, it is Ship Manifest). If you right click on the part, you will find it says the port is open or closed, with a button to switch it. Just switch it open, and you will be able to move your kerbals. Link to comment Share on other sites More sharing options...
sumghai Posted October 14, 2014 Author Share Posted October 14, 2014 Do these parts have to be connected a certain way for CLS to see them and for ship manifest to allow transfers? I sent up a utilities module and habitation module and then sent up a kuest legacy connected to a kirs with a docking port on the end that connects to the station. I couldn't transfer crew into the kirs which means I couldn't get into the airlock. I figured I did something wrong so I tried docking a node to a third party space lab and your logistics bay, the node has IACMBs on every port plus a 2.5 one that docked with the utilities module and I can't transfer crew into the node either. The science bay has 4 kerbals in it and shows up green in CLS (and says i can transfer crew) and the node shows up in red. (the kirs also showed up in red and the airlock was green)right now my station is like this (</> are docking ports and the X's are where I cant transfer to): Habitation module<>Utilities<x>2.5 node<x>Station Science Lab<>Logistics bay< Are you not supposed to connect a node to a station with an docking port? Do you have to attach it to something in the VAB before it works?It might be best to post a screenshot of your current station layout while in orbit. That way we can better see what's wrong. Link to comment Share on other sites More sharing options...
ghostnineone Posted October 15, 2014 Share Posted October 15, 2014 (edited) I can't transfer any crew now, which could be because the station is completely full except for the command pod and I tried to transfer them into it and that didn't work (I opened all the hatches) I know the science bay might not work because it doesn't have hatches but I want to build expansions onto the nodes eventually. Edited October 15, 2014 by ghostnineone Link to comment Share on other sites More sharing options...
diomedea Posted October 15, 2014 Share Posted October 15, 2014 Your pic shows there is a part between the Command Module and the Karmony node. I can't see exactly what that is, seems like an RCS tank to me. Of course impassable parts don't allow transfer. Link to comment Share on other sites More sharing options...
ghostnineone Posted October 15, 2014 Share Posted October 15, 2014 Your pic shows there is a part between the Command Module and the Karmony node. I can't see exactly what that is, seems like an RCS tank to me. Of course impassable parts don't allow transfer.The command pod is attached to the habitation pod by a clampotron and the utilities module and the habitation pod are attached to the other node and science bay by the two 2.5 fustek docking bays Link to comment Share on other sites More sharing options...
g0tchas Posted October 16, 2014 Share Posted October 16, 2014 I don't like the CLS plugin very much. What impact will it have on this mod if I got rid of the CLS mod? Link to comment Share on other sites More sharing options...
sumghai Posted October 17, 2014 Author Share Posted October 17, 2014 I don't like the CLS plugin very much. What impact will it have on this mod if I got rid of the CLS mod?No major impact.When R0.04a is released, I'll update the OP to state that CLS (and a few other plugins) is/are supported but not compulstory. Link to comment Share on other sites More sharing options...
sumghai Posted October 17, 2014 Author Share Posted October 17, 2014 Development on this add-on has been paused until late November 2014, as I am in the final months of completing my Master's Degree. I'll resume work on R0.04a when I come back.Thanks for your understanding. Link to comment Share on other sites More sharing options...
g0tchas Posted October 17, 2014 Share Posted October 17, 2014 That's awesome. Looking forward to it. Will it be save game breaking update? Link to comment Share on other sites More sharing options...
DerekL1963 Posted October 17, 2014 Share Posted October 17, 2014 Development on this add-on has been paused until late November 2014, as I am in the final months of completing my Master's Degree. I'll resume work on R0.04a when I come back.Thanks for your understanding.Good luck! Link to comment Share on other sites More sharing options...
Moon Goddess Posted October 17, 2014 Share Posted October 17, 2014 Yeah, way to go on the Master's, good luck and congrats in advance. Link to comment Share on other sites More sharing options...
Alewx Posted October 17, 2014 Share Posted October 17, 2014 Development on this add-on has been paused until late November 2014, as I am in the final months of completing my Master's Degree. I'll resume work on R0.04a when I come back.Thanks for your understanding.Best wishes for your exam! Link to comment Share on other sites More sharing options...
blackrabbit Posted October 17, 2014 Share Posted October 17, 2014 Good luck with you Masters. I look forwarded to the next mod update Link to comment Share on other sites More sharing options...
FreeThinker Posted November 11, 2014 Share Posted November 11, 2014 (edited) Request, could you also add Watersplitter and FuelCell to FusTekKarmonyUtilModule // Watersplitter MODULE { name = TacGenericConverter converterName = Water Splitter conversionRate = 16.32 inputResources = Water, 0.000002720508341, ElectricCharge, 2.181784053468 outputResources = Oxygen, 0.001713537562385, false, Hydrogen, 0.000856767687811925, true } // Fuel Cell MODULE { name = USI_Converter converterName = Fuel Cell conversionRate = 2 inputResources = Hydrogen, 0.0647360000, Oxygen, 0.0323680000 outputResources = ElectricCharge, 16, True, Water, 0.0000520721, True } // Includes 6 hours of resources at stock rate. RESOURCE { name = Hydrogen // Units: Liters // Stored as a cryogenic liquid (expansion ratio 851) amount = 2798 maxAmount = 2798 } Edited November 11, 2014 by FreeThinker Link to comment Share on other sites More sharing options...
RHodeidra Posted November 11, 2014 Share Posted November 11, 2014 If you read this, GET BACK TO WORK!!!I need this mod, therefore I need you to get your master's degree Link to comment Share on other sites More sharing options...
FreeThinker Posted November 12, 2014 Share Posted November 12, 2014 The part look realy great. However it appears they require a lot of memory. So much that it actually managed for the first time to make KSP in forced OpenGL with Active Texture Management run out of memory! Starting KSP in Sandbox without FuseTech, I require 2.6G and with FuseTech Parts installed I need 3.35 G. That means FusTech Staion Parts require a whooping 0.75 Gig of RAM!!! That more than any other mod installed (over 40 mods installed). Please don't use textures that blow up by memory. Link to comment Share on other sites More sharing options...
Mecripp Posted November 12, 2014 Share Posted November 12, 2014 (edited) Stop using windows and drop ATM EDIT- Maybe you just try'ed the wrong Linux Dragon01 you know they do have some that look just like window and Mac ? Edited November 13, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2014 Share Posted November 12, 2014 And if you don't want to bother with Linux and its stupid UI, just use LoadOnDemand and (mostly) stop worrying about texture memory. Link to comment Share on other sites More sharing options...
FreeThinker Posted November 13, 2014 Share Posted November 13, 2014 And if you don't want to bother with Linux and its stupid UI, just use LoadOnDemand and (mostly) stop worrying about texture memory.Do you mean [WIP] Loading textures only as required ? Link to comment Share on other sites More sharing options...
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