Jiraiyah Posted May 7, 2015 Share Posted May 7, 2015 While StoryMusgrave could have phrased his response a bit more diplomatically, the essence of his message is right - I really, really don't like people constantly asking add-on authors if/when there will be an update, as I find them rather annoying and not the least bit motivating. Add-on authors have their own personal development roadmaps, real life commitments or sometimes simply lose interest in KSP altogether, and they don't like to be pestered.In my particular case, I'm even more annoyed that while I'm quietly pushing daily/weekly dev build updates to GitHub, I get very little feedback in my development thread on whether something has worked (since I can't test the parts myself right now). SebFierce, sharpspoonful and a few others have been very helpful in this regard, but even they have lives outside of KSP and may sometimes (understandably) not be around.If you want FusTek or any of my add-ons to be updated faster, please, help me bug test my dev builds and provide feedback in the development thread instead of just passively begging for the end product here.Hi1- first of all, i may used bad language to ask my question simply because i'm not English myself. but believe me, i know unity 3d development and have you tube channel for rpg core system in it, i am a medical doctor who is using unity as a hobby, so i can easily understand how real life can push everything to the side, that is why i never bother people asking for update times. what i was after was about you sir, speaking about what is going on, what are you facing with and what problems rise when you try to update to 1.0, that sort of stuff.2- i can suggest something, from personal experience, i know that many people don't pay attention to git updates, but if you post about it with even 1 line of post, telling people what is going on in the last push, although it would take extra minutes, but i'm sure you would get more feedback because people would know to look for bugs3- I would gladly help in any shape or form i can, although i am far from being a good pilot or rocket maker, but the least i can do is to try and help and find some bugs, in game, and later on, when i got my head wrapped around ksp's api, code wise too. i simply don't know how to compile from git safely to not cause some problems on my side and give false errors to developers, that is why i don't try my hand on compiling the mods and trying them out myself. Link to comment Share on other sites More sharing options...
johnsonwax Posted May 7, 2015 Share Posted May 7, 2015 what i was after was about you sir, speaking about what is going on, what are you facing with and what problems rise when you try to update to 1.0, that sort of stuff.He's posted many times that he does not currently have a computer capable of running KSP, and won't for a while longer yet. He can run the modeling apps, but he can't test, so development is, to say the least, challenged. I think we should be very thankful that he gets anything at all released before he's back into a proper computer again. My suggestion to anyone that is interested in seeing this updated:1) Make a github account2) Star the project(s) you are interested in3) Every day that you play KSP, check for an update there and in these threads and spend half an hour or so testing some parts, making sure nodes and animations work, that you can build reasonable things, chuck them in orbit with hyperedit, make sure things work - particularly the stuff he's just changed, and then post issues in github, even if the issue is 'I checked x, y, z, all nodes are working, this worked, that worked, etc.' 4) If you find a problem, follow up on it the next time you play. Install the updated parts, test the specific problems, stick with him until it's fixed. Tell him when you think it's good enough to release. Sumghai can't even tell what's working right at the moment. He's effectively working blind. Link to comment Share on other sites More sharing options...
sumghai Posted May 7, 2015 Author Share Posted May 7, 2015 johnsonwax has pretty much explained everything In addition, Jiraiyah, I'll add the following: - I used to post detailed progress reports on FusTek's development, but as johnsonwax pointed out, this was back when I had access to a computer capable of running the game in order for me to take screenshots from. - The second reason I don't post even one-line reports as often now is because currently, I'm mainly working on the internals (IVAs) for FusTek, and most of the time the updates are trivial changes (e.g. "I've shifted a prop by 0.2 mm to the left" or "I've improved the model of a storage locker slightly"). - Thirdly, I like to gather several small updates together to write more substantial progress reports, so that people understand things in one go rather than having scraps of individually-meaningless info thrown at them. - There isn't any compiled code in FusTek - it's just a parts pack that uses other people's plugins. I know GitHub is traditionally used for "codez", but for FusTek, I treat GitHub as a file version control, project management and issue tracking tool. - If you go to the GitHub repo for FusTek, there is a button on the right labelled Download ZIP; click that, and you'll get the latest dev version ready to install into your GameData folder. Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 7, 2015 Share Posted May 7, 2015 (edited) He's posted many times that he does not currently have a computer capable of running KSP, and won't for a while longer yet. He can run the modeling apps, but he can't test, so development is, to say the least, challenged. I think we should be very thankful that he gets anything at all released before he's back into a proper computer again. My suggestion to anyone that is interested in seeing this updated:1) Make a github account2) Star the project(s) you are interested in3) Every day that you play KSP, check for an update there and in these threads and spend half an hour or so testing some parts, making sure nodes and animations work, that you can build reasonable things, chuck them in orbit with hyperedit, make sure things work - particularly the stuff he's just changed, and then post issues in github, even if the issue is 'I checked x, y, z, all nodes are working, this worked, that worked, etc.' 4) If you find a problem, follow up on it the next time you play. Install the updated parts, test the specific problems, stick with him until it's fixed. Tell him when you think it's good enough to release. Sumghai can't even tell what's working right at the moment. He's effectively working blind.johnsonwax has pretty much explained everything In addition, Jiraiyah, I'll add the following: - I used to post detailed progress reports on FusTek's development, but as johnsonwax pointed out, this was back when I had access to a computer capable of running the game in order for me to take screenshots from. - The second reason I don't post even one-line reports as often now is because currently, I'm mainly working on the internals (IVAs) for FusTek, and most of the time the updates are trivial changes (e.g. "I've shifted a prop by 0.2 mm to the left" or "I've improved the model of a storage locker slightly"). - Thirdly, I like to gather several small updates together to write more substantial progress reports, so that people understand things in one go rather than having scraps of individually-meaningless info thrown at them. - There isn't any compiled code in FusTek - it's just a parts pack that uses other people's plugins. I know GitHub is traditionally used for "codez", but for FusTek, I treat GitHub as a file version control, project management and issue tracking tool. - If you go to the GitHub repo for FusTek, there is a button on the right labelled Download ZIP; click that, and you'll get the latest dev version ready to install into your GameData folder.oh sorry, i was not aware of the the problem with pc, and i am familiar with git, will try to help as much as i can from now, by the way, i was not aware of the development forum until you mentioned it, maybe make it more obvious on the op post would help others and stop things like my derpness happening again like adding a red color to the development thread words. Edited May 7, 2015 by Jiraiyah Link to comment Share on other sites More sharing options...
pslytely psycho Posted May 7, 2015 Share Posted May 7, 2015 I have used these parts since (IIRC) they were called the Karmony station parts (or something like that) and I am very glad to see it still in development. I just never could do a command seat to Eeloo....or a capsule. These parts are great for making interplanetary ships and stations that look like they could actually be lived and worked in. Thanks for maintaining them.Downloading the Dev build now...hopefully I will actually get to play tonight, but since I am a mod freak I will probably crash my game multiple times before I get my mod balance right!(I'm the guy who posted the 360 degree shuttle photos when you were discussing iva textures quite a while back) Link to comment Share on other sites More sharing options...
sumghai Posted May 7, 2015 Author Share Posted May 7, 2015 by the way, i was not aware of the development forum until you mentioned it, maybe make it more obvious on the op post would help others and stop things like my derpness happening again like adding a red color to the development thread words.The link to the development thread has always been in the OP, albeit at the bottom.I'm not doing to use red text for that, since I reserve red text for dire emergencies and special notices. Abusing the amount of red text I use would diminish their effectiveness.I have used these parts since (IIRC) they were called the Karmony station parts (or something like that) and I am very glad to see it still in development. I just never could do a command seat to Eeloo....or a capsule. These parts are great for making interplanetary ships and stations that look like they could actually be lived and worked in. Thanks for maintaining them.Downloading the Dev build now...hopefully I will actually get to play tonight, but since I am a mod freak I will probably crash my game multiple times before I get my mod balance right!(I'm the guy who posted the 360 degree shuttle photos when you were discussing iva textures quite a while back)Yep, I remember those panoramas - while I mentioned at the time that the station parts were based on the USOS aesthetic, I did end up using your photos as a reference for the payload locker props that I've been working on recently Fight with honor, glorious fellow son of Kahless! Link to comment Share on other sites More sharing options...
pslytely psycho Posted May 11, 2015 Share Posted May 11, 2015 Yep, I remember those panoramas - while I mentioned at the time that the station parts were based on the USOS aesthetic, I did end up using your photos as a reference for the payload locker props that I've been working on recently Fight with honor, glorious fellow son of Kahless!Glad to hear they were of any use at all. I posted them mainly because they were incredibly cool and I hoped they might give some inspiration! So happy they did!Too bad we live half a world apart, I would happily let you use my computer for development. These parts have become essential mods for me.I haven't had time to play much, (RL sux) but so far no real problems with the limited parts I have used so far.[warning, offtopic personal story coming up]Ahh, the Bat'leth in my photo.....didn't know at the time, but I broke quite a few laws bringing that thing home.I am a cross country semi truck driver (articulated lorry I believe they are called elsewhere) I bought the Bat'leth from a specialty knife store and transported it over 2200 miles (3540 km) home, I learned afterward I took it through at least three jurisdictions where they are specifically banned (making them illegal to posses in a commercial vehicle unless they are cargo in the trailer, big no-no in the cab) due to their use in robberies, glad I didn't get caught, had I known this, I would of had them mail it.It is the cornerstone of my 'nerd corner.' Link to comment Share on other sites More sharing options...
gendalf Posted May 12, 2015 Share Posted May 12, 2015 what mod are the trusses and solar pannels on the picture from? Link to comment Share on other sites More sharing options...
sumghai Posted May 12, 2015 Author Share Posted May 12, 2015 what mod are the trusses and solar pannels on the picture from? https://i.imgur.com/sDGNRV1.jpgSemni's THSS Truss system - http://forum.kerbalspaceprogram.com/threads/24849-WIP-THSS-Tri-Hexagonal-Structural-StrutDo note, however, that a proper FusTek truss system is planned for the distant future. Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 12, 2015 Share Posted May 12, 2015 No, the only parts are the station modules, for the time being. The panels in the photo were from the KOSMOS pack. Link to comment Share on other sites More sharing options...
gendalf Posted May 12, 2015 Share Posted May 12, 2015 (edited) anyway found 3 newer similar mods: [WIP] THSS - Tri Hexagonal Structural Truss Reborn (v1.0 RC1 -7/19/14 )[1.0] Speedy's Hex Truss System[0.24] Special Technologies Tri-Hexagonal Structural Trusses (THST) v1.0 (7/19/14) Edited May 12, 2015 by gendalf Link to comment Share on other sites More sharing options...
DaniDE Posted May 14, 2015 Share Posted May 14, 2015 Thank you so much for continuing work on this mod sumghai! I absolutely love it!Here is a small patch that adds workshop and productivity capabilites for Extraplanetary Launchpads and integration with Kerbal Stats (if installed) to the FusTek Karmony Habitation and Logistics Modules. This is only useful for People who want to use FusTek station parts and EPL together of course Disclaimer: This of course means that having stupid kerbals in the habitation and logistics areas might very well be counterproductive while having good engineers will be worthwile when constructing vessels on that station Tested and made with the latest FusTek Station Parts dev build (may 10th 2015) and the current Extraplanetary Launchpads v5.1.91 (beta) and should work with any version until those parts get internally renamed, if that ever happens.https://www.dropbox.com/s/5uvc7h0c87dvjxq/FusTek%20EPL%20integration%20patch.zip Link to comment Share on other sites More sharing options...
sumghai Posted May 14, 2015 Author Share Posted May 14, 2015 Here is a small patch that adds workshop and productivity capabilites for Extraplanetary Launchpads and integration with Kerbal Stats (if installed) to the FusTek Karmony Habitation and Logistics Modules. This is only useful for People who want to use FusTek station parts and EPL together of course Disclaimer: This of course means that having stupid kerbals in the habitation and logistics areas might very well be counterproductive while having good engineers will be worthwile when constructing vessels on that station Tested and made with the latest FusTek Station Parts dev build (may 10th 2015) and the current Extraplanetary Launchpads v5.1.91 (beta) and should work with any version until those parts get internally renamed, if that ever happens.https://www.dropbox.com/s/5uvc7h0c87dvjxq/FusTek%20EPL%20integration%20patch.zipLooks interesting!In the distant future (probably the R0.05a, V1.0 or V1.1 release), I may make dedicated station modules for ISRU and/or EPL workshops. Specifically for EPL, the module (either unmanned or crewed by two Kerbals) will take container(s) filled with MetalOre/Metal and convert them to Metal/RocketParts. Link to comment Share on other sites More sharing options...
MDBenson Posted May 14, 2015 Share Posted May 14, 2015 I had a quick play with the dev version from Github in 1.0.2 yesterday and I gotta say I LOVE the way they look now The MIP Blanket textures particularly look amazing. Also, the configs seem pretty spot-on. Didn't you have some ISS-esque tin can style textures at one point too? They'd be really nice to see.There's a but (there's always a but), however, those super detailed textures (yes, I read the instructions on the docking doors) are amazing BUT they take up metric craploads of RAM I'd have left it in my game had I not had other mods I was already using. It was just blowing my RAM out of the window and right now I'm stuck on 32-bit KSP in Windows (I'm desparately scrabbling to get a Linux volume on the PC to play 64-bit KSP in Linux).I don't know what the magic solution is, whether another format of textures will save RAM or wether you should offer us a low res version to save us some RAM. Etiher way it's the only thing stopping me using the dev version right now. Link to comment Share on other sites More sharing options...
sumghai Posted May 14, 2015 Author Share Posted May 14, 2015 I had a quick play with the dev version from Github in 1.0.2 yesterday and I gotta say I LOVE the way they look now The MIP Blanket textures particularly look amazing. Also, the configs seem pretty spot-on. Didn't you have some ISS-esque tin can style textures at one point too? They'd be really nice to see.There's a but (there's always a but), however, those super detailed textures (yes, I read the instructions on the docking doors) are amazing BUT they take up metric craploads of RAM I'd have left it in my game had I not had other mods I was already using. It was just blowing my RAM out of the window and right now I'm stuck on 32-bit KSP in Windows (I'm desparately scrabbling to get a Linux volume on the PC to play 64-bit KSP in Linux).I don't know what the magic solution is, whether another format of textures will save RAM or wether you should offer us a low res version to save us some RAM. Etiher way it's the only thing stopping me using the dev version right now.I've already reduced the common texture atlas shared between parts down to 2048 x 2048 px (equivalent to the stock Hitchhiker IVA texture) for the original FusTek textures, and I've converted them to DDS for faster loading. The MLI Blankets is InsaneDruid's work, and he's personally reluctant to downsize/convert his textures, despite my recommendations. Have you considered removing just the MLI stuff, and see how the baseline FusTek performs? Link to comment Share on other sites More sharing options...
MDBenson Posted May 15, 2015 Share Posted May 15, 2015 Have you considered removing just the MLI stuff, and see how the baseline FusTek performs?I didn't know about the above, so no I didn't, but I'll remove them and see whether it improves I also got a 64-bit Linux PC build up and running today, so I'll try it in there too. Link to comment Share on other sites More sharing options...
StEligius Posted May 22, 2015 Share Posted May 22, 2015 Is everyone getting about a 300MB increase in ram usage between KSP with FusTek Station Parts and KSP with just FusTek dependencies? Link to comment Share on other sites More sharing options...
sumghai Posted May 22, 2015 Author Share Posted May 22, 2015 Is everyone getting about a 300MB increase in ram usage between KSP with FusTek Station Parts and KSP with just FusTek dependencies?Try taking out the MLI Blanket textures, as InsaneDruid hasn't updated those to DDS yet. Link to comment Share on other sites More sharing options...
StEligius Posted May 22, 2015 Share Posted May 22, 2015 (edited) Try taking out the MLI Blanket textures, as InsaneDruid hasn't updated those to DDS yet.At most only a ~30MB reduction in ram usage, hmm, still have Active Texture (aggressive) loaded after pairing down mods while troubleshooting "out of memory" problems. That may be the reason for the meager savings or part of the problem.*EDIT*Removing Active Texture Management (with the MLI Blanket removal of previous step) yields ~100mb savings (With FusTek and dependencies loaded). Edited May 22, 2015 by StEligius Link to comment Share on other sites More sharing options...
sumghai Posted May 22, 2015 Author Share Posted May 22, 2015 At most only a ~30MB reduction in ram usage, hmm, still have Active Texture (aggressive) loaded after pairing down mods while troubleshooting "out of memory" problems. That may be the reason for the meager savings or part of the problem.*EDIT*Removing Active Texture Management (with the MLI Blanket removal of previous step) yields ~100mb savings (With FusTek and dependencies loaded).That sounds promising.Also, I presume you have the latest commit from GitHub? As textures are often the biggest culprits in memory consumption, you'll be pleased to note that I've been reducing/consolidating all of my part/prop textures, so that overall there are fewer texture images of lower resolution by default (while still being of a decent quality to meet my exacting standards ) Link to comment Share on other sites More sharing options...
StEligius Posted May 22, 2015 Share Posted May 22, 2015 (edited) Yeah, I check your GitHub daily, that's how MLI Blanket crept back into my gamedata folder between troubleshooting steps. Edited May 22, 2015 by StEligius Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 22, 2015 Share Posted May 22, 2015 I'm curious as to why the removal of ATM would make such a difference. Are DDS file better than ATMs in terms of overall memory management? Link to comment Share on other sites More sharing options...
Ford6 Posted May 22, 2015 Share Posted May 22, 2015 ATM will load the files from its cache, so if changes are made, ie: removed, it will keep loading from the cache unless the cache is removed. @ which point ATM will regenerate its cache Link to comment Share on other sites More sharing options...
sarcasmrules Posted May 25, 2015 Share Posted May 25, 2015 Does the git version require the JSI utilities to work properly?EDIT: Ignore me, I forgot to install RPM. Link to comment Share on other sites More sharing options...
FlyMeToTheMinmus Posted June 1, 2015 Share Posted June 1, 2015 Hey Sumghai, I know Fustek isn't supported in 1.0 right now and everything, but would you know how to change the values that parts overheat at? I'm having a lot of problems with the parts overheating by themselves, but I really like using the mod. Link to comment Share on other sites More sharing options...
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