simmy2109 Posted July 25, 2013 Share Posted July 25, 2013 Just notifying everyone that R4m0n has put out his official 2.0.9 release of MechJeb for 0.21 compatibility. So hopefully it should all work now. Link to comment Share on other sites More sharing options...
sumghai Posted July 25, 2013 Author Share Posted July 25, 2013 Just notifying everyone that R4m0n has put out his official 2.0.9 release of MechJeb for 0.21 compatibility. So hopefully it should all work now.Aye, thanks for the heads-up.Simmy, how did you find these station parts performance-wise? Link to comment Share on other sites More sharing options...
simmy2109 Posted July 25, 2013 Share Posted July 25, 2013 I actually haven't had the opportunity to play. Hopefully tomorrow. I'll be sure to let you know. Link to comment Share on other sites More sharing options...
kermit Posted July 25, 2013 Share Posted July 25, 2013 I see there was an update yesterday to this, but ksp 0.21 came out just today.. I love this mod, but when I tried loading it up today in a new save and loaded one of the station parts as the first part KSP locked up. This was before I got the new mechjeb though.. so, I'm wondering is this mod safe to run in KSP 0.21? anyone else tried yet? Link to comment Share on other sites More sharing options...
sumghai Posted July 26, 2013 Author Share Posted July 26, 2013 I've received reports that these station parts *apparently* do work in 0.21.As I currently do not have access to my usual gaming setup, could someone please confirm this for me? I'd be interested to know not just if the parts show up in the VAB / flight scene without crashing, but also how their performance has changed with the new SAS updates.Also, please let me know if you're running KSP 0.21 or the KSP 0.21.1 patch. Link to comment Share on other sites More sharing options...
kermit Posted July 26, 2013 Share Posted July 26, 2013 I'll be able to check it out tomorrow and let you know. Link to comment Share on other sites More sharing options...
simmy2109 Posted July 26, 2013 Share Posted July 26, 2013 The parts do work in 0.21.1. Or at least, I haven't run into any trouble yet. Link to comment Share on other sites More sharing options...
HeadHunter67 Posted July 26, 2013 Share Posted July 26, 2013 I've received reports that these station parts *apparently* do work in 0.21.For some, perhaps - for me, as soon as I install this pack, I'm unable to get the game to load. It crashes with a Visual Runtime error.I'm running KSP 0.21.1 on Steam. Link to comment Share on other sites More sharing options...
Sapphire Posted July 26, 2013 Share Posted July 26, 2013 Running 0.21.1 on Steam, and all the parts are working fine for me. Link to comment Share on other sites More sharing options...
HeadHunter67 Posted July 26, 2013 Share Posted July 26, 2013 (edited) OK, this is strange... I had installed a number of other mods on a clean install of 0.21.1 and the game ran fine, installed FusTek and then I got the crash.Uninstalled the game, did another clean install of 0.21.1 and installed only FusTek and the game loaded fine.All I can think of is that there's some other mod I've got that runs fine without FusTek but conflicts with it when both are present.For the record - the other mods I use are MechJeb, KW Rocketry, NovaPunch, Chatterer, TacParts Lister, Part Catalog, Docking Cam, Robotic Arm, Soviet Pack, American Pack, Procedural Fairings, and CyDist's SM and ASM modules (the latest versions of each). The only other possible thing I can think of is that due to the large parts packs, maybe I'm hitting Unity's built-in 2 GB memory limit and it's crashing because of that. None of the other mods conflict, the only issue I have otherwise is the expectedly long loading time. Edited July 27, 2013 by HeadHunter67 Link to comment Share on other sites More sharing options...
simmy2109 Posted July 26, 2013 Share Posted July 26, 2013 I suspect the docking cam (assuming we're talking about Romfarer's). After much pain and troubleshooting yesterday, it turned out to be the culprit for me. Actually, it was so bad, that it was even completely screwing my (new) saves. Any save that I made while docking cam was running was broken (even if I uninstalled docking cam). It was weird, and I have no idea why it was causing so much pain.Of the rest of that list... I can confirm that MechJeb, NovaPunch, and Procedural are fine (at least with the updates they got), and KW and chatterer was fine w/o update. I haven't tried the others. Also make sure don't use a mod that changes the command pods (like a Mechjeb on all pods mod) unless it's been updated since those received sig changes in 0.21. I just added Mechjob to all my pods by hand. Link to comment Share on other sites More sharing options...
Railgunner2160 Posted July 26, 2013 Share Posted July 26, 2013 NP and KW are both very large memory footprint wise, I removed NP and just stuck with KW because with both it was crashing every 2-3 launches...... Link to comment Share on other sites More sharing options...
Prime flux Posted July 27, 2013 Share Posted July 27, 2013 (edited) I've received reports that these station parts *apparently* do work in 0.21.As I currently do not have access to my usual gaming setup, could someone please confirm this for me? I'd be interested to know not just if the parts show up in the VAB / flight scene without crashing, but also how their performance has changed with the new SAS updates.Also, please let me know if you're running KSP 0.21 or the KSP 0.21.1 patch.It works, but you want to update the cfg-files for the new SAS-system.RemoverotPower = 15 linPower = 15 Kp = 1.0 Kd = 1.0And addMODULE { name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.5 } } MODULE { name = ModuleSAS }To update the parts for the new SAS-system.I am not sure about what torgue vaule and electric drain to use. pod varies from 3-15. The stock Coupola have 9 and a power drain of 0.9 Edited July 27, 2013 by Prime flux Link to comment Share on other sites More sharing options...
sumghai Posted July 27, 2013 Author Share Posted July 27, 2013 (edited) OK, this is strange... I had installed a number of other mods on a clean install of 0.21.1 and the game ran fine, installed FusTek and then I got the crash.Uninstalled the game, did another clean install of 0.21.1 and installed only FusTek and the game loaded fine.All I can think of is that there's some other mod I've got that runs fine without FusTek but conflicts with it when both are present.For the record - the other mods I use are MechJeb, KW Rocketry, NovaPunch, Chatterer, TacParts Lister, Part Catalog, Docking Cam, Robotic Arm, Soviet Pack, American Pack, Procedural Fairings, and CyDist's SM and ASM modules (the latest versions of each). The only other possible thing I can think of is that due to the large parts packs, maybe I'm hitting Unity's built-in 2 GB memory limit and it's crashing because of that. None of the other mods conflict, the only issue I have otherwise is the expectedly long loading time.I suspect the docking cam (assuming we're talking about Romfarer's). After much pain and troubleshooting yesterday, it turned out to be the culprit for me. Actually, it was so bad, that it was even completely screwing my (new) saves. Any save that I made while docking cam was running was broken (even if I uninstalled docking cam). It was weird, and I have no idea why it was causing so much pain.Of the rest of that list... I can confirm that MechJeb, NovaPunch, and Procedural are fine (at least with the updates they got), and KW and chatterer was fine w/o update. I haven't tried the others. Also make sure don't use a mod that changes the command pods (like a Mechjeb on all pods mod) unless it's been updated since those received sig changes in 0.21. I just added Mechjob to all my pods by hand.Thanks for the heads-up. Romfarer has confirmed that docking cam has some issues (mostly with draw distances and such like), although at present my parts pack do not include any docking ports.For me, KSP crashes are mainly due to excessive memory usage by mods, so I sometimes pick and choose which parts from various packs I want to keep.It works, but you want to update the cfg-files for the new SAS-system.Noted with thanks.Actually, I'm still trying to decide what sort of altitude/reaction control scheme I want to the parts in 0.21, either purely RCS, purely reaction wheel or a combo. I'll post more about this in the dev thread. Edited July 27, 2013 by sumghai Link to comment Share on other sites More sharing options...
BEADGCFmyLife Posted July 27, 2013 Share Posted July 27, 2013 (edited) I'm not sure if this is the place to post this, or if it's already been noted, but all the modules with crew capacity have a small bug with the .21 update. When you add them to the ship, and then take them off again, the slots in the crew management page remain, and if crew was added to that part, the game will become unresponsive when you try to launch the ship. It's a small bug, but I thought you'd like to know!EDIT: Nevermind, seems too be just a general bug, nothing to do with this mod. Sorry! Edited July 27, 2013 by BEADGCFmyLife Link to comment Share on other sites More sharing options...
HeadHunter67 Posted July 27, 2013 Share Posted July 27, 2013 (edited) I suspect the docking cam (assuming we're talking about Romfarer's). After much pain and troubleshooting yesterday, it turned out to be the culprit for me.I'm going to try to re-add that and see if it's what's screwing things up - it'd be a handy mod to have but not if it keeps the game from loading![EDIT: Just got the game to load with the docking cam plugin added, as well as the RCS Build Aid and the new Maneuver Node plugin (though I suspect it's basically similar to the feature in MJ). We'll see how it runs.]NP and KW are both very large memory footprint wise, I removed NP and just stuck with KW because with both it was crashing every 2-3 launches......Agreed. I like some of the NP stuff too, but with Unity being restricted in how much RAM it uses, it becomes an issue. I haven't got the patience to go through both KW and NP and make a list of the stuff I intend to use and keep just that. Perhaps someday I will.It works, but you want to update the cfg-files for the new SAS-system.It seems that the power drain for reaction wheels is generally 0.5 per second for each point of torque, but I think the best advice for those who want to modify it now is just to copy over the values from the stock cupola. Edited July 27, 2013 by HeadHunter67 Link to comment Share on other sites More sharing options...
smunisto Posted July 27, 2013 Share Posted July 27, 2013 NP and KW are both very large memory footprint wise, I removed NP and just stuck with KW because with both it was crashing every 2-3 launches......NP takes nowhere near the memory imprint of KW and uses the new optimized parts and textures structure which makes all of just 60 Mb, even though it has maybe 2x the parts of KW.The KW mod, while beatiful and not severely disbalancing(like some of the engines of NP) uses the old structure and is around 160 Mb on unpack, and respectively eats much, much more RAM.And on-topic - I see just alpha releases, are they stable enough for playing long-term or is there something you are planning, Sumghai, which could break compatibility in future releases? Link to comment Share on other sites More sharing options...
HeadHunter67 Posted July 27, 2013 Share Posted July 27, 2013 NP takes nowhere near the memory imprint of KW and uses the new optimized parts and textures structure which makes all of just 60 Mb, even though it has maybe 2x the parts of KW.The KW mod, while beatiful and not severely disbalancing(like some of the engines of NP) uses the old structure and is around 160 Mb on unpack, and respectively eats much, much more RAM.I've noticed that - and while I'm fond of KW (I think it was the first mod I ever used besides KSPX), I have decided to remove KW and instead install NP and B9. Maybe the load times will be faster and I'll have RAM to spare. Thanks for the advice. Link to comment Share on other sites More sharing options...
Benzschwagel Posted July 30, 2013 Share Posted July 30, 2013 unfortunately, it looks like some "I'm entitled" thugs got KW's page shut down until further notice, so I'm sticking with NP. I'm also gonna wait until 0.21.1 compatible is actually listed on the first post before getting this one, been having too many crashes lately, restarted my mod collection, gonna try keep it down a bit so I can actually play without constant crashes and 10 min load times after, hehe. Link to comment Share on other sites More sharing options...
sumghai Posted July 31, 2013 Author Share Posted July 31, 2013 I've updated the first post with an FAQ, given the continuing confusion over EVA hatches and crew capacities.If you folks see anyone asking such questions, would you kindly redirect them there? Link to comment Share on other sites More sharing options...
Mekan1k Posted July 31, 2013 Share Posted July 31, 2013 Sure! No problem sumghai. Link to comment Share on other sites More sharing options...
czokletmuss Posted July 31, 2013 Share Posted July 31, 2013 Hi,I just wanted to say that I love this parts as much as I love the original Fusty's mod - it's the absolutely "must have" for cool looking and believable space stations. Take care! Link to comment Share on other sites More sharing options...
sumghai Posted August 2, 2013 Author Share Posted August 2, 2013 (edited) R0.03.2a released - see first post for download linkR0.03.2a 2 August 2013---------------------------Changes: - Compatibility Patch for KSP 0.21+ - Karmony series modules and Kupola now use SAS and Reaction Wheels - No change to monopropellant reserves; future releases will include RCS thrusters built into selected modules - Karmony Parts Warehouse Module now uses RocketParts resource, to reflect changes in the OrbitalConstruction Redux mod by its author Edited September 24, 2013 by sumghai Link to comment Share on other sites More sharing options...
Mihara Posted August 2, 2013 Share Posted August 2, 2013 Um. You forgot one: name = KuestAirlock... rotPower = 15 linPower = 15 Kp = 1.0 Kd = 1.0...actually, all the parts other than the big modules seem to still have old torque but no new torque. Link to comment Share on other sites More sharing options...
HeadHunter67 Posted August 2, 2013 Share Posted August 2, 2013 Why would an airlock have torque? Or the kupola, considering what Sumghai had said about his design intent for it. If I'm understanding the system, only modules that can be used as control systems should have torque - that being, SAS systems/reaction wheels and probe cores/command pods (or any module that can be used in the same fashion).Controlling a ship from an airlock seems unlikely and might explain why those values were deliberately omitted. Of course, I could be wrong - in which case we may see a hotfix. Link to comment Share on other sites More sharing options...
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