Beeman Posted August 6, 2013 Share Posted August 6, 2013 Ooh, having a bent connector part to make a large octagonal or decagonal rings would be epic Link to comment Share on other sites More sharing options...
Kimberly Posted August 6, 2013 Share Posted August 6, 2013 How easy would it be to create a set of these to make a ring? Like make each part a peace of the ring which we can assemble in orbit. Could even get fancy with it. Other then that these are my favorite station parts.This can already be done by setting your docking ports at an angle, so that a row of docked modules eventually loops around into a more-or-less circular shape. Using non-Fustek parts for the corner pieces, you can make squares, pentagons, etc. as well, making it easier to do smaller shapes. Link to comment Share on other sites More sharing options...
drtedastro Posted August 6, 2013 Share Posted August 6, 2013 I would certainly like to see some 'procedural angle' type parts.... ability to set for what angle you want to use, controlling the size of the ring, ovoid, whateverahedron... Link to comment Share on other sites More sharing options...
Ikkinomi Posted August 6, 2013 Share Posted August 6, 2013 Thank you for this great work! I will start my station again. The parts are really stylish! Link to comment Share on other sites More sharing options...
simmy2109 Posted August 7, 2013 Share Posted August 7, 2013 Finally had the time to assemble a really big station over the past couple of days. The mod is working great. I'm impressed how minimal the lag is given the size of this station. Great job with the mod! I'll post pics of the station when I put the final touches on it (and of course fly a crew up there). Link to comment Share on other sites More sharing options...
Bandus Posted August 7, 2013 Share Posted August 7, 2013 (edited) Sumghai,Greetings!I recently deployed a space station, constructed out of Karmony parts from this pack, into Kerbin orbit at around 200km. It was only a core with docking ports for other modules. Next, I docked a second part of the intended space station with the core (this part had solar panels, batteries, and fuel generators). My intention is to use this station as a refueling port. Finally, I attempted to launch a module with a probe sized docking port so probes can dock to take on fuel as well. This is where my problem started. Whenever the ship got to within about 200 meters of the space station, all of the battery components of the space station exploded off of it and the station itself went flying off into space at high velocity. There are no engines or any other components I can think of on the station that would cause this. I did some research however and noticed the following entries in my ksp.log file:[LOG 09:28:54.790] PartLoader: Compiling Part 'FusTek/Parts/KarmonyBulkhead/part/KarmonyBulkhead'[WRN 09:28:54.794] PartLoader Warning: Variable breakintTorque not found in Strut[LOG 09:28:54.798] PartLoader: Compiling Part 'FusTek/Parts/KarmonyEndRing/part/KarmonyEndRing'[WRN 09:28:54.810] PartLoader Warning: Variable breakintTorque not found in Strut[LOG 09:28:54.823] PartLoader: Compiling Part 'FusTek/Parts/KarmonyHabModule/part/KarmonyHabModule'[WRN 09:28:54.832] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:54.875] PartLoader: Compiling Part 'FusTek/Parts/KarmonyHabModule_Adapter/part/KarmonyHabModule_Adapter'[WRN 09:28:54.887] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:54.940] PartLoader: Compiling Part 'FusTek/Parts/KarmonyNodeCover/part/KarmonyNodeCover'[WRN 09:28:54.945] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:54.949] PartLoader: Compiling Part 'FusTek/Parts/KarmonyNodeCoverViewport/part/KarmonyNodeCoverViewport'[WRN 09:28:54.954] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:54.959] PartLoader: Compiling Part 'FusTek/Parts/KarmonyNodeMkIII/part/KarmonyNodeMkIII'[WRN 09:28:54.976] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.021] PartLoader: Compiling Part 'FusTek/Parts/KarmonyNodeMkIII_Adapter/part/KarmonyNodeMkIII_Adapter'[WRN 09:28:55.041] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.108] PartLoader: Compiling Part 'FusTek/Parts/KarmonySciModule/part/KarmonySciModule'[WRN 09:28:55.117] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.156] PartLoader: Compiling Part 'FusTek/Parts/KarmonySciModule_Adapter/part/KarmonySciModule_Adapter'[WRN 09:28:55.168] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.212] PartLoader: Compiling Part 'FusTek/Parts/KarmonyStorModule/part/KarmonyStorModule'[WRN 09:28:55.221] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.265] PartLoader: Compiling Part 'FusTek/Parts/KarmonyStorModule_Adapter/part/KarmonyStorModule_Adapter'[WRN 09:28:55.278] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.320] PartLoader: Compiling Part 'FusTek/Parts/KarmonyUtilModule/part/KarmonyUtilModule'[WRN 09:28:55.328] PartLoader Warning: Variable breakintTorque not found in Part[ERR 09:28:55.331] Cannot find a Module of typename 'ModuleRemoteTechSPU'[ERR 09:28:55.332] Cannot find a Module of typename 'rbr_chatterer'[LOG 09:28:55.378] PartLoader: Compiling Part 'FusTek/Parts/KarmonyUtilModule_Adapter/part/KarmonyUtilModule_Adapter'[WRN 09:28:55.391] PartLoader Warning: Variable breakintTorque not found in Part[ERR 09:28:55.393] Cannot find a Module of typename 'ModuleRemoteTechSPU'[ERR 09:28:55.394] Cannot find a Module of typename 'rbr_chatterer'[LOG 09:28:55.439] PartLoader: Compiling Part 'FusTek/Parts/KarmonyWarehouseModule/part/KarmonyWarehouseModule'[WRN 09:28:55.446] PartLoader Warning: Variable breakintTorque not found in Part[WRN 09:28:55.447] Could not create PartResource of type 'RocketParts[LOG 09:28:55.455] PartLoader: Compiling Part 'FusTek/Parts/KarmonyWarehouseModule_Adapter/part/KarmonyWarehouseModule_Adapter'[WRN 09:28:55.465] PartLoader Warning: Variable breakintTorque not found in Part[WRN 09:28:55.466] Could not create PartResource of type 'RocketParts[LOG 09:28:55.479] PartLoader: Compiling Part 'FusTek/Parts/KirsDockingModule/part/KirsDockingModule'[WRN 09:28:55.499] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.520] PartLoader: Compiling Part 'FusTek/Parts/KuestAirlock/part/KuestAirlock'[WRN 09:28:55.551] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.585] PartLoader: Compiling Part 'FusTek/Parts/KuestLegacyAirlock/part/KuestLegacyAirlock'[WRN 09:28:55.618] PartLoader Warning: Variable breakintTorque not found in Part[LOG 09:28:55.657] PartLoader: Compiling Part 'FusTek/Parts/KupolaObsModule/part/KupolaObsModule'[WRN 09:28:55.687] PartLoader Warning: Variable breakintTorque not found in PartAdditionally, I did some research and it seems like in the original FusTek pack, the creator made the second post in this thread that might be relevant:http://forum.kerbalspaceprogram.com/showthread.php/24826-FusTek-Parts-20-Munox-Karmony-Modules-Station-Parts-Docking-Nodes-19-X/page15I am not entirely sure it is causing the issue with my space station exploding, however, it seems like it still might be a bug in a variable somewhere. Do you think it might be causing the space station explosion or some other issue?Edit: I went into the .CFG of one of the parts and changed breakintTorque to breakingTorque and the log looks like this now:[LOG 09:45:21.434] PartLoader: Compiling Part 'FusTek/Parts/KarmonyBulkhead/part/KarmonyBulkhead'[LOG 09:45:21.441] PartLoader: Compiling Part 'FusTek/Parts/KarmonyEndRing/part/KarmonyEndRing'[WRN 09:45:21.453] PartLoader Warning: Variable breakintTorque not found in StrutAgain, not saying its causing my space station explosion problem, but it does seem as though the variable is typoed in all of the .CFG files. Unless I'm wrong, I have exactly zero experience modding. Edited August 7, 2013 by Bandus Link to comment Share on other sites More sharing options...
JeBuSBrian Posted August 7, 2013 Share Posted August 7, 2013 Wow, yeah... they are all typoed like that. Good catch! Link to comment Share on other sites More sharing options...
Bandus Posted August 7, 2013 Share Posted August 7, 2013 I just wanted to confirm that making these modifications to the .CFG files seems to have resolved my space station explosion problem. Link to comment Share on other sites More sharing options...
Space_Coyote Posted August 7, 2013 Share Posted August 7, 2013 Well I was a big fan of this mod and in fact still am, but I had a simple question..Considering that the Fusteck set at one time had docking ports, the question is, are they in the current expansion pack? or do the older versions still work with the current updates?If they are part of the expansion pack then I'll download..Space_Coyote Link to comment Share on other sites More sharing options...
Kimberly Posted August 7, 2013 Share Posted August 7, 2013 Well I was a big fan of this mod and in fact still am, but I had a simple question..Considering that the Fusteck set at one time had docking ports, the question is, are they in the current expansion pack? or do the older versions still work with the current updates?If they are part of the expansion pack then I'll download..Space_CoyoteStandard Clampotron docking ports will perfectly snap to fit the areas on the station parts. Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 7, 2013 Share Posted August 7, 2013 Sumghai,Greetings!I recently deployed a space station, constructed out of Karmony parts from this pack, into Kerbin orbit at around 200km. It was only a core with docking ports for other modules. Next, I docked a second part of the intended space station with the core (this part had solar panels, batteries, and fuel generators). My intention is to use this station as a refueling port. Finally, I attempted to launch a module with a probe sized docking port so probes can dock to take on fuel as well. This is where my problem started. Whenever the ship got to within about 200 meters of the space station, all of the battery components of the space station exploded off of it and the station itself went flying off into space at high velocity. There are no engines or any other components I can think of on the station that would cause this. I did some research however and noticed the following entries in my ksp.log file:Additionally, I did some research and it seems like in the original FusTek pack, the creator made the second post in this thread that might be relevant:http://forum.kerbalspaceprogram.com/showthread.php/24826-FusTek-Parts-20-Munox-Karmony-Modules-Station-Parts-Docking-Nodes-19-X/page15I am not entirely sure it is causing the issue with my space station exploding, however, it seems like it still might be a bug in a variable somewhere. Do you think it might be causing the space station explosion or some other issue?Edit: I went into the .CFG of one of the parts and changed breakintTorque to breakingTorque and the log looks like this now:Again, not saying its causing my space station explosion problem, but it does seem as though the variable is typoed in all of the .CFG files. Unless I'm wrong, I have exactly zero experience modding.Good catch, thanks! I've just fixed all my FusTek .cfg files thanks to you. Link to comment Share on other sites More sharing options...
sumghai Posted August 7, 2013 Author Share Posted August 7, 2013 (edited) Sumghai,Greetings!I recently deployed a space station, constructed out of Karmony parts from this pack, into Kerbin orbit at around 200km. It was only a core with docking ports for other modules. Next, I docked a second part of the intended space station with the core (this part had solar panels, batteries, and fuel generators). My intention is to use this station as a refueling port. Finally, I attempted to launch a module with a probe sized docking port so probes can dock to take on fuel as well. This is where my problem started. Whenever the ship got to within about 200 meters of the space station, all of the battery components of the space station exploded off of it and the station itself went flying off into space at high velocity. There are no engines or any other components I can think of on the station that would cause this. I did some research however and noticed the following entries in my ksp.log file:-snip-Additionally, I did some research and it seems like in the original FusTek pack, the creator made the second post in this thread that might be relevant:http://forum.kerbalspaceprogram.com/showthread.php/24826-FusTek-Parts-20-Munox-Karmony-Modules-Station-Parts-Docking-Nodes-19-X/page15I am not entirely sure it is causing the issue with my space station exploding, however, it seems like it still might be a bug in a variable somewhere. Do you think it might be causing the space station explosion or some other issue?Edit: I went into the .CFG of one of the parts and changed breakintTorque to breakingTorque and the log looks like this now:Again, not saying its causing my space station explosion problem, but it does seem as though the variable is typoed in all of the .CFG files. Unless I'm wrong, I have exactly zero experience modding.Wow, yeah... they are all typoed like that. Good catch!I just wanted to confirm that making these modifications to the .CFG files seems to have resolved my space station explosion problem.Yes, good catch! Serves me right for using an old version of fusty's CFG files >.<I've uploaded a patch that should fix this typo. Thanks for the heads-up!Considering that the Fusteck set at one time had docking ports, the question is, are they in the current expansion pack? or do the older versions still work with the current updates?Standard Clampotron docking ports will perfectly snap to fit the areas on the station parts.To clarify: - fusty is the original modder who made the basic Karmony module and the CBM docking ports, but he put them in separate packs - I (sumghai) am simply extending his work by making my own module variants, so no, this pack does not contain his current CBMs. However (as Kimberly noted) his CBMs are also compatible with my modules.By the way, I currently use the standard Clamp-o-tron docking ports in my own space station.R0.03.3a released - see first post for download linkR0.03.3a 8 August 2013---------------------------Fixes - Corrected typo in CFGs from breakintTorque to breakingTorque - All parts have been reviewed by our Quality Assurance (QA) department at great expense and at the last minute Edited September 24, 2013 by sumghai Link to comment Share on other sites More sharing options...
Ikkinomi Posted August 8, 2013 Share Posted August 8, 2013 Great ! Thx you guys! Link to comment Share on other sites More sharing options...
Kimberly Posted August 8, 2013 Share Posted August 8, 2013 R0.03.3a 8 August 2013---------------------------Fixes - Corrected typo in CFGs from breakintTorque to breakingTorque - All parts have been reviewed by our Quality Assurance (QA) department at great expense and at the last minuteHave the people responsible for sacking the people responsible for the typo been sacked? Link to comment Share on other sites More sharing options...
synik4l Posted August 8, 2013 Share Posted August 8, 2013 This pack is great. Love it. Just wondering where do I find that orange structuring in the first picture of the OP. The metal struts with the orange tubes in it. Looks great. Link to comment Share on other sites More sharing options...
Sudragon Posted August 8, 2013 Share Posted August 8, 2013 Have the people responsible for sacking the people responsible for the typo been sacked? And replaced with Llamas? Link to comment Share on other sites More sharing options...
Climberfx Posted August 8, 2013 Share Posted August 8, 2013 Great Parts.Thanks! Link to comment Share on other sites More sharing options...
sumghai Posted August 9, 2013 Author Share Posted August 9, 2013 (edited) Have the people responsible for sacking the people responsible for the typo been sacked? And replaced with Llamas?Lelelelelelelel.This pack is great. Love it. Just wondering where do I find that orange structuring in the first picture of the OP. The metal struts with the orange tubes in it. Looks great.Semni's JARFR trusses. I do have my own truss system in mind, but that's for the distant future. Edited September 24, 2013 by sumghai Link to comment Share on other sites More sharing options...
that1guy232 Posted August 9, 2013 Share Posted August 9, 2013 I'm having a problem with this mod with mechjeb2 and i know that because i deleted all other mods and used a fresh install with just this mod and mechjeb2 both the latest versions. The problem is when i go to put two part together they dont attach and the node where it says it can attach disappears =/ Link to comment Share on other sites More sharing options...
that1guy232 Posted August 9, 2013 Share Posted August 9, 2013 (edited) Sorry for double post dident see the mod had to approve thing =/ Edited August 9, 2013 by that1guy232 Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 9, 2013 Share Posted August 9, 2013 (edited) Thank you for these great modules. They are the ones who motivated me in building a station, and I'm quite happy with them. I especially like the Airlock constraint, something you have to account for designing your station, it's very nice.Perhaps it is a known bug, but just in case you haven't noticed, whenever you attach something radially on the snap angles where the handles are, then you won't be able to detach it anymore. I'm experiencing it with the Nodes Mk III but it may not be specific to that part. I've done a few tests and I experience it with a number of parts attached here, and regardless of the mods I have installed.For reference, I cannot detach the wing if I click on the left of the red line, even if it KSP displays the wing with the green glow (it will select everything anyway). On the right of the line it will be OK, but I have no idea what parts large enough one would attach here on a Node Mk III. As you can see on the screenshot, I've tried several parts and couldn't detach them.It's extremely frustrating to rebuild my whole payload each time, as it took me several occurrences to figure out that the snapping angle was the problem. I'm particularly raging here because it was each time with a payloard constituted of mirrored Nodes Mk III, so I have to build each one manually (no copy possible) with accuracy, which takes quite a lot of time! Edited August 9, 2013 by Korb Biakustra Link to comment Share on other sites More sharing options...
sumghai Posted August 9, 2013 Author Share Posted August 9, 2013 I'm having a problem with this mod with mechjeb2 and i know that because i deleted all other mods and used a fresh install with just this mod and mechjeb2 both the latest versions. The problem is when i go to put two part together they dont attach and the node where it says it can attach disappears =/I'm finding it difficult to decipher what you are trying to say. Please provide a screenshot.Perhaps it is a known bug, but just in case you haven't noticed, whenever you attach something radially on the snap angles where the handles are, then you won't be able to detach it anymore. I'm experiencing it with the Nodes Mk III but it may not be specific to that part. I've done a few tests and I experience it with a number of parts attached here, and regardless of the mods I have installed.For reference, I cannot detach the wing if I click on the left of the red line, even if it KSP displays the wing with the green glow (it will select everything anyway). On the right of the line it will be OK, but I have no idea what parts large enough one would attach here on a Node Mk III. As you can see on the screenshot, I've tried several parts and couldn't detach them.-snip-It's extremely frustrating to rebuild my whole payload each time, as it took me several occurrences to figure out that the snapping angle was the problem. I'm particularly raging here because it was each time with a payloard constituted of mirrored Nodes Mk III, so I have to build each one manually (no copy possible) with accuracy, which takes quite a lot of time! I know exactly what you are refering to, but it's not a bug.The reason you can't grab surface-attached parts to the left of the red line for that specific view is because your mouse just so happens to hover over the invisible ladder collider boxes. Now, if I remove the collider boxes or make them smaller, the EVA ladders won't work.Your best bet is to change your camera angle in the VAB/SPH (click and drag). Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 9, 2013 Share Posted August 9, 2013 I've tried billions of camera angles already. Would you have a screenshot of a working version of the Node where the collider boxes are shown, so that I can guesstimate what would be the best angles to try? Actually I suppose the parts I attached are smaller than the collider boxes. These are octogonal struts, and small RCS thrusters (AIES mod ones, smaller than the stock ones). Link to comment Share on other sites More sharing options...
sumghai Posted August 9, 2013 Author Share Posted August 9, 2013 Actually I suppose the parts I attached are smaller than the collider boxes. These are octogonal struts, and small RCS thrusters (AIES mod ones, smaller than the stock ones). I recreated this exact issue on my installation, but it didn't take me long to be able to rip off the desired parts.Besides, even if colliders weren't an issue, you really shouldn't be putting things that close to EVA handles anyway. Link to comment Share on other sites More sharing options...
Korb Biakustra Posted August 9, 2013 Share Posted August 9, 2013 (edited) Besides, even if colliders weren't an issue, you really shouldn't be putting things that close to EVA handles anyway.Well, I'm trying to remove them actually! But if you want to put 4 RCS thrusters for instance, then you can only put them there because otherwise they will end up on the node's hatches.You successfully ripped off cubic octogonal struts? It looks like I have tried every possible angle and worn out my mouse by clicking more than a Kerbal can count, but they won't detach. I'll simply restart building my payload and mirrored nodes, but that is too bad KSP considers invisible collider boxes for selecting objects if it is capable of identifying that you are pointing to another part (which is does, as it highlights the attached parts in green). Edited August 9, 2013 by Korb Biakustra Link to comment Share on other sites More sharing options...
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