Jump to content

[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)


sumghai

Recommended Posts

I noticed there are some flickering orange-ish lights on my station, which consists of Fustek modules. I am sorry I can't take a screenshot, because they only happen at what would seem to me random intervals and times and they light up only for a sec or so.Is this a feature and what does it do?

Link to comment
Share on other sites

Totally love your work sumghai! All those little details, the dynamic docking modules, the whole aesthetic/design, beautiful :)

After I discovered your mod yesterday I spent 4 hours in the SPH (because the VAB is to small for my designs) to build my Mun base, and I'm still not finished. There are just too many possibilities with your modules...cannot...handle...the...epicness...

However, I have a few questions.

There was a noticeable performance/frame loss during some functional tests on the runway. The part count is <200 (yet) but my system normally can handle crafts with ~600 parts quite well. Would it help to remove the integrated modules (don't really need RCS/MechJeb/SAS) to reduce the complexity of the Karmony modules (cannot test for myself right now because I'm at work), or would this be pointless?

Also, it seems that every light at the ports (or EVA hatches) stays active even though they are connected to other modules directly/with docking ports. It's not that tragic that they "glow" through the connections/hull, but could the amount of illumination cause the performance decrease? IIRC they are manually removable from the "light"-action group, but I don't know if it would help.

Anyway, need to finish the design today and start to build a rover crane to assemble the base at the mun. Hopefully I don't need to change my design for performance reasons...

Thanks again for this gorgeous mod :)

Edited by Inchoately
Link to comment
Share on other sites

Part of that has to do with the colliders the modules use. To account for the recessed docking ports and the EVA grips, the colliders simply have to be more complex than say, those of a fuel tank. Not much to be done about it--Sumghai says they can't be simplified any further without impeding function. It probably helps a little if you remove excess functionality from the part.cfg, I believe it's mainly the colliders.

Turning off docking port lights will definitely help. They actually cast light on other things, which is a major cause of lag; the portholes don't do this and hence are much less resource-intensive.

Link to comment
Share on other sites

Turning off docking port lights will definitely help. They actually cast light on other things, which is a major cause of lag; the portholes don't do this and hence are much less resource-intensive.

Correct.

The vast majority of the time, I never actually use the IACBM lights - they are only used to help docking at night, and are turned off as soon as docking is complete (*Insert jokes about turnings lights off after use here*)

As for the portholes, because they are meant to be left on for extended durations to represent crewed occupation, I deliberately opted to make them purely emissive textures to keep resource usage down.

What font do you use for the labels on the modules? I want to make some personal modded modules and would like to keep them in line with your design.

Microgramma - an oldie but a goodie.

Edited by sumghai
Link to comment
Share on other sites

I'm trying to build a station, and one side of the Karmony Node MkIII (the one with the flat ends) does not seem to have a valid attach point (I'm not seeing the little green ball). I've successfully attached components to the other five points, but nothing wants to go on the remaining side. The Adaptor version seems to be working fine - so I fear a line is missing in the config or something. Can anyone please help?

Link to comment
Share on other sites

I get that problem sometimes, the only solution I have found is to replace the part with the missing attachment point entirely. Unfortunately this means replacing every component that was on the broken one. Reloading the ship or even relaunching the game didn't fix it for me.

Link to comment
Share on other sites

I'm trying to build a station, and one side of the Karmony Node MkIII (the one with the flat ends) does not seem to have a valid attach point (I'm not seeing the little green ball). I've successfully attached components to the other five points, but nothing wants to go on the remaining side. The Adaptor version seems to be working fine - so I fear a line is missing in the config or something. Can anyone please help?
I've seen this also on other parts. It seems if you remove some parts the missing node will reappear.
Link to comment
Share on other sites

I get that problem sometimes, the only solution I have found is to replace the part with the missing attachment point entirely. Unfortunately this means replacing every component that was on the broken one. Reloading the ship or even relaunching the game didn't fix it for me.
I've seen this also on other parts. It seems if you remove some parts the missing node will reappear.

I tried placing an entirely new part, and it also lacked the node. I appreciate your attempts to help.

Comparing the configs, I don't see any differences in the designations for the attach nodes, so it must be a glitch in the game. Probably related to whatever makes it so hard to put things on stock hub nodes.

Link to comment
Share on other sites

Hi sumghai,

here are some things I noticed:

Center point of utilities moduals (only tested utilities) is not centered -as can be seen using vertical snap on the utilities pod.

(using editor extensions or editing the ksp cfg for vsnap...) The center snap seems to be at the top, aligned to the window maybe?

Kupola part loads three kerbals but only displays one. - generates an associated msg. in the log.

When placing surface attached parts Symmetricaly on some moduals over the yellow handles, thay cannot be removed.

This doesn't happen all the time but it does quite often.

- i.e.: 4x parachutes on the utilities modual aligned to the top most yellow handles. - Seems to do it fairly regularly.

I do have some other mods but mostly just parts, crew manifest, and editor extensions.

I would have been more thorough and tested everything clean, but I'm not sure if my efforts are actualy helpful.

(as in you may be aware of these things)

In any event be well and thank you.

-edited for spelling & clarity

Edited by shooty
Link to comment
Share on other sites

Center point of utilities moduals (only tested utilities) is not centered -as can be seen using vertical snap on the utilities pod.

(using editor extensions or editing the ksp cfg for vsnap...) The center snap seems to be at the top, aligned to the window maybe?

There is a hatch on the top of every full-sized Karmony module for crew, but they need to be within 1m of the part origin. Because the Karmony modules are more than 3m long, I had to offset the part origins.

If I move the part origins back to the centre as you want (like in R0.02.1a), the hatches will be more than 1m away from the part origin, and cause your stations to explode if you try to move Kerbals around.

Kupola part loads three kerbals but only displays one. - generates an associated msg. in the log.

I haven't made my own IVAs yet - I'm currently reusing stock or fusty's old internals.

When placing surface attached parts Symmetricaly on some moduals over the yellow handles, thay cannot be removed.

This doesn't happen all the time but it does quite often.

You're not supposed to put anything near the ladders, because that's where the invisible colliders for the ladders are.

Since all of these issues have already been discussed to death already, I strongly suggest that you read through the patch notes and development thread very thoroughly first.

Edited by sumghai
Link to comment
Share on other sites

Ah, well then, my apologies to you.

I certainly didnt request any changes and I didnt mean to bother you dude.

Though I do appreciate your taking the time to explain why things are this way.

"Since all of these issues have already been discussed to death already, I strongly suggest that you read through the patch notes and development thread very thoroughly first."

I realy was trying to do a good thing so there's alot I could say here.

Good luck on your project - is what i will choose though.

-be well

Link to comment
Share on other sites

I'm with Fusty on this one..

The IACBM's are a masterpiece when it comes to docking.. and having all the functions of a docking port and a station hatch all in one module is a ctreat thing..

Hopefully when enhanced IVA comes around and the Code gets updated so that we'll be able to move Kerbals around, will the IACBM reach it's full potential.. Personally I've now started to do with the this unit, and I really wish the Unity game engine would have more than 1 exit point.. if it did, I'd be using both yours and Frusty's pars as perfect construction modules. for a satation.. Already got a station up in space on my game and i've been slowly adding to it making this thing bigger and bigger..

(Hopefully the lag won't kill it..)

But the IACBM, I feel should be a Standard part for KSP and really this idea could be put into the game (It's a lot better than the Clamp-otron series..

plus there should be a 3.75 meter module.. in order to hook up larger untis..

Heck this is just great work, and I'll keep building using these parts..

(Now let's just hope they get an update of the Unity 4 engine that allows for multiple Exit points..)

Space_Coyote

Link to comment
Share on other sites

Hi, Great Mod!

I don't know if this has been said somewhere else already as this is a long thread (as is the case for all the great mods), but it took me a while to work out that each part is limited to just one EVA hatch. In the next update would it be possible to paint the trim on the EVA capable hatch in red rather than yellow, as it is on the Kuest airlocks? That way in the VAB it will be easy to determine which hatch can work correctly with the brilliant IACBMs. Or alternatively, a message such as the words "Berthing End" as appear on the docking module.

Keep up the fantastic work.

Link to comment
Share on other sites

@Kaa253: It's been mentioned earlier in the (as you said) long thread that a space station wouldn't have a door that just goes outside, the risk is high and utility is low (depressuring the entire station to go outside is costly and wasteful). You need EVA? You go through a docking hatch on the docking node... IMHO, this is the right design...

Link to comment
Share on other sites

I have a question, seeing as I never use any of the none flat ended units would it help my lag issues if I was to delete them? Would the mod still function wit only the flat end parts in? Love your mod but it is a bit lag heavy when I build big spacestations. Trying to figure out how to help that.

Link to comment
Share on other sites

You can remove any individual parts and the rest should work fine (I removed the parts with the recessed ports on the ends as well) I doubt that just removing those will have much effect on your lag issues, however...

Link to comment
Share on other sites

@Kaa253: It's been mentioned earlier in the (as you said) long thread that a space station wouldn't have a door that just goes outside, the risk is high and utility is low (depressuring the entire station to go outside is costly and wasteful). You need EVA? You go through a docking hatch on the docking node... IMHO, this is the right design...

he's just asking for visual indicator for which hatch is the EVA hatch on parts that have multiple 'hatches'

Link to comment
Share on other sites

I LOVE this mod..but i've had 3 crashes so far today in the VAB trying to add these babies into my shuttle to replace my old stock space station. :) Not sure if you know what the dealio is or not. Running .21.1. Plenty of memory etc. I was running on a 6GB ramdisk but i'm going to move it all back to the SSD just to make sure that wasn't anything related.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...