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


sumghai

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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.

That sucks :(

FYI, if you're running under Windows, the most amount of memory that KSP can address is 4 GB. So you could have a 64 bit system with 32 GB of RAM but KSP can only use 4 of that.

Not sure if that affects Linux or Macs...

Anyway, the biggest threat to KSP stability is the number of parts in your mods (plugin dll files not so much, they have a much lesser impact)

So how many mods are you using and more importantly how many parts do they have? It's possible that the Fustek parts were just enough to push it over the edge. They're pretty harmless by themselves.

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That sucks :(

FYI, if you're running under Windows, the most amount of memory that KSP can address is 4 GB. So you could have a 64 bit system with 32 GB of RAM but KSP can only use 4 of that.

Not sure if that affects Linux or Macs...

Anyway, the biggest threat to KSP stability is the number of parts in your mods (plugin dll files not so much, they have a much lesser impact)

So how many mods are you using and more importantly how many parts do they have? It's possible that the Fustek parts were just enough to push it over the edge. They're pretty harmless by themselves.

Nice yea i didn't think about the fact it was a 32bit binary. Looks like i'll use a 64 bit linux vm :)http://forum.kerbalspaceprogram.com/showthread.php/43600-Allowing-KSP-to-use-more-than-4gb-of-memory

Or i could just un-install NovaPunch. :) It's so big but i like a few of the rockets. I suppose i could just take the 2 parts i like heh. Thank you for taking the time to help.

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Nice yea i didn't think about the fact it was a 32bit binary. Looks like i'll use a 64 bit linux vm :)http://forum.kerbalspaceprogram.com/showthread.php/43600-Allowing-KSP-to-use-more-than-4gb-of-memory

Or i could just un-install NovaPunch. :) It's so big but i like a few of the rockets. I suppose i could just take the 2 parts i like heh. Thank you for taking the time to help.

Nice ubuntu 13.10 downloaded and yup KSP has a X86_64 binary. yay

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My question is, do you plan to release som internali horizontaly oriented parts, which can be yoused to moon base or stuff like this?

You can just rotate the exisiting parts with WASDQE while assembling in the VAB, or were you looking for (flat bottomed) parts specifically built for resting on the surface?

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My question is, do you plan to release som internali horizontaly oriented parts, which can be yoused to moon base or stuff like this?
You can just rotate the exisiting parts with WASDQE while assembling in the VAB, or were you looking for (flat bottomed) parts specifically built for resting on the surface?

I think he's asking about the IVA (internal) scene, whether they're going to make sense when the part is oriented horizontally (the floor isn't the wall/ceiling etc).

Sumghai indicated that he wanted to make sure the IVA could work as a space station or a ground station, the only question was around the sleeping bunks, which will be against the wall and vertical. This makes sense in zero-g, not surface, but it's a compromise he had to make to get the layout to look ok - and give the kerbals a window I believe.

I'm landing with the function logo facing up on all parts, in the expectation that that is where the ceiling will be. Let's see... :)

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I think he's asking about the IVA (internal) scene, whether they're going to make sense when the part is oriented horizontally (the floor isn't the wall/ceiling etc).

Sumghai indicated that he wanted to make sure the IVA could work as a space station or a ground station, the only question was around the sleeping bunks, which will be against the wall and vertical. This makes sense in zero-g, not surface, but it's a compromise he had to make to get the layout to look ok - and give the kerbals a window I believe.

I'm landing with the function logo facing up on all parts, in the expectation that that is where the ceiling will be. Let's see... :)

That's correct - the Module Identifier Symbol denotes the dorsal (top) surface of the module, so when I finally get around to doing IVAs, the icon will correspond to the ceiling inside.

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One thing that bugs me is that every part is treated as a command pod. I personally think only the copula (and maybe logistics) should be usable command pods. Also, I cannot wait to see if you will be adding science to the science module once .22 is out.

I'll be covering these issues in further detail in the dev thread, but basically:

- I will be stripping Command Pod and MechJeb capability from *nearly* all Karmony modules in the next update, with only the Utilities modules retaining them (since the latter is intended to serve as a station "core"). All the other crewed modules (including the Kupola) will effectively become glorified Hitchhiker cabins. Reaction wheels will remain, though.

- I do plan on adding science modules to the FusTek Station Parts line-up, but that is depedent on a number of factors (particularly KASPAR racks).

Edited by sumghai
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  • 2 weeks later...
Quick question. What mod are the trusses/structure that the pods are hung from in the first picture from?

Semni's JARFR trusses

kinda cool looking but no proper texture support and they dont seem to use shaders properly. I think because of lack of proper UV mapping? not sure.

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Thought I'd drop my latest video highlight here since it is sort of free advertising fr FuzTek. Great station parts BTW.

http://www.twitch.tv/captsierra/c/3080519

Ah, thanks for that :)

Funny enough, I never really thought about how "FusTek" should be pronounced - presumably, it's based on the original add-on author Fusty's user handle, so I tend to roll with stressing the "Us" rather than "Fuse".

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Anyone having problems with FusTek based stations in .22?

I was sending a new module to my KSS in .22 and as soon as I got near the station and physics started the thing started jiggling all over the place and came apart. IT was as if it was trying to torque around but nothing was there. The connection nodes seemed to be trying to flop around quite badly.

I'm just now bringing up .21 now to see if it's different. The major change was from .21 - .22.

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Funny enough, I never really thought about how "FusTek" should be pronounced

That's something I hear from time to time, "I never thought about how ____ is pronounced"

Such a strange thing to me, everything I read gets "pronounced" in my head, I "hear" it all.

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Anyone having problems with FusTek based stations in .22?

I was sending a new module to my KSS in .22 and as soon as I got near the station and physics started the thing started jiggling all over the place and came apart. IT was as if it was trying to torque around but nothing was there. The connection nodes seemed to be trying to flop around quite badly.

I'm just now bringing up .21 now to see if it's different. The major change was from .21 - .22.

Weird... 0.22 did some changes to how SAS works with torque, but I don't think it would be that drastic a change as to make stations fly apart... I haven't loaded any previous saves to 0.22 yet, so I can't say if it's repeatable...

Here's a tip that can help when working with large, complex stations- ALWAYS make sure you have SAS off on the station when you're not flying it.

Also, were you warping until you got close for physics to load, or just approaching it in real-time? Cause physics doesn't really agree with warp-time...

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Anyone having problems with FusTek based stations in .22?

I was sending a new module to my KSS in .22 and as soon as I got near the station and physics started the thing started jiggling all over the place and came apart. IT was as if it was trying to torque around but nothing was there. The connection nodes seemed to be trying to flop around quite badly.

I'm just now bringing up .21 now to see if it's different. The major change was from .21 - .22.

I saw something like that even in .21 - Mostly in a kethane storage depot that was launched empty and then filled by mining vehicles. When the tanks were mostly filled they just started shaking themselves so violently that the entire station pretty much exploded.

And I have had issues where IonCross (life support) enabled vehicles suffer issues (when trying to update the mod) where the camera would no longer lock on them and/or parts of them would seem to fly off even though they were still attached. Not really the same, but in both cases they were resource enabled vehicles that had problems when something caused their mass to change suddenly.

Finally I had two stations suffer much the same as that last example after I made changes to my installed mods, did not test those changes and did not play that installation of KSP for a few weeks then came back to it and discovered that every backed up save had unusable stations. (it was actually much worse because time did note even advance. The world itself was frozen beneath the station)

Again, those last two examples aren't really what you're describing but the point I'm making is that I've been experiencing situations where physics goes haywire for existing craft when changes are made either to installed mods the craft depend on or changes to the installation itself. In my case, freshly launched vehicles did not suffer those problems.

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I have a feeling (mind you, this is from someone with very minimal C# fluency) that there may be an issue in the persistence file with mods, especially ones with resources. This may be from migrating saves from game to game or via updates. Were still in an alpha, so part of the problem probably lies there.

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