Starwaster Posted September 14, 2013 Share Posted September 14, 2013 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. Link to comment Share on other sites More sharing options...
Kaa253 Posted September 14, 2013 Share Posted September 14, 2013 @Starwaster & lipatden: Correct. When the part has more than one hatch, which one is the EVA hatch? I do know now, which one is which on all the parts, from doing experiments on the pad. Link to comment Share on other sites More sharing options...
bwheatley Posted September 14, 2013 Share Posted September 14, 2013 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-memoryOr 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. Link to comment Share on other sites More sharing options...
bwheatley Posted September 14, 2013 Share Posted September 14, 2013 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-memoryOr 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 Link to comment Share on other sites More sharing options...
paulus001 Posted September 16, 2013 Share Posted September 16, 2013 My question is, do you plan to release som internali horizontaly oriented parts, which can be yoused to moon base or stuff like this? Link to comment Share on other sites More sharing options...
NoMrBond Posted September 16, 2013 Share Posted September 16, 2013 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? Link to comment Share on other sites More sharing options...
lipatden Posted September 17, 2013 Share Posted September 17, 2013 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... Link to comment Share on other sites More sharing options...
sumghai Posted September 17, 2013 Author Share Posted September 17, 2013 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. Link to comment Share on other sites More sharing options...
Captain Sierra Posted September 24, 2013 Share Posted September 24, 2013 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. Link to comment Share on other sites More sharing options...
sumghai Posted September 25, 2013 Author Share Posted September 25, 2013 (edited) 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 September 25, 2013 by sumghai Link to comment Share on other sites More sharing options...
iStickyDuck Posted September 25, 2013 Share Posted September 25, 2013 The cover thing that has a window variant needs a variant with a built in Solar Panel Link to comment Share on other sites More sharing options...
MrMeeb Posted October 6, 2013 Share Posted October 6, 2013 Quick question. What mod are the trusses/structure that the pods are hung from in the first picture from? Link to comment Share on other sites More sharing options...
Starwaster Posted October 6, 2013 Share Posted October 6, 2013 Quick question. What mod are the trusses/structure that the pods are hung from in the first picture from?Semni's JARFR trusseskinda 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. Link to comment Share on other sites More sharing options...
SnappingTurtle Posted October 9, 2013 Share Posted October 9, 2013 Has anybody else had issues with Fustek stations matching velocity with the craft you're controlling on its own? Link to comment Share on other sites More sharing options...
softweir Posted October 9, 2013 Share Posted October 9, 2013 What do you mean? Do you mean the station weirdly matches velocity when it shouldn't, or do you mean you can't get your ship to match velocity with the station? Link to comment Share on other sites More sharing options...
Captain Sierra Posted October 14, 2013 Share Posted October 14, 2013 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 Link to comment Share on other sites More sharing options...
sumghai Posted October 14, 2013 Author Share Posted October 14, 2013 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". Link to comment Share on other sites More sharing options...
HoY Posted October 14, 2013 Share Posted October 14, 2013 I asked fusty a while back how he wanted it pronounced,, this is his reply"Fuss-Tech fus as in puss. Ew. " Link to comment Share on other sites More sharing options...
sumghai Posted October 14, 2013 Author Share Posted October 14, 2013 I asked fusty a while back how he wanted it pronounced,, this is his reply"Fuss-Tech fus as in puss. Ew. "We'll roll with that, then Link to comment Share on other sites More sharing options...
Montieth Posted October 18, 2013 Share Posted October 18, 2013 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. Link to comment Share on other sites More sharing options...
Moon Goddess Posted October 18, 2013 Share Posted October 18, 2013 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. Link to comment Share on other sites More sharing options...
I.R.L. Posted October 18, 2013 Share Posted October 18, 2013 Same here. Link to comment Share on other sites More sharing options...
BananaDealer Posted October 19, 2013 Share Posted October 19, 2013 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... Link to comment Share on other sites More sharing options...
Starwaster Posted October 19, 2013 Share Posted October 19, 2013 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. Link to comment Share on other sites More sharing options...
sharpspoonful Posted October 19, 2013 Share Posted October 19, 2013 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. Link to comment Share on other sites More sharing options...
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