Starwaster 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.It's not impossible but it seems unlikely. The way RESOURCE's are stored is fairly simplistic. The only data there is name (for identifying it in the config node), current amount, maximum amount and flow mode/state. It doesn't seem like there's a lot to go wrong there. Maybe there's another issue such as order of MODULE/RESOURCE or presence of unexpected MODULE/RESOURCE or absence of expected MODULE/RESOURCE.In the example issues I cited in my earlier post I tried about 4 different backed up save files, each of which worked fine but two different stations (using FusTek parts) refused to load in properly. They were uncontrollable and no part menus could be accessed. The staging list was half on/off the screen and the station was not moving above the planet at all. The clock was even frozen. If I used time warp, the root part would suddenly start moving, leaving everything behind. I tried a few ideas to hack the station in the persistence file but nothing helped.I re-launched another identical station, saved then compared them side by side using NotePad++ split view synchronized screen. I had to give up when I realized that the station node in the file was over 30,000 lines of text. Link to comment Share on other sites More sharing options...
Mokmo Posted October 19, 2013 Share Posted October 19, 2013 In 0.21 i had a station made of large tanks that started the magical wobble a few times like you describe. It didn't matter if SAS or MechJeb's SmartASS was even on, it just did its thing. Eventually after one too many selfdestructs, i just sent a strutted version up there with HyperEdit. But still if it's because of the physics load in warp i understand why it would happen all the time as i often use a MechJeb approach... Link to comment Share on other sites More sharing options...
Montieth Posted October 20, 2013 Share Posted October 20, 2013 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...The station was approached in real time I think. It just came apart though. I reloaded the game and loaded the station directly and it came apart there as well. I had all of the torque wheels turned off on each of the modules too as a matter of course with attitude controlled by just one of the center positioned modules. Even so, SAS and MechJeb were both idle and no torque input was being reflected on the input scales at lower left. The thing just started wiggling and came apart. Link to comment Share on other sites More sharing options...
smunisto Posted October 20, 2013 Share Posted October 20, 2013 So...it works fine in .22 or it doesn't? Link to comment Share on other sites More sharing options...
Starwaster Posted October 22, 2013 Share Posted October 22, 2013 So...it works fine in .22 or it doesn't?yes it does just install it and see Link to comment Share on other sites More sharing options...
BananaDealer Posted October 22, 2013 Share Posted October 22, 2013 yes it does just install it and seeIt works with .22 sandbox, the parts still need to be implemented into the tech-tree for "complete" .22 compatibility... Link to comment Share on other sites More sharing options...
sumghai Posted October 22, 2013 Author Share Posted October 22, 2013 the parts still need to be implemented into the tech-tree for "complete" .22 compatibility...Which will have to wait until the R0.04a update that I'm currently working on right now - I'm redoing all of the models using MODEL{} node calls and common textures, as well as IVAs. Link to comment Share on other sites More sharing options...
BananaDealer Posted October 22, 2013 Share Posted October 22, 2013 Which will have to wait until the R0.04a update that I'm currently working on right now - I'm redoing all of the models using MODEL{} node calls and common textures, as well as IVAs.I was just stating a fact, sorry if it seemed like rushing you or anything...Keep up the awesome work!P.S: Would you perhaps be willing to make some models for Cabana Corp.'s upcoming R&D Facility? I quite like the Dum Dum/FusTek look and Cabana Corp. is always willing to co-operate (read- outsource)! Link to comment Share on other sites More sharing options...
Obiwanjanobus Posted October 22, 2013 Share Posted October 22, 2013 (edited) First off, let me say I love this mod pack. Been slowly building my station and these things really make it shine. Only seem to have hit one snag in my station building. I'm using an addon called UbioWelding or something similar. Anyway the issue im running into is where it welds the iacbm 1.25 to the rest of the module that im building. Seems it can't find a .cfg file for this and the 2.5 variant. Any ideas on where i might be able to find these? Its a great little mod and has helped cut down on my parts count in orbit while still maintaining all the aspects of each piece combined. Cheers in advance.EDIT Seems I have found the said files I was looking for. Nooby me Edited October 22, 2013 by Obiwanjanobus Link to comment Share on other sites More sharing options...
sam445 Posted October 24, 2013 Share Posted October 24, 2013 I really hope that this mod wil be released soon for KSP .22 . I can't wait to start building an orbital station with STYLE Will you integrate it to the stock tree or to the Interstellar tree? Since it sort of became the tree that most mods use.Keep up the good work. Link to comment Share on other sites More sharing options...
K3-Chris Posted October 27, 2013 Share Posted October 27, 2013 I might have missed something, but I can't get the 2.5m docking port things to work with stock docking ports, switching to active, passive, and hatch mode and trying again doesn't yield any results, I just bump off senior docking ports. Link to comment Share on other sites More sharing options...
BananaDealer Posted October 27, 2013 Share Posted October 27, 2013 I'm not sure FusTek ports are supposed to work with stock docking ports... Due to the different models, one would expect different collision meshes.I'd go for making an adapter... Link to comment Share on other sites More sharing options...
Starwaster Posted October 27, 2013 Share Posted October 27, 2013 I might have missed something, but I can't get the 2.5m docking port things to work with stock docking ports, switching to active, passive, and hatch mode and trying again doesn't yield any results, I just bump off senior docking ports.I'm not sure FusTek ports are supposed to work with stock docking ports... Due to the different models, one would expect different collision meshes.I'd go for making an adapter...ModuleDockingPort has a property named nodeType that controls what it can be docked to.A given port can only dock to a port whose nodeType matches its own. It COULD be edited to force it to be dockable to stock parts and it will not look right. They will have noticeable gap between them. It's a sad situation that is pretty much true to real life. If you design a new series of ports it invalidates older designs and that's just the way things are. Link to comment Share on other sites More sharing options...
johnsonwax Posted October 27, 2013 Share Posted October 27, 2013 A given port can only dock to a port whose nodeType matches its own. It COULD be edited to force it to be dockable to stock parts and it will not look right. They will have noticeable gap between them. It's a sad situation that is pretty much true to real life. If you design a new series of ports it invalidates older designs and that's just the way things are.I actually like this setup. These are really designed to be permanent/semi-permanent berthing ports, not temporary docking ports. So stations would be incorporating both - berthing ports to accommodate future expansion but docking ports for your service vessels. Link to comment Share on other sites More sharing options...
K3-Chris Posted October 27, 2013 Share Posted October 27, 2013 These from the same author as the original karmondy stuff work with stock ports: http://kerbalspaceprogram.com/common-berthing-mechanisms-2-5m-docking-ports-2/ Link to comment Share on other sites More sharing options...
Starwaster Posted October 27, 2013 Share Posted October 27, 2013 These from the same author as the original karmondy stuff work with stock ports: http://kerbalspaceprogram.com/common-berthing-mechanisms-2-5m-docking-ports-2/No. Fusty created the original Fustek parts. These are created by Sumghai to extend the Fusty's work, with his permission. Link to comment Share on other sites More sharing options...
Talisar Posted October 27, 2013 Share Posted October 27, 2013 No. Fusty created the original Fustek parts. These are created by Sumghai to extend the Fusty's work, with his permission.The ones he linked to were actually created by Fusty. They are his active and passive CBM's. The ones that Sumghai are similar, but designed so that you can EVA through them from the hatches on the ends of his modules. Link to comment Share on other sites More sharing options...
Tristavius Posted October 27, 2013 Share Posted October 27, 2013 Can anyone confirm 0.22 compatibility? Waiting on all mods that have parts currently in my game being updated before upgrading from 0.21 and this is now the last to not show so in the thread title.Not bothered about science integration or any of that, just as long as my sandbox game will load correctly! Link to comment Share on other sites More sharing options...
kaldak Posted October 27, 2013 Share Posted October 27, 2013 Can anyone confirm 0.22 compatibility? Yep, the parts seem to work fine in 0.22 sandbox mode. However the next update to this mod will likely break existing ships. Link to comment Share on other sites More sharing options...
Tristavius Posted October 27, 2013 Share Posted October 27, 2013 Cheers Kaldak, good to know my giant station is safe for now.Will have to balance whatever new features are offered in the next version versus having to rebuild 1700 tons of space station Link to comment Share on other sites More sharing options...
sumghai Posted October 27, 2013 Author Share Posted October 27, 2013 I really hope that this mod wil be released soon for KSP .22 . I can't wait to start building an orbital station with STYLE Will you integrate it to the stock tree or to the Interstellar tree? Since it sort of became the tree that most mods use.Can anyone confirm 0.22 compatibility? Waiting on all mods that have parts currently in my game being updated before upgrading from 0.21 and this is now the last to not show so in the thread title.Not bothered about science integration or any of that, just as long as my sandbox game will load correctly!Yep, the parts seem to work fine in 0.22 sandbox mode. However the next update to this mod will likely break existing ships.The current version (R0.03.5a) will work in KSP 0.22, but in Sandbox mode only - Career mode R&D Tech Tree integration will come with the next (R0.04a) update. Until the latter happens, however, I'll keep using 0.21 in the thread title.Since this seems to be a recurring (if temporary) issue, I've edited my first post with a PSA.I might have missed something, but I can't get the 2.5m docking port things to work with stock docking ports, switching to active, passive, and hatch mode and trying again doesn't yield any results, I just bump off senior docking ports.I'm not sure FusTek ports are supposed to work with stock docking ports... Due to the different models, one would expect different collision meshes.ModuleDockingPort has a property named nodeType that controls what it can be docked to.A given port can only dock to a port whose nodeType matches its own. It COULD be edited to force it to be dockable to stock parts and it will not look right. They will have noticeable gap between them. It's a sad situation that is pretty much true to real life. If you design a new series of ports it invalidates older designs and that's just the way things are.I actually like this setup. These are really designed to be permanent/semi-permanent berthing ports, not temporary docking ports. So stations would be incorporating both - berthing ports to accommodate future expansion but docking ports for your service vessels.K3|Chris, you've missed quite a few things. The IACBM are specifically designed to NOT work with stock Clamp-O-Trons, because the visual dimensions are intrinsically different, as the others have correctly pointed out. Furthermore: - Active/Passive mode just changes the orientations of the guidance fins, merely a visual gimmick - Hatch mode is (as Talisar correctly deduced) for unblocking certain Karmony module EVA hatchesThese from the same author as the original karmondy stuff work with stock ports: http://kerbalspaceprogram.com/common-berthing-mechanisms-2-5m-docking-ports-2/No. Fusty created the original Fustek parts. These are created by Sumghai to extend the Fusty's work, with his permission.The ones he linked to were actually created by Fusty. They are his active and passive CBM's. The ones that Sumghai are similar, but designed so that you can EVA through them from the hatches on the ends of his modules.What is this "Karmondy" stuff you speak of? All kidding aside, Alex "fusty" Sterling made the original MkII Karmony modules and CBMs. I obtained permission from fusty to expand upon his work by making the MkIII series and the Improved Androgynous CBMs.In addition to slightly different dimensions, fusty's CBMs have separate versions for active/passive modes, whereas I simply combined them into fewer parts with animations. Link to comment Share on other sites More sharing options...
Darth Lazarus Posted October 27, 2013 Share Posted October 27, 2013 amazing parts. but i have one question: where to get the trusspieces , which are so lookingawesone on teh first picture on page one ? Link to comment Share on other sites More sharing options...
Wazman Posted October 28, 2013 Share Posted October 28, 2013 amazing parts. but i have one question: where to get the trusspieces , which are so lookingawesone on teh first picture on page one ?Darth I believe your looking for these Tri-Hexagonal structureshttp://forum.kerbalspaceprogram.com/threads/24849-WIP-THSS-Tri-Hexagonal-Structural-Strut?highlight=Semni Link to comment Share on other sites More sharing options...
Darth Lazarus Posted October 28, 2013 Share Posted October 28, 2013 Darth I believe your looking for these Tri-Hexagonal structureshttp://forum.kerbalspaceprogram.com/threads/24849-WIP-THSS-Tri-Hexagonal-Structural-Strut?highlight=Semnithank you very much ! Link to comment Share on other sites More sharing options...
Sigma52 Posted October 29, 2013 Share Posted October 29, 2013 Darth I believe your looking for these Tri-Hexagonal structureshttp://forum.kerbalspaceprogram.com/threads/24849-WIP-THSS-Tri-Hexagonal-Structural-Strut?highlight=SemniSweet pieces there thanks for that link! Link to comment Share on other sites More sharing options...
Recommended Posts