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


sumghai

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I think there is a bug with the Clamp-O-Tron style parachute port. Whenever I launch, the parachute automatically deploys. I am running the most recent 0.21.1 of KSP and the most recent official release of this mod. Anyone else have any solutions?

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Or use Quantum Struts. :)

Docking struts also work, and are not quite as Sci-Fi. You do have to go and click on each of them to set the link. But they look just like normal struts. Also KAS has a strut system that you construct doing EVAs, haven't tried it yet.

I think there is a bug with the Clamp-O-Tron style parachute port. Whenever I launch, the parachute automatically deploys. I am running the most recent 0.21.1 of KSP and the most recent official release of this mod. Anyone else have any solutions?

Verify you have the chutes in the right place. They work for me just fine.

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I think there is a bug with the Clamp-O-Tron style parachute port. Whenever I launch, the parachute automatically deploys. I am running the most recent 0.21.1 of KSP and the most recent official release of this mod. Anyone else have any solutions?

Was it a first time launch or was it a landed-re packed chute-relaunched?

Because there is a stock bug that causes repacked chutes to deploy on launch.

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Here is a little skin pack for 0.3.5 version

http://www./download/fl16ym2029tx4on/FusTekXX.rar

eMrWXEw.jpg

It adds 4 new Logistics modules with a different look:

- Kombobulus - based on ISS' Columbus

- Konsequence - based on ISS' Destiny

- Karavaggio - based on MPLMs and also close to the "stock" look

- Kerpton - based on kapton shields like the ones on ATV or russian modules

+ Kombobulus and Kerpton end rings included

I will convert them at some point to 0.4, but the new combined texture - extreme reduction makes it pretty hard to make some creative new skins. For example Kerpton would be near impossible to make look good because the same pattern would repeat on every panel and would need to be of same size. Also the lack of specular shader makes nice shines not possible to add.

3QP9D0zl.png

Edited by nothke
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hi nice works! Just a question: can you make a centrifugal node cylinder (diameter 2.5m) with electrical motor (with configurable speed rotation) ?

It will be very usefull to make a big gravity wheel with your life module.

Thanks in advance for the answer? ;)

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Hello, i wanted to report a possible leak/model problem with IACBM docking ports.

I built a medium sized station, 45 parts without docking ports (many parts are welded together, thus the low part count)

When i add 12 IACBMS, my station gets 22 fps on the runway.

When i exchange those 12 IACBMS for stock docking port, i get 45 fps.

This is a major leak.

Anything we can do? I really like IACBMS, especially the lights, but not as 20 fps cost!

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Follow up to the IACBM lag:

i managed to solve it by removing the modules to change active/passive mode and the one for transforming the IACBMS into hatches.

I now have full fps using the docking ports with lights also.

I don't know why this was the case (nor which of the modules i removed was the problem)

Maybe the active/passive mode switch is actually a continuous animation even when not in use?

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Yeah, there's an issue with the IACBMs not being super rigid. The resulting wobble is probably what was lagging your system.

I dont think that's the problem, since i fixed it by removing those two modules.

Plus i had nothing docked to the IACBM and the problem persisted while timewarping

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I dont think that's the problem, since i fixed it by removing those two modules.

Plus i had nothing docked to the IACBM and the problem persisted while timewarping

The modules you cited are linked to animated colliders in the ports. The colliders are what have been causing wobble issues since 0.23

neither KJR nor sny kind of struts are any guarantee of stability.

Edit: specifically the hatch collider. It opens up to expose the hatch so you can access the module hatch underneath for EVA.

The collider is still there and even removal of the hatch collider module wasn't 100% effective. Setting it to hatch mode while in the VAB was somewhat better than removing the module but ultimately I replaced the IACBM port with a copy of the parachute version that has no hatch collider at all. This custom copy had the chute module removed so it's just a docking port. I use crew manifest to move Kerbals to the airlock when they need to EVA.

Edited by Starwaster
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Hello, i wanted to report a possible leak/model problem with IACBM docking ports.

I built a medium sized station, 45 parts without docking ports (many parts are welded together, thus the low part count)

When i add 12 IACBMS, my station gets 22 fps on the runway.

When i exchange those 12 IACBMS for stock docking port, i get 45 fps.

This is a major leak.

Anything we can do? I really like IACBMS, especially the lights, but not as 20 fps cost!

I've noticed this in my own development work. parts with complex collision meshs that are in very close proximity or overlapping will cause this. I think it has to do with the physics engine gets tied up trying to resolve the forces action on the object. it can cause the joints to be unstable as well. I would expect an even greater reduction in lag once the problem is properly isolated. I doubt it actually has anything to do with the modules themselves.

Also I've noticed that Kerbal Joint Reinforcement mod can actually make the problem worse. So if you really don't need KJR, then take that out and see how it operates. Personally I love KJR and Fustek so I just live with it.

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Is there any .cfg config to use with modules magnager so i can use this mod in career mode without the terrible time waste of editing each part .cfg?.

I have one that will add every part that is missing from the R&D center:

It adds them to Advanced Rocketry though station module parts probably should be added later. I think.... not sure actually. This is what I use to cover anything missing.


@PART[*]:HAS[#module[Part],~TechRequired[]]:Final
{
TechRequired = advRocketry
entryCost = 1000
}

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I have one that will add every part that is missing from the R&D center:

It adds them to Advanced Rocketry though station module parts probably should be added later. I think.... not sure actually. This is what I use to cover anything missing.


@PART[*]:HAS[#module[Part],~TechRequired[]]:Final
{
TechRequired = advRocketry
entryCost = 1000
}

Thank you very much, I'll install it and test.

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