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


sumghai

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I'm currently trying to rebuild something similar to the big station shown in the first picture in the opening post... But I tend to run into problems with spacings... Is there a way you could upload the craft-file or savegame with that thing in it, so one could try to... well, reverse engineer it? :D

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The "official" version is not yet compatible with .23. Make sure you're OK with possible glitches, bugs and save-breakers if you plan on getting the DEV version.

It's not compatible? Wow, I guess I better uninstall it from my 0.23 installation PRONTO. Glad I found that out before it's too late.

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It's not compatible? Wow, I guess I better uninstall it from my 0.23 installation PRONTO. Glad I found that out before it's too late.

It's not officially compatible. If it works, it works. If it doesn't, you're taking your own risk.

Again, if you want a more up-to-date version and are willing to risk the inherent bugs, glitches and game-breakers, go to sumghai's blog for the DEV version. There's a link for it in the OP.

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It's not officially compatible. If it works, it works. If it doesn't, you're taking your own risk.

Again, if you want a more up-to-date version and are willing to risk the inherent bugs, glitches and game-breakers, go to sumghai's blog for the DEV version. There's a link for it in the OP.

You're exaggerating the risk of using the current version of this parts pack in 0.23. There is no valid reason to warn people off of using the current version FusTek in 0.23 and the dev version should only be used by people willing to test it. It hasnt even had any 0.23 specific updates and its parts are named in a fashion that is incompatible with the current official Fustek parts. So you cant switch between the two without breakings saves. Or editing saves. Childsplay for me, maybe for you too, I have no idea.

Bottom line is that this is a parts pack and most of the modules it uses are stock modules. The worst that could happen is that the custom animation module it uses fails to work. (SPOILER ALERT: It works)

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You're exaggerating the risk of using the current version of this parts pack in 0.23. There is no valid reason to warn people off of using the current version FusTek in 0.23 and the dev version should only be used by people willing to test it. It hasnt even had any 0.23 specific updates and its parts are named in a fashion that is incompatible with the current official Fustek parts. So you cant switch between the two without breakings saves. Or editing saves. Childsplay for me, maybe for you too, I have no idea.

Bottom line is that this is a parts pack and most of the modules it uses are stock modules. The worst that could happen is that the custom animation module it uses fails to work. (SPOILER ALERT: It works)

Well fine then. If it works, it works- as I said.

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I really can't wait for this to be updated for .23 without the dev build watermark all over the parts. I've got some fantastic station designs in my head just waiting for this stuff! KSPI Labs, Kethane Refineries, Extraplanetary Launchpads... oh man. I'm so excited! :D

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Always loved this mod but it's a shame to see no official release since 0.21. I think I'm going to have a crack at the developer version tonight.

The unfortunate truth however is that a lot of people look for the 'updated' version after a new patch, even if the patch is literally just a 'checked for new patch compatibility - all okay' type deal. When dealing with so many mods a lot of people don't have the time or inclination to go in and read often many, many pages of often contradictory advice over whether the mod still works - that [0.XX] in the thread title is the primary indicator of if it works or not.

By the time something is two patches out of date it's kind of hard not to think of it as dead, even if lots of cool stuff is actually happening in developer mode. The worst thing as a software developer is having to stop your new development to update old version for compatibility - it sucks pure and simple, yet I think it's a necessary step if the new version won't be ready fast.

Don't mean any of this to sound critical, it just seems like many of the people I KSP with (well, not 'with', but trading stories and screenshots etc with) seem to have moved away from a superb mod due to that [0.21] remaining in the title and as the last 'official' patch. If everything still works fine that's great - update the version to reflect this. If it doesn't, well, as much as it sucks it may be better to get a compatibility release out if the version currently being developed isn't ready imminently.

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I just started playing KSP, with 0.23 update

I want to set up a base and there is no updated space station mod around. T______T

:(

Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".

The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.

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Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".

The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.

If the watermark bothers you (like it did me) you can remove it pretty easily with some clever copy/pasting in Photoshop or your editor of choice.

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Always loved this mod but it's a shame to see no official release since 0.21. I think I'm going to have a crack at the developer version tonight.

The unfortunate truth however is that a lot of people look for the 'updated' version after a new patch, even if the patch is literally just a 'checked for new patch compatibility - all okay' type deal. When dealing with so many mods a lot of people don't have the time or inclination to go in and read often many, many pages of often contradictory advice over whether the mod still works - that [0.XX] in the thread title is the primary indicator of if it works or not.

By the time something is two patches out of date it's kind of hard not to think of it as dead, even if lots of cool stuff is actually happening in developer mode. The worst thing as a software developer is having to stop your new development to update old version for compatibility - it sucks pure and simple, yet I think it's a necessary step if the new version won't be ready fast.

Don't mean any of this to sound critical, it just seems like many of the people I KSP with (well, not 'with', but trading stories and screenshots etc with) seem to have moved away from a superb mod due to that [0.21] remaining in the title and as the last 'official' patch. If everything still works fine that's great - update the version to reflect this. If it doesn't, well, as much as it sucks it may be better to get a compatibility release out if the version currently being developed isn't ready imminently.

Easier said than done.

I don't want to waste time constantly making tiny, incremental compatibility tweaks, when I'm already remaking the add-on from the ground-up. I also promised that IVAs will come in the next release, and since they're not ready yet, I'm not inclined to push an update for the sake of doing so.

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Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".

The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.

Thank you, I'll try out the dev version.

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Easier said than done.

I don't want to waste time constantly making tiny, incremental compatibility tweaks, when I'm already remaking the add-on from the ground-up. I also promised that IVAs will come in the next release, and since they're not ready yet, I'm not inclined to push an update for the sake of doing so.

Honestly, I don't know why people are making such a big deal out of the title not saying .23. THhe first thing I do is test mods in a stock KSP folder to make sure everything works when KSP gets an update. This is a great mod, and when Sumghai is ready he'll pump out an update. He's doing a ton of work, and we all should appreciate that fact. Most mods reuse stock IVAs and he is making brand new ones from the ground up.

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Easier said than done.

I don't want to waste time constantly making tiny, incremental compatibility tweaks, when I'm already remaking the add-on from the ground-up. I also promised that IVAs will come in the next release, and since they're not ready yet, I'm not inclined to push an update for the sake of doing so.

Yeah that's understandable! You clearly put a ton of work into this stuff and it's good that you take pride in what you're doing.

Wasn't meaning to be critical, just honestly felt it was a shame that, at least among my very limited circle (and thus maybe not reflective of the whole community), this approach is reducing usage of this mod. On saying that I'm sure when you do your next big release we'll all be scrambling to built more FusTek stations again!

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Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".

The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.

Hi, I installed the 0.22 dev build but its only working with Sandbox mode. Do I have to edit every part cfg to add it to career tech tree?

I'm also using the Interstellar mod and it comes with Treeloader, I did some research and found I can also edit that tree file and add parts there instead.

Will it be compatible by either of those methods?

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Well, welcome to KSP! Mind Munfry. He hasn't been the same since the "incident".

The dev build seems to work fine with 0.23, for me at least. So you might wanna take a look at it.

What's the "incident"?

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What's the "incident"?

We don't talk about the "incident"...

@PizzaCat: The Devbuild should work with Career Mode by default. The nodes used for the parts are stock nodes so KSP Interstellar compatibility isn't an issue. It only adds new nodes and does not change stock ones. Remember, if you add mod parts to your tech tree, you'll need to unlock them piecemeal before you can use them, if you've already unlocked the node they're under.

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Is there a way to remove the test notes?

I haven't looked at it yet, but your best bet (assuming you mean the red ENGINEERING TEST ARTICLE adorning the modules) would be to replace just the texture files with a copy from the last stable build.

EDIT:

Looking at the files, it actually seems really easy to do. Just break open the fustek_station_common_texture.png in your favorite image editor and copy a similarly covered patch over it.

I don't know if there's any transparency, etc, that you should worry about, so I'd use an editor more sophisticated than MS Paint (GIMP, Photoshop, etc), but I'm lazy so I'm gonna try it that way and report back.

DOUBLE EDIT:

I believe the operation was a success, although I can't really tell because my copy of Kerbal is nine different kinds of boned. I think it's fine.

Edited by TomatoSoup
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We don't talk about the "incident"...

@PizzaCat: The Devbuild should work with Career Mode by default. The nodes used for the parts are stock nodes so KSP Interstellar compatibility isn't an issue. It only adds new nodes and does not change stock ones. Remember, if you add mod parts to your tech tree, you'll need to unlock them piecemeal before you can use them, if you've already unlocked the node they're under.

Got it, I found the node required to unlock those. Apparently I hadn't unlocked the node leading to it.

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