CptRichardson Posted May 25, 2014 Share Posted May 25, 2014 That seems to me like a good and reasonable workaround, the best of both worlds, and still choice to the user.I've got ideas for an additional Electrical Trunk (Logistics module dedicated to battery power with built in either hull conformal or extendable solar arrays), an Orbital Resource Logistics Module (Less insane battery power, much much more monopropellant for manuvers), maybe a refueling pod, and a command cupola or module. Some other stuff too. Link to comment Share on other sites More sharing options...
sumghai Posted May 25, 2014 Author Share Posted May 25, 2014 I've got ideas for an additional Electrical Trunk (Logistics module dedicated to battery powerI can probably just increase the ElectricCharge storage in the existing Utilities module.with built in either hull conformal or extendable solar arrays)Will be considered in a later update., an Orbital Resource Logistics Module (Less insane battery power, much much more monopropellant for manuvers)The current monoprop capacity ought to be enough for most people., maybe a refueling pod,Not sure about this one.and a command cupola A command pod-style Cupola would probably come in the form of the cockpit from the proposed SEV parts pack, as well as a SEV-to-station adapter plate.or module. The Utilities module already has command pod capability.Some other stuff too.Not to rain on your parade, but I've already mapped out features I want to implement several versions in advance. Besides, I've got IVAs with JSI MFD integration to worry about already. Link to comment Share on other sites More sharing options...
rulib Posted May 25, 2014 Share Posted May 25, 2014 I've been seeing this request quite frequently lately. I'm not sure why people want to be positioning nodes side by side.Well, here's my reason Link to comment Share on other sites More sharing options...
NathanKell Posted May 25, 2014 Share Posted May 25, 2014 Not not not suggesting/requesting/etc; just clarifying. ModuleRCSFX does fix the problem with Squad's code that prevents RCS on a stack-mounted part from working. Link to comment Share on other sites More sharing options...
viktor19 Posted May 25, 2014 Share Posted May 25, 2014 Here's a stupid one: How can I use Warehouse Module? Link to comment Share on other sites More sharing options...
OOZ662 Posted May 25, 2014 Share Posted May 25, 2014 Here's a stupid one: How can I use Warehouse Module?At the moment, there really isn't a use for it. The inside isn't even textured yet. Link to comment Share on other sites More sharing options...
viktor19 Posted May 25, 2014 Share Posted May 25, 2014 At the moment, there really isn't a use for it. The inside isn't even textured yet.How encouraging, but still: thank you! Link to comment Share on other sites More sharing options...
Starwaster Posted May 25, 2014 Share Posted May 25, 2014 Here's a stupid one: How can I use Warehouse Module?The Warehouse module is used by a mod that lets you construct things in orbit. Actually there might be two mods that use it. It's used to contain rocket parts.I forget what the mods were named.... Link to comment Share on other sites More sharing options...
DPooly Posted May 25, 2014 Share Posted May 25, 2014 Update; I tried verbatim(This time) on the installation instructions in the Readme file. However, no idea where to place the Source folder, or rather the contents. Either way, still crashing. Which sucks because I really want to use these parts. Link to comment Share on other sites More sharing options...
VaporTrail Posted May 25, 2014 Share Posted May 25, 2014 The Warehouse module is used by a mod that lets you construct things in orbit. Actually there might be two mods that use it. It's used to contain rocket parts.I forget what the mods were named....Probably Extraplanetary Launchpads and Orbital Construction. Believe XPLP is the only one still around... Think OC wound up dying on the vine, but not sure. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 25, 2014 Share Posted May 25, 2014 Probably Extraplanetary Launchpads and Orbital Construction. Believe XPLP is the only one still around... Think OC wound up dying on the vine, but not sure.It's still around, and is a good option for those who want to build things in space but don't necessarily want to deal with the piles and piles of other stuff that comes with ExPL (like Kethane, ore, metal, smelting, etc.).http://forum.kerbalspaceprogram.com/threads/56140-0-23-5-Orbital-Construction-Re-Redux-v1-1-1 Link to comment Share on other sites More sharing options...
sumghai Posted May 25, 2014 Author Share Posted May 25, 2014 Well, here's my reason http://i.imgur.com/Ge0EAK4l.jpgI see. I'll look into it for a later release.Not not not suggesting/requesting/etc; just clarifying. ModuleRCSFX does fix the problem with Squad's code that prevents RCS on a stack-mounted part from working.Yep.ModuleRCSFX will definitely be needed for the FusTek SEV; I'm still thinking about how to make the RCS thruster ring for the station parts.Here's a stupid one: How can I use Warehouse Module?At the moment, there really isn't a use for it. The inside isn't even textured yet.How encouraging, but still: thank you!The Warehouse module is used by a mod that lets you construct things in orbit. Actually there might be two mods that use it. It's used to contain rocket parts.I forget what the mods were named....Probably Extraplanetary Launchpads and Orbital Construction. Believe XPLP is the only one still around... Think OC wound up dying on the vine, but not sure.It's still around, and is a good option for those who want to build things in space but don't necessarily want to deal with the piles and piles of other stuff that comes with ExPL (like Kethane, ore, metal, smelting, etc.).http://forum.kerbalspaceprogram.com/threads/56140-0-23-5-Orbital-Construction-Re-Redux-v1-1-1Indeed, the Warehouse was originally designed to hold RocketParts for either Extraplanetary Launchpads and Orbital Construction.When nothke announced he was working on a KAS-enabled modular payload rack system (FLEXrack), I sort of jumped the gun, removed the RocketParts storage capacity and started working on turning it into a storage frame for up to 16 FLEXracks.Since FLEXracks has been mostly abandoned, save for a licencing issue with nothke that prevents me from simply taking over the project, the Warehouse as of right now doesn't really do anything.In a future update, I hope to have both the rack storage Warehouse and an generic empty cargo bay version available.Update; I tried verbatim(This time) on the installation instructions in the Readme file. However, no idea where to place the Source folder, or rather the contents. Either way, still crashing. Which sucks because I really want to use these parts.I'm not sure I quite understand - the Source folder isn't really needed for the parts to show up in-game. All you need to do is to open up the .ZIP file download, copy the contents of the GameData folder into the GameData from your KSP installation, and then make sure you have all the other dependencies installed as well.Which version of the station parts pack have you downloaded? Link to comment Share on other sites More sharing options...
sumghai Posted May 25, 2014 Author Share Posted May 25, 2014 (edited) LINK REMOVED - patch is now part of main download itselfPlace this in GameData\FusTek\Station Parts\Parts\MM_configs along with the other official MM patches. This will be a standalone download until I integrate it with the eventual full R0.04a release.This adds varying combinations of crew provisions and/or waste storage tanks to certain station modules, compatible with TAC Life Support: - All crew-occupiable and some crew-traversable modules have oxygen storage and air recyclers (Carbon extractors)- The Habitation and Logistics modules are the main food storage compartments- Given that TAC requires Kerbals on EVA to take half a day's worth of provisions with them, airlocks also hold some provisions- Otherwise, food is strictly off-limits in other modules such as the Science Lab and the Kupola- The FusTek Resupply Module has been configured to have two compartments: - A pressurized front section for life support / crew provisions, with fixed quantities (i.e. a "standardized" food/water/air replenishment package) - An unpressurized rear section for any combination of LiquidFuel / Oxidiser / Monoprop / Xenon, reconfigurable via Modular Fuel Tanks to cater for each station's specific propellant needsNote: This requires Modular Fuel TanksEDIT: Updated to remove resources with "maxAmount = 0" from modules that don't need them - should resolve the MechJeb NaN mass issue when parts are right-clicked. Edited June 8, 2014 by sumghai LINK REMOVED - patch is now part of main download itself Link to comment Share on other sites More sharing options...
Raptor831 Posted May 26, 2014 Share Posted May 26, 2014 Looks like I was wrong about the either/or. Well done, simghai! Thanks. Link to comment Share on other sites More sharing options...
DPooly Posted May 26, 2014 Share Posted May 26, 2014 I'm not sure I quite understand - the Source folder isn't really needed for the parts to show up in-game. All you need to do is to open up the .ZIP file download, copy the contents of the GameData folder into the GameData from your KSP installation, and then make sure you have all the other dependencies installed as well.Which version of the station parts pack have you downloaded?Yes, I have done that. Still crashes. The dependencies listed in the readme file, yes? The version that is on Kerbalspaceport.com. This one; [h=1]FusTek Station Parts Expansion (R0.03.5 Alpha) [KSP 0.21+][/h]Wait, is there an original Fustek that needs to be there before I input the above(expansion) into my gamedata? May or may not be a stupid question hehe. Link to comment Share on other sites More sharing options...
softweir Posted May 26, 2014 Share Posted May 26, 2014 No, don't use the old Fustek! Just use the new one downloaded from CurseForge or Dropbox. (The spaceport one is no longer up-to-date.)You mentioned you are using the Firespitter that came with B9. B9 is a bit out of date, the firespitter that came with it is certainly out of date - no wonder you are getting crashes! Try going to the Firespitter thread and downloading the latest version from there - make sure you delete the version of Firespitter that came with B9. Link to comment Share on other sites More sharing options...
sharpspoonful Posted May 26, 2014 Share Posted May 26, 2014 Yes, I have done that. Still crashes. The dependencies listed in the readme file, yes? The version that is on Kerbalspaceport.com. This one; [h=1]FusTek Station Parts Expansion (R0.03.5 Alpha) [KSP 0.21+][/h]Wait, is there an original Fustek that needs to be there before I input the above(expansion) into my gamedata? May or may not be a stupid question hehe. You are using an outdated version. Go reread the the OP for the newest DL.http://imgur.com/a/tKuk1Warning: Crafts and saves will break if transitioning from R0.03.5a. - CurseForge- SpacePort (legacy R0.03.5a version only, defunct May 2014)- Dropbox Link to comment Share on other sites More sharing options...
sumghai Posted May 27, 2014 Author Share Posted May 27, 2014 Looks like I was wrong about the either/or. Well done, simghai! Thanks.Haha, no worries. To be honest, I only managed to get my final MM patch working through trial and error. I probably know much less than you do with regards to proper MFT usage.Yes, I have done that. Still crashes. The dependencies listed in the readme file, yes? The version that is on Kerbalspaceport.com. This one; FusTek Station Parts Expansion (R0.03.5 Alpha) [KSP 0.21+]Wait, is there an original Fustek that needs to be there before I input the above(expansion) into my gamedata? May or may not be a stupid question hehe. No, don't use the old Fustek! Just use the new one downloaded from CurseForge or Dropbox. (The spaceport one is no longer up-to-date.)You mentioned you are using the Firespitter that came with B9. B9 is a bit out of date, the firespitter that came with it is certainly out of date - no wonder you are getting crashes! Try going to the Firespitter thread and downloading the latest version from there - make sure you delete the version of Firespitter that came with B9.You are using an outdated version. Go reread the the OP for the newest DL.Arrrgh! Don't use R0.03.5a - that's really, really outdated! (Besides, Spaceport is shutting down later this week, so I'm not putting new versions there anymore)As the others have mentioned, you need the newer version hosted on CurseForge or Dropbox, as well as latest versions of all the dependencies. Link to comment Share on other sites More sharing options...
aristurtle Posted June 1, 2014 Share Posted June 1, 2014 https://www.dropbox.com/s/4pj7o2ll9z3d9f8/FusTek_MMPatch_TACLifeSupport_ModularFuelTanks.cfgPlace this in GameData\FusTek\Station Parts\Parts\MM_configs along with the other official MM patches. This will be a standalone download until I integrate it with the eventual full R0.04a release.This adds varying combinations of crew provisions and/or waste storage tanks to certain station modules, compatible with TAC Life Support: - All crew-occupiable and some crew-traversable modules have oxygen storage and air recyclers (Carbon extractors)- The Habitation and Logistics modules are the main food storage compartments- Given that TAC requires Kerbals on EVA to take half a day's worth of provisions with them, airlocks also hold some provisions- Otherwise, food is strictly off-limits in other modules such as the Science Lab and the Kupola- The FusTek Resupply Module has been configured to have two compartments: - A pressurized front section for life support / crew provisions, with fixed quantities (i.e. a "standardized" food/water/air replenishment package) - An unpressurized rear section for any combination of LiquidFuel / Oxidiser / Monoprop / Xenon, reconfigurable via Modular Fuel Tanks to cater for each station's specific propellant needsNote: This requires Modular Fuel TanksI installed this and for the core module it shows a Food and Water quantity of "NaN". This in turn makes MechJeb report the craft mass as NaN, and any other stats that depend on the craft mass (e.g. TWR).I think it's because you have resources where maxQuantity = 0 and it's dividing be zero, but I'm not entirely sure. Link to comment Share on other sites More sharing options...
fusty Posted June 1, 2014 Share Posted June 1, 2014 Wait, is there an original Fustek that needs to be there before I input the above(expansion) into my gamedata? May or may not be a stupid question hehe. Dear god, don't install old fustek! Link to comment Share on other sites More sharing options...
NoMrBond Posted June 1, 2014 Share Posted June 1, 2014 Dear god, don't install old fustek!Heh, I still have the old CBM's, with a touch of cfg editing to keep them up to date anyway Link to comment Share on other sites More sharing options...
sumghai Posted June 2, 2014 Author Share Posted June 2, 2014 (edited) https://www.dropbox.com/s/4pj7o2ll9z3d9f8/FusTek_MMPatch_TACLifeSupport_ModularFuelTanks.cfgPlace this in GameData\FusTek\Station Parts\Parts\MM_configs along with the other official MM patches. This will be a standalone download until I integrate it with the eventual full R0.04a release.I installed this and for the core module it shows a Food and Water quantity of "NaN". This in turn makes MechJeb report the craft mass as NaN, and any other stats that depend on the craft mass (e.g. TWR).I think it's because you have resources where maxQuantity = 0 and it's dividing be zero, but I'm not entirely sure.Thanks for the heads-up - I've just reproduced your issue on my setup.I'm going to try to remove the Resources with "maxQuantity = 0" in each module, and see if that works.EDIT: Updated the TAC Life Support patch with fixes recommended by aristurtle - see original link. Edited June 2, 2014 by sumghai Link to comment Share on other sites More sharing options...
NathanKell Posted June 2, 2014 Share Posted June 2, 2014 That's exactly the cause, yes. It occurs for engines that have maxAmount=0 electric charge from their alternators. Link to comment Share on other sites More sharing options...
Starwaster Posted June 2, 2014 Share Posted June 2, 2014 That's exactly the cause, yes. It occurs for engines that have maxAmount=0 electric charge from their alternators.@PART[*]:HAS[@RESOURCE[ElectricCharge]:HAS[#maxAmount[0]]]{ @RESOURCE[ElectricCharge] { maxAmount = 0.01 }}I think that should work but my PC has died again for like the 4th or 5th time so it's untested. And entirely from memory.And typed on an iPad.caveat emptor Link to comment Share on other sites More sharing options...
NathanKell Posted June 2, 2014 Share Posted June 2, 2014 Starwaster: when .23 first came out we wrote up an MM patch that disabled showing the tweakable. That works for engines. But it's not so good for sumghai, since presumably he wants the resources tweakable...although if they're maxAmount=0, there's no point in keeping them tweakable. Link to comment Share on other sites More sharing options...
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