aristurtle Posted June 6, 2014 Share Posted June 6, 2014 I'm using the NearFuture trusses right now; they're working out okay. It would be nice if I could dock them flush instead of needing circular docking ports, though. Link to comment Share on other sites More sharing options...
okan170 Posted June 6, 2014 Share Posted June 6, 2014 I've had some success with the Octotruss parts. They have octagonal docking ports that rather blend in. (mostly) Link to comment Share on other sites More sharing options...
aristurtle Posted June 6, 2014 Share Posted June 6, 2014 Hey, I just noticed -- the semi-official TAC Life Support modulemanager file that got posted a while back - for the converters in the utilities module, you didn't add any InputResources, so they don't use electricity or consume CO2/WasteWater. Link to comment Share on other sites More sharing options...
sumghai Posted June 6, 2014 Author Share Posted June 6, 2014 Hey, I just noticed -- the semi-official TAC Life Support modulemanager file that got posted a while back - for the converters in the utilities module, you didn't add any InputResources, so they don't use electricity or consume CO2/WasteWater.Is that so?I was given those configs by some members of the KSP userbase, who claimed that it was the new format for TacConverters. Link to comment Share on other sites More sharing options...
FiiZzioN Posted June 7, 2014 Share Posted June 7, 2014 (edited) Is that so?I was given those configs by some members of the KSP userbase, who claimed that it was the new format for TacConverters.Tac converter modules: Carbon Extractor: MODULE { name = TacGenericConverter converterName = Carbon Extractor // Number of units to convert per day (24 hours) conversionRate = 8 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = CarbonDioxide, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Oxygen, 0.9, false, Waste, 2.218, true }Water Purifier: MODULE { name = TacGenericConverter converterName = Water Purifier // Number of units to convert per day (24 hours) conversionRate = 8 // A comma separated list of resources to use as inputs. // For each resource, list the resource name and the amount (which // is multiplied by the conversionRate) inputResources = WasteWater, 1, ElectricCharge, 1000 // A comma separated list of resources to output. Same as above // but also specify whether it should keep converting if the // resource is full (generating excess that will be thrown away). outputResources = Water, 0.9, false, Waste, 6.382, true } Edited June 7, 2014 by FiiZzioN Link to comment Share on other sites More sharing options...
sumghai Posted June 8, 2014 Author Share Posted June 8, 2014 Tac converter modules:Much appreciated! Looks like another goof on my part*.A few things before I get around to putting out the hotfix: - I'm strongly considering removing the RTG from the Utilities modules. Originally, they were there to power very small and simple (~4 module) outposts, but given the increased power requirements for TAC Life Support generators, it doesn't make much sense to have a powerful RTG near crewed compartments anymore. - Having actually installed the TAC Life Support plugin, I've discovered what appears to be an incompatibility with Modular Fuel Tanks - specifically, it seems that the Resupply module can either only have life support provisions, or the MFT definitions, but not both. I'll need to investigate this a bit further.*I guess we'll be needing the rope, the tall tree, the fluorine, the running shoes and Rob Schneider again... Link to comment Share on other sites More sharing options...
Raptor831 Posted June 8, 2014 Share Posted June 8, 2014 - Having actually installed the TAC Life Support plugin, I've discovered what appears to be an incompatibility with Modular Fuel Tanks - specifically, it seems that the Resupply module can either only have life support provisions, or the MFT definitions, but not both. I'll need to investigate this a bit further.The quick way to fix this is to just add the TAC LS resources to the tank definition, and adjust the volume of the tank in the part. Say, something like this:@TANK_DEFINITION[FusTekResupply_RearSection]:NEEDS[TacLifeSupport]{ %TANK[Water] { %amount = 0.0 %maxAmount = 0.0 %utilization = 1 %mass = 0.000016 } %TANK[WasteWater] { %amount = 0.0 %maxAmount = 0.0 %utilization = 1 %mass = 0.000016 } %TANK[Food] { %amount = 0.0 %maxAmount = 0.0 %utilization = 1 %mass = 0.000016 } %TANK[Waste] { %amount = 0.0 %maxAmount = 0.0 %utilization = 1 %mass = 0.000016 } %TANK[Oxygen] { %amount = 0.0 %maxAmount = 0.0 %utilization = 798 %mass = 0.000016 %note = (pressurized) } %TANK[CarbonDioxide] { %amount = 0.0 %maxAmount = 0.0 %utilization = 49 %mass = 0.000016 %note = (pressurized) }}And in the part MM config, change the tank addition to something like this:MODULE{ name = ModuleFuelTanks volume = 320 type = FusTekResupply_RearSection}Won't separate the part into pressurized/unpressurized sections, but it does get the job done. Also, you can set the max amount of any one resource in the tank definition to mimic two sections. The utilization numbers may need to be tweaked for TAC LS numbers, as those are based off of 1 unit = 1 liter and TAC currently uses the 1 unit = 1 kerbal-day-ration. But they'll be close enough to make it feel right, I think. Link to comment Share on other sites More sharing options...
stryker2279 Posted June 8, 2014 Share Posted June 8, 2014 there also seems to be no "conversionrate" in any of your converters, at least for me, so it seems as though there is no conversion whatsoever. when you place a part in the VAB it says conversion rate 1 for carbon extractor. but when i peeked under the MM's hood, there is no conversion rate at all! im guessing that TAC is putting a default number since there is no specification, but it doesnt do anything besides that. luckily my space station has about four months till it needs a resupply mission, so i'm good, i think, but i was wondering what you wanted as far as how much a module could recycle? for instance, utilities recycle ten days worth of air while a node can only handle one? BTW, love your mod, and this is literally my first post ever on the forums, Link to comment Share on other sites More sharing options...
sumghai Posted June 9, 2014 Author Share Posted June 9, 2014 there also seems to be no "conversionrate" in any of your converters, at least for me, so it seems as though there is no conversion whatsoever. when you place a part in the VAB it says conversion rate 1 for carbon extractor. but when i peeked under the MM's hood, there is no conversion rate at all! im guessing that TAC is putting a default number since there is no specification, but it doesnt do anything besides that. luckily my space station has about four months till it needs a resupply mission, so i'm good, i think, but i was wondering what you wanted as far as how much a module could recycle? for instance, utilities recycle ten days worth of air while a node can only handle one? I've got a fix for converter inputResources and conversionRates mostly-finalized (replace the contents of your existing FusTek_MMPatch_TACLifeSupport_ModularFuelTanks.cfg with the following):// TAC Life Support patch for FusTek Station Parts// Author: Robin "sumghai" Chang// Revision: 1.3// Compiled with advice and assistance of KSP forum users: taniwha, NathanKell, sharpspoonful, Moon Goddess, Spann3r, Read have Read, Starwaster,// Riverey, BananaDealer, Raptor831, futrtrubl, aristurtle and FiiZzioN (plus anyone else whose name I may have misplaced)// Modules that are habitable (i.e. can hold crew)@PART[FusTekKarmonyHabModule*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8 inputResources = CarbonDioxide, 1, ElectricCharge, 1000 outputResources = Oxygen, 0.9, false, Waste, 2.218, true } RESOURCE { name = Food amount = 40 maxAmount = 40 } RESOURCE { name = Water amount = 40 maxAmount = 40 } RESOURCE { name = Oxygen amount = 40 maxAmount = 40 } RESOURCE { name = Waste amount = 0 maxAmount = 40 } RESOURCE { name = WasteWater amount = 0 maxAmount = 40 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 40 }}@PART[FusTekKarmonySciModule*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8 inputResources = CarbonDioxide, 1, ElectricCharge, 1000 outputResources = Oxygen, 0.9, false, Waste, 2.218, true } RESOURCE { name = Water amount = 40 maxAmount = 40 } RESOURCE { name = Oxygen amount = 40 maxAmount = 40 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 40 }}@PART[FusTekKuest*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 4 inputResources = CarbonDioxide, 0.5, ElectricCharge, 500 outputResources = Oxygen, 0.45, false, Waste, 1.109, true } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 10 maxAmount = 10 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 }}@PART[FusTekKupolaObsModule]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 4 inputResources = CarbonDioxide, 0.5, ElectricCharge, 500 outputResources = Oxygen, 0.45, false, Waste, 1.109, true } RESOURCE { name = Oxygen amount = 10 maxAmount = 10 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 }}@PART[FusTekKarmonyUtilModule*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 16 inputResources = CarbonDioxide, 1, ElectricCharge, 2000 outputResources = Oxygen, 1.8, false, Waste, 4.436, true } MODULE { name = TacGenericConverter converterName = Water Purifier conversionRate = 8 inputResources = WasteWater, 1, ElectricCharge, 1000 outputResources = Water, 0.9, false, Waste, 6.382, true } RESOURCE { name = Water amount = 80 maxAmount = 80 } RESOURCE { name = Oxygen amount = 80 maxAmount = 80 } RESOURCE { name = Waste amount = 0 maxAmount = 80 } RESOURCE { name = WasteWater amount = 0 maxAmount = 80 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 80 }}// Modules that cannot hold crew, but allow crew access to other modules@PART[FusTekKarmonyStorModule*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8 inputResources = CarbonDioxide, 1, ElectricCharge, 1000 outputResources = Oxygen, 0.9, false, Waste, 2.218, true } RESOURCE { name = Food amount = 360 maxAmount = 360 } RESOURCE { name = Water amount = 360 maxAmount = 360 } RESOURCE { name = Oxygen amount = 360 maxAmount = 360 } RESOURCE { name = Waste amount = 0 maxAmount = 360 } RESOURCE { name = WasteWater amount = 0 maxAmount = 360 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 360 }}@PART[FusTekKarmonyNodeMkIII*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8 inputResources = CarbonDioxide, 1, ElectricCharge, 1000 outputResources = Oxygen, 0.9, false, Waste, 2.218, true } RESOURCE { name = Oxygen amount = 20 maxAmount = 20 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 20 }}@PART[FusTekKarmonyCompactNodeMkIII*]:Final{ MODULE { name = TacGenericConverter converterName = Carbon Extractor conversionRate = 8 inputResources = CarbonDioxide, 1, ElectricCharge, 1000 outputResources = Oxygen, 0.9, false, Waste, 2.218, true } RESOURCE { name = Oxygen amount = 10 maxAmount = 10 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 10 }}// Resupply ATV// // This consists of a pressurized compartment holding for fixed amounts of life support / crew provisions (i.e. a "standardized" food/water/air replenishment package)@PART[FusTekResupplyModule]:Final{ RESOURCE { name = Food amount = 400 maxAmount = 400 } RESOURCE { name = Water amount = 400 maxAmount = 400 } RESOURCE { name = Oxygen amount = 400 maxAmount = 400 } RESOURCE { name = Waste amount = 0 maxAmount = 400 } RESOURCE { name = WasteWater amount = 0 maxAmount = 400 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 400 }}NB: I've temporarily removed MFT functionality in this fix, as it apparently conflicts with the TAC Life Support Resources in the Resupply module. I'm trying to get that sorted over the next few days. Link to comment Share on other sites More sharing options...
ThorBeorn Posted June 9, 2014 Share Posted June 9, 2014 (edited) Hi. Has texture switching to the alternative textures provided by Slippyfrog been turned off? I get errors when recompiling the parts list saying something like "cannot find FSTextureswitch2" and I can't switch textures. Edited June 9, 2014 by ThorBeorn Link to comment Share on other sites More sharing options...
sumghai Posted June 9, 2014 Author Share Posted June 9, 2014 (edited) Hi. Has texture switching to the alternative textures provided by Slippyfrog been turned off? I get errors when recompiling the parts list saying something like "cannot find FSTextureswitch2" and I can't switch textures.You'll need to download a special 6.4 prerelease version of the Firespitter plugin: https://github.com/snjo/Firespitter/releasesApologies for the confusionIn other news, I've set up a GitHub repo for FusTek Station Parts - you can't download any releases from it just yet, but it will help me better track issues and project milestones as I work towards the feature-complete V1.0 version:https://github.com/sumghai/FusTek_StationParts Edited June 9, 2014 by sumghai Link to comment Share on other sites More sharing options...
ThorBeorn Posted June 10, 2014 Share Posted June 10, 2014 You'll need to download a special 6.4 prerelease version of the Firespitter plugin:Thanks! No worries mate, I saw you even wrote that in the O.P. I'll P.M. you about another thing btw. Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 11, 2014 Share Posted June 11, 2014 Is it possible / how would I go about removing the part identifier decal? I like the mottled texture on the station parts themselves, but not all of the decals are done for them and the ones that are have an odd normal on them where the right edge always catches light and the whole thing just doesn't quite match up with the rest of the surrounding texture. Link to comment Share on other sites More sharing options...
sumghai Posted June 12, 2014 Author Share Posted June 12, 2014 Is it possible / how would I go about removing the part identifier decal? I like the mottled texture on the station parts themselves, but not all of the decals are done for them and the ones that are have an odd normal on them where the right edge always catches light and the whole thing just doesn't quite match up with the rest of the surrounding texture.Are you referring to Sippyfrog's KSO texture variant?I'm afraid I can't help you much there, as he did the artwork himself and would thus know more about the normals maps he intended - all I did was the original classic FusTek and write the texture-switching configs. Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 14, 2014 Share Posted June 14, 2014 I was, but I've since disabled the switcher since I thought it was causing instability for some reason. Now I'm stuck with another question though, namely, are there any known mod conflicts with this mod? The reason I ask is because when I select any of the parts in this pack in the VAB while playing my normal install (~80ish mods thanks to LOD and ATM), my memory usage immediately jumps by 300-400 MB. This does not happen, however, in my dev install with far fewer mods. I'm also unable to rendezvous with a station build primarily of these parts because of this as entering physics range immediately and 100% reliably crashes the game. I'm about to start sifting through all of my mods to see where the blame lies, but that is going to be a long process and I'm hoping this has been seen before... Link to comment Share on other sites More sharing options...
sumghai Posted June 14, 2014 Author Share Posted June 14, 2014 I was, but I've since disabled the switcher since I thought it was causing instability for some reason. No, that shouldn't be the case.Now I'm stuck with another question though, namely, are there any known mod conflicts with this mod? The reason I ask is because when I select any of the parts in this pack in the VAB while playing my normal install (~80ish mods thanks to LOD and ATM), my memory usage immediately jumps by 300-400 MB. This does not happen, however, in my dev install with far fewer mods. I'm also unable to rendezvous with a station build primarily of these parts because of this as entering physics range immediately and 100% reliably crashes the game. I'm about to start sifting through all of my mods to see where the blame lies, but that is going to be a long process and I'm hoping this has been seen before...I do know that in the FusTek Resupply Module, the TAC Life Support resources and Modular Fuel Tank definitions don't play nicely - I'm trying to get help from their respective add-on authors, but until then, please avoid using the Resupply module.Other than that, I can't really help you any further (80~ish add-ons is much greater that what I can personally handle!). Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 14, 2014 Share Posted June 14, 2014 I've got almost no clue as to what might be causing it... I've now gone through the entirety of the list taking them out 10ish at a time and I'm still getting the huge jump in used memory. I've even compared the game settings from one to the next to see if maybe I set something a little lower in the dev install and I'm still drawing a blank. I guess maybe I'll just have to start trimming out the mods I don't use to see if that will help things out a little, though this is kind of disappointing because there are quite a few that I would like to use, but just haven't gotten that far in the career just yet (KSPI, MKS, NF). I really can't wait until squad gets in gear when it comes to memory management so not every texture has to be loaded on startup nor stay loaded when not being directly viewed. Plus it would be nice if instead of throwing OOM errors, it would actually unload stuff that isn't needed anymore... Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2014 Share Posted June 14, 2014 I've got almost no clue as to what might be causing it... I've now gone through the entirety of the list taking them out 10ish at a time and I'm still getting the huge jump in used memory. I've even compared the game settings from one to the next to see if maybe I set something a little lower in the dev install and I'm still drawing a blank. I guess maybe I'll just have to start trimming out the mods I don't use to see if that will help things out a little, though this is kind of disappointing because there are quite a few that I would like to use, but just haven't gotten that far in the career just yet (KSPI, MKS, NF). I really can't wait until squad gets in gear when it comes to memory management so not every texture has to be loaded on startup nor stay loaded when not being directly viewed. Plus it would be nice if instead of throwing OOM errors, it would actually unload stuff that isn't needed anymore...You want Mono to play nice with your memory? Madness! Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 14, 2014 Share Posted June 14, 2014 You want Mono to play nice with your memory? Madness!Sigh... this is the Achilles heel of this game... It's fun, addictive, modular, and almost endlessly expandable, yet if you push it ever so slightly, you'll end up spending more time loading after crashes than actually playing, and even if it doesn't crash, anything bigger than a few parts often leads to massively dropped frame rates.EDIT: I know its off topic a little, but have you looked into the 64-bit player that has been brought up lately? Link to comment Share on other sites More sharing options...
Starwaster Posted June 14, 2014 Share Posted June 14, 2014 (edited) I do know that in the FusTek Resupply Module, the TAC Life Support resources and Modular Fuel Tank definitions don't play nicely - I'm trying to get help from their respective add-on authors, but until then, please avoid using the Resupply module.Your tank definition definitely seems odd to me. However I'm not up to date on the very latest version so maybe it's actually legit, but what's got me scratching my head here is you only have ModuleFuelTanks set up for 160 for the resupply module But you're assigning many times that much in actual resources by volume. That's valid for the resources that have utilization of more than 1, but a lot of the resources in the part are not present in the TANK_DEFINITION and I'm wondering how the MFT code actually reacts when it runs into that....Edit: I see, MFT now differentiates between MFT managed volume and non-managed volume...Resources not managed by MFT are not automatically deleted (note that switching tank types may delete them anyway: UAYOR)Sigh... this is the Achilles heel of this game... It's fun, addictive, modular, and almost endlessly expandable, yet if you push it ever so slightly, you'll end up spending more time loading after crashes than actually playing, and even if it doesn't crash, anything bigger than a few parts often leads to massively dropped frame rates.EDIT: I know its off topic a little, but have you looked into the 64-bit player that has been brought up lately?I have and I have concerns regarding KSP' 32 bit components. I'm told (essentially) that by using the Unity player 64 bit client that it's not an issue because (they believe) the dlls are not actually 32 bit, which AFAIK is not correct.In any event, I can't test it right now because the only machine I have really is not playing well with KSP to begin with. I hope to change that in the near future Edited June 14, 2014 by Starwaster Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 14, 2014 Share Posted June 14, 2014 I've been tempted, but it sounds like it does more to break the game than to improve it. Just was curious. Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 14, 2014 Share Posted June 14, 2014 Back to my original question however, is there a way to simply remove the identifier icon textures? I'd personally prefer to just work without them. Link to comment Share on other sites More sharing options...
J.Random Posted June 14, 2014 Share Posted June 14, 2014 (edited) Back to my original question however, is there a way to simply remove the identifier icon textures? I'd personally prefer to just work without them.Edit the corresponding fustek_station_icon_*_texture.png files?PS regarding previous memory usage discussion, this mod is the last one to blame for memory wastage. Edited June 14, 2014 by J.Random Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 15, 2014 Share Posted June 15, 2014 Edit the corresponding fustek_station_icon_*_texture.png files?PS regarding previous memory usage discussion, this mod is the last one to blame for memory wastage.My response to this statement is that that 300MB has to be coming from somewhere. In my current setup, part textures are not loaded at all until they are added in the VAB / SPH or loaded while in play mode thanks to LOD. As a result, I can clearly see that adding one of these parts jumps the memory usage by 300-400MB. In contrast, adding a Rockomax orange tank results in only a 12MB increase in memory usage. For reference, the total size of the entire FusTek folder is ~12MB and the size of the orange tank folder is ~4MB. I have gone back and tested all of these numbers one a bare-bones install with only LOD, ATM, and FusTek included above and beyond the stock parts.The question then is where is the extra memory being used? At first I thought it was because of the lack of an IVA for the tank, but this disparity still holds true when comparing against the Mk1-2 pod, and also when using the Logistics module, which doesn't have an IVA. I'm not accusing the mod of "wasting" memory, but there is definitely something going on that might be worthwhile to get to the bottom of as it may impact the entirety of the modding community. The parts included in this pack are not that much more complex than any of the stock parts, so if we can find out where the extra memory is being used and trim it out, it could significantly improve the game's performance across the board...Also, I should point out that this isn't really an issue specific to this mod, as many other mods also show a large jump in memory usage when parts are selected in the game. I have a gut feeling that it may be that KSP really doesn't like file formats like PNG or TGA since literally every texture squad uses is in MBM format which appears to have a small memory usage increase, while I can't think of a single part mod that uses MBM over TGA or PNG and most suffer from large memory usage. Link to comment Share on other sites More sharing options...
Bomoo Posted June 15, 2014 Share Posted June 15, 2014 That ATV pod is pure space ****ography, man. I couldn't get the supporting plugins to work, but it doesn't matter; looked super excellent. Link to comment Share on other sites More sharing options...
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