C4pt.Miles Posted March 23, 2015 Share Posted March 23, 2015 (edited) Is there any way to fix the resouces for TacLS? They changed to a different resource scale. And maybe also CKAN Support.Hope you will find some time and motivation to give this mod an update, because ist the best Station Parts Mod I have seen so far and it's always on bord.Thanks for your work.The Captain Edited March 23, 2015 by C4pt.Miles Link to comment Share on other sites More sharing options...
sumghai Posted March 23, 2015 Author Share Posted March 23, 2015 Is there any way to fix the resouces for TacLS? They changed to a different resource scale. You need to download the unreleased experimental version from GitHub, which has resources quantities revised for compatibility with TAC-LS v0.10.2And maybe also CKAN Support.No CKAN support until R0.04a is officially released.Hope you will find some time and motivation to give this mod an update, because ist the best Station Parts Mod I have seen so far and it's always on bord.Rest assured that I have never lost motivation to work on FusTek - rather, I recently relocated to a new city and a new job, and will need to buy a new laptop to continue development in earnest (my current one can't run KSP). Link to comment Share on other sites More sharing options...
C4pt.Miles Posted March 26, 2015 Share Posted March 26, 2015 Rest assured that I have never lost motivation to work on FusTek - rather, I recently relocated to a new city and a new job, and will need to buy a new laptop to continue development in earnest (my current one can't run KSP).Glad to hear that.All the best für your new job and in the new city! Link to comment Share on other sites More sharing options...
sumghai Posted April 4, 2015 Author Share Posted April 4, 2015 I've edited my OP with an important announcement regarding the latest experimental builds and KSP 0.90.From now on until R0.04a is ready, everyone will be able to directly download the latest WIP build of these station parts from GitHub - be aware that you do so at your own risk.I've also updated my dependencies list, to make it clear which are true dependencies and which are merely supported add-ons.And even without a laptop capable of running KSP, I am still able to work steadily on IVAs and props, and push updates to GitHub on a daily/weekly basis. Link to comment Share on other sites More sharing options...
Mecripp Posted April 4, 2015 Share Posted April 4, 2015 (edited) The mli_icon_warehouse_texture.tga isn't coming up right.EDIT- And on the FusTekKarmonyHabModule did you block out the windows again or did, I get the wrong one ?EDIT- Looks like the little icons got flipped Edited April 5, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
sharpspoonful Posted April 5, 2015 Share Posted April 5, 2015 The modules with windows will at some point have open/close function s on the shutters, just like the cupola. And that icons look fine. The payload bay has always been like that. Link to comment Share on other sites More sharing options...
sumghai Posted April 5, 2015 Author Share Posted April 5, 2015 The mli_icon_warehouse_texture.tga isn't coming up right.The payload bay has always been like that.The problem is specific to the KSO Phase II textures. SippyFrog informed me that, time permitting, he intends to remake his texture pack from scratch.EDIT- And on the FusTekKarmonyHabModule did you block out the windows again or did, I get the wrong one ?The modules with windows will at some point have open/close function s on the shutters, just like the cupola. And that icons look fine. The payload bay has always been like that.sharpspoonful is correct - in the case of the Hab/Sci/Util module windows, the toggleable shutters are part of a internal prop that don't work consistently yet. JSI RPM maintainer MOARdV and I are investigating this issue. Link to comment Share on other sites More sharing options...
JoseEduardo Posted April 17, 2015 Share Posted April 17, 2015 Found out that the current settings for Tweakscale messes with modules that have windows... the exterior gets rescaled, the interior however stays the same, and thus making windows transparent and showing original size interior Link to comment Share on other sites More sharing options...
sumghai Posted April 17, 2015 Author Share Posted April 17, 2015 (edited) Found out that the current settings for Tweakscale messes with modules that have windows... the exterior gets rescaled, the interior however stays the same, and thus making windows transparent and showing original size interiorThis is because TweakScale only affects part exteriors, and KSP treats internal spaces in its own separate coordinate system. Besides, FusTek parts were never intended to be TweakScale-compatible anyway. Edited April 17, 2015 by sumghai Fixed spelling mistake Link to comment Share on other sites More sharing options...
futrtrubl Posted April 17, 2015 Share Posted April 17, 2015 Found out that the current settings for Tweakscale messes with modules that have windows... the exterior gets rescaled, the interior however stays the same, and thus making windows transparent and showing original size interiorIt turns things into a TARDIS?!?! ;'] Link to comment Share on other sites More sharing options...
Treble Sketch Posted April 21, 2015 Share Posted April 21, 2015 When the stable release comes out, would it be okay if this goes on CKAN? Link to comment Share on other sites More sharing options...
sumghai Posted April 21, 2015 Author Share Posted April 21, 2015 When the stable release comes out, would it be okay if this goes on CKAN?All future release versions of FusTek will definitely be available via CKAN, just like SDHI SMS already is Link to comment Share on other sites More sharing options...
JoseEduardo Posted April 30, 2015 Share Posted April 30, 2015 so... is the github version 1.0 compatible? Link to comment Share on other sites More sharing options...
rabidninjawombat Posted April 30, 2015 Share Posted April 30, 2015 so... is the github version 1.0 compatible?Its really just a parts pack, and there shouldn't be any update needed for 1.0 And all the depndicies on the first page have been updated to 1.0 So you should be fine. (note i havent tried it yet, but this is generally true. Will be testing it shortly, as i LOVE this pack) Link to comment Share on other sites More sharing options...
sumghai Posted April 30, 2015 Author Share Posted April 30, 2015 so... is the github version 1.0 compatible?Its really just a parts pack, and there shouldn't be any update needed for 1.0 Actually, KSP 1.0 now enforces stricter definitions of stack attachment node orientations. I've fixed those for SDHI SMS, and will need to update FusTek as well. Link to comment Share on other sites More sharing options...
rabidninjawombat Posted April 30, 2015 Share Posted April 30, 2015 Actually, KSP 1.0 now enforces stricter definitions of stack attachment node orientations. I've fixed those for SDHI SMS, and will need to update FusTek as well.Ah thanks for the info Sumghai, this must be why some of my custom parts are broken Link to comment Share on other sites More sharing options...
JoseEduardo Posted April 30, 2015 Share Posted April 30, 2015 there's a cheat that ignores the node orientation, but i wonder if it does have any drawback (as i didn't test it out of the VAB yet) or if a future mod update will damage anything if i try using an outdated version with this cheat? i made a quick test with Community ISS at the VAB but i didn't take it forward and removed it fearing an incompatibility... Link to comment Share on other sites More sharing options...
sumghai Posted April 30, 2015 Author Share Posted April 30, 2015 there's a cheat that ignores the node orientation, but i wonder if it does have any drawback (as i didn't test it out of the VAB yet) or if a future mod update will damage anything if i try using an outdated version with this cheat? i made a quick test with Community ISS at the VAB but i didn't take it forward and removed it fearing an incompatibility...I'm aware of the Debug menu option to ignore stack attachment node orientations, and while there aren't any drawbacks, it's better for us add-on authors to fix our add-ons so that people don't have to resort to such workarounds. Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 5, 2015 Share Posted May 5, 2015 So any news on release for 1.0 or 1.0.2? can't wait for this to add the multi layer texture on top of it Link to comment Share on other sites More sharing options...
StoryMusgrave Posted May 5, 2015 Share Posted May 5, 2015 (edited) When it's done. Quit being a pest. Edited May 6, 2015 by StoryMusgrave Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 6, 2015 Share Posted May 6, 2015 When it's done. Quite being a pest.First of all, i don't think you have the right to speak like that to any user of the forums, second, you are not the developer of this mod so, i still don't see the point of you snapping on me, third, i think you should be more careful than me about bothering people with your childish behavior compared to my polite question. Link to comment Share on other sites More sharing options...
Sochin Posted May 6, 2015 Share Posted May 6, 2015 (edited) This has been in development for a long time and the big giveaway would be '(WIP Experimental)'.Edit:After looking at your posts it would seem you have a habit of asking for eta's and everytime you are told the same, if you dont like the response wait in silence! Edited May 6, 2015 by Sochin Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 6, 2015 Share Posted May 6, 2015 (edited) first of all, i never asked for ETA, i just asked about news on update process, and yes i ask it a lot from mod developers for two reasons, one, to know if the mod would EVER get updated officially again or it is dead like many other mods, and two, to learn what can be bottle necks simply because i am starting to learn ksp modding myself. but asking for ETA? did i now?edit : also, i'm not sure how did you got to the conclusion of me asking it many times, simply because last night was the first time i ever posted questions about different mod update status on these forums, and this forum was the only one who gave me such a harsh response. also, if not liking the responses means that everyone can open their mouth the way they like and speak without hesitation and thinking before speaking, then i assume that i could do the same treatment he gave me in pm but if you ask me, asking a mod developer about THE PROCESS on his mod, is not bad, but most of the time motivate developers to speak more about what they are doing and sometimes people give ideas. but seems like some people don't even read carefully to identify if you really asked about time or if you are interested in the process. Edited May 6, 2015 by Jiraiyah Link to comment Share on other sites More sharing options...
VenomousRequiem Posted May 6, 2015 Share Posted May 6, 2015 I think we should all put our differences aside and get along. For science. Link to comment Share on other sites More sharing options...
sumghai Posted May 6, 2015 Author Share Posted May 6, 2015 While StoryMusgrave could have phrased his response a bit more diplomatically, the essence of his message is right - I really, really don't like people constantly asking add-on authors if/when there will be an update, as I find them rather annoying and not the least bit motivating. Add-on authors have their own personal development roadmaps, real life commitments or sometimes simply lose interest in KSP altogether, and they don't like to be pestered.In my particular case, I'm even more annoyed that while I'm quietly pushing daily/weekly dev build updates to GitHub, I get very little feedback in my development thread on whether something has worked (since I can't test the parts myself right now). SebFierce, sharpspoonful and a few others have been very helpful in this regard, but even they have lives outside of KSP and may sometimes (understandably) not be around.If you want FusTek or any of my add-ons to be updated faster, please, help me bug test my dev builds and provide feedback in the development thread instead of just passively begging for the end product here. Link to comment Share on other sites More sharing options...
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