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


sumghai

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But if you want to put 4 RCS thrusters for instance, then you can only put them there because otherwise they will end up on the node's hatches.

Not necessarily.

You can have the near the top and bottom ends of the module and still well away from the EVA handles.

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You can but if you put only four of these, and not eight (four at each end), then they won't be aligned with the center of mass anymore, which will result in torque during translation manoeuvers, and accidents during docking.

That's off-topic sorry, just wanted to report the issue in case it was not known. Unfortunately this is not a bug and there are no solutions, I'll try to keep attaching small parts there for my future constructions (I really can't stop using these awsome Fustek parts).

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http://imgur.com/a/rf4QT There is a album took multiple screeshots And that is only with this mod and mechjeb2

I dunno if its going to help with your problem, but i see from that picture that you dont use the latest KSP version.

You can have a separate installation for the new version, without messing your saves in the old, if that worries you. Maybe give that a try and see if the problem stays.

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I dunno if its going to help with your problem, but i see from that picture that you dont use the latest KSP version.

You can have a separate installation for the new version, without messing your saves in the old, if that worries you. Maybe give that a try and see if the problem stays.

I use steam and i did a fresh install of the game just before i tryed the mods so idk what to about it then.

Edit: >_< Thanks.

Edited by that1guy232
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-Snip-

For reference, I cannot detach the wing if I click on the left of the red line, even if it KSP displays the wing with the green glow (it will select everything anyway). On the right of the line it will be OK, but I have no idea what parts large enough one would attach here on a Node Mk III. As you can see on the screenshot, I've tried several parts and couldn't detach them.

aVwewnql.jpg

It's extremely frustrating to rebuild my whole payload each time, as it took me several occurrences to figure out that the snapping angle was the problem. I'm particularly raging here because it was each time with a payloard constituted of mirrored Nodes Mk III, so I have to build each one manually (no copy possible) with accuracy, which takes quite a lot of time! :confused:

I remember this being a problem with the some of the original Fustek parts back in the day and it was fixed I believe. Not sure if that would relate to the expansion series parts though or if it can be at all with these.

Edit:

Also are these parts killing peoples framerates? They look great but Ive got a crap computer so I try to be picky about the mods I use. Also if they are laggy is there a way they could be fixed to improve performance?

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I remember this being a problem with the some of the original Fustek parts back in the day and it was fixed I believe. Not sure if that would relate to the expansion series parts though or if it can be at all with these.

Bear in mind that other than having fusty's permission and a rough overview of his workflow, I had to recreate the styling and geometry of the modules from scratch. Fusty did not send me any of his model files / Unity configs, and due to real-life events he has announced that he is also winding down on modding (save for maintaining his CBMs). As such, I have NO access to his original models or any fixes prior to the initial release of my variants.

Also are these parts killing peoples framerates? They look great but Ive got a crap computer so I try to be picky about the mods I use. Also if they are laggy is there a way they could be fixed to improve performance?

As has been said many, many, many, many, many times - the fact that these parts use recessed connector nodes and KSP's requirement for all colliders to be convex means that tricky work involving multiple colliders was required to even get these modules made in the first place. I have optimized my re-creations to the best of my ability, and any further optimizations would make the parts either unusable or practically unfit for their intended purpose.

Lower your graphics settings, or delete specific parts (from this mod, other mods or even stock) you know you will never need.

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Thanks for the info man :) You should see if Fusty would send you his models to help you out if he isnt going to do the station parts any more, I saw he was busy getting a new job and getting married life is busy sometimes :D My settings are as low as they can go I think lol, Some of KSP/Unitys limitations seem very defeating with certain things, but what can ya do :)

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This took me two days to manually dock together and get all the parts lined up properly. I present the KHAB One station sitting in a 250km. orbit around Kerbin. The habitat module can support four crew with ease, and maximum capacity is higher if they are willing to sleep in corridors and airlocks.

Click here because it didn't want to embed ...

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This took me two days to manually dock together and get all the parts lined up properly. I present the KHAB One station sitting in a 250km. orbit around Kerbin. The habitat module can support four crew with ease, and maximum capacity is higher if they are willing to sleep in corridors and airlocks.

Click here because it didn't want to embed ...

Most impressive! Wait until I get the IACBM docking ports (1.25/2.5/3.75) out :)

If you like, you may also add the Ioncross Oxygen Recycler part module directly into the Utility Module's CFG, to save you from adding extra parts.

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This took me two days to manually dock together and get all the parts lined up properly. I present the KHAB One station sitting in a 250km. orbit around Kerbin. The habitat module can support four crew with ease, and maximum capacity is higher if they are willing to sleep in corridors and airlocks.

Click here because it didn't want to embed ...

I shudder at the thought of docking between solar panels. That's just asking for 'splody boom boom.
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I designed it that way on purpose. It helps me practice docking. For some really great fun, I dock something on the 2.5 meter width with four of the 1x6 solar panels extended and rotate 45 degrees so that the station panels between them. It leaves about a meter of clearance and requires me to have the rotation right :)

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You're right about it being good practise. I added some large PV arrays to my Munar space station yesterday and forgot to retract the existing panels before starting the docking manoeuvre. That docking used DockingCam, NavyFish's Docking Alignment Indicator and was performed at about 0.05 m/s lol

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I shudder at the thought of docking between solar panels. That's just asking for 'splody boom boom.

That was exactly my first thought when I saw the picture. Of course, I got in the habit of retracting my solars because mistakes do sometimes happen!

StowYerSolars_zps08dfe1db.jpg

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I installed the pack and it caused my KSP program to crash on loadup, every time. It would go through and load all my mods (I have a lot) and then when trying to transition to the game from the loading screen, just crash out. No errors, no reasons.

Anyone have any clues? I have a lot of mods; B9, KW, MechJeb, KLF, FireSpitter, etc.

I definitely narrowed it down to FusTek, by slowly removing my latest mods one at a time and reloading.

Is there a crash report generated in this instance?

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CraxyMitch, have you tried just loading FusTek by itself with no other mods? Often the problem is that KSP runs out of memory due to too many mods being installed, and FusTek just happens to be the last straw.

I also suggest deleting parts from mod parts that you know you will never use - for instance, I deleted most of the AIES and KW rocketry fuel tanks and engines because I don't need them.

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Sumghai, I'm planning on a mobile laboratory using your lovely parts. The idea is that the MoLab will be able to house four kerbals for a month or so, while they drive to interesting spots on the planetary surface to do science, and then they return to a stationary base which has greenhouse and whatnot, to resupply. I'm wondering how many logistics modules I ought to give the MoLab, though--how much food storage did you imagine the logistics module having?

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Sumghai, I'm planning on a mobile laboratory using your lovely parts. The idea is that the MoLab will be able to house four kerbals for a month or so, while they drive to interesting spots on the planetary surface to do science, and then they return to a stationary base which has greenhouse and whatnot, to resupply. I'm wondering how many logistics modules I ought to give the MoLab, though--how much food storage did you imagine the logistics module having?

I'd say one Logistics module would be sufficient for the number of crew, time period and ease of resupply from the stationary base. Remember that even the Habitation module may have some provisions stashed in them as well, although not as much as the Logistics module would provide.

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