Initar Posted February 19, 2014 Share Posted February 19, 2014 I encountered a bug i thought i'd report.When naturally trying to reproduce Bigelow's Alpha space station, i came up with this simple trick:(docking port is re-attached after the RCS tank). Everything went good, even when transferring crew:But then, when swiching to it from the tracking station, it always start to spin, not so very fast, but can't control it. The crew barely escaped ^^So what do you people think? Kraken (as i said, not very fast spin and no spontaneous disassembly), bug, miracle? It happened on my two computers. Link to comment Share on other sites More sharing options...
TimMartland Posted February 19, 2014 Share Posted February 19, 2014 I encountered a bug i thought i'd report.When naturally trying to reproduce Bigelow's Alpha space station , i came up with this simple trick:-Snip-(docking port is re-attached after the RCS tank). Everything went good, even when transferring crew:-Snip Again-But then, when swiching to it from the tracking station, it always start to spin, not so very fast, but can't control it. The crew barely escaped ^^So what do you people think? Kraken (as i said, not very fast spin and no spontaneous disassembly), bug, miracle? It happened on my two computers.Looks like a physx bug with KSP rather than this mod, as sometimes I get issues like that with part clipping. Just replace that tank with radial ones Link to comment Share on other sites More sharing options...
Initar Posted February 19, 2014 Share Posted February 19, 2014 Looks like a physx bug with KSP rather than this mod, as sometimes I get issues like that with part clipping. Just replace that tank with radial onesHehe, the hab doesn't allow radial placement, hence the (empty) rcs tank to get the solar panels where i want them. But yeah, seems like a good prey for the kraken. Link to comment Share on other sites More sharing options...
Starwaster Posted February 19, 2014 Share Posted February 19, 2014 Hehe, the hab doesn't allow radial placement, hence the (empty) rcs tank to get the solar panels where i want them. But yeah, seems like a good prey for the kraken.You could enable surface attachment in the part file easily enough but you'd have to police yourself and not try to attach things where the inflatable part is because they won't animate with the inflation. With Bad Thingsâ„¢ possibly happening if you do. Maybe.I think this would do it.... haven't verified and I sometimes mix up which is whichattachRules = 1,0,1,1,0 Link to comment Share on other sites More sharing options...
Fraz86 Posted February 19, 2014 Share Posted February 19, 2014 I encountered a bug i thought i'd report.When naturally trying to reproduce Bigelow's Alpha space station, i came up with this simple trick:http://i.imgur.com/iDmMoBW.png(docking port is re-attached after the RCS tank). Everything went good, even when transferring crew:http://i.imgur.com/TsXuQQ6.pngBut then, when swiching to it from the tracking station, it always start to spin, not so very fast, but can't control it. The crew barely escaped ^^So what do you people think? Kraken (as i said, not very fast spin and no spontaneous disassembly), bug, miracle? It happened on my two computers.What pack is that adapter truss from (right side of the second image)? Link to comment Share on other sites More sharing options...
Initar Posted February 19, 2014 Share Posted February 19, 2014 Thanks Starwaster! Will try.What pack is that adapter truss from (right side of the second image)?That is the fairing base from KW rocketry. What you can see is the last stage of the rocket that brought the hab to orbit. Link to comment Share on other sites More sharing options...
TimMartland Posted February 19, 2014 Share Posted February 19, 2014 Theres a much simpler solution to CFG. editing. Just add the small inline probe core and attach to that - Its really thin, allows attachment and you could (With some effort) get the solar panels pretty far down. Link to comment Share on other sites More sharing options...
namAehT Posted February 19, 2014 Share Posted February 19, 2014 (edited) Since the last time someone came up with TAC life support values was a little while ago:// Habbitat Mod Stuffs@PART[centrifuge1]{ MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 }}@PART[inflato1]{ MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 6 maxAmount = 6 } RESOURCE { name = Water amount = 6 maxAmount = 6 } RESOURCE { name = Oxygen amount = 6 maxAmount = 6 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 6 } RESOURCE { name = Waste amount = 0 maxAmount = 6 } RESOURCE { name = WasteWater amount = 0 maxAmount = 6 }}@PART[inflato2]{ MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 }}@PART[inflatoFlat]{ MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 4 maxAmount = 4 } RESOURCE { name = Water amount = 4 maxAmount = 4 } RESOURCE { name = Oxygen amount = 4 maxAmount = 4 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 4 } RESOURCE { name = Waste amount = 0 maxAmount = 4 } RESOURCE { name = WasteWater amount = 0 maxAmount = 4 }}@PART[orbitalorb]{ MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 2 maxAmount = 2 } RESOURCE { name = Water amount = 2 maxAmount = 2 } RESOURCE { name = Oxygen amount = 2 maxAmount = 2 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 2 } RESOURCE { name = Waste amount = 0 maxAmount = 2 } RESOURCE { name = WasteWater amount = 0 maxAmount = 2 }}also, could we have it so that some of the other modules can be used as first part? Edited February 20, 2014 by namAehT Link to comment Share on other sites More sharing options...
Kosmic Debris Posted February 20, 2014 Share Posted February 20, 2014 Thank you - this is really beautiful work and a perfect fit for what I was looking to create! Link to comment Share on other sites More sharing options...
K3-Chris Posted February 25, 2014 Share Posted February 25, 2014 Would it be possible to get a version of these parts that instead of housing kerbals and having windows, hatches etc instead inflated to act as floats? For Laythe ocean bases etc. Link to comment Share on other sites More sharing options...
Pockrtplanesairways Posted February 26, 2014 Share Posted February 26, 2014 Me want F.L.A.T. Hab IVA Link to comment Share on other sites More sharing options...
MaverickSawyer Posted February 26, 2014 Share Posted February 26, 2014 Well, Bill, Bob, and Jeb seem to enjoy the wheel hab. Normally, Bill and Bob would be screaming during the braking burn at Kerbin, no matter how gentle. In the wheel, they're extremely happy. Don't know what you did, Porkjet, but it's magical. Link to comment Share on other sites More sharing options...
The Destroyer Posted February 27, 2014 Share Posted February 27, 2014 Me want F.L.A.T. Hab IVAHmmm... Maybe I can hack an Iva from another one... *goes off to work* Link to comment Share on other sites More sharing options...
Prime flux Posted February 27, 2014 Share Posted February 27, 2014 I am pretty sure there were a IVA for it. or atleast I kind of remember seeing one. Cant find it now though Link to comment Share on other sites More sharing options...
Starwaster Posted February 27, 2014 Share Posted February 27, 2014 I am pretty sure there were a IVA for it. or atleast I kind of remember seeing one. Cant find it now though Not for the FLAT. Not yet. You might have seen a concept rendering of something similar that someone posted though... Link to comment Share on other sites More sharing options...
Ballistic Idiot Posted February 28, 2014 Share Posted February 28, 2014 Not for the FLAT. Not yet. You might have seen a concept rendering of something similar that someone posted though...I think that's from an actual agency.This mod makes me wish my space cucumbers could walk around during IVA. Link to comment Share on other sites More sharing options...
Xentoe Posted March 2, 2014 Share Posted March 2, 2014 You should tweakability for the Dockingports at the habitat that you can (if needeD) connect stuff on them in the Hangar yet. Link to comment Share on other sites More sharing options...
Starwaster Posted March 2, 2014 Share Posted March 2, 2014 You should tweakability for the Dockingports at the habitat that you can (if needeD) connect stuff on them in the Hangar yet.Oooooo I think you can do that with Firespitter... ?isnt that what the hab uses for animation? or is it stock animation? I cant check right now Link to comment Share on other sites More sharing options...
Boamere Posted March 2, 2014 Share Posted March 2, 2014 Hello! I'm not a modder in any means, but I've had a idea of tweaking the texture of the centrifuge, as I didn't quiet like how the trusses look like. So, I've tried to modify it and found that the original texture isn't quite in place! Here, look at the pictures:http://imgur.com/a/fwdd0Note, that first issue can only be seen from the bottom.I tried to replace the original texture with something that can be seen on the last page, I think this texture make the trusses look a little sturdier. (still not anough, though:huh:. maybe, solid columns would fit better) I'm not saying that you should use mine, they are not the best that could be done (but you can, of course:P), but do something with the old ones, please! Also, you know, some holes from which the trusses are supposted to extend would be great:wink:.I really like what you have done with the trusses, they look much bolder, also I like the way you have changed the structure to be symmetrical and not stretched! ( can I have the textures?! ) Link to comment Share on other sites More sharing options...
Unikraken Posted March 4, 2014 Share Posted March 4, 2014 Quick question: Do I need to deflate any of the habs before I attempt an aerobrake with them attached? I'm about to take these wonderful things to Duna and I'll need to lose some speed to make orbit. Are they going to pop or explode if I'm plowing through atmo with them inflated? Link to comment Share on other sites More sharing options...
K3-Chris Posted March 4, 2014 Share Posted March 4, 2014 Unless you're using DRE or something you should be fine, but from a realism standpoint they wouldn't survive harsher aerobraking, really gentle aerobraking should be fine but plowing into it with re-entry effects would melt/rip em.I prefer to keep a nose cone of some sort if I design a craft to aerobrake with a diamater at least as big as the un-infatuated habitats and keep the kerbals in a pod/can elsewhere, basically baton down the hatches when you arrive at an atmosphere, keep the habs inflated and spinning etc in space. Link to comment Share on other sites More sharing options...
K3-Chris Posted March 5, 2014 Share Posted March 5, 2014 Btw a bit of an odd oversight on OP, no pictures of the habitats pre-inflation. Link to comment Share on other sites More sharing options...
Starwaster Posted March 5, 2014 Share Posted March 5, 2014 Quick question: Do I need to deflate any of the habs before I attempt an aerobrake with them attached? I'm about to take these wonderful things to Duna and I'll need to lose some speed to make orbit. Are they going to pop or explode if I'm plowing through atmo with them inflated?They SHOULD pop and explode but there's nothing that would technically Make them more susceptible when inflated Link to comment Share on other sites More sharing options...
Justin Kerbice Posted March 5, 2014 Share Posted March 5, 2014 They're nice, but centrifugium is quite buggy with its anims (after inflated and rotating, it's impossible to just stop rotating, it has to be deflate then a "stop" option appears and deflating is instant which kill part of the fun :/) Link to comment Share on other sites More sharing options...
Starstrider42 Posted March 5, 2014 Share Posted March 5, 2014 They SHOULD pop and explode but there's nothing that would technically Make them more susceptible when inflatedDeadly reentry offers support for a handy module called ModuleAnimation2Value, which lets you set properties (including drag, damage tolerance, etc.) depending on a part's animation state. So you could add those to the habs to get the effect you want. The catch, of course, is that the module would have absolutely no effect for anybody without the DRE plugin. Link to comment Share on other sites More sharing options...
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