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[1.12.x] USI Exploration Pack - Small parts, big adventure! [v 0.6.0]


RoverDude

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Hi RD,

The mini-sas seems to be missing. I have your all-in-one package installed and all the parts seem to be present but no mini-sas. The .cfg file is in the directory but the part doesn't appear in the research tree nor in the VAB/SPH.

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quick question: does the current version of mks oks work with ksp .24.2? I'm waiting to update until a couple more mods become compatible and I'd like to get the resource depreciations behind me before I've developed an extensive infrastructure.

edit: by that I mean does anyone happen to know; I don't expect it of anyone.

edit two: well I'm embarrassed; I managed not only to come off rude, but also to post in the wrong usi thread. thanks undercoveryankee for handling my incompetence

Edited by zekew11
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quick question: does the current version of mks oks work with ksp .24.2? I'm waiting to update until a couple more mods become compatible and I'd like to get the resource depreciations behind me before I've developed an extensive infrastructure.

edit: by that I mean does anyone happen to know; I don't expect it of anyone.

Yes. http://forum.kerbalspaceprogram.com/showthread.php?p=1458077#post1458077

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edit: ok so I erased and reinstalled the ExpPack components and the pack rat parts now have the textures. But the bsp/250 converter and the KE-65 mini karb engine still are plain white. And still can't find those crate containers that hold TACLS supplies as well as other stuff that I asked about in mks thread.

Yes I have the same issue with the PackRat rover parts, and -sometimes- the command pods from USI. At first I thought this was a USI-specific issue, then I stumbled on the TGAfest threads, and looking at the part catalog in sandbox, the science lab from Kerbal Interstellar is all white too ... So I guess this confirms this is a KSP-side issue. I expect a 0.25.1 to come out sooner than later on this and some other quirks... like the science tree which you have to exit and then go back in when researching a node, because I, for one, can't pay the part fees to unlock the parts without doing so.

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I've actually switched back to x86 and had to trim a bunch of mods - none of which are yours and this sort of stuff is why.

Probably the easiest example is that I used to get all my early Mun/Minmus science via probe shotgun method; drop about a dozen probes with the science gear on each of them, one per biome and each with extra fuel. Then a lander would go to each location, use KAS to drain the fuel as well as an EVA to collect the science from each probe. The fuel would be enough to get me to the next probe and I'd have to clumsily hopscotch my way from biome to biome. it generally took me about a day each and was a big reason I hated restarts. It was a great way to get enough science to max out all research but it was time consuming and cost close to 700k total each so I also had to grind tons and tons of rescues and missions to afford them.

Now I've got a little mono-prop lander that packs about 2500 dV. It's fast, nimble, fun to pilot and quite capable of skipping down to the Mun or Minmus, collecting all the science, then bopping back up to dock with a larger ship with a science lab. I had literally never used a science lab before; they seemed pointless and fuel inefficient. I have RCS stocked on the main ship to refuel the lander (it's about 400 dV per biome on Minmus to land then take off and dock again, close to 1000 on the Mun). Now I dock, move all the science over, clean the Science Jr and goo pods then bop back down to the next biome. It also takes me about 4 hours each on the Mun and Minmus.

Also, airbags. Airbags on the end of girders are the best, most reliable landing gear for a large ship in the game now. I have a couple on every single ship for emergencies; larger ships have 8. 4 to land on, 4 radial up near the command pod in case I tip over on landing.

Cargo containers too. Cheap, well balanced and a convenience size I mount them with radial decouplers and pack them with LFO then fuel line them to the main lifter. Lets me build with a shorter overall rocket which makes it more maneuverable and stable and they are easy, reliable and cheap to eject.

Derp pods for lost Kerbal recovery are a must-have.

I captured an asteroid once when the patch came out. After that I ignored them. Now I excitedly check regularly, hoping to catch a Class E or D with an early encounter so I get start working on my masterpiece; a massive asteroid mounted station with mass drivers (and soon huge nukes!!!!!!!!) to take the Grand Tour and go all Johnny Appleseed through the Kerbol system with EPLs and bases.

Seriously would not enjoy this game a fraction as much without the stuff you do. Your hard work is greatly appreciated.

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Looks like the config files for the missing parts are still referencing the old part locations in Exploration Pack 0.2.4. I've fixed them all in my game, so if anyone wants to fix theirs just change the 'model' reference under 'asset parameters' to these new folders (the folder name is before the /model):

old -- new

strutCube -- strutCubicOcto

radialDecoupler1-2 -- decouplerRadialTT-38K

asasmodule1-2 -- advancedSasModuleLarge

dockingPortLarge -- dockingPortSr

This works for the Beam, the miniSAS, the tiny decoupler, and the Outrigger that is missing a piece of the model. You'll need to change all the references to the new ones, but each cfg only has 1, 2, or 3 references each...easy peasy.

RoverDude, I hope you are ok with me posting this information. It's not code, so I can't imagine that you'd have a problem with it, but if you do please let me know and I'll remove it ASAP. I just figure that others might be able to save a minute or 2 of researching the new parts, and they can just drop this into their configs until you release updated versions.

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I've actually switched back to x86 and had to trim a bunch of mods - none of which are yours and this sort of stuff is why.

Probably the easiest example is that I used to get all my early Mun/Minmus science via probe shotgun method; drop about a dozen probes with the science gear on each of them, one per biome and each with extra fuel. Then a lander would go to each location, use KAS to drain the fuel as well as an EVA to collect the science from each probe. The fuel would be enough to get me to the next probe and I'd have to clumsily hopscotch my way from biome to biome. it generally took me about a day each and was a big reason I hated restarts. It was a great way to get enough science to max out all research but it was time consuming and cost close to 700k total each so I also had to grind tons and tons of rescues and missions to afford them.

Now I've got a little mono-prop lander that packs about 2500 dV. It's fast, nimble, fun to pilot and quite capable of skipping down to the Mun or Minmus, collecting all the science, then bopping back up to dock with a larger ship with a science lab. I had literally never used a science lab before; they seemed pointless and fuel inefficient. I have RCS stocked on the main ship to refuel the lander (it's about 400 dV per biome on Minmus to land then take off and dock again, close to 1000 on the Mun). Now I dock, move all the science over, clean the Science Jr and goo pods then bop back down to the next biome. It also takes me about 4 hours each on the Mun and Minmus.

Also, airbags. Airbags on the end of girders are the best, most reliable landing gear for a large ship in the game now. I have a couple on every single ship for emergencies; larger ships have 8. 4 to land on, 4 radial up near the command pod in case I tip over on landing.

Cargo containers too. Cheap, well balanced and a convenience size I mount them with radial decouplers and pack them with LFO then fuel line them to the main lifter. Lets me build with a shorter overall rocket which makes it more maneuverable and stable and they are easy, reliable and cheap to eject.

Derp pods for lost Kerbal recovery are a must-have.

I captured an asteroid once when the patch came out. After that I ignored them. Now I excitedly check regularly, hoping to catch a Class E or D with an early encounter so I get start working on my masterpiece; a massive asteroid mounted station with mass drivers (and soon huge nukes!!!!!!!!) to take the Grand Tour and go all Johnny Appleseed through the Kerbol system with EPLs and bases.

Seriously would not enjoy this game a fraction as much without the stuff you do. Your hard work is greatly appreciated.

Awesome!! Glad you are digging it all. btw - you will like asteroids a lot more for three reasons. First, I'll be helping with Asteroid Cities and will integrate that with ART. Second, asteroid mining with 5m drills. And third.... 3.75m and 2.5m mass drivers.

Looks like the config files for the missing parts are still referencing the old part locations in Exploration Pack 0.2.4. I've fixed them all in my game, so if anyone wants to fix theirs just change the 'model' reference under 'asset parameters' to these new folders (the folder name is before the /model):

old -- new

strutCube -- strutCubicOcto

radialDecoupler1-2 -- decouplerRadialTT-38K

asasmodule1-2 -- advancedSasModuleLarge

dockingPortLarge -- dockingPortSr

This works for the Beam, the miniSAS, the tiny decoupler, and the Outrigger that is missing a piece of the model. You'll need to change all the references to the new ones, but each cfg only has 1, 2, or 3 references each...easy peasy.

RoverDude, I hope you are ok with me posting this information. It's not code, so I can't imagine that you'd have a problem with it, but if you do please let me know and I'll remove it ASAP. I just figure that others might be able to save a minute or 2 of researching the new parts, and they can just drop this into their configs until you release updated versions.

Thanks! And 100% awesome when folks help out with this. This was a VERY quick patch to solve an MKS refueling issue, so I still have to sort that other update. I'll likely deprecate the mini SAS anyway in favor of the new Squad one.

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0.2.4 is up!

Added the maintenance pod and supply crates :)

Video on resource transfer:

Awesome vid, nice parts. I would add that to OP if i were you :-). Just my 2c

Regarding ducted fan, could there be a version that uses LF + airbreathing and (maybe too far fetched)LFO combo. I think it would make an awesome VTOL spaceplane engine. Even better would be if for example you put it clipped in wings, or pwings, it would somehow cut out a hole in them so that it appears the fan is integrated in the wing.

(don't mind me, today I am a bit crazy :sticktongue:, hence crazy ideas :) )

Edited by Grunf911
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Yes I have the same issue with the PackRat rover parts, and -sometimes- the command pods from USI. At first I thought this was a USI-specific issue, then I stumbled on the TGAfest threads, and looking at the part catalog in sandbox, the science lab from Kerbal Interstellar is all white too ... So I guess this confirms this is a KSP-side issue. I expect a 0.25.1 to come out sooner than later on this and some other quirks... like the science tree which you have to exit and then go back in when researching a node, because I, for one, can't pay the part fees to unlock the parts without doing so.

I'm also having this issue, but it also appears to be connected to Active Texture Management. The textures glitch out when running the latest 3-6 and 3-7 releases of ATM but not release 3-5 (the first 0.25 release I believe), and I believe those releases involved some new way to change/override/alter the way KSP loads textures or something like that. Is there an actual way to fix this temporarily without downgrading to ATM 3-5 (in other words, are the TGAs necessary or can they just be deleted and let the PNGs be used by default... it seems they are the same image in different formats)? I think the PackRat is the only model currently being affected for me.

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Awesome vid, nice parts. I would add that to OP if i were you :-). Just my 2c

Regarding ducted fan, could there be a version that uses LF + airbreathing and (maybe too far fetched)LFO combo. I think it would make an awesome VTOL spaceplane engine. Even better would be if for example you put it clipped in wings, or pwings, it would somehow cut out a hole in them so that it appears the fan is integrated in the wing.

(don't mind me, today I am a bit crazy :sticktongue:, hence crazy ideas :) )

Toss in a GitHub issue. Probably a better workaround would be to make an LF powered generator though

I'm also having this issue, but it also appears to be connected to Active Texture Management. The textures glitch out when running the latest 3-6 and 3-7 releases of ATM but not release 3-5 (the first 0.25 release I believe), and I believe those releases involved some new way to change/override/alter the way KSP loads textures or something like that. Is there an actual way to fix this temporarily without downgrading to ATM 3-5 (in other words, are the TGAs necessary or can they just be deleted and let the PNGs be used by default... it seems they are the same image in different formats)? I think the PackRat is the only model currently being affected for me.

Yeah, TGAs are buggy right now :P

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just curious, ever since applying 0.2.4 (I previously had installed the latest USI all mods and latest USI tools). I get an AVC error about CIT_Util.dll being version 1.0 while the current is 1.0.4

Dunno if it is actually an issue as I haven't actually unlocked any of the parts yet in my new career mode.

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just curious, ever since applying 0.2.4 (I previously had installed the latest USI all mods and latest USI tools). I get an AVC error about CIT_Util.dll being version 1.0 while the current is 1.0.4

Dunno if it is actually an issue as I haven't actually unlocked any of the parts yet in my new career mode.

Should not be an issue - log a github issue and I will see about a refresh

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just curious, ever since applying 0.2.4 (I previously had installed the latest USI all mods and latest USI tools). I get an AVC error about CIT_Util.dll being version 1.0 while the current is 1.0.4

Dunno if it is actually an issue as I haven't actually unlocked any of the parts yet in my new career mode.

I feel sheepish in asking, but you did apply the CIT update as well and are still having this issue?

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I feel sheepish in asking, but you did apply the CIT update as well and are still having this issue?

I would have to to out on a limb and say no, considering I have no idea what CIT is other than being part of the explorer pack download. So unless I missed a post in this thread about having to update I wouldn't have.

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I would have to to out on a limb and say no, considering I have no idea what CIT is other than being part of the explorer pack download. So unless I missed a post in this thread about having to update I wouldn't have.

After starting with a fresh install, I eliminated the USI mods as the issue. It is either with AVC or CIT Utilities. I say this because they are working fine, and showing that they are the latest version, but are not recognized as the latest by AVC. So, download CIT utilities from it's AVC link, install it, and if AVC still says it's out of date, take it up with marce in his thread http://forum.kerbalspaceprogram.com/threads/95865-Caelum-Ire-Technologies-%28CIT%29-General-Thread?highlight=CIT+Utilities

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I would have to to out on a limb and say no, considering I have no idea what CIT is other than being part of the explorer pack download. So unless I missed a post in this thread about having to update I wouldn't have.
After starting with a fresh install, I eliminated the USI mods as the issue. It is either with AVC or CIT Utilities. I say this because they are working fine, and showing that they are the latest version, but are not recognized as the latest by AVC. So, download CIT utilities from it's AVC link, install it, and if AVC still says it's out of date, take it up with marce in his thread http://forum.kerbalspaceprogram.com/threads/95865-Caelum-Ire-Technologies-%28CIT%29-General-Thread?highlight=CIT+Utilities

CIT Utils is used for EVA maintenance. Relevant for anyone using these guys to do refueling of nuclear reactors (or SpareParts if you also have MKS)

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Too many USI goodies to play with, this time I have been messing with the PackRat and MKS bases (I usually have a combination of skycranes and ground cranes to position my MKS modules in to place and was toying with the idea of attaching wheels while on EVA instead).

I am curious about the PackRat Mini Wheel, not tested this but figured I would ask...

As I do not know the ins and outs of KAS, the Mini Wheel is assembled on EVA and the parts connect using KAS bay types so they snap together.

Would there be any conflict or ill effects changing the config (either via Module Manager or seeing it being included in USI) to the following?:


MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, 0.0)
evaPartDir = (0,0,-1)
storable = True
storedSize = 20
[B]attachOnPart = true[/B]
bayType = PR_WheelConnector
bayNode = top
bayRot = (0.0, 0.0, 0.0)
}

I will test later if no one else has done it or if no one knows why its a bad idea to use KAS with bayType and attachOnPart - but figured I would poke the forum first.

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Too many USI goodies to play with, this time I have been messing with the PackRat and MKS bases (I usually have a combination of skycranes and ground cranes to position my MKS modules in to place and was toying with the idea of attaching wheels while on EVA instead).

I am curious about the PackRat Mini Wheel, not tested this but figured I would ask...

As I do not know the ins and outs of KAS, the Mini Wheel is assembled on EVA and the parts connect using KAS bay types so they snap together.

Would there be any conflict or ill effects changing the config (either via Module Manager or seeing it being included in USI) to the following?:


MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.0, 0.0)
evaPartDir = (0,0,-1)
storable = True
storedSize = 20
[B]attachOnPart = true[/B]
bayType = PR_WheelConnector
bayNode = top
bayRot = (0.0, 0.0, 0.0)
}

I will test later if no one else has done it or if no one knows why its a bad idea to use KAS with bayType and attachOnPart - but figured I would poke the forum first.

It *should* work. If it does, let me know or log an issue and/or pull request.

Side note - I'm very slowly going through all of my models and pngs and converting over to the mbm format which should help with texure issues

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It *should* work. If it does, let me know or log an issue and/or pull request.

Side note - I'm very slowly going through all of my models and pngs and converting over to the mbm format which should help with texure issues

Just to test, I changed it to true and after some messy fiddling about, plopped the ground pylons and PackRat wheels onto the MKS base.

The wheel is still fine with the PackRat Chassis on EVA and you are given 2 options, attach and store (players will need to know the wheels need to be stored on the chassis for correct positioning and can use attach anywhere else).

k8NBuqx.jpg

I will log it on GitHub shortly (just gotta redesign my Starlifter a lil now) :sticktongue:

Edit: Ref - GitHub pull request

Edited by Deadpan110
Added GitHub pull request
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@Rover - Not sure if you are aware but in my version AES Structural Outrigger once attached to i.e. AES pod looses any other attachment nodes. this is assuming you use one of the 2 radial attachment nodes not the small extruded one

Edited by Grunf911
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