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  • About me
    Soon-to-be Aerospace Engineer
  • Location
    Check the universities wind tunnel basement
  • Interests
    Vidya games, rocket engines, over relaxed line Gauss-Seidel methods and Neumann boundary conditions

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  1. LOL, and 2 years later.... Any ways, yeah I actually figured it out, just took a couple hours of actually diving into the TARGET scripts to learn how the syntax works and what does what, I honestly have no memory of what I did at this point but I have it all working nicely, even implemented at swap yaw/roll button in TARGET for switching between flying planes in atmo and controlling space craft. Thanks for the reply though!!
  2. I never got around to turning them into MM patches, ill pm you a link to the configs though mate
  3. How strange.... I too am using PBC with ReStock and ReStock+ (plus a bunch of other mods) and did not experience this issue.... I know that isn't really helpful for you since it is clearly not working for you... but it SHOULD work. Looks like your log file there is deleted again, maybe try using dropbox? In addition your MM config cache file may also be of use in understanding what is happening.
  4. Yeah, the stuff KSR adds around the space center is in a different group than the rest of the space center, so it suffers from the old issue of things spreading out due to the rescale. I had to move those things around as well, it was one of the only groups I had to actually move individual statics to get things aligned well (not KSR's fault of course, or KK's, just an issue with me not seeing a way to rotate on all 3 axis in the group editor)
  5. Why would it end your save? Don't update your game to the new version, or did you mod your steam install?? If you did try seeing if you can't an older version downloaded, IDK if on steam if they have older versions in the "betas" section.
  6. Unfortunately It does not sound like it, If you look up through the comments above you will see a decent amount of discussion about it. I certainly hope it gets an update from someone, I have been using it in one form or another for nearly 8 years now I think, maybe more, feels wrong without it and I'm just not a huge fan of the stock fairings
  7. Hmmm.... Pretty sure this is incorrect. Kerbin Side Remastered is definitely already configured to use the group system and things don't get splayed out (the GitHub link in the OP goes to an older release prior to the whole group center system). The problem is that each group center point isn't actually centered in relation with its cluster of statics, sometimes it's offset by quite a bit, like a couple hundred meters or more. Since the static offsets are unaffected by rescaling (which is why things don't get splayed out anymore) the cluster of statics will no longer be in the correct position as the distance from the lat/lon of the group center to the actual position on the terrain the statics are meant to be placed is now 3.2x farther. If the statics were actually centered around the group center point this wouldn't happen and rescales would work basically out of the box and the only real issue you might have is with terrain height. It's an even bigger problem for groups with 2 different clusters of statics, such as the Uber Dam, the distance from the dam to the airfield statics doesn't change while the distance from the actual canyon itself to the point on the terrain where the airfield should be is now 3.2x farther. In addition the map decals are affected differently than the statics and groups, haven't quite figured out exactly what it is that is happening with them with the rescale, I think they are showing up in the correct places but their scaling is kinda weird so they need tweaking as well. Ok, so I mean it would be pretty clear exactly what I was asking for to any one who might actually have some of the patches I was asking for, hence why I figured any kind of additional clarification was pretty unnecessary, if you didn't know then you wouldn't have it. And I guess just for your info, no that is not what needs to be done to get things working with a rescale, you don't want to resize any of the statics, you need to reposition them in relation to the resized terrain. The reason it took me so long was due to me just fiddling with things and learning all the features of the new editor (none of the group editing last time I used it), issues with adjusting map decals and a camera bug I kept experiencing when using the editor that required a restart whenever it happened. Also that's like the whole point of making a MM patch, so you aren't redistributing all of the configs....
  8. Hey mate quick question, did you have to go in and manually set lat/lon cords and altitudes for all the bases, or are the contracts able to reference the statics added by KerbinSide Remastered? I had to move some of the bases around a little bit due to terrain changes when using a 3.2x rescale and I'm wondering if I'm going to need to go in and check all of the contracts as well, make sure they are sending things to the correct spot.
  9. "patches for a 3.2x rescale" thought that was kinda clear lol. But I already finished it, the KerbalKonstructs editor has improved since I last used it, "only" took me like 5 hours. Unfortunately they aren't in a MM patch form, just the altered configs KK produces, if I end up taking the time to make a proper MM patch for it I'll post it someplace in case anyone else wants to use Kerbin Side Remastered on a 3.2x rescale.
  10. That's a lot fewer bees percentage wise! I'll proceed with tossing it in, I would say chances are decent you'll have the wheels fixed before I finish building and roughly "testing" my install lol. Much less get to the point of starting any actual save games....
  11. A little bit of searching didn't turn anything up, so any one happen to have some patches for a 3.2x rescale lying around that they could share???? Figured I would ask before starting in on the work for myself, no sense doing work twice lol.
  12. I noticed a new Constellation PreRelease for 1.12. Just how bee filled is it? Am I better off sticking with the older Constellation PreRelease, or can I expect similar quantities of bees?
  13. lol well that's very nice, I don't use CKAN and I never will, and that is an insanely lazy excuse, dependencies should be stated by the mod author, that's how this whole thing works. CKAN is a wonderful crutch for those with out the time, or pre-requisite knowledge of computers, to learn how modding KSP works and how simple things like folder structures are set up. EDIT: just to clarify I'm not saying CKAN is a bad thing, it's great that CKAN can help bring mods to a wider audience of people who would be discouraged by the prospect of manually installing mods (even though this is one of the simplest games out there when it comes to installing mods) but CKAN often leads to more headaches than it solves, at least for mod authors. Also you have much more control over your mods doing things manually, I tend to heavily mod KSP and usually have to patch a bunch of stuff together to get it all playing nicely, been doing it for almost 10 years now lol
  14. Yeah I feel the same way, it's unfortunate but it's what we got. I especially miss the porkchop plots and the ability to choose what I consider is a good transfer, maybe I'm not overly concerned about dV requirements and want to find a super fast transfer, maybe I just want to see what is available in the next 30 days, is that too much to ask??? lol, ah well, I've been making do with what we have for now, but yeah hopefully the stock features get fleshed out more, or maybe that is what TriggerAu has planned for these mods, to integrate the more advanced functionality they provided into the base game tools. Hopefully we'll see some progress on these sooner than later, but for now I'm trying to not let it hold me back lol.
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