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Divico

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Everything posted by Divico

  1. Version 1.0 "Career Mode Edition" or "Val's Sandbox" is now available on Kerbal Stuff. I've redone "Gagarin's Pad" from scratch rescaled it to fit Kerbal-scale better (1 Kerbal meter ~ 0.5 m). I did this so Tantares or "early rockes" don't looks so small. I've also moved the site a bit to the east, closer to the sea. It's now in a more interessting landscape with mountains and some sort of a swamp (rover test ground?). The bay a few km south east could look nice with some harbour parts from KerbinSide... 45°N configs are not yet done.
  2. I'm working on the towers myself (and a bit around it) but I haven't done an actual part yet. I hope Beale will do it... Tantares-sized Launchpad:
  3. Last time I checked RSS I could place the objects, but when the scene reloads it all droped bellow ground. Is it working now? What did you do?
  4. Ah, that's usefull! Looking forward to what this Base-Staff feature is all about :-)
  5. KerbalKonstructs doesn't work with RSS. I believe KK places the objects first, then the planet gets resized. You'll have to ask in the RSS or KK thread. I'll add remotetech support in the next version. The next version will have a Kourou-like launch pad (size: 3x 1.875m or 2.5 with 1.25 boosters). See preview picture on the previous page.
  6. Hey Alpha, can you please explain what these do: DefaultLaunchSiteLength = 13.0 DefaultLaunchSiteWidth = 12.0 pointername = ksidearakeboclinic Thanks!
  7. Instead of letting a pluging do it, you can play two or more Space Agencies "manually". KerbinSide offer a great collection of launchsites all over Kerbin or Kosmodrome is a whole space centre. Use texture replacer to assign different space suits to different space agencies and Crew Manifest to rename some of your Kerbals. You still have to build your rockets in the normal VAB/SPH and you have only one R&D and contract centre. So a bit of "pretending" or "roleplaying" required...
  8. The new Gagarins's Pad in Tantares size, made from scratch: Temporary location of the two new LP's:
  9. A quick preview: Launchpad K (Kourou) at the KSC. This will probably be optional. I'll use this model as a base for Launchpad V (Vostochny) at the Kosmodrome. It's much smaller than the current Gagarin's Pad and fits the HGR Soyuz and is just a bit large for Tantares (You'll have to carefully center the rocktet in the VAB)
  10. Sorry for my absence. Yes, I started working on an update. But for now, 0.9b is available at Kerbalstuff. It has only updated config files for the latest Kerbal Konstructs. This means it has now open and close costs in career mode. I've set it to 1000/500 for now (place holder values). -> How expensive should opening a Launchsite at the Kosmodrome be? Cheap, since it's depending on the original KSC anyway (partnumber and weight are still limited by the KSC) Expensive, since this is a "complete" new Space Centre and should cost a lot A mix. One cheap Lauchpad, one expensive etc. Some feedback would be welcome.
  11. And another one: HGR, 2 Kerbal Pod (Radish, rather Gemini-ish), with LES tower. Available early in game. The rest of the mod is very nice and usefull too.
  12. From my log file: HighlightingSystem : Edge Highlighting requires AA to work! This is a hard ware issue?? -> Enable AA and the PPFX thing works. I disabled the ingame AA because it doesn't work with OpenGL. I used the NVIDIA software instead.
  13. Disable fullscreen in KSP and add -force-opengl -popupwindow and watch heavily modded Kerbals in glorious fullscreen.
  14. I had the same problem after I set Fullscreen = true in the KSP Settings. Set to False again solved the issue. Hope it works for you as well...
  15. Now that I've added Antenna Range the Toolbar icon in the KSC scene suddenly appeared. Still nothing in other places. Seems it's invisible as long as there is nothing to add... A feature, not a bug
  16. V1.7.7 in KSP 0.90: Toolbar works "outdoors" but not in other scenes: VAB, SPH, KSC, Tracking Station.
  17. Kerbal Konstructs doesn't work with RSS. You can place the objects, but when you reload, the buildings are below the ground. I reported this a while ago in the KK thread. Not sure if medsouz is looking into it.
  18. Here's the log, same procedure as prvious post (launch, revert, launch, recover, launch, exit). ... and I wouldn't post it if I can't reproduce it KSP.log Only thing I can see is this: [untitled Space Craft]: ground contact! - error: -0.357m ... [untitled Space Craft]: ground contact! - error: -31.730m
  19. Thanks for the update, AlphaAsh and medsouz! Could you please provide an example config for the recovery feature and category? Thanks! Bug report: Recovering a vessel from a KK launchsite breaks KK. Menu still working, but statics won't spawn anymore. (KSP 0.25; Kosmodrome 0.9, Kerbal Konstructs 0.4-pre4. No other mods) - Start game, new game, VAB, launch something on a KK site (Kosmodrome LP-P, desert) - Revert to VAB - launch again -> so far so good - Recover vessel without launching (not revert) - launch again -> no KK statics loaded (location ok, just no statics. Emty desert) Launching on a stock sites still works, but KK site stays broken. Restarting the game solves issue. I can provide logs if needed.
  20. Patient_Zero, I tried to reproduce your problem; I installed your listed mods on a fresh 0.25 (win7): No issue. You said you tested Kerbal Konstructs, Kosmodrome and Kerbin Side without any other mods? And Kosmodrome doesn't work but Kerbin Side does? That's strange. Unless: The Kosmodrome .zip still contains an outdated Kerbal Konstructs version wich doesn't work on 0.25 (the "medsouz" folder). Did you overwrite that with the one provided by Kerbin Side or standalone (found here)?
  21. Kerbal Konstructs isn't working with resized planets atm. And the old KerbTown dosn't work in 0.25.
  22. AnimateOnClick is working, I use it for the floodlights in my mod. Details in the KerbTown Docu, Chapter 6. And since generic modules are apparently supported (I've never tried), I think someone could write a resource generator pugin (I can't write code).As for particles, I'd love to see huge steam clouds when launching rockets. And since KSP buildings now spit fire and smoke when collapsing, I imagine it's possible in some way. But I can't program, I have no idea if and how this could be implemented in KK.
  23. You should have an icon in the toolbar on the lower right corner -> PIC I've seen that too once or twice. Couldn't reproduce it.
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