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Everything posted by Divico
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[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
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. -
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:
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[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
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? -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Divico replied to AlphaAsh's topic in KSP1 Mod Releases
Ah, that's usefull! Looking forward to what this Base-Staff feature is all about :-)- 872 replies
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[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
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. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
Divico replied to AlphaAsh's topic in KSP1 Mod Releases
Hey Alpha, can you please explain what these do: DefaultLaunchSiteLength = 13.0 DefaultLaunchSiteWidth = 12.0 pointername = ksidearakeboclinic Thanks!- 872 replies
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Competitors/Space Race/Rival Space Agency
Divico replied to Captinfannin's topic in KSP1 Mods Discussions
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... -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
The new Gagarins's Pad in Tantares size, made from scratch: Temporary location of the two new LP's: -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
Yes it does. -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
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) -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
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. -
edge highlighting ppfx
Divico replied to MonkeyLunch's topic in KSP1 Technical Support (PC, unmodded installs)
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. -
Grafik glitch 0.90
Divico replied to superm18's topic in KSP1 Technical Support (PC, unmodded installs)
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... -
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.
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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
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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.
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Kerbal Konstructs not working.
Divico replied to Patient_Zero's topic in KSP1 Technical Support (PC, modded installs)
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)? -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
Divico replied to Divico's topic in KSP1 Mod Releases
Kerbal Konstructs isn't working with resized planets atm. And the old KerbTown dosn't work in 0.25. -
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.