Ger_space

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  1. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    A small update for today: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.2.9.3 Changes since the last prerelease: For players Fixed the facility dublications in the inflight facility manager Some windows generate less memory garbage and should render faster For modders Added Ss)upport to load custom MapDecal image maps (two examples in the MapDecalMaps folder) added some helper vectors to visualize the mapdecals area of effect The MapDecals work in the following way: The more white an area is the more it is affected by the HeightMapDeformity parameter. The base level is altitue offset value (when use absolut is selected). You can use any grayscale image as a heighmap and any rgb colormap as Colormaps If you use the AllBlack map and select the CullBlack and the RemoveScatter options the terrain is not altered and only the scatter objects are removed. You need to select a large enough area to succesfully remove all scatter object. Also Terrain altering does not scale down very well (but this is a limit of KSP)
  2. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    This should also work on custom planets (although untested), as they are internally set up the same way as stock. KK just adds more PQS_Mods to the planet setup and then forces the planet to rebuild itself. The rebuild of the planet sphere is quite resource intensive, thats why you need to use the apply button to make the changes visible.
  3. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    you don't have to dig holes. the most reasonable use would be to flatten an area where a new airbase should be build. Also small hole hole could come handy of someone if wanting to create usable a missle silo.
  4. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    @Li0n Here is a new Prerelease which fixes the AnimateOnClick (KSCFloodlights) https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.2.9.2
  5. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    The bugs that solve themself are my favorite
  6. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    could you please elaborate more what is not working. Which gameModes, any settings ?
  7. Are you using rescale mods like Sigma dimensions? For me this is looking good. To fix this either uninstall sigma dimension, try to use SD2KK plugin, or start the KK editor with "ctrl+k" (without sd2KK installed)
  8. how about selecting a new Launchsite from the KK-Button within the VAB or SHP? Everyone is crying Bug! Bug! Bug! But never try the KK button.
  9. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    Hi everybody. Here is a new prerelease for the weekend: It only has two changes for modders: 1. Objects can be moved and edited outside of the normal visiblility range. You will not see other objects outside thier normal visiblility range, this is by design. 2. KK now has a new editor(and other infrastucture) for placeing and editing PQSMod_MapDecals You need to define a heighmap you want to use and a affected radius. Most of the other obtions are optional. If you need some other variables and features, please let me know. Limitations: 1. No custom maps support 2. for some reasons not all scatter objects are removed. 3. all MapDecals need a heighmap defined, before they can be saved.
  10. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    then KK2SD would move the kosmodrome again, except there is a config to exclude some assets from moving.
  11. KK lets you launch from any planet, but there are only the waterlaunches from SpannerMonkey that are also placed on Laythe. Im also working a extention to KK add MapDecals to alter the terrain and maybe recoloring the surface area. (like around the KSC or the pyramids) if the model is set up correty, KK can place the current MissionFlag to any named quad.
  12. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    think it's not possible to edit assets in a save way when using kk2sd. Either place everything by hand or use the assets when they come out of kk2sd. Both at the same time will likely produce a very ugly mix up. If I remember correctly Kk2sd moves an building in a slightly different way than kk does. It also doesn't update the internal kk structures, that's why they snap back as soon the editor opens. Kk puts them back into place where it thinks they belong. Rescaling is something hard and I could spent many weeks to try to improve it, but I don't play rescaled mods and maintaining 4 development installs is enough for my personal taste. Trying to fix rescaling is nothing that is easy to do and even more it requires several weeks of my time. Currently I rather spend that on other features, that some other modders requested, and I wanted to implement for a long time.
  13. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    Select a launchsite from the editor. There is a kk button The kosmodrome plateau has a very low visibility range. You should increase it to some better values. The disappearance act only happens when am object is moved out of its visibility range. I wanted to fix it I've day # so everything is at least visible within the object loaded range, but I forgot to do it in the latest release.
  14. Kerbal Konstructs "bans" KSC launches.

    Use the KK launch site selector in the SHP or VAB to select a site...
  15. [1.3.1] Kerbal Konstructs - 1.3.1 - 10.02.2018

    I need the log file from the game session, when you run into problems. The stack trace of the crash might have given me a glue what happened. When everything is working fine, I don't have anything to do. You use GPP, which has triggered some bugs in the past, so it is possible that you could run into one again. Just keep up the great work. Your base looks amazing.