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Ger_space

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Everything posted by Ger_space

  1. @Sundering I created a prerelease of my current WIP Code. you can find it here: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/0.9.8.3 It contains the fixes for the missing kerbals and the initial startup is 20% faster. down from 23s to 19s for the Kerbin-Side-complete package. Currently I'm working on further improving the startup time. I found today whats the cause behind the long wait at the game start, so in the next official release the startup should be a lot faster.
  2. I can reproduce the error, so I have logfiles. I'll look into it.
  3. it looks like the ApplicationLauncher.AppScenes Switches are broken with 1.2. But you could try to add and remove the buttons at the following Gameevents: GameEvents.OnMapEntered.Add(add_my_button); GameEvents.OnMapExited.Add(remove_my_button);
  4. That picture is the KSC2 from the Kerbin-Side complete package. I havn't made it so I have no idea how the runway got it's number . New assets are allwas welcome and I'll add your runway markings to KK. But please give me some time for it. Currently I'm the process of rewriting the mod, mostly seperating game-logic from drawing functions and moving some functions to the classes where they belong.
  5. No, I was just incompetent. It's now corrected. The KSC++ is linked a bit below of the SXT stuff. Thanks.
  6. Here is the link to the new forum post Kerbal Konstructs for KSP 1.2.X @sal_vager this thread can be closed.
  7. Kerbal Konstructs New buildings and Launchsites What? This is the continuation of @AlphaAsh's great mod, which provides the foundation to add new static objects to the worlds of KSP. This statics can also provide various functions like fuel tanks or office buildings, which provide an steady income or new Launchsites and Runways. Kerbal Konstructs provides the editor to create new bases and the tools to select new launchsites. It also provides a landing guide. Since Release 1.3 you can also edit the planets terrain, to create mountains, or flat areas where you want to place your bases. There is some Documentation in the wiki Screenshots: Download: Releases: Github Releases: Spacedock Releases and Prereleases: Github latest release for KSP 1.2.2 for KSP 1.3.1 Source: Github Supported Contend-Mods: Tested by myself: Kerbin-Side Kerbin-Side Remastered Kerbine Side Remastered- AIRPORTS KSC++ Continued SM-Marine: SM Statics Harbors pier and marine installations & Waterlaunh Sites KSC Floodlight Kosmodrome (don't use the provided KK-dll, only use the Kosmodrome folder) Others that should work: More mods for KK Kerbin-City restored Wenchang LaunchSite Bugreports: Please file a Github issue here. Donations: Please make a donation to keep my girlfriend happy: (When she is happy I have more time for modding) Special thanks to: @AlphaAsh for this mod. @SpannerMonkey(smce) and @Divico for testing the 1.2 prereleases and bugreports. Changelog: License: I've got the personal permission from AlphaAsh to distrubute his Art assets.
  8. the build I linked a few posts up does work with 1.2.X I'm the new maintainer of this mod. This thread will be replaced by a new on. I'm currently in the middle of a rewrite of the window management Code, so in the future new features can be added faster and the transition to a new maintainer will be smoother. (if this will be needed) I wanted to post a new thread and repository as soon I have finished the ongoing changes. I think in 2-3 days I'm done and after that CKAN will be updated. The old Spacedock page will remain, but I will create a new one for KSP 1.2. Working on a complete alien code is no easy task and takes some time.
  9. If you are intrested, I can make a PullRequest, as soon I have finished my current projects.
  10. I made a very very crude interface to kOS and made a automatic landing script. I had to make some changes to the AtmosphereAutopilot code. (some vaiables anf function needed to be public) and I crated a derivate to the mousedir controller which accepts the disired direction as a parameter.
  11. Sound great. Your help on the assets would be very appreciated.
  12. Thank you! Also for all your work you put into this mod in the past! Thank you for the offer. Ideas how to expand and new models/bases are always welcome. In the moment I spend more time in VisualStudio, than in the Game...
  13. As soon I have the OK from AlphaAsh to takeover the mod, I'll go on and change the .version file and contact the CKAN group to update the database.
  14. ok I made a new build which fixes the loading issues, when ContractConfigurator is installed. https://github.com/GER-Space/Kerbal-Konstructs_1.2/releases/tag/9.8.2 next on the list is a rewrite of the map base-view, so the base-icons show up in the in-flight map.
  15. not in the basic kOS. But here is a addon for that: https://github.com/GER-Space/KOS-Biome/releases I'll compile a KSP 1.2 release in a few hours and add some documentation to the githup. For now you find the documentation here: https://www.reddit.com/r/Kos/comments/4tn9wo/kosaddon_biome/
  16. I looked in the code and I'll post a new release in ca. 7h. It is a easy to fix.
  17. try installing the "StageRecovery" mod. This "fixed" it for me, but I was not sure if it was because I had it installed in the past, or it is a general problem with KK. I'll look into it and post a update, when I'm back from work.
  18. Here is a new build, which has the buttons fixed. please be aware: the inflight-mapview does not show the bases. You can only see and manage them in the tracking station (for now). use a pen and paper to plan your trips. You can find the build here: https://github.com/GER-Space/Kerbal-Konstructs_1.2/releases
  19. Other mods do just that, but the KSP API has flags when buttons should show up... Guess what's broken in 1.2? Totally unrelated: vesselmodules have the same bug in the moment... They run always even when you define in flight only. I'll try to write a wrapper around it, but I don't know if it will succeed. On the good side: a single button with a wrapper is easier to destroy, so the buttons will be gone from the main menu.
  20. This are the values to define the local XY&Z. Have you tried <wheel.transform.forward> and <wheel.transform.left> ? That way Z should be tranfrorm.up and than It's defined a free joint.
  21. KK uses four buttons: KSC, Editors, Tracking, InFlight. They are all setup in the KSC Screen but the fuctions beneth the buttons only run in the correpsoning screens. It's a bug in KSP 1.2 that you can see the buttons all the time, even that only one should be visible at a time. Unrelated, but also nasty, that the buttons show up in the main menu, after they had been initialized. Other Mods use more Classes: One for each Gamescene, and they create the buttons there on demand and not all at the KSC (or they have only one button).
  22. I saw it here: https://github.com/shadowmage45/KSPWheel/blob/master/VSProject/KSPWheel/PartModule/KSPWheelModule.cs for the steering and damper setup.
  23. You didn't do something wrong. It's just that KSP 1.2 doesn't obey the toolbar creation options. So alls buttons are displayed everywhere. I looked at the issue and fixing the buttons will require quite some restructuring of the code. Just for fixing that someone else broke and might be fixed in 1.2.1.
  24. @Shadowmage I looked into your Partmodule code: You should use <part.transform.up> instead of <Vector3.up>. The surface reference "up" is defined as: <-vessel.mainBody.position.normalized>.
  25. It's a error, when the dev-Build of ContractConfigurator is installed. The hook for blizzy's toolbar doesn't like the new ConfigurationManager code anymore and throws an error. It's a five line code change found here: https://github.com/blizzy78/ksp_toolbar/pull/39
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