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Ger_space

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Everything posted by Ger_space

  1. Not really, I would be happy so throw away all no longer needed code and I would have more time to play the game than spending all nights modding.
  2. So as noone complained about the latest Test-build, I'm now officially release it. https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.7.0.1 Changes rework the spawn and despawn logic once more: now all buildings are only spawned when they are within the visiblility range. they are despawned when going out of range and not only disabled. This should reduce the memory consumpion of setups with many statics. Anomalies will no longer show up with _PQS on the SCANSat scanners ###mostly for modders groups are saved by thier coodinates and not some magic vector. group use in thier config now a "heading from north" for thier rotations and no longer a internal rotation value. editor: you can enter some of the values of the groupeditor directly editor: Selecting the same group two times in a row will no longer lose the focus of the camera. editor the exports are now written in directories with the timestamp.
  3. sadly it's neccesary and the save button turns orange if there are unsaved changes. For some historic reasons deleting means writing all files new and this makes your computer hanging. You don't want that every time you delete a static.
  4. they are a problem from scatterer with transparent scenery objects.
  5. did you press the "save all" button in the main editor window after you deleted the runway in the instance editor? that the gates are scattered shouldn't be a problem, but I need to rework that piece anyway. The code is not very efficient and as you noted it's not possible to put that into a editor. I'll to some rework passes on the gameplay mechanics in the next weeks. I'll put this to it.
  6. Delete the directories of the bases inside the gamedata / Kerbin-side folder. The structure should be self explaining.
  7. There are currently no plans to add such a feature as it is quite inconvenient for me to programm an interface for it. I'll keep it in mind, but it's basically a standalone mod. maybe I'll add such a mod in the future as an add-on to kk. Currently I'm planning on a 2.0 release with will bring some game play changes and not so many modding changes.
  8. There is a whitespace in the filename, remove that, or delete the file when you have one with the correct name on that folder. That's a bug in mm that got triggered by kk.
  9. You can disable the focus on last launchpad in the game settings.
  10. sadly you cannot add holes into the surface, as you can only alter the height map. Its impossible to make something like a tunnel in a height map, because you only see the mountain above, not whats inside.
  11. uhmm... how you can have them as a accident? they come from an internal debug menue. I fear you have to manually edit the savegame. mod not installed? you are not in in flight mode? (inside the KSC nothing will happen)
  12. this is working as intended. You write / alter .cfg files, this means mm will to a full rescan. This will be always like this. If you edit much, you need a slim installation with only a few mods.
  13. We have another small release: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.64 changes API for building spanwed event BugFix: Make Kerbals on EVA float on water BugFix: less crashes on missing .mu ending of 3d model definitions. use lat and lng for GroupCenters instead of a reference vector. this should fix some issues with rescaling. added a switch to launchsites to toggle the behavior where a vessel ls placed on launch (on the topmost collider (default KSP) or at the spawnpoint) added two new community textures by damonvv added a switch to attach groupcenters to the waterlevel and not the ground (fix rescaled floating assets)
  14. sorry for the delay... it's me being busy. I hope tonight there is something that I can send damonvv to test.
  15. You actually activated the support for comment or remote tech in the settings menu of kk?
  16. If something is underground, then turn up the terrain details on the ksp settings. The black icons.. I don't know what happens with that. A typical case of: cannot reproduce.
  17. Copy the cfg file and give it a new name and Adjust the settings. That's the intended work flow. I guess you have a broken / incomplete installation of Kerbin-side remastered. They are working for be.
  18. Just a quick heads up, I'm going to be more or less offline for the next three weeks. This means no Bugfixes or feature requests in that time. Second week of march i can pick up modding again.
  19. Yes, you have to remove the unity game object tags from the buildings.
  20. After some checking: The custom recovery code is only active in career games. As this is the only game mode, that is relevant when it comes to money. If you have problems there, then I need your KSP.log when its having problems.
  21. Have you tried to restart ksp? I think it's only initialized correctly after a full restart.
  22. Fist: kk by itself doesn't contain any bases, so this bug report should go to the thread that the base is from. Round range can be Kerbin Side or Kerbin-side remastered. I added a toughness modifier to the configs, so buildings can be made more resistant, it only needs some more time until the mods catches up.
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