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Ger_space

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Everything posted by Ger_space

  1. Doesn't work means? Is running fine on my setup with over 100 mods.
  2. no need, I changed now Kerbal Konstructs to query the active vessels setting, when its on a flight scene.
  3. A small update for Kerbal Konstructs: https://github.com/GER-Space/Kerbal-Konstructs/releases/tag/1.4.5.47 This should fix the issues with vessels Spawning under statics when PhysicsRangeExtender is used. Also some crashes when Kerbin-Side Remastered was not correctly installed. Changes: Less crashing when a PQSMapDecal Map is missing use the active Vessels physics Settings for calculation of the loading range of buildings: fixes: #130 minimal improvements of loading time on scene switches
  4. I have a stupid question to this mod: is there any specific reason why you set the pysic ranges for each vessel and not globally? (like in) 'PhysicsGlobals.Instance.VesselRangesDefault' I fell above it, because I had some Issues with Kerbal Konstructs loading assets too late, and I only queryied the default settings.
  5. too bad I cannot bring back these launchsites with KK, as they are deep inside hidden within the code of the expansion. you can use Kerbal-Konstructs and from @Eskandare That brings a nicer desert LaunchSite
  6. That's three limit of the system. To be visible from space you need kopernicus and alter the planet texture. That's beyond my knowledge how to do that.
  7. Maybe you should read the warning text in the first post, before you use a mod. ( And complain then about balancing, if you don't follow it) I started a new career and it's pretty much the way I like it. Not too slow or too fast.
  8. No worries, I'm happy it sorted out by itself. Without logs is hard to see if it's a bug I need to replicate or something else. KK should be able to use offworld launchsites.
  9. You only installed the Additional Airports packacke for Kerbin-Side Remastered without the Kerbin-Side Remastered mod. thats why its failing. You need also thi mod and it will load fine: https://github.com/Eskandare/KerbinSideRemastered/releases/tag/v0.90.1.1
  10. make a copy of the game and run the steam integry check. then copy everything modded back to the fixed folder
  11. I don't think it will work directly. Someone made it work, but was not able to redistribute it, because of the license.
  12. [WRN 14:58:58.042] KK: GetHeightMapByName: No HeightMap found with name: K-Slope And afterwards it crashed. The crashing is not good, but having some configs without that use some assets that no longer vailable is something not expected. I think the K-Slope came from Kerbin-Side Remastered, but I cannot find it in your install anymore. Maybe in the Kerbal-Konstructs\Newinstances Folder you have some old .cfg files, when you edited some Terrain.
  13. Create a color map and a appropriate config for that map. Then select it as an additional color map in the pqs you created. There is a config example in the kerbal konstructs folder, it should be easy to adapt. Presse note, that textures should be square.
  14. Set the terrain details to high. Everything below is not realy supported. Of the base at the ksc2 is not open, then it will not recover..
  15. I'm on Vacation, but I testet the last release on 1.6 and it worked for me. Please send me a logfile if you have issues.
  16. Create a new pqs, select as height map the one called Allblack, uncjeck cull black, set a radius as big as you want it. Hit apply.
  17. There is the kerbal konstructs wiki page https://github.com/GER-Space/Kerbal-Konstructs/wiki I documented the PQSMapdecal system and the editor. Minimum size on Kerbin is about 125m everything smaller is not visible my the squad PQS system.
  18. Keeping the stock system as it is and make it switchable between TU and stock sounds a reasonable approach to me. The new stock implementation it's just to new to be messed with. Maybe scatterer and eve will adjust, or people running with the two. mods will install TU anyway, because they run dx11 and need the shader fix. Trying to fix the stock implementation is probably going to be a more extensive research project, that should not be done, when you have the feeling, that you are being in schedule.
  19. I had a test install with it, but I did not test the latest release with it. What I know: kopernikus and GPP are working without problems. Could you please upload the ksp.log somewhere ( maybe github) do I can have a look, what it going on. Have you something like Kerbin-side installed? Maybe it's making problems, as the planets are renamed.
  20. It should bring up the editor, when you are in the flight scene. If it doesn't work the mod died halve way.
  21. If you are willing to recompile kk... So the easy answer is... No..not yet. it's currently the default value of the ksp buildings.
  22. Ouch, that was a hard landing. I had to try pretty hard to crash a building. I'm surprised your rocket didn't explode.
  23. I think I'll restart my career for this mod. Thank you this all looks perfect. Do you think you can incorporate kOS into a earlier node?
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